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  1. #1
    Marrow Fiend
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    Default Just general thoughts about MP....

    *Moved over from General because this section is more suited, and the other thread basically died out*

    Just going to say beforehand, this is an exceptionally long post and there isn't going to be a TL;DR. It's my general thoughts and opinions on multiplayer as a whole, not just VS. These are what I have gathered on everything based off my own experience. Also, quite a lot of this comes from the perspective of (QM) TDM.
    Please note that this is not complaining in any way. These are just my thoughts and feelings on all aspects of MP. I am generally very happy with the state that the game is in at the moment, and think EPIC is doing quite a good job.

    Starting weapons
    Lancer
    • Clip needs reducing to 50. It can be fired for an excessively long time, and coupled with an active reload is simply too strong.
    • Stopping power needs reducing. Close range you're literally glued to the spot, and further out it's still nigh impossible to get into cover before you're downed. It still needs some SP, but at the moment it's too much.


    Hammerburst
    • Stopping power needs to be removed from this. It's meant to be a long range rifle, and since it does quite a lot of damage at range, there isn't really a need for SP.
    • When zooming in with the Iron Sights, the HB should not aim downwards; it should stay how it was. This is quite annoying when you need to quickly shoot someone and it jumps to the floor.
    • Again with the Iron Sights, you can aim down them at someone and shoot them but it clips the cover you're in, but if you zoom out, you can still shoot them. It needs fixing because the sights are misleading.


    Retro Lancer
    • Failed melee charge should either do no damage, or they should have a very short downtime in which they can't shoot or melee. As it stands, they can charge you from very short distance, then instantly melee or spray you down. There is nothing you can do because you get stunned but they don't and it does a sizeable amount of damage.
    • SP should be removed. It downs in half a second; it really does not need SP.
    • Should have strong damage drop off at medium and long ranges. This thing completely dominates at close range, (it's a CQC rifle) so there is no reason it should do such strong damage at long range as well.
    • General damage nerf, because currently even non-active this downs in half a second.
    • Removal of Active Reload damage boost, because it does not need it


    Gnasher Shotgun
    • The active range needs reducing- it is simply too far for a shotgun, and downing someone at medium range in 2 shots is too much
    • One-shot downing needs to be removed- it should either blow them up or do a lot of damage. Downing them, though, is absurd.
    • Although I can guess this is quite a strong technical issue, the consistency of the gnasher could do with an improvement, but I know because it is a spread of pellets, it can make it difficult to address this issue.


    Sawn-Off Shotgun
    • Perfect, imo. It is good enough for newbs and bads to get kills with it, but basically inferior to the gnasher in every way so that the better/longtime players don't feel the need to use it to get kills. I say this only because the SO was introduced for bads/new players, and so this gun should not be better than the gnasher.


    Snub Pistol
    • Needs no changes; perfect in it's current form.


    As it stands, I feel that at the moment, all of the starting weapons are generally balanced with each other, and these tweaks are more QoL (Quality of Life) issues that could make gameplay better.


    Grenades
    Frag Grenades
    • Planted frags need their radius reducing; currently they're like a mini nuke and once it is activated, basically impossible to get away in time, even if you dive round a corner.
    • Thrown frags either should have their radius reduced, or a slightly longer (0.5-1sec) activation time before they blow up. If someone throws frags at your feet, and you dive the moment it lands, chances are you're still going to die even though you reacted instantaneously.



    Incendiary Grenades
    • The amount of time the fire stays on the floor after they go off could do with a slight reduction, because it stays there for what I feel is slightly too long a time.


    Ink Grenade
    • This has serious consistency issues, and makes these quite frustrating. When you throw the Ink, there's a 50/50 chance it either instantly downs and then kills the person, or just stuns them. Even when the ink is thrown right at their feet, half the time it does absolutely no damage and you can happily run through the poisonous gas left behind and it doesn't do anything.
      http://forums.epicgames.com/threads/...y-inconsistent
    • The stun has a much too large radius. Take Gridlock sniper spawn- you could throw an ink in there, and everyone inside gets stunned, even if it wasn't anywhere near them. It needs reducing because I have lost count of all the times where I've not even heard it go off, nor see the gas yet my character still covers his face.
    • The gas actually needs to do some damage to those who run through- at the moment it just looks cool but doesn't actually stop anyone passing through.
    • Even were it to be adjusted, I am fully 100% behind us just getting the G2 Ink back. What we have currently is not an Ink Grenade. It is a stun grenade. It has absolutely no tactical use like the actual Ink did. It is not used to poison people. It is not used as an area of denial. It is used for cheap kills. It is not an Ink. PLEASE give us back the G2 Ink- the real one.


    Smoke Grenade
    • The amount of the time the smokescreen remains could do with a slight reduction.


    Generally nades are also fine- it's just their consistency and blast radius that needs tweaking.


    Power Weapons
    Boomshot
    • The amount of ammo it has it too much in gametypes where you have no respawns- 3 shots can take out their entire team. It needs reducing to 2, like it was in Gears 2. Ideally, if it were possible, 3 shots on TDM but 2 on the rest of the gametypes. But if that was a technical problem, 2 is really a good idea and can stop the weapon from being totally over-the-top.
    • The reload needs to be longer, because as it stands, it takes barely half a second to reload it after shooting, and coupled with the insane splash damage the active has, it's too much.


    Digger Launcher
    • Needs the ammo buffing to 4 shots, because it is very easy to avoid the digger shots, and the explosion isn't the biggest. It's also generally regarded as the weakest power weapon, so an extra shot could help.


    Torque Bow
    • Perfectly fine as it is.


    Longshot
    • When zooming in, it needs to stop aiming at the ground. It shares this problem with the HB. Oftentimes when 2 snipers are shooting at each other, one will lose simply because their rifle shot at the ground while the other was fine.


