Wall bounce limit?

I never once said I could not deal with gnasher players. I did say that it feels like I’m cheating when the game gives me shots I should have missed just becasue I bounce off the wall before I pulled the trigger without aiming at the other player. I also gave a detailed description of what is happening in game when players with poor connections use the wallbouncing mechanic and how some players abuse that connection plus mechanic to gain an advantage. I did this because someone prior brought up how wallbouncing is a glitch without explaining how it could be considered a glitch. Glitches are technically cheating and I was only pointing out how I and other people see this mechanic as cheating.

It’s when I get people on my team that think they are gnasher gods and die 20 plus times in ranked TDM that piss me off.

I can handle wall bounce twitch play just fine. It still does not change the fact that this game mechanic is what holds this game back from being as popular as other titles because the shotgun gets broken by bad connections and inaccurate depictions of players positions on the map further increased by being able to cancel slide and repeat to move faster than the game allows other players to aim at you.

It’s a broken mess of a multiplayer game that Microsoft should have taken and made into a campaign and co-op game instead of trying to salvage what little multiplayer base they had left at the end of 3.

Horde and the campaign keep this franchise afloat while the multiplayer community sucks up the resources with constant gnasher an “overpowered lancer” tuning updates and weekly esports content. We need more players playing multiplayer for them to justify spending resources to keep it updated. Making the game closer to other shooter games puts the game in a step in the right direction to accomplish this goal. If we lose some of the gnasher is the only weapon in gears people because the game becomes more like other cover base tactical shooters so be it. Doubt that would happen considering the success of 3 with all its counters to wallbouncing gnashers.

When every other game mode teachs players to use cover and flank enemies new players that go into multiplayer are going to have a bad time getting owned by people that slide cancel from wall to wall. This makes those players stop playing and anyone new interested in the multiplayer portion of game then gets told by people that review the game how bad multiplayer still is because it is a gnasher fest. That’s more potential customers lost. The gnasher game has been played for far too long and needs to be put back to its intended purpose of pulling it out as a last resort when you get pushed or are pushing a players cover position.

You gnasher only players have your own special playlist to bounce wall to wall in shooting point blanks at each other until one gets lucky and the game forgets where the other guy is supposed to be. Go play luck of the bounce in 2v2 if the gnasher only game is the only thing you play gears for and leave the rest of the modes to people that are actually team oriented and play the tactical battlefield awareness game it should have been from the beginning. You know tactics like suppressing fire, marking targets, flanking enemie positions and the biggest one knowing when to retreat.

Exactly, they bit*h about being so low on the Xbox most played list and not ever having enough players, but want the same old BS. I’d bet money there would be less quitting too in ranked if this wasn’t a gnasher fest.

Give them their 2V2 hell their own gnasher only KOTH and let the rest of PVP grow into something more.

Almost 100% you both just get pooped on by wallbouncers, but ok.:rofl:

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Re “2v2 for gansher noobs” - Mate the way I see it YOU have your own special playlist for all the rifle ‘tactical’ play that you want. It’s called arcade and you don’t start with a gnasher.
Not to be rude, but you should consider making that your main game, or maybe moving onto one of these other tactical cover shooter that you want gears to be like.

Arguments about bouncing ran their course on the release of gears 2 when epic endorsed it with the wall slide cancel. Calling it cheating or an exploit after that point is just dumb.

Yes players are desynced, that is across the whole game and the lower your ping the more obvious it becomes. This has nothing to do with sliding. It is an issue no matter how someone moves (and sometimes when they don’t).

If I can go back to one of your earlier points about boucing being cheating - You think that players get auto-aimed shots when sliding? :roll_eyes:
The lastest dev stream had the guy telling us how all aim assist is off when you slide, no friction, no magnetism. If anything boucing handicaps your shooting as it removes all these features.

Look I can see it’s a lost cause trying to convince you or @yeatersm that the gameplay is fine and fun when focused around cqc, but I see that this isn’t what you want to play at all.
As politely as I possibly can I would suggest that gears is not for you.

If you didn’t like this type of play for the last 14 years, why would you expect it to be different or to remove key parts of its identity now?
TC tried to change how we play, epic even tried to change how we play. Guess what?
Both games haemorrhaged players and G5 is often talked about as on the same level as Jears, with good reason.

TL:DR - You don’t want to play gears of war, you want gears to conform to your vision of it. A vision that has been outdated for 14 years.

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That is not tactical play. No power weapon positions and the ability to spawn weapons on yourself with over aggressive auto aiming headshots is for people just like gnasher players that can’t go gnasher to gnasher. Lancers getting headshots from accross the map is more like the blind fire bullet magnet gnasher battles you crave.

It is an issue that is compounded and increases the higher the latency goes by the abilty to slide, cancel slide and repeat.

