The Big Tuning Thread

I don’t believe you’re correct in stating that the ONLY work due to animation and I disagree that they’re gimmicky tricks. I do believe they’re a skill, I also believe that the animations need addressing.

There are two kinds of animation kills — kills where the other person shoots you, and kills where they don’t. On the former; when you’re sliding into someone to back-a or up-a them you’re doing a pre-planned sequence of button presses and the person you’re sliding into is almost always sitting or standing still. The person being slid into has to time their shot to perfection, and the vast majority of the time, even for the best players in the game, this is a coinflip. Trying to defend these shots is way more difficult, way more of a skill than pulling them off — out of the two best ways of defending them, one is simply Up-Aing them back with no momentum and the other is backing off the wall. If you try to use logic and simply shoot the person who you 100% know is going to hit the wall, that’s literally the worst possible play for you because again, you’re trying to be frame-perfect and time the shot.

In the vast majority of cases where someone goes for a wrap, back-a or up-a on a stationary player who tries to time the shot and the aggressor dies, it’s because the aggressor somehow missed part of their shot. It’s rarely ever because someone was frame perfect. When you do one of those three shots, your timing is built into the button combination with basically no variation — you can shoot instantly, or wait a half second and shoot — two choices that’s it.

You can’t claim that pieces of movement aren’t skill,

Movement is skill — Up-As, Back-As, Wraps, etc are animations. It takes about 5000x more skill to string together four bounces than it does to learn the button combination for an Up-A, yet the Up-A is about 5000x more effective.

I have said lots of times already, but I’ll repeat it. I am in favour of the reduced speed, so I agree.

I’m actually not in favor of the reduced speed — I believe they tried to solve a problem by using the wrong solutions. Do people currently die to animations a bit less than before? Yes they do, and that’s good, that’s why I’m pro-update to an extent. There are more actual fights which is what I want. However, you don’t need to move this slow.

I believe the shotgun/movement in GoW should be built completely around strafing, LTing and bouncing — everything else should basically be deleted, shots out of runs, rolls and cover animations should have a like 1 second delay and thereby essentially deleted from the game. The movement should be really fast, like pre-tuning fast, or even faster tbh. You just shouldn’t be able to get kills in as many animations.

They shouldn’t be punished, nor should the person making the push. There should be no punishments or restrictions.

This is such a poor ideological position on how GoW should be played — if you win map control and someone is pushing you should be at an advantage. Pushing someone should be a skill, it should be challenging and when you do it successfully it should mean something, rather than how it was and kind of still is where it’s basically easier to push someone than it is to hold right-hand.

Yes, this did become a meta, hence why I was in favour of this slower acceleration. I believe that slower acceleration with no shot delay would heavily reduce how often you’d see Up A and Back A.

People still back-aing and up-aing constantly — it works really well you just can’t Air Back A which is unfortunate because unlike everyone else seemingly I actually liked Air Back A. It took way more skill than Up-Aing someone, or shooting them out of your run.

I don’t know why everyone is so against delays in general — I swear if I said I thought there should be a 1 second shot delay from when you come out of a roll you’d all hate it, but if I said we should slow down the roll animation by the equivalent time, it would be far more mixed. Shot delays are the recipe for actually keeping the movement fast and smooth, if we had shot delays where you couldn’t do anything apart from Air Back A, then the movement speed could’ve been left where it was and the game could’ve kept feeling just as fast — it could’ve even been sped up and there wouldn’t be any issues.

No it didn’t,

Defense in GoW5 was at it’s lowest and worst possible moment prior to this patch. Pushing someone should not be an advantage and the acceleration change doesn’t do enough to address this — I just played the game for a few hours, we have the acceleration change and we have some middling delay and with that defense is only mediocre, and it’s far more challenging to LT someone 4-5 times from midrange than it is to hit 5 walls and reaxion shot them.

Edit: https://www.youtube.com/watch?v=vsrmQBCJoFk

The second clip is what I’m talking about when I say you have to time your shot to be frame perfect. You just want the acceleration change but what exactly does that do for the situation in the second clip? You still have to be frame perfect, and by the time they hit the wall they’re moving at the same speed as they would be without the acceleration nerf — you’re not even giving the frame perfect timing window more frames, you’re just slowing down the initial part of the motion so you have more time to admire the character who’s about to wrap shot you.