    Scorcher
    • The recent buff has overdone this weapon. Whilst before it was useless, it has now made it very powerful. There needs to be a happy medium, because even non-active it does too much damage.
    • The burning/cauterize effect could do with a shorter time, because even once you get out of the (short) range of the scorcher, the burning effect continues and can still down you, even after you have ran around a corner and got away.


    Hammer of Dawn
    • At times, it seems as if the range on this is too big, but I don't really feel as if there is a problem, especially since it is only on 2(?) maps. Doesn't really need any changes.


    As you can see, I think the power weapons do do their job very well, and only some nerfs are needed to keep them in line. I realise that they are meant to be powerful and help teams win, but in the case of the boomshot and scorcher, they seem just a little overdone.


    Heavy Weapons
    One-Shot
    • Fine as it is.


    Mortar
    • I've seen some very strange bugs with this, where the explosion kills the shooter even when it was nowhere close to them. These are rare though, and the mortar is perfectly fine otherwise.


    Mulcher
    • Fine as it is.


    The heavy weapons are good and do not need changing.


    Pistols
    Boltok
    • Fine as it is; no changes needed.


    Gorgon
    • More ammo. So much more ammo is needed.


    Apart from the Gorgon the pistols are fine.


    Maps(Only mentioning the ones that could do with tweaks)
    Anvil
    • Swap out the Boomshot for the Longshot. Almost all of the fighting goes on around this, and leaves a lot of the map untouched. Putting a Longshot there could help more of the map see some action, and quite frankly, I feel that the Boomshot is on too many maps.



    Blood Drive
    • Swapping out the Scorcher with the Digger every other round could help stimulate movement around this map, because at the moment there's quite a lot of camping, which promotes slow and boring gameplay. The digger is perfectly designed to help flush out campers and help this map.


    Checkout
    • The current placement of the Mulcher is very poor, and the only time it is ever picked up is when there is a bot on your team. I'm not too sure about what weapon could replace it, and I rather like the idea of just leaving it blank. Adding anything else would be overkill.


    Escalation
    It baffles me beyond belief why, out of all of the maps that EPIC could have brought back, they chose Escalation lol.
    • On TDM the spawns are switching almost every 30 seconds, and I never know where I'm meant to be looking because there's people spawning in every which way.
    • Because of the massive height advantage that one team gets, EPIC decided to try and balance it out by putting 2 Longshots, Frags, AND a digger all at the bottom. In doing so, they've totally overkilled this map, and instead of the top spawn winning, the ones at the bottom win. Seriously, I cannot fathom why they thought it would help map balance


    Thrashball
    • This is a MUCH smaller issue, and it's really only wishful thinking, but the sandbags around the grenade spawn are often difficult to mantle over, due to their curved nature. Countless times I've been kicked from the other side because it wouldn't let me jump over as I was on the tiniest of curves. Making it easier to mantle over would be nice


    Map Cycling
    • I was a big fan of it going in a systematic, alphabetic order. It meant I would know when both my favourite and disliked maps would come up. Not sure why this was changed to be random, and I cannot think of a single good reason as to why it was made random. People say that it stops you from quitting out when a map you don't like comes up, which is absolute rubbish. Instead of quitting at the end of Old Town because I knew Overpass would come next, now I just wait until Overpass actually shows up and then quit out in the 20second countdown before the match starts. It solved nothing lol.
      http://forums.epicgames.com/threads/...abetical-again


    These are the only maps where I feel there could be some small changes to help the gameplay flow better and be less frustrating.


    General changes/fixes
    Rank Resets
    • Without a doubt, this is definitely one of the biggest problems at the moment. It's been happening since Gears 2, and I assume that you guys at EPIC have been spending considerable resources trying to work out why and how to stop it. All I can say is keep on with it and please get a fix soon, because it's not nice worrying every time you load up Gow3 if your rank has been reset or not.


    Player Health
    • As it stands, I think that almost every weapon downs/kills you much too fast, and while they are all balanced with each other, weapons on the whole deal too much damage. Buffing player health, by something like 20%, could help cope with this, imo. Nothing too much because it could mess up with certain weapons and make them too weak, but not so little that it doesn't help anything at all.


    Active Reloads
    • Tying in with my previous point, I think that at the moment ARs are absolutely over-the-top. No matter what weapon it is, if someone shoots you with an active you're going to die. Gnasher gets an insane range, rifles down you in less than a second, and power weapons such as the Boomshot get a massive blast radius. The amount of extra damage Active Reloads give you need to be toned down.
    • Or, another option is to make all reloads like HB- move the Active part to the back of the reload, forcing people to wait a bit extra before they get that active. However, I do prefer the first option, a general toning down.
      http://forums.epicgames.com/threads/...so-much-damage


    Mantle Kick
    In the current state, this is absolutely horrible.
    -People get stuck on top of cover.
    -2 people can mantle each other at the same time and get some weird teleporting rubber banding around the map.
    -You can mantle someone and have them pushed back but you stay on the other side of the wall.
    -You can mantle someone who has dived backwards and is easily out of the way yet still kick them at absurd ranges.
    -I've seen one person kick 4 people at once- how the **** did that happen LOL.
    -You can mantle someone and have them stagger to the side, instead of backwards, which makes no sense. Why would getting kicked in the head make you run sidewards and shoot off in random directions.
    -You can completely miss someone by a hair's breadth and then you leave yourself open to a chainsaw in the back. The amount of times where someone managed to just slip past is insane.
    -On that same note, many times I've kicked someone who wasn't even in front of me, yet somehow my legs magically grew and slapped them backwards.

