View Poll Results: Keep the AR or remove the AR?

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  • Remove it - I want a shotgun battle to remember!!

    33 31.13%
  • Keep it - I like you going down in one - kiss my shoes!!

    76 71.70%
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  1. #1
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    Default Would removing the Active Reload feature make for better battles in this game?

    Yes i know im not asking for it to be removed dont worry!!!!

    I'm talking about what this game would be like without being downed in one AR Gnasher shot and being given the chance to get back in the fight to redeem yourself. I'd like to see at the very least a 3 shot down with the shotgun and that can only make you work harder for your kill but on the other hand be more open to attack.

    The rifles are the main attraction in this game and thats obvious the way the maps are built but really do we need AR on top of the power that these weapons already possess?

    What's your thoughts and do you think this would make the game a bit more enjoyable knowing you would be having more harder fought battles without wondering if your going down in one second from the HB or Gnasher?

    Discuss

  2. #2
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    The active reload needs to be slower and the bar needs to be further down the line.. right now it is too easy to get a BIG advantage.

  3. #3
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    AR is an essential part of the game IMO.
    Removing it results in reducing the depth of the gameplay for me, which I think would be a shame.

    I say Keep it.
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    So one of the keys things of the gears of war franchise since day 1 of its very first release is now being questioned ? Jesus christ this game is changing and the people that play it.

    I think Sniper bullets should lock on and be able to head shot by aiming at the sun. Makes it a classic shot if you ask me blablabla

  5. #5
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    Remove active reloads? Might as well remove the cover element then while we're at it..
    Its a part of the franchise.
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  6. #6
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    Quote Originally Posted by djgs View Post
    So one of the keys things of the gears of war franchise since day 1 of its very first release is now being questioned ? Jesus christ this game is changing and the people that play it.

    I think Sniper bullets should lock on and be able to head shot by aiming at the sun. Makes it a classic shot if you ask me blablabla
    It should stay, you're right. But Gears 3 is completely different from Gears of war 1, and the active reload boost is too strong. If it doesn't get lowered it should at least be a lot harder to get than it currently is right now. What is the point of not abusing the actives if it gives you the BIGGEST advantage in everything? It is way too easy to get.

  7. #7
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    nice biased poll

    I like how every weapon's AR has a different feel. The active reload is one of the things that has made me love this series. During a fight you have the option of waiting for normal reload or getting a faster / more powerful one. I like the way it is, if they were to change anything I'd like them to have 2 active reload sections. A small one that gives a dmg boost that needs to be hit perfectly to avoid a jam, and a larger, separate one that only gives you a faster reload.
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  8. #8
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    Keep it but the damage boost is a little over the top..or make it harder to get like the hammy or something.

  9. #9
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    Quote Originally Posted by KaY C View Post
    Keep it but the damage boost is a little over the top..or make it harder to get like the hammy or something.
    This man understands.

  10. #10
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    Default

    stupid idea.

  11. #11
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    Quote Originally Posted by Shmehh View Post
    This man understands.
    Yeah, it used to feel like a good advantage but not required to me..even during tu6.
    I would almost never active in scrims and only sometimes in gb matches and still handle but on here it just feels like it's so strong it's required now. Especially with the lancer..goes from bullets to mini semi-trucks with ultra omega surpreme stopping power. Pretty much same with the gnasher.

  12. #12
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    Quote Originally Posted by KaY C View Post
    Keep it but the damage boost is a little over the top..or make it harder to get like the hammy or something.
    Some good points here dude - they already have the hammy AR at the end to make it harder so not sure how it could be any harder really.

    I agree the AR is way too easy to get an advantage and with this gone i totally believe this game would be so much more satisfying in getting hard earned kills. Sit behind your AR hammy if thats your bag but it's not Gears and never will be Gears..........

  13. #13
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    No. If you play tactically, you should win. Gears 3 is and should be a tactical shooter.

    Admittedly, the Gnasher's Active Reload specifically is a wee bit excessive given that the gun downs in 2 shots at medium range, but it is generally a non-issue. You need to play intelligently if you are continually downed in 1 shot by the Gnasher.
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  14. #14
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    I wish there was a way to disable pre-active. It's lame. Maybe they could disable actives for like the first 20-30 seconds of a round.

  15. #15
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    What they SHOULD do with the active reload is make it where there is NO damage boost for any gun, just "enhance" what is already there with whatever weapon. Kind of had to explain, but something like this

    Lancer = faster chainsaw rev and quicker aim
    Gnasher = tighter spread and about 10% increase in distance
    Hammerburst = 3 bullet burst instead of single fire
    Retro = reduce recoil by 10%
    sawed off = reduced spread for 5% increase in distance
    cog pistol = can zoom aim 15% closer to target

    Now this would help eliminate a LOT of the issues/complaints that people have with damage multipliers etc.