What you’re actually accomplishing with the acceleration change is a nerf to general bouncing — the only actual skillful part of movement, and everything else is mostly just nerfed by association.

There’s a lot in there.

Okay about the animation but I stand by the fact that’s not the player’s problem to rectify. The developers should create an animation that better represents what is happening. I’m not even saying you’re wrong.

I agree, it’s usually on somebody standing still. The player doesn’t have to time their shot to perfection at all. I have used this screenshot before and I’ll use it again here.

Baird is the defensive player here, in this scenario we can assume that the opponent is considering either

  • Up A
  • Back A
  • RXN shot
  • Wraparound (This technically is a RXN shot but I will cover it on it’s own)

You and other people are saying that it can’t be countered because you can’t time your shot well enough, or that it was too hard. I’m not saying that as an insult but that really seems to be the argument. Why? Here’s how you counter all of those things and it’s extremely simple. I have just gone on Gears to get some screenshots as an example, I’m currently alone so I have nobody to stand in as the attacker so imagine that player is still there and attempting 1 of those 3 shots I just mentioned.

Each of these actually has more than 1 option but for the sake of keeping it simple, I will give just 1 screenshot example per shot type.

Up A -

Defending against an UP A is very easy, especially now that the speed boost has been brought in check. As a defender you can either step backwards to step outside of Gib Range, or you can step either side to make your opponent miss their shot. When side stepping this can often give you an opportunity to shoot them as they run past you after missing their shot.

**Back A (the apparent problem shot that can’t be countered) - **

Defending against the Back A is very easy, especially now that the acceleration has been reduced, giving you more time to read your opponent’s approach to put yourself into a smarter position. Remember that the Back A will fire straight. To counter this you can step backwards to put yourself outside of Gib Range or you can sidestep so that your opponent can’t land their shot.

RXN shot -

Defending against a RXN shot can be tricky because you have no idea which way that your opponent is going to go, especially if you’re stood dead centre. Usually though if you as a defender are stood further around a corner then it stands to reason that an attacker will attempt to fire a wraparound style RXN shot. Whereas if you’re stood further outside of cover then you can expect to be approached by a regular outward RXN shot. In which case, just simply stand over here to make your opponent fire 180 degress in the wrong direction.

Wraparound RXN shot -

Extremely similar to last time, except you just stand the other side for the same effect.

We’re being told that this has been introduced to make people make smarter plays, to be smarter about their map positioning. That should work both ways though for both the attacker and defender. I have just given you extremely simple ways to defend against all of the shots people complain about. Notice how the only time you’re actually at risk is stood behind the wall? That should tell you something, it should tell you that you’re stood in a bad place and you need to move to a smarter one. If you’re consistently losing battles when stood in a bad place then that’s on you as a player.

In the past it could be argued that it was too fast and I agree that it probably was, however now with the heavier slide acceleration and and speed boost reductions, you have plenty of time. You shouldn’t need your opponent to also have a shot delay just because you want to remain stood on a wall rather than making sensible position adjustments.

I didn’t expect to spend so long on that point but I really wanted to crush that such stupid point that everyone keeps making. There always has been a counter to it, the problem never was that there was no counter to it, the problem was that people didn’t want to counter it, they wanted to stand still and shoot.

I feel like it’s only fair to elaborate on this. You are correct that there are professional players who like this change. I also want to highlight that there are professional players who do not like it.

I’ll be honest, at this point I have not read your entire post I am reading and replying as I go. You have just literally proved my point from the first part of this reply. Why on Earth would you attempt to stand in a bad place and shoot like that? That’s such a silly play and it deserves to be a losing one. As I have just showed in detail, there are so many ways to avoid being hit by these shots but you’re deciding to stand in the one place that puts you at risk and are complaining because you die there.

Everything is an animation, you’re playing a video game. A slide is an animation, a reload is an animation, a weapon pick up is an animation.

I don’t really understand what point you’re going for with this, sorry.