    If this was fixed, it would be really nice and be a great mechanic, but at the moment, you can clearly see the myriad of problems that are associated with the mantle kick lol. I don't think I've ever seen something in a game as bugged out as the Mantle Kick

    CSHD and Kill Trading
    • I'm given to understand that this was added into Gears 2 to help compensate for those without host advantage. However, now that we have (half the time >.<) Dedicated Servers, this shouldn't be an issue. I'm not too sure whether it should stay or go, but I will say that there has been many times I've died in stupid ways
      -Gibbing someone with the gnasher yet getting chainsawed at the time time
      -Shooting someone in the back and still getting gibbed because they magically span around
      -Or my favourite of all time- Getting a super on someone whilst simultaneously getting gibbed by that same person. WHAT. THE. ****. Best Super EU


    Sponging
    • Doesn't seem as much of an issue as it used to be, but it still does happen and can be quite irritating at times. But, it does happen- I've seen many people point blank refuse to accept that it happens and that people aren't missing.


    Rubber Banding and Teleporting
    • Still seeing this happen- getting caught around cover, teleporting forward then magically appearing back in front of the cover you just jumped over. The worst time this happens is when you're trying to quickly evade people, only to have them gnasher your back because Suddenly a Wild Wall appears! Trollface.jpg



    Dedicated Server Indicator
    • I'm pretty sure I'm not the only one who would absolutely love an indicator which would tell us whether we're playing on a Server or not. In fact, I think there's even a thread suggesting this which has a sizeable amount of supporters.



    Character speech, shout-outs and quotes
    • It's unfortunate that for some reason EPIC decided that they would make the characters barely talk at all compared to the previous 2 installments, and even made A.Carmine share the same quotes at C.Carmine: "This is for you, Anthony!" **** logic.
    • It would be really nice to start hearing them speak again.



    Medals
    I know these have been mentioned alot on the forums, and also that you have tweaked a fair amount of that to be more achievable. However, imo there are still some that either haven't been changed yet, or could do with even more tweaking.
    • The Nemesis medal is still nigh on impossible to get legitly (without boosting) and all your change did was to make it quicker to boost, really. I believe, and I think many others too, it would be better to change it so your "Swift Vengeance" medals also counted for the Nemesis medal, and adjust the amount needed accordingly. The entire concept of this medal seems ill-thought out. In what universe is someone going to die to the same person 5 times, without killing said person, then downing them and then execute them? It's just not going to happen. I have about 5 of these altogether, and only 2 of them were legit lol.
    • The Untouchable medal is highly based on luck, because every match you have a 1/5 chance of becoming leader, and you then have to make sure that you don't get captured once. Very difficult medal to get to Onyx.
    • The Heavy Weapons medal has too many kills required imo, considering not all maps have heavy weapons on them, and even then they have limited ammo.
    • The Founder medal should be removed. I'll go into more detail on this in the Horde section.
    • I have seen a lot of debate on the forums as to whether medals should be counted in Horde and Beast as well. I think everybody is in agreement that Reloading and Spotting definitely should. However, I do feel that weapon kills should count too. It takes the same amount of "skill" to get kills in any mode, and even then, a very large amount of people just boost all of their weapons to onyx anyway. It's possible to get 6k with every weapon in only a couple of nights of boosting on bots in private.
    • Some of the longer gametypes, like KotH and Wingman need their amount of games to Onyx reduced. Even if you were to boost Wingman, you get about 5 games an hour, which is terrible


    Capture the Leader
    I'm at a loss as to why EPIC removed Guardian, a beloved gametype of GoW2, and replaced it with a hybrid of Submission, which wasn't really that popular. Whilst their (absolutely terrible) excuse that they lost the code (lol) still stands, EPIC has acknowledged that CtL does need improvement, because not that many people play it.
    • When your leader is successfully captured, the match shouldn't end. Instead, all the remaining players should have one life remaining, so that they could still go on to turn the match around. This would go a long way into helping it feel more like Guardian.
    • When the leader is freed, they should get a 2second Spawn Protection. It's terribly annoying and boring to get captured, then freed, only to get shot in the back the moment you get up, and captured again. Rinse and repeat this for 10 minutes until one side wins. The leader gets it really bad, and I often feel sorry for those who get picked lol.


    Parties in QM
    I think that if you are in a party of 3 or more people in QM, you should get a greatly diminished chance of going against 5 randoms, and a higher chance of going against other people who are also partied up. Parties should have no place in QM

    Rolling/Evading
    • When you roll, your hitbox doesn't readjust until you complete the roll. This is why Incendiaries often catch people in mid air, for example. It's a serious problem and is definitely the cause of a lot of really bad deaths that should not have happened. It needs to adjust faster, and it certainly doesn't help with the mini nukes which frag grenades are.
      http://forums.epicgames.com/threads/...ading-be-fixed


    Spawning-Protection and Swapping
    [LIST][*]Spawning is quite annoying at times, especially in TDM. Most of the time, the spawn won't swap when you are getting camped, but will swap when you aren't. This leads to many unnecessary deaths because you suddenly have a full team appear behind your back, or you cannot get out of your spawn zone.[*]This one applies solely to Escalation- the spawns on this swap every ~30-60 seconds. It is absolutely horrendous and causes mass confusion.[*]Spawn protection should be removed once you shoot at someone, so that you don't spawn on someone and have them absolutely powerless because they cannot kill you.[*]Lower the max amount of time you have to wait to 10 seconds, because it's highly boring having to wait 15every single time you die, and if you are lucky this can happen in quick succession.

    Bots
    • Need to have their grenade slot removed. As it stands, they bumrush frags/incends/inks and then never use them, which really hinders your team. Not to mention the amount of times it decides it can't analyse the situation and stands there swinging a smoke.
    • Need to be limited to only using the Lancer when it comes to rifles. Currently they are very badly programmed with semi-automatic weapons and shoot it very slowly. With the retro, however, they are demigods because they do not suffer recoil and have pinpoint accuracy. They seriously should not have the retro, lol.
    • They should not pick up power weapons because they never get kills with them, and again just handicap your team.