  16. #16
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    It is useful when you find yourself in a position where you're fighting multiple enemies. However the problem with this feature is the fact that so many "good" players can't get kills without it, and that leads to a lot of people getting preactives before entering a fight.

  17. #17
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    Keep it as is. It's an integral part of the franchise.
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    Its a game mechanic and it would be dumb to remove it so stop complaining.

  19. #19
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    While I can understand the frustration of it (and I have been FURIOUS by one-shot downs [which I think are an absolute joke. No weapon should EVER one-shot down.. thought we learned that in Gears 1 with the Longshot]), removing it would cheapen the franchise. There are few things completely exclusive to the Gears franchise, and Active Reloads are one of them. It would be like removing the chainsaw on the Lancer.
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  20. #20
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    I like it, keep it!

  21. #21
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    The power difference between active and non-active feels too great. Also, I find it kinda goofy that you need to fire shots at a wall so you can reload before a fight just to be at full power. Isn't saving time on a reload good enough?

    I wonder what it'd be like if they removed power-bonus, increased base reload times, and narrowed the active-reload "time-zone" when reloading.

  22. #22
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    The cover system and the reload mechanics (active reloads) is what differentiated Gears originally for me from the rest. They'd be all kinds of wicked nuts messing around with that. Actually I love this game the way it is, so hoping the team at EPIC spends its time on adding more to it instead of fixing what isn't really broke in my opinion.
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  23. #23
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    Lol at everyone statin "keep active reload". Unless you cant read he did say dont worry im NOT asking for it to be removed, its a simple thread asling a question.

    I think the AR is a good thing, when you pinned down by two + guys shooting at ya and ya can get a perfect AR with eiither rifle it evens the odds out, unless all of the two+ guys AR at same time then ur a## is gonna munched. But defo makes the game different to that of other MP games. But isee where you are coming from when you say the gameplay will be different, be interesting i suppose.

  24. #24
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    Active Reload damage boosts should be removed from competitive multiplayer. Damage dealt by a weapon should always be consistent so that expectations can be consistent.

  25. #25
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    It's a staple of the series and needs to stay. Nerfing the damage isn't out of the question though.

  26. #26
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    Tone the active damage down slightly. It's good that you can have extra damage, but as it stands it can be a little too much at times.
    Or just boost player health slightly.
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  27. #27
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    Always go into a gnasher fight with at least 2 rounds in your clip empty. Alternatively, you could pop them a few times from long range and reload before you get close. It adds depth to the game. You can do it too, so it's not an issue of balance.

    Personally, I think it balances out stealth-wise. If you're getting actives, the other team can hear you firing from across the map, and they know you're going for active shotgun, in which case they can either get actives as well, or down you with a rifle. You can't get actives without shooting, and when you shoot, you reveal not only your location but also your intentions. Judging when your opponent gets actives is part of the game. Plenty of times I've seen people getting actives, and I've retreated to better positioning because of it, which then leads to them being overly aggressive and getting downed. The actives only last a few seconds, so all you have to do is get out of there. If they get actives and down you into a close-range fight where you don't have actives, then they've successfully rushed you and they deserve the kill. Don't get caught off-guard without an active ready.

    Also, you think the gnasher is overpowered with AR at midrange? You should check out a little gun called the "Retro Lancer," currently the most popular gun in the game.

  28. #28
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    Alright I'm big on keeping the active reload my issue is not the active it's the before a battle starts active like when you just spawn and you have that one guy one both teams that gets their active before the game is 10 seconds in a cheap and un-sportsmanship way to play.
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  29. #29
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    Quote Originally Posted by JohnnieRebel View Post
    Alright I'm big on keeping the active reload my issue is not the active it's the before a battle starts active like when you just spawn and you have that one guy one both teams that gets their active before the game is 10 seconds in a cheap and un-sportsmanship way to play.
    What do you mean? The active only lasts a few seconds, it would be pointless to get it in spawn.

    The gnasher has 8 rounds. Learn to "throw away" at least two before every shotgun fight. It's rare you'll need more than 4 rounds anyway. It's part of the game, it adds depth; deal with it.

  30. #30
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    the active reload is apart of gears so it must stay. It makes the game more intense when you actually have to reload DURING battle. The only part I don't like is when people spawn and shoot on the way to where ever they are going. Pre-activing is lame. I know i can do it to, but its a weak "tactic" in my opinion.
    Two piecing is a joke, but being able to melee instantly after you shoot is ridiculous.

  31. #31
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    Quote Originally Posted by Jrv View Post
    Also, you think the gnasher is overpowered with AR at midrange? You should check out a little gun called the "Retro Lancer," currently the most popular gun in the game.
    When using the Retro, you have to compromise your movement by aiming in (unless you're in the Gnasher's gib range), adjust for recoil, and pray for good shot placement (unless you burst fire). Given all of that, and that the player is still forced to use a shotgun despite their choice of rifle, the weapon's purpose is redundant and its users can be, in theory at the very least, easily defeated with proper tactics (esp. long range fighting, Gnasher wallbouncing). It's a strong weapon for sure, but the Gnasher simply has more uses in the Retro's optimal range.