This confuses me and I don’t mean this with any disrespect at all but it makes me feel like you don’t actually know how the game used to be and how it is now in terms of actual figures and mechanics? If I’m wrong then I apologise.

The overall speed now is the same as it used to be pre-update. Here’s a quick idea of how it works and how things have changed on Gears 5, not to try and belittle but for the sake of understanding this conversation as we’re clearly putting a lot of time into it.

Gears of War runs on the Unreal Engine.
Size and Distance is measured in uu (Unreal Units)
Therefore speed is measured in uu/s (Unreal Units per second). Usually just typed as uu though.

For reference the slide speed on Gears 4 was 690uu
Gears 5 launched with a Roadie Run speed of 500uu and a slide speed of 630uu
Gears 5 slide speed then increased to 650uu
Gears 5 slide speed then reduced to 600uu

Now with this update, Roadie Run reduced to 480uu and slide speed remained the same at 600uu.

So now we’ve got that understood we need to look at why normal things feel different (I won’t go into speed boost modifiers as it’ll get overly complicated).

The slide speed is still the exact same however people feel like it’s slower. Why is that? It’s because in Gears 5 before this update you would have instant acceleration upon your A press that would instantly send your character to 600uu. Now though they have introduced acceleration which adds a feeling of weight to the character.

This is achieved by changing how the player reaches their top speed. Upon pressing A now, you will start sliding at 300uu, however you will accelerate very quickly at a rate of 2000uu per second until you reach your top speed of 600uu.

Imagine you had a car and pressed the accelerator. Your car has a maxiumum speed of 150mph. Before the update you’d press the accelerator and instantly propel to 150mph and stay at that speed. That would make your car feel very light

Imagine you had that same car but it behaved as you’d expect a car to behave, you press the accelerator and you spend time gradually speeding up to 150mph. Your car’s top speed is the same but you reached that speed in a way you’d expect.

So to apply that to this Gears update, if you feel like it’s too slow then increasing the speed isn’t the correct thing to ask for as it’s not changed, you’re likely seeking a faster acceleration speed. To bring that back to the car reference again, it’d be like wanting your car to have a faster 0-60mph time.

This is the change that they have made in which I like and is the change in which I feel that would stop the Air Back A issue without adding delays too. Your opponent wouldn’t reach you instantly anymore.

That’s your opinion and I respect that’s your opinion, but I’m not commenting on that.

Map control isn’t “who gets this wall to stand on”. Map control is a high ground, a power weapon location, a crossing angle.

Standing behind a wall isn’t map control, it’s camping.

Because consider this based on everything you have said you liked. What would you say if they left everything else in the game and with no delays, but added a delay to shots whilst strafing? You’d think it was stupid wouldn’t you, you’d have plenty to say about delays.

I’m not entirely sure how you can make this claim when you’ve spent a lot of your reply claiming that the game feels too slow. If the game feels slow then an attack that used to be considered too fast (Air Back A) is also now slow and easy to read.

That wasn’t a Back A, that was an over cover pop shot. That’s an entirely different delay in general and doesn’t happen to you if you’re standing behind a wall.

"so you have more time "
"so you have more time "
"so you have more time "
"so you have more time "
"so you have more time "

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This game has take leap down since last tuning , maybe they tryed fix to other problems , slowdown movement and nerfing guns becouse they cant fix original problems like, bullet sponge, marsmellow bullets , 99% hits ,etc… and all becouse bad/broken netcode .

Instead we would have working game , we have now even more this bs… All becouse netcode + slow movement , gun delays just create more problems : like lag , and actually bullet sponge, marsmellow bullets , 99% hits are even more common than before game is now more inconsist that it’s ever been .

" tonight i will just play 2 hour versus , thats it then ,
i will get 600 hours full on versus and after that i’ll just wait better tuning to come "

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So this tuning is definitely the least fun of them all since Gears 5 Launched, in my opinion.