    Horde
    • It should be made social, so that you can join a random match already underway. It sucks that you have to eventually give up around Wave 30 because there's just 2 of you left and neither have any friends to join and help. Letting people join a match in progress is precisely what is needed to combat this.
    • The Architect/Founder medal needs to be removed. At nearly the start of every single Horde match, someone will make a beeline for the nearest post, buy it to get the medal, and then leave. In the next 1-10 waves, another person will have left, and by Wave 15 you're lucky if you're not the sole person left. It also seems that barely anyone knows that you can get a Founder ribbon if you buy another base- the sole difference is that it will cost you a bit of money. The previous idea for making Horde social will also help deal with early quitters.
    • Although I'm not quite sure how this would work, I feel there should be some sort of punishment for quitting in the first 10 waves. It really does get annoying to have half your team quit in 5 waves. It takes like 10 minutes with an extremely slow team, and I highly doubt you couldn't figure out that you would have to go and do something else soon. It should be a very small punishment at first, such as 30 minutes of being barred from Horde, but if you repeatedly did it, this would get bigger and bigger. You would get a reset of punishments every week. As with the XP penalty in GoW2, if you simply lost connection to the host then you would not get penalised. This punishment system is really wishful thinking on my part because of the horrible state that Public Horde is in at the moment lol, but I don't really expect anything of the sort to be put in.
    • The Onyx Guard Decoy needs buffing, either in strength or intelligence, because it's not really worth the cash investment in later waves because it's both weak AND stupid lol.
    • The amount of time you can go AFK before getting kicked out could do with a slight increase, imo. If you have to do anything for 30 seconds which takes you away from playing (and due to the amount of time it takes to get to later waves, the possible things that could crop up increase in number) you just get automatically booted out, which is quite annoying when you've been getting point man for the last 20 waves then are removed from the team.


    Beast
    There's not really anything that I think could be tweaked with Beast. It's been very well done and I quite like it. My only real qualm lies with the lack of new content, and I personally think this is going to be addressed with the next DLC (fingers crossed.)


    Well, that covers just about everything, I do believe
    I apologise for this extremely long post, but I just love Gears and want it to be the best it can be, because the potential is there for this good game to be even better.
    I reiterate that this is not me complaining in any way, nor is it an attempt at belittling all the hard work that EPIC has done and being ungrateful. Just a few tweaks here and there and this game would just get better.

    Obviously, people are not going to agree with everything I have said, but keep all discussions civil. Any attempt at spamming, flaming or derailing of the thread will be reported. It's fine if you have a differing opinion but kept it across in an acceptable manner. Calling people out and being disrespectful is NOT the way to get your side across.
    Last edited by Maaaaaz; 05-21-2012 at 06:59 AM.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  2. #2
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    top marks , a really good post i agree with the ctl issues as i play alot of that game type especially the spawn protection for the leader, and the medal section provides a valid argument. the nemisis medal is a total pain its worse when you do down your nemisis and then someone killsteals it!!!! heard the charcacters are quiet because its something to do with the servers so if your in a game with lots of vocals its a p2p game.. or so i read? there has to be a server indicator put in and strengh of connection to server. sponging and inconsistancy is just a part of playing gears unfortunatly i dont think we will ever be rid of it its just part of the gears of rage experiance.

  3. #3
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    WoW you really do have a lot on your mind if these are just your thoughts! 95% of the changes you mentioned won't happen simply because it would take too much time and money. Only the small and easy tweaks that won't be too much time consuming will/may be changed. There's no doubt that the game will be much better if it really were to happen. But EPIC won't gain any profit from doing all this. You gave a lot of effort and it is something EPIC should consider for their future gears of war titles.

  4. #4
    Boomshot
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    Quote Originally Posted by msi646 View Post
    95% of the changes you mentioned won't happen simply because it would take too much time and money. Only the small and easy tweaks that won't be too much time consuming will/may be changed.
    If Epic fixes bigger issues I'm sure less people will rage out of Gears. Especially rank resets and stuff. Then there will be more people to buy the DLC to compensate with the trouble Epic went through to fix these issues?
    Quote Originally Posted by Monkey D. Luffy View Post
    Everyone bought the new GOW Judgment controllers where (A), (Y), (X), and (B) buttons are replace with one giant (B) Button.

  5. #5
    Marrow Fiend
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    Quote Originally Posted by XIfuzzyIX View Post
    top marks , a really good post i agree with the ctl issues as i play alot of that game type especially the spawn protection for the leader, and the medal section provides a valid argument. the nemisis medal is a total pain its worse when you do down your nemisis and then someone killsteals it!!!! heard the charcacters are quiet because its something to do with the servers so if your in a game with lots of vocals its a p2p game.. or so i read? there has to be a server indicator put in and strengh of connection to server. sponging and inconsistancy is just a part of playing gears unfortunatly i dont think we will ever be rid of it its just part of the gears of rage experiance.
    Thanks, took a looong time to write it all out lol.
    Server indicator could do a big part in letting us know why our experience is bad at times lol.

    WoW you really do have a lot on your mind if these are just your thoughts! 95% of the changes you mentioned won't happen simply because it would take too much time and money. Only the small and easy tweaks that won't be too much time consuming will/may be changed. There's no doubt that the game will be much better if it really were to happen. But EPIC won't gain any profit from doing all this. You gave a lot of effort and it is something EPIC should consider for their future gears of war titles.
    Hehe, it's collective of loooots of thinking about Gears over quite a while.
    It is a shame that many are overlooked because it would take too much money for it.
    If Epic fixes bigger issues I'm sure less people will rage out of Gears. Especially rank resets and stuff. Then there will be more people to buy the DLC to compensate with the trouble Epic went through to fix these issues?
    It's a shame EPIC doesn't think that way.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  6. #6
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    *applauds*
    Great post. I completely agree with you bro. Great points

  7. #7
    Boomshot
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    Quote Originally Posted by Maaaaaz View Post
    It's a shame EPIC doesn't think that way.
    Better to have happier customers than faster DLC, while lots of people would of raged out of Gears. Thinking of doing so myself...
    Quote Originally Posted by Monkey D. Luffy View Post
    Everyone bought the new GOW Judgment controllers where (A), (Y), (X), and (B) buttons are replace with one giant (B) Button.