    By the way, the Gnasher is the most used weapon in the game. Go into a public lobby sometime. It's honestly rare to see someone using the Retro Lancer.
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  32. #32
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    Quote Originally Posted by baldbean View Post
    the active reload is apart of gears so it must stay. It makes the game more intense when you actually have to reload DURING battle. The only part I don't like is when people spawn and shoot on the way to where ever they are going. Pre-activing is lame. I know i can do it to, but its a weak "tactic" in my opinion.
    It's the little things that separate the good players from the bad players. Pre-actives are just one of those little things, along with wall bouncing, mid-range game, etc. It's the staple of the series, and you're going to have to get used to it.

  33. #33
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    Quote Originally Posted by iTz gEnErIkNaMe View Post
    When using the Retro, you have to compromise your movement by aiming in (unless you're in the Gnasher's gib range), adjust for recoil, and pray for good shot placement (unless you burst fire). Given all of that, and that the player is still forced to use a shotgun despite their choice of rifle, the weapon's purpose is redundant and its users can be, in theory at the very least, easily defeated with proper tactics (esp. long range fighting, Gnasher wallbouncing). It's a strong weapon for sure, but the Gnasher simply has more uses in the Retro's optimal range.

    By the way, the Gnasher is the most used weapon in the game. Go into a public lobby sometime. It's honestly rare to see someone using the Retro Lancer.
    Someone hasn't read the stats on the website. Also, blindfiring with the retro is just as effective at mid-close as blindfiring with the gnasher. You can do the same movement, you just get more consistent damage and you have to hope you don't get gibbed. Both weapons have their uses.

  34. #34
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    Quote Originally Posted by Jrv View Post
    Someone hasn't read the stats on the website.
    Oh, please. Link me if you are really confident enough in believing that more than 50% of this game's kills are scored with the Retro Lancer.

    Also, blindfiring with the retro is just as effective at mid-close as blindfiring with the gnasher. You can do the same movement, you just get more consistent damage and you have to hope you don't get gibbed.
    Ever hear of randomized recoil? Consistency with blindfiring the Retro is rare, and it's rather easy to get 2-3 blindfired shots in with a Gnasher before you die to a blindfired Retro. It works every now and then when people miss their Gnasher shots (or are using a different weapon up close), but that is honestly not a common occurrence, even amongst the most average of players.
    The best part about using the Onyx Spotter medal is that you get to tell people what spotting is.

  35. #35
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    Theres nothing wrong with it..I go through plenty of memorable shotgun battles throughout my day

  36. #36
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    Quote Originally Posted by Jrv View Post
    It's the little things that separate the good players from the bad players. Pre-actives are just one of those little things, along with wall bouncing, mid-range game, etc. It's the staple of the series, and you're going to have to get used to it.
    Oh I know, I just refuse to do it. I win some and I lose some.
    Two piecing is a joke, but being able to melee instantly after you shoot is ridiculous.

  37. #37
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    Quote Originally Posted by iTz gEnErIkNaMe View Post
    Oh, please. Link me if you are really confident enough in believing that more than 50% of this game's kills are scored with the Retro Lancer.
    Not 50%, but in ranked, the retro gets more kills than the gnasher. Not to mention the gnasher stats are inflated by "Finishers," where the user will down with another weapon and then switch to the shotgun in order to stay mobile while finishing someone.

    Quote Originally Posted by iTz gEnErIkNaMe View Post
    Ever hear of randomized recoil? Consistency with blindfiring the Retro is rare, and it's rather easy to get 2-3 blindfired shots in with a Gnasher before you die to a blindfired Retro. It works every now and then when people miss their Gnasher shots (or are using a different weapon up close), but that is honestly not a common occurrence, even amongst the most average of players.
    If you're in a close-range, strafing match, people miss a lot, and all you need is like 1-2 seconds to down with the retro. You literally have to play the gnasher PERFECTLY to win. If the gnasher user is at mid-range aiming with the gnasher, you can outshoot them aiming with the retro. You can't use it like you would a Gnasher, but it's highly effective, not to mention unexpected, especially at close range. You can get a lot of kills close range downing gnasher users with the retro.

  38. #38
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    I wouldn't mind EPIC doing a weekend where the actives were disabled
    It would be interesting to see how well it would work.

  39. #39
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    Quote Originally Posted by iTz gEnErIkNaMe View Post
    Oh, please. Link me if you are really confident enough in believing that more than 50% of this game's kills are scored with the Retro Lancer.
    http://gyazo.com/3a7a2ca5231ef85d3845e6a5d0dbe1fc

    /Thread

  40. #40
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    Active reload has been a huge part of Gears from the beginning so it needs to be left in and its a great feature any way.


 
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