I think there’s been like 9 total tuning changes? - My personal preference was Op2’s, but ever since then I’ve adjusted to each update appropriately and just as I was really starting to enjoy playing Gears again after Op5, they changed the tuning again…

Now I was also fortunate enough to upgrade from the original Xbox One to the new Series X, and damn did it make a difference. Not only did Gears look better, Gears felt better. The game became smooth and incredibly responsive, with that 120fps and reduced input delay. But now with the introduction of this tuning I feel like I’m having to fight against the game! What once was responsive, has been replaced with delays and limitations, which almost makes having an XSX Enhanced version of this game pointless. - Why have this incredible responsiveness at your finger tips, only to purposely reduce it…

However, the new tuning doesn’t hold me back and I can still get a loads of kills and MVP pretty often. But the game is just becoming less and less enjoyable the more I play with this tuning and the ever existing frustrations have been doubled. - The amount of times I’ve point blanked players, only to be killed myself and receive the dreaded 97%-99% has increased drastically, because of the character’s slower movement and the delays when trying to get within the gib range.

What’s worse is that overall feel of the game has changed completely, players are incredibly passive choosing to retreat backwards at every opportunity while firing their gnasher, which can easily down you with two well placed shots without them having to take any risk upon themselves.

This tuning has ultimately nullified aggressive playstyles and tipped the scales too much in favour of those who are more defensive. For instance, if someone makes an aggressive play to kill a defensive player, they will need to dodge shots and move appropriately to close the distance. But even if the aggressor lands a few good shots, gets the player low and can’t quite close that final gap, they’re unable to switch weapons fast enough to finish them off with a snub or lancer, as the passive player runs away. Not forgetting while they do all that, the aggressive player now has to deal with delayed shots and delayed and slower movement, making them an easier target. Meanwhile that defensive player is just constantly backing off and has an easier time finding shots, without taking much risk and doesn’t get affected by the delays…

Imagine watching a boxing match where neither fighter wants to be the aggressor, it would be boring to watch. And in this circumstance, it’s boring to play. If you nullify aggressive play too much, then everyone adopts a passive playstyle, because it’s the one that will work the best. Just take a look back at the first couple of months after launch, at all the people abusing the melee to get 2-piece kills. - It’s just what people do and it doesn’t make the game any better or more importantly, more fun.

So if we do have to live with this tuning… Then please atleast reduce the gnasher’s damage over distance (not the gib range) so that the game atleast balances out the playstyles. This would force those passive players to actually take a risk, by approaching their opposition if they want any chance of getting a kill and those who are more aggressive, a better chance of getting within range.

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Let’s starts with the car analogy. If you know anything about drifting you don’t use the breaks but one time during your drift if you even have to use it at all .Which is why the example I used was more so for turning a car on a corner. You can’t hit the break and gas at the same time you would end up in the wall . Which I compared to gears you shouldn’t be able to shot and bounce simultaneously.

Now when I said you you can still do it I meant use bouncing effectively. The play style has not gone anywhere You post clips in quick match walking around chunking kids who play with their feet than act like it’s 99% of the community to push your false narrative.

It’s a 100% ok to not like the tuning but to act as if this has made everyone into bots because your play style has changed a lil bit is crazy and just as you post clips of all you can do is bot walk I can post clips of The exact opposite

https://gameclips.io/BDT%20Vader/19489a9d-731b-4355-a91a-1cf3fd7512f6

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I know.

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:laughing::laughing::laughing::laughing:
Mmmmmmk

yes, i agree it is the least fun. I’ll say it isn’t the worse state of the game because we did have superman knifing but it is the one I least enjoy.

it’s been horrible with new tuning after new tuning and having no consistency in them. i really enjoyed the previous tuning though.

this, this right here can not be understated. same exact experience as you. the game felt better than any gears ever with the previous tuning + series x. Right, @v_PeRK_v? That feeling of fighting the game that we all hate? It was gone and now it is back!

hopped on last night for my first real game session since the update deployed and was winning in tough koth lobbies vs people who never stopped playing and play 5+ hours a day. it is just not as fun, simple!

im one to rarely complain about the chunk/gib range and just tell people to learn it. while some people people have no grasp of it, even players who do like you and i, can now tell there are more instances where it happens. It’s due to the overall speed and balance of this tuning. the “problem” hasn’t appeared, it has just been exacerbated. this will be a matter of adjusting (again). the game flowed better before.

but people argue we now have more viable play styles. it’s incredibly safe to deliver poke damage and walk back for your second shot. dynamic has been removed from the game. it is also less viable to close the range on people. i dont care if you are John Doe or Avexys, it has been nerfed!

In the final of the most recent major, we saw VQ absolutely dominate PK by doing this.

man, you just keep making point after point with this post! absolutely right once again! somebody posted here how the lancer isn’t even strong enough to down someone in a power weapon pickup animation. i felt that the faster weapon switching did bail you out in certain situations but i never looked at it as having to be slowed down that much. it was just something you had to understand faster as an attacker or defender. you still had to know when to use what weapon but TC kinda just tuned it in a 1v1 sense. your example is perfect about how it can even hurt a player who 100% understands the situation.

okay, everyone gather around. this is the best freaking post in all this thread. this is already happening and there was a lack of foresight for this.

yes, i have argued that neither timmy or jimmy are right. it’s like when i used to play madden nfl and people would say, “this year you can’t just do x, those people are gonna be so bad now.” no, they were good and will be good by adapting to the meta! last year, for a MUT tournament, a player won with a punter at QB as the game had a 99% run meta. I actually think he won the entire tournament without ever throwing the ball.

yes, everything got nerfed except for the gnasher. it’s like they were in a hurry to clean the kitchen and left the table messy and dirty.

overall, i applaud you for such a post. you absolutely nailed what is the experience of playing in this new tuning. i also commend you for mentioning something so taboo as fun all while making specific examples to elaborate on your stance.

yes, the game is cleaner now and easier to understand but I hope TC understands that while that might be seen as a positive, it took away so much dynamic from the game.

As for the meta, a developing thing I am seeing here is not exactly pure bot walking as some are saying but people just running out to an area and hoping to catch people lancering due to the super slow weapon swap. a no brain play that now requires no bouncing or anything. not even a flashbang!

for example, lancering into the boomshot on lift, people will just wait to see/hear lancer fire and run out the room with their gnasher to get at least one free kill. that is the new aggressive play, huh?

@TC_Sera @TC_Kilo1062 please take a look at the discussion here.

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Based on the most recent developer stream I highly recommend players that don’t enjoy the direction of the game to stop playing for the time being. They insist there there hasn’t been a decrease in player count and that it has remained mostly consistent after the update.

Also an important note is that they refuse to show any sort of data to collaborate their claims. There really isn’t a good reason for this lack of transparency besides “why would TC lie?” They also insist that the majority of feedback has been positive which I haven’t seen either. They said it at the beginning that this is how TC wanted to change the game. Which if you’ve followed the development of Gears 5 that their direction is frequently unsupported.

Once again if you don’t enjoy this tuning do not play the game. I understand the Gears loyalists that literally have played through all sorts of trash, but they take that as satisfaction with the updates. Not the beaten mentality that is actually behind it. Don’t continuously test it. Don’t try to adapt to it. Go play something else for the next month and leave them with the mess they’ve made.

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Okay about the animation but I stand by the fact that’s not the player’s problem to rectify. The developers should create an animation that better represents what is happening. I’m not even saying you’re wrong.

Yeah if you create a brand new Up-A + shoot animation which looks nothing like the current Up-A animation and is slower. Outside of that, there’s no way to properly show what’s happening to someone when they get Up-A’d, I’m not actually bothered by the fact that a reaxion shot looks pretty dumb I’m just concerned with how you die to people who haven’t touched the wall on your screen, or have come out of their run.

You and other people are saying that it can’t be countered because you can’t time your shot well enough, or that it was too hard. I’m not saying that as an insult but that really seems to be the argument. Why? Here’s how you counter all of those things and it’s extremely simple. I have just gone on Gears to get some screenshots as an example, I’m currently alone so I have nobody to stand in as the attacker so imagine that player is still there and attempting 1 of those 3 shots I just mentioned.

I was one of the most successful/accomplished gb players in Gow2,3,J & 4 — I’m beyond used to playing the game at the highest possible level against the best possible players — you don’t have to painstakingly try to explain to me how to counter these shots when I know for a fact I’m better at countering them than you are, and on top of that the situation in your screenshot would almost never play out like how you describe it because of the positions of both players.

**Back A (the apparent problem shot that can’t be countered) - **

I literally never said that these shots couldn’t be countered, nor that the Back-A was the worst offender. You want to counter the animation cover shots? This is what you do — you predict that someone is going to slide into you, and you pull off the cover — that’s it. And if someone is really far away from you like in the screenshot, you shoot them once from that distance, and once more when they push and you’ll two-shot them. Your other option is counter Up-Aing them with no momentum, this works because they’re doing a scripted button combination and their shot comes out at a specific time and when you Up-A them back you’re getting out in front of that.

I believe that this kind of animation based dichotomy that players have to deal with creates an awful experience, for example in this clip at like 48~ seconds I’m 99% on a pillar, I bite on a fake back-a, no momentum Up-A shoot into a roadie swing and kill one of the best players in the game GoW on their host. Nothing I do to reaxion in that clip should be able to be done.

You’re trying to go in-depth and explain something that’s actually extremely simple — it actually triggers me that you talk like this to people.

Defending against a RXN shot can be tricky because you have no idea which way that your opponent is going to go, especially if you’re stood dead centre.

Defending a reaxion shot is literally the easiest one lol. You don’t get cheated by reaxion shots, they actually deserve to be in the game unlike Up-A’s//Wraps/Shooting out of runs. These examples genuinely hurt my soul.

I didn’t expect to spend so long on that point but I really wanted to crush that such stupid point that everyone keeps making. There always has been a counter to it, the problem never was that there was no counter to it, the problem was that people didn’t want to counter it, they wanted to stand still and shoot.

I never argued that it couldn’t be countered, I actually argued that the counter to it was harder than doing it and that’s my problem with it — and in your explanation you do nothing to counter that point, you just spend 10 minutes explaining something that could be explained in 30 seconds and then act as if you’ve proven something.

Also — you should absolutely be able to stand still and shoot a player who is sliding into you, who you know is going to slide into you.

I feel like it’s only fair to elaborate on this. You are correct that there are professional players who like this change. I also want to highlight that there are professional players who do not like it.

Irrelevant.

I’ll be honest, at this point I have not read your entire post I am reading and replying as I go. You have just literally proved my point from the first part of this reply. Why on Earth would you attempt to stand in a bad place and shoot like that? That’s such a silly play and it deserves to be a losing one. As I have just showed in detail, there are so many ways to avoid being hit by these shots but you’re deciding to stand in the one place that puts you at risk and are complaining because you die there.

Because that’s literally all you should need to do, it’s beyond easy to Up-A/Back-A/Wrap someone — it should be beyond easy to counter it. If I know someone is going to hit a wall, I should be able to stand still and kill them once they hit the wall every single time. If you hit an obvious wall or go for an obvious animation kill, you should die every time because you made a mistake. The game should punish mistakes — and I reject this notion that correctly predicting where a player will be and shooting them once they hit that spot is either a mistake, or something with which you need to be absolutely frame perfect to do.

Everything is an animation, you’re playing a video game. A slide is an animation, a reload is an animation, a weapon pick up is an animation.

I don’t really understand what point you’re going for with this, sorry.

I don’t believe you.

I’m obviously talking about shooting out of runs, rolls, Up-As and how it’s way harder to bounce than it is to wrap shot.

Map control isn’t “who gets this wall to stand on”. Map control is a high ground, a power weapon location, a crossing angle. Standing behind a wall isn’t map control, it’s camping.

I never indicated that it is — camping in GoW isn’t sitting on a wall, it’s hiding around a corner. If you’re on mid bridge canals staring at connectors, and someone pushes you from connectors, you’re not camping — that’s not camping. A lot of these shots happen in general fights as well, go back to my clip above — no one is camping in that clip, that’s just a general fight that people have hundreds of times a day.

Because consider this based on everything you have said you liked. What would you say if they left everything else in the game and with no delays, but added a delay to shots whilst strafing? You’d think it was stupid wouldn’t you, you’d have plenty to say about delays.

The game is already foundationally built around shooting while strafing, and Up-As are a sidenote generally speaking. This is a false equivalency the likes of which I’ve rarely seen before.

I’m not entirely sure how you can make this claim when you’ve spent a lot of your reply claiming that the game feels too slow.

I haven’t done that though.

If the game feels slow then an attack that used to be considered too fast (Air Back A) is also now slow and easy to read.

Two things — first I liked the Air Back A. Second, the Air Back A has been essentially deleted from the game and no one even tries to do it anymore.

That wasn’t a Back A, that was an over cover pop shot. That’s an entirely different delay in general and doesn’t happen to you if you’re standing behind a wall.

Have you spent the whole time believing that I’m arguing that the Back A was the worst offender? I’m mostly complaining about wrap shots and up-a’s. Back-As are the least annoying of the animation shots.

"so you have more time "

You have more time to admire the character. the frame window is the same so it doesn’t matter — look at that clip, he doesn’t need more time, more time is useless there. He could have 45 minutes to prepare, if the frame window is the same then it’s irrelevant.

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It’s simple. The game is plain boring now.

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I typed LOADS answering you and then I got to this, so that’s all gone.

I have spent this time believing that you feel the shot delay after a wall cancel is a good thing. But yes I have been thinking that you were doing what everyone else has been doing and moaning about the Air Back A being impossible to defend. It’s clear that’s not the case.

Well that was a waste of time.

I stand by everything I said in my previous comment though.

Whilst typing this reply I did say though -

  • That I agree with you that there’s a difference between standing behind a wall and camping.
  • I also said that it’s probably not best to use a clip from a game that’s a decade old on a laggy host to support a claim about a bad animation.
  • I also said that you can be triggered all you want, if you want to stand on a wall trying to time your shot, if you didn’t time your shot well enough and you lose as a result then that’s your fault for standing there. Sorry if you don’t like me telling you that and showing very simple ways to not get shot at. Would you try sniping somebody who is charging a Tbow at you? You’ll have to time it perfectly and chances are you’re gonna lose. It’d be your fault if you lost for trying something stupid.

Curious though. I recognise your name as I do with most of the people you showed me in your clip. Clearly you know what you’re doing so I’m confused about why you think the way you do.

You’re fine with RXN shots but you don’t like the Up A or wraparound?

I know you know this but to put it into text - A RXN shot is an Up A with a camera flick. A wraparound is a RXN shot that fires the other direction.

How can you have no issue with a RXN shot but dislike those 2 things? (I know it’s going way off topic but I am curious).

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PUT THE OPTION TO USE B FOR CHAINSAW. IT’S A SIMPLE 1 LINE OF CODE THING. FIX THIS PROBLEM NOW YOU HAVE HAD MONTHS AND MONTHS, IT RELOADS INSTEAD SOMETIMES.

Also TC should punish quitters and the rank 1-10 noobs who quit after 3 waves of horde.

I hate how horde has become “just use Terminator/heavy waepons”. That and the leeches and the whole robots sht dn’t belong in Gears games. Go back to Gears 1’s atmosphere which was gritty, suspenseful, dark, and with gore.

This thread has nothing to do with Horde.

Go and make a different post.

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Gears 3 pvp was balanced and you could use the sawnoff and that was a useful additional competing weapon because it had its own drawbacks and strategy. In contrast there was literally no reason to invent the lancer GL because it doesn’t play differently than the lancer. In gears 3 the retro lancer was punishing with its recoil making it rewarding if you had a lot of skill handling it (competitive with gnasher). You could choose lancer, retro lancer or gnasher and still help your team win.

TC are happy with their mainstream Fortnite aesthetic which casts a wide sales net (volume of sales they call it) and they cannot imagine anything loyal to the gears themes, worldbuilding or atmosphere. Even something as simple as the Onyx Guard character skin from gears 3 was butchered and ruined. Despite them having access to the original 3d skins.

You have to get beyond fed up, and start devving your own games. Nobody is that ambitious though when you look at the gaming demographic as a whole. This was reflected in GamerGate - everyone still has a consumer mindset, even after the worst kinds of dramas and complaints.

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I also said that it’s probably not best to use a clip from a game that’s a decade old on a laggy host to support a claim about a bad animation.

It being a laggy host doesn’t matter because Reaxion was host in that clip and he’s the player I kill lol. I used the GoW3 clip for several reasons, first I want to show that this isn’t something new or exclusive to 4 & 5. I wanted to show that it could be done in the worst conditions so your ping is not as meaningful as some would claim, I definitely had like 160-180 ping in that clip. I also believe that Gow3 had these shots about as well balanced as they’ve ever been, it was harder to get kills with them yet despite that, things like that clip still happen. In Gow4/5, that’s a very routine kill that happens constantly.

I also said that you can be triggered all you want, if you want to stand on a wall trying to time your shot, if you didn’t time your shot well enough and you lose as a result then that’s your fault for standing there.

I just don’t believe that standing still and aiming where you know someone is going to be should be the most difficult and worst option. It’s incredibly unbalanced.

Would you try sniping somebody who is charging a Tbow at you? You’ll have to time it perfectly and chances are you’re gonna lose. It’d be your fault if you lost for trying something stupid.

I’m not even being funny, a sniper shouldn’t be consistently losing a long range fight to a Tbow lol. Like if bow is in connectors on canals and you’re highside block with snipe, you should win that most of the time.

You’re fine with RXN shots but you don’t like the Up A or wraparound?

Absolutely — this isn’t possible but ideally I’d delete wraps and up-as, and leave reaxion shots. Obviously they’re all basically the same shot with variations on shot timing and camera position, but they’re used in different situations and their uses in these situations are what I don’t like.

You don’t typically get a chunk with a reaxion shot, it’s not an ‘All or Nothing’ play like a wrapshot or Up-A is. If you wrap shot someone and don’t kill them, or Up-A someone and don’t kill them, you’ve failed lol and you’re probably dead. How many times have you tried to wrap shot someone, they eat the shot kill you and you get like 80%? That’s not a good encounter for anyone, it’s not very skillful and it’s pretty random. It’s not just that I don’t like dying to it, I don’t like it being in the game itself because it cuts down on the number of actual fights you get.

A lot of reaxion shots are done defensively or for chip damage, for instance here’s some clips.

So at 1:24 I reaxion shot atmo, as you can tell even I didn’t think I was getting the kill. I shoot him, turn, start to roadie run like I’m going to swing my screen and he just dies so I turn back. A few seconds later I miss roll into secondary, immediately recover and reaxion at ribs, this is what I mean by a defensive/chip damage shot and this is what I like about the shot. Now, I don’t actually hit the shot lol but the idea is there — and after this I just run at him and kill him in an animation because I wanted the clip. These are the kind of real world examples where I’m just playing the game not thinking about trying to get a specific kind of kill.

Example from Gow4;

This is by far the most typical reaxion shot that I go for, and that I use to get kills with and I’m sure it’s the same for everyone else. You’re using it as a way of getting chip damage, you’re not trying to just immediately end the fight it’s not all or nothing — it’s just another way of pushing a player who’s holding right hand. This is fine, this is fun — this is still very present in the game today and it’s good.

Here’s an example from like 5 minutes ago

The first kill is probably the kind of reaxion shot you’re thinking about — I’m not a massive fan of that being in the game, but it’s by far the least annoying animation kill because whenever you do that to someone you’re doing it in an actual fight with them as opposed to just seeing someone on a cover and wrap shotting them, and they’re also way more likely to be moving and fighting back against you. The next kill after that is another example of doing the shot for chip damage, working well to this day like 10 years later.

I’ve explained numerous times thats its not.

I’ve won against stacks playing by solo and I’ve lost against solos on a stack. Every game is different and will play differently. Just because you re on a stacked team doesn’t mean you are gonna win.

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Couldn’t make it farther than that

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TC have done some really awesome stuff like bringing back Skorge and Cyclops. Epic failed massively at this in Gears 3.

They also brought us Palace Guard, Karn, Armoured Kantus and Bolter all as playable characters. Everyone has been asking for them since Gears 3 but Epic didn’t listen at the time. Fans asked for these characters in Gears 4 and in the end we got all of them spread from Gears 4 to Gears 5.

Let’s just hope they listen over this new tuning.

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I’m not saying they haven’t done stuff. They have.but skins don’t matter when you aren’t enjoying the tuning

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