  8. #8
    Iron Guard
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    You don't have to execute your nemesis any more to earn the retribution ribbon. You simply have to kill them. Although that doesn't mean the entire concept of the medal is rediculous. Excellent thread by the way.
    Check out my youtube channel for intense Gow J gameplay! http://www.youtube.com/user/NoKNOTse...ew=0&flow=grid

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    I agree with 100% of the points you made.

  10. #10
    Marrow Fiend
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    Excellent mate. Great job. Pretty much the same issues we've all been seeing and discussing. A good collation and some well thought out points that I hadn't considered too.

    Thumbs up from me
    Thanks to PopeAdrian37th for my Signed Comin-Con Poster, and thanks to Evanescence, III LYCAN III, Gnashes, Yosoypr, Parasidian, Big Water, PopeAdrian37th, rondeau04, x Gaara Inc x and Flak. The Doctor is a hero.
    Weapon Skin Thread @NP473L Distress Anchor Distress.eSports Armour Skin Thread

  11. #11
    MSgt. Shooter Person
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    Great post! I also agree with you 100%; I personally stopped playing this game for about 4 Months now mainly due to the multiple issues that you've mentioned and I used to think of myself as a GOW Fanboy (heck I even bought Bulletstorm just to get early access to the Beta); now I just come back to the forums in hopes of changes to get me back in. I really hope they make some of these major changes before Guardian comes back.

  12. #12
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    There are some major changes that need to be made for gears to be fun again. Dropping SP from the lancer is one of them (they did it wrong when they removed it from the two guns it has no effect on). The mantle kick, the BS grenade problem (the whole you move, but your hit box stays thing) and randomly aiming at the ground when you zoom in is really irritating. (Cost me a few deaths on my way to complete solo campaign on Insane.)

    The frags tags are another issue altogether. If the rolling issue is fixed, I think the grenade problem will go away on its own.
    I'd also like to see the Boltok and Torque Bow get swapped on Thrashball. The Boltok is useless when it comes to taking top control.

    If anything has changed, I haven't seen it as I've been off the game for about 2 weeks (I'm not frustrated, I've just been having tooth problems).
    Quote Originally Posted by x Gaara Inc x View Post
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  13. #13
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    Thanks for the likes and stuff, good to know people take the time to read it all.
    Civilian Anya -Flame Grenadier
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    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  14. #14
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    Good post and good read.

    It would be nice to have the headshot multiplier back for the Snub pistol, really miss being able to do that. Can only seem to get them on downed opponents.

    I'll leave my comments and ideas on the SO alone, cba with small minded sheep like replies.

  15. #15
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    Quote Originally Posted by ThorsBaldEagle View Post
    Good post and good read.

    It would be nice to have the headshot multiplier back for the Snub pistol, really miss being able to do that. Can only seem to get them on downed opponents.

    I'll leave my comments and ideas on the SO alone, cba with small minded sheep like replies.
    I never knew it did have a headshot multiplier. Think it's fine as it is though, because active snub actually does decent damage lol.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  16. #16
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    Lancer: You can fire it forever because it has a low rate of fire, when using this gun I feel like I’m being held back. Stopping power is fine, if you’re downed from far out, that’s not the Lancer’s fault. As for up close, be more careful and don’t always go for the gib shot. Though, it could stand to lose a few bullets, at least bring it back to the Gears 2 amount.

    HB: Just because it’s long range does not mean it should not have stopping power. The player is still shooting bullets at another player to hurt them and slow them down, which is the same concept behind the other two rifles. Both iron sight issues are known, will require a TU to fix and probably still won’t happen. Not saying it shouldn’t be fixed, just saying that the small team that’s left are more focused on game breaking issues… And coming up with a weekly event.

    Retro: Agree on the charge, a player should not be rewarded for failure to gain enough charge. SP is fine, that’s why you don’t use a shotgun against a Retro. The only time a shotgun should win against the Retro is at the shotgun gib range and maybe medium range with the Gnasher.
    Your QOL or the games? You should ask yourself that.

    Frag Grenades: This isn’t an issue with grenades, it’s an issue with the fact that the player’s hit detection model stay behind where their character dove from. Same reason why a player can dive away from cover and still get mantle kicked.

    Flame Grenades: Really? The one part of the grenade that is the least annoying, least damaging and hardly has an effect on anything is the part you want toned down?

    Ink Grenades: I’ve never had it where the ink didn’t do damage. The stun is ridiculous; many people believe that it should only happen if the ink also hits the player.

    Smoke Grenade: What’s with all these “slight reductions”? Can’t accept it for what it does and is? Do you really think it’s going to make a huge difference or even be noticeable? Smoke’s not even that bad, you can see right through it by holding down LB.

    Boomshot: Agreed on the ammo, and the reload doesn’t feel any different from the past Gears.

    Longshot: Same issue as the HB and will have to be handled the same way, though this would increase the chances of it being fixed.

    Scorcher: The buff puts it up there with all the other power weapons, plus to use it the player has to be close to other players which puts them in a dangerous zone. So, the Scorcher has to make up for the fact that it has to be used in a fashion that puts its user at risk which puts it at its current level. Just because it’s good without actives does not mean it’s OP, just say out of the reach of the flames and you’ll be fine.

    HoD: It’s a laser that comes down from space…
    You have to look past the gun and see all the other factors that played into the decision of making them the way that they are.

    Gorgon: A lot of people didn’t like how the Gorgon worked in Gears 2. This is also supposed to be more of a machine gun pistol that’s good at close range and actually does pretty well.

    Overpass: I believe this has been taken out of MP rotation and I agree, this map is awful.

    Map Cycling: Why not make it random, this way it’s fair for everyone and every map. Every other game out there does it, and is it really that big of a deal?

    Player Health: That’s the thing, if health is raised even a little some guns will simply become obsolete. The HB and Pistol primarily will become useless. Besides, you have more health than you realize, this puts more emphasis on movement and map placement as well as map awareness. Back in the first Gears, the pistol downed with 2 bullets left in a clip and it doesn’t take that long to empty that clip. The damage has always been there! I don’t ever remember having to reload any gun to kill an opponent when every bullet hit its mark.

    Mantle Kick: Most of these are issues that don’t happen on a consistent basis. There were the exact same problems, and sometimes even worse, in the previous games where players would vault over cover when there’s an opponent on the other side. Mantle Kick makes those issue happen less and is also a great mechanic for the game. Mantle Kick is a risk move, you are going over cover to your opponent’s side of cover, when performing this move you should realize that if you miss you’re in trouble. However, there is a payoff to this risk move and that the fact that you stun your opponent and have a high chance to get a kill. Again, the issue isn’t with the Mantle Kick itself, when a player dives their hit detection mesh stays where the character dove from.

    Kill Trading: Just because the game is on dedicated server does not mean this will still happen. The concept behind is to make it so that if two players pull the trigger at the same time, they kill each other. A computer or server does not work this way, they will always put on action before the other. I would much prefer this over the server saying I didn’t shoot just because it put my opponent’s shot before mine.

    Rolling/Evading: If you know of this issue, why do you blame the weapons?

    Spawn Swapping: This hasn’t been as bad lately, for the most part the spawns will swap when the majority of a team is on one side of the map. The also accounts to both teams, so that’s where the confusing sets in, when some member of your team are holding back while you advance causing the other team to keep spawning at their spawn. With Escalation, it’s due to its long and narrow shape where everyone rushes to the bottom or clusters in the middle. The game sees teams on one side of the match so it changes based upon which team has the most players on one side.
    Last edited by ShadowsEnclosed; 03-13-2012 at 07:28 PM.
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  17. #17
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    Lancer: You can fire it forever because it has a low rate of fire, when using this gun I feel like I’m being held back. Stopping power is fine, if you’re downed from far out, that’s not the Lancer’s fault. As for up close, be more careful and don’t always go for the gib shot. Though, it could stand to lose a few bullets, at least bring it back to the Gears 2 amount.

    Low rate of fire? Active has such a fast RoF it's absurd. I think close range SP needs toning down because you shouldn't be using a rifle in CQC. That defeats the purpose of having a shotgun; to stop rushers.

    HB: Just because it’s long range does not mean it should not have stopping power. The player is still shooting bullets at another player to hurt them and slow them down, which is the same concept behind the other two rifles. Both iron sight issues are known, will require a TU to fix and probably still won’t happen. Not saying it shouldn’t be fixed, just saying that the small team that’s left are more focused on game breaking issues… And coming up with a weekly event.

    But when you're far out, the HB does the most damage. It downs you very quickly, and the SP only makes it worse. It doesn't need the SP.

    Retro: Agree on the charge, a player should not be rewarded for failure to gain enough charge. SP is fine, that’s why you don’t use a shotgun against a Retro. The only time a shotgun should win against the Retro is at the shotgun gib range and maybe medium range with the Gnasher.
    Your QOL or the games? You should ask yourself that.

    The SP put together with the extreme damage is too much though. Lets say you're in Checkout, and you're at one of the corners, and this retro user is near the middle area. He opens on you, and you respond by quickly diving out of the way. Only, you can't because if you aren't in range of the wall or at an awkward angle, you won't get away. The damage is so strong the SP doesn't need to be there.

    Frag Grenades: This isn’t an issue with grenades, it’s an issue with the fact that the player’s hit detection model stay behind where their character dove from. Same reason why a player can dive away from cover and still get mantle kicked.

    Be that as it may, they still have a very high blast radius. I've roadie ran multiple times past a thrown frag and it's still managed to get me.

    Flame Grenades: Really? The one part of the grenade that is the least annoying, least damaging and hardly has an effect on anything is the part you want toned down?

    I come across this quite a lot, and is actually quite annoying. It does have a fairly strong effect, especially in a CQC fight.

    Ink Grenades: I’ve never had it where the ink didn’t do damage. The stun is ridiculous; many people believe that it should only happen if the ink also hits the player.

    I'm not quite sure how much you use it/come across it, but a large amount of time it will not do any damage at all. The other times, it instantly downs you and kills you because of the stun. The radius on the stun is much too big.

    Smoke Grenade: What’s with all these “slight reductions”? Can’t accept it for what it does and is? Do you really think it’s going to make a huge difference or even be noticeable? Smoke’s not even that bad, you can see right through it by holding down LB.

    Slight reductions= QoL. I don't see how I'm not accepting it. Yes I do think it would be noticeable, it lasts for a long time. And there have been times where holding LB didn't work because of the environment making the smoke turn black through tac/com

    Boomshot: Agreed on the ammo, and the reload doesn’t feel any different from the past Gears.

    Longshot: Same issue as the HB and will have to be handled the same way, though this would increase the chances of it being fixed.

    I was led to believe EPIC intentionally put the scope aiming down to stop very strong snipers from killing everyone. Which to

    Scorcher: The buff puts it up there with all the other power weapons, plus to use it the player has to be close to other players which puts them in a dangerous zone. So, the Scorcher has to make up for the fact that it has to be used in a fashion that puts its user at risk which puts it at its current level. Just because it’s good without actives does not mean it’s OP, just say out of the reach of the flames and you’ll be fine.

    The risk isn't really there though because it forces everyone back, otherwise they are instantly burned down. I know it's meant to be a power weapon but to me it's simply been buffed too much.

    HoD: It’s a laser that comes down from space…
    You have to look past the gun and see all the other factors that played into the decision of making them the way that they are.

    At times it is impossible to get away from, because there is no shelter and when it comes down, the radius seems large. But like I said, I don't really think it's that much of a problem.

    Gorgon: A lot of people didn’t like how the Gorgon worked in Gears 2. This is also supposed to be more of a machine gun pistol that’s good at close range and actually does pretty well.

    Thing is, I now can't see any situation where using this would be preferable to any other weapon, even the snub.

    Overpass: I believe this has been taken out of MP rotation and I agree, this map is awful.

    Took them long enough lol.

    Map Cycling: Why not make it random, this way it’s fair for everyone and every map. Every other game out there does it, and is it really that big of a deal?

    Yes, it is a big deal because EPIC have messed it up. For the past month or so, I've been playing the same 5 maps, all Fenix Rising, and occasionally getting a launch map. Around 7 in all, and the launch maps seem to be cycling which ones I actually play. One week it's Sandbar and Trenches, with FR. Next week it's Gridlock and Hotel with FR maps. Currently I'm playing on Rustlung more than anything else.
    If there has to be a random playlist, it needs to go through all the maps and then restart, because it gets boring playing on only 5 maps.


    Player Health: That’s the thing, if health is raised even a little some guns will simply become obsolete. The HB and Pistol primarily will become useless. Besides, you have more health than you realize, this puts more emphasis on movement and map placement as well as map awareness. Back in the first Gears, the pistol downed with 2 bullets left in a clip and it doesn’t take that long to empty that clip. The damage has always been there! I don’t ever remember having to reload any gun to kill an opponent when every bullet hit its mark.

    Granted, some weapons won't work anymore, but that's why I'm more in favour of simply lowering every single active weapons damage. EPIC games wanted this to be more like CoD, but then we would have just bought that if we wanted to play it. Active Damage is so strong now. That's what I mean by players dying too fast.

    Mantle Kick: Most of these are issues that don’t happen on a consistent basis. There were the exact same problems, and sometimes even worse, in the previous games where players would vault over cover when there’s an opponent on the other side. Mantle Kick makes those issue happen less and is also a great mechanic for the game. Mantle Kick is a risk move, you are going over cover to your opponent’s side of cover, when performing this move you should realize that if you miss you’re in trouble. However, there is a payoff to this risk move and that the fact that you stun your opponent and have a high chance to get a kill. Again, the issue isn’t with the Mantle Kick itself, when a player dives their hit detection mesh stays where the character dove from.

    They do. Seriously, it ****s up more than it actually works. Especially the environment can seriously bug it out. Mantled someone on Rustlung yesterday, down those tiny stairs near mulcher spawn, and he flew up in the air on top of me because of the slight difference in height. I would rather see it removed than have it bug out constantly. The risk should be that you can miss, not that the mechanic bugs out.

    Kill Trading: Just because the game is on dedicated server does not mean this will still happen. The concept behind is to make it so that if two players pull the trigger at the same time, they kill each other. A computer or server does not work this way, they will always put on action before the other. I would much prefer this over the server saying I didn’t shoot just because it put my opponent’s shot before mine.

    It just happens so much. Especially when it updates quite slowly.

    Rolling/Evading: If you know of this issue, why do you blame the weapons?

    Because active damage and blast radiuses are still big/strong.

    Spawn Swapping: This hasn’t been as bad lately, for the most part the spawns will swap when the majority of a team is on one side of the map. The also accounts to both teams, so that’s where the confusing sets in, when some member of your team are holding back while you advance causing the other team to keep spawning at their spawn. With Escalation, it’s due to its long and narrow shape where everyone rushes to the bottom or clusters in the middle. The game sees teams on one side of the match so it changes based upon which team has the most players on one side.

    Yes, it has definitely become much better lately. However, Escalation needs some special system in place because it is literally swapping with every single kill.
    Answers are in bold.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  18. #18
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    Wow bro, that was one of the best posts I've ever read. I'm dead serious. I agreed with nearly everything that you said. Epic should definitely look into this post; these suttle changes would perfect this game.

  19. #19
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    Okay, with the Retro Charge failing, you're being jabbed by a blade, it should damage you, as for this two peice thing, I've had bots simply dodge just as you can melee/shoot afterwards, the Boomshot, please leave the ammo alone, just because it's easier to use online by others doesn't make it so, Boomshot/Digger have it's own properties, used accordingly, bots can be rather chaotic and fun when using the Digger for example and found you need to be alert to dodge it and sometimes in vain, same with the Boomshot, I've shot at bots to have them instantly dodge free from my Boom shell so don't tell me it's easier, 3 shots don't last so long so why bother making it 2? might I mention it's subjective, what happens online doesn't necessarily happen offline.

    I'm all for Bug/Glitch fixes but don't fix what ain't broke so they say.
    Last edited by Rtma; 03-14-2012 at 01:00 PM.
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  20. #20
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    Okay, with the Retro Charge failing, you're being jabbed by a blade, it should damage you, as for this two peice thing, I've had bots simply dodge just as you can melee/shoot afterwards, the Boomshot, please leave the ammo alone, just because it's easier to use online by others doesn't make it so, Boomshot/Digger have it's own properties, used accordingly, bots can be rather chaotic and fun when using the Digger for example and found you need to be alert to dodge it and sometimes in vain, same with the Boomshot, I've shot at bots to have them instantly dodge free from my Boom shell so don't tell me it's easier, 3 shots don't last so long so why bother making it 2? might I mention it's subjective, what happens online doesn't necessarily happen offline.

    I'm all for Bug/Glitch fixes but don't fix what ain't broke so they say.
    You're getting shot by bullets, you should instantly die, right? Don't try and bring real-life logic in a game where you can get shot to pieces, and someone pulling your arm makes you magically heal.

    Boomshot should only have 2 shots in non respawn modes. An active boomshot has a strong splash, and you can easily take out the entire team with 3 shots. Ideally it would be 3 for respawn, 2 for non, but I'd (and I know many would) prefer 2 shots if only one of the options was available.

    Yeah bots can sometimes get lucky, but 9 times out of 10 all they do by picking something up messes up with the team and can cause a loss because they lack support.

    Just because you seem to have trouble using the boomshot doesn't make it ok to have 3 shots. Yes, it gets used up quickly, but so do the deaths when it's aimed and actived.

    And it's pretty safe to say that for every 1 person who prefers offline, there are 50 more who prefer online.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  21. #21
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    Quote Originally Posted by D1ZZY W4LL1N View Post
    Wow bro, that was one of the best posts I've ever read. I'm dead serious. I agreed with nearly everything that you said. Epic should definitely look into this post; these suttle changes would perfect this game.
    Agreed, but I'm afraid it will fall on deaf ears...

  22. #22

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    whoa.....for the first time in quite a while I agree with a thread topic 100%. the weapon tweaks mainly, couldnt have said it better.

  23. #23
    MSgt. Shooter Person
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    Quote Originally Posted by Maaaaaz View Post
    Lancer:
    Low rate of fire? Active has such a fast RoF it's absurd. I think close range SP needs toning down because you shouldn't be using a rifle in CQC. That defeats the purpose of having a shotgun; to stop rushers.

    One Word, Retro. The Retro is a rifle that’s designed for cqc and has every right to be used in cqc against anything. The Lancer is the middle gun between the two rifles, the one that can do both long and close range, just not as well as the other rifles. So, by that logic, the Lancer has a place is cqc.

    HB:
    But when you're far out, the HB does the most damage. It downs you very quickly, and the SP only makes it worse. It doesn't need the SP.

    So just because it does good damage at long range the SP should be removed? The HB is still very effective at mid-range, and just because is excels at long range does not mean it should not be used at mid-range. From mid-range to the player, an opponent can easily rush in and kill them. Stopping power is still needed, plus, if you’re downed from half the map away, it’s not the HB’s fault. Anything less than that, you really should know where your enemies are.

    Retro:
    The SP put together with the extreme damage is too much though. Lets say you're in Checkout, and you're at one of the corners, and this retro user is near the middle area. He opens on you, and you respond by quickly diving out of the way. Only, you can't because if you aren't in range of the wall or at an awkward angle, you won't get away. The damage is so strong the SP doesn't need to be there.

    I’ve been able to get out of Retro fire before and I’ve seen a lot of other people get out of it too. Stop diving straight for them and start escaping. I’ve seen players unload on their opponents that dive straight at them and the opponent completes the roll and gets off one shot before going down. If there wasn’t stopping power, the opponent would have rolled right up next to the player and get off 2 or 3 shots which is more than enough to make the Retro useless.

    Frag:
    Be that as it may, they still have a very high blast radius. I've roadie ran multiple times past a thrown frag and it's still managed to get me.

    Well, for one, rodeo running past a grenade is never a good idea and why would you expect to get out of its range when it’s already on the ground and you’re passing it?

    Flame:
    I come across this quite a lot, and is actually quite annoying. It does have a fairly strong effect, especially in a CQC fight.

    Really? I’m sorry but now you’re just nit picking about a perfectly acceptable feature. They’re flames, they’re on the ground and they’re supposed to be annoying and hurt you especially when you’re in cqc. If a player is able to bate you into fighting on the flames, that’s your fault for taking the bate. If the player threw one while you were coming at them, be glad it didn’t kill you and get away from them.

    Ink:
    I'm not quite sure how much you use it/come across it, but a large amount of time it will not do any damage at all. The other times, it instantly downs you and kills you because of the stun. The radius on the stun is much too big.

    Agreed on the stun, just, whenever I’ve come in contact with the actual ink itself I’ve always received damage.

    Smoke:
    Slight reductions= QoL. I don't see how I'm not accepting it. Yes I do think it would be noticeable, it lasts for a long time. And there have been times where holding LB didn't work because of the environment making the smoke turn black through tac/com

    You’re not accepting it because you want to make “slight” changes, ironically, to everything that hinders you specifically. It’s smoke, it’s supposed to be annoying and you’re not supposed to be able to see through it. Holding LB in itself to see through smoke is a bug. What is it supposed to do? Spread out and immediately start to dissipate? Making it barely useful?

    Longshot:
    I was led to believe EPIC intentionally put the scope aiming down to stop very strong snipers from killing everyone. Which to ??

    I don’t believe that at all, it would make no sense to intentionally impede a good player by putting in something that would frustrate them. Where ever you got this from is a lie, if you thought it up yourself, don’t ever say it again unless you have substantial proof.

    Scorcher:
    The risk isn't really there though because it forces everyone back, otherwise they are instantly burned down. I know it's meant to be a power weapon but to me it's simply been buffed too much.

    The risk is there, the flames only reach so far and even the Gnasher can still be used just outside them. I’m sure the Retro would even be effective at that range, and that’s also a main thing, within that range the Scorcher should be better than a load out weapon like the Retro.

    HoD:
    At times it is impossible to get away from, because there is no shelter and when it comes down, the radius seems large. But like I said, I don't really think it's that much of a problem.

    Again, it’s a laser from space that’s the width of a character. If players had to be any more accurate with it, it would hardly get them