He said it was delayed after sliding for less than 1sec. Wait to take your shot for a second and auto aim bullet magnetism are back in play. That why blind fire off of a bounce works so well. It takes almost a full second for camera to rotate most of the time. Meaning when player bounces the camera is rotating prior to the shot bring bullet magnetism and auto aim back in to play. I have landed many shots I should have missed and can watch the character auto aim the gnasher after bouncing.

Your not being polite at all by using the word politely. If you love cqc so much they have a special playlist for you. Which is the playlist I have the highest rank in ironically. This will also never happen because I have been here from the beginning through every PvP population decline because it turns into the same old gears game every time and I would like to see the series continue instead of be shelved by Microsoft for being a failed venture.

You are assuming something I did not say. I don’t enjoy people that can’t use that style of play effectively. I also don’t enjoy the constant decline in player population that could affect future games. This constant this series is dead business needs to start going in the opposite direction.

Epic didn’t make judgement. Gears 5 has more players than 4 and 3 combined. You even play it. The most popular and according to the majority of gnasher only players was Gears of War 3 with extra stopping power added in and load outs designed to punish gnasher users.

I think you have that backwards and should sit and reflect while you wait for your .5mb per sec internet to download your update.

Epic did make judgements pvp, pcf only made campaign. Straight facts. It is good if you know your history before quoting it back at me.

Yeah my internets back, so I think yor point is lost there. Good diss! :rofl:
I am a low ping player who gets problems like you do, I just know it’s bad netcode and not the players fault for using established mechanics to play the game.
If I get out bounced, I don’t cry that it’s unfair, I look and learn, I try to ‘git gud’ as I always have across every game in the series…

Wait, what? You seriously wait a second before firing your gun after a slide?
No wonder you think it’s rubbish, you don’t do that. You cancel and shoot immediately, standing there for one second would just most likely get you dead. I thought you said you understood bouncing?

Ummm aim assist is off actually. if I could remove the whole suit I would in an instant. I would prefer this was like pubg with no aim help at all.
Oh and every time magnetism has gone off, my k/d has jumped up. You are trying to tilt the argument towards ‘sliding isn’t skilled and is for noobs’ when that is the direct opposite of what ANY decent gears player will tell you. You just seem afraid to express your real opinion here, call us scrubs and be done with it.

Like I said I won’t convince you that this IS what players want, so there is no point arguing with you anymore.
Just know that trying to morph the game into something it isn’t and wasn’t about 3 months into g1, is not likely to meet with much enthusiasm and going on the the history of the series, not much success either.

I was actually being fairly polite, I didn’t just cuss you out and laugh, I won’t bother trying in the future.

I am for this in principle but I’d have to see how they apply it. It shouldn’t be like a energy/turbo bar that depletes somewhat quickly unless they unleash the movement. That would be a true trade-off!

With this change, will they make all the movement faster given the slow downs? I doubt it, so it looks like it will be a lot of upcoming trial and error. I’d expect it like it is now but only truly affecting unnecessary hyper bounce, which is redundant since really hyper bouncing is useless.

Something like what I had mentioned in the past. Not exactly, but similar.

I personally love the aspects of movement and bouncing in gears but should it not be balanced like any other thing?

Is there such a thing like excessive lancering?
Such a thing like excessive wallbounce?

Personally, I just want viable play styles. Nothing too hot, nothing too cold.

I don’t think you quite understand how fast a second really is especially when you have to wait for other players to bounce past gib range because they look closer than they actually are. When the camera rotates around automatically after bouncing off of a wall we are well out of the range of millisecond frame by frame measurements. On top of that the slide and cancel mechanic produces movement faster and more erratically causing hit registration failures.

I also can’t understand this perspective when you can see your shots land, you know your in gib range because you’ve learned over the last 14 years where that is but get cheated out of your kill because the game predicted for you where that guy was if that’s not where he is actually at in the game. Knowing full well that faster movement is only going to make that problem happen more often.

Aim assist is never off. This was explained in the hour and a half long dev stream if you bothered to actually watch the entire video. When you turn it off in the menu it only put it back to default aim assist which has been in every Gears of war game.

The only players that deserve this title are those that use it themselves.

Just using the word polite does not make you polite by assuming you know how I feel about a particular subject. The polite thing to do would have been to discuss actual issues players are having with wall bouncing gnasher only play. You instead assume that I think something that I don’t. Now your mad because I implied that your assumption was impolite. You have still now in your 3rd response not responded to how faster sliding causes more shots to fail with some kind of evidence to dispute it. You instead tried to tell me how they tried to change it in the past and it failing. Judgement failed because they tried to make it like call of duty instead of making it like the other gears games with better rifle play like the third installment that is so praised by all.

Scince your done trying to convince me without actually discussing the single issue that I have issue with faster sliding causing more hit registration failures we will see if you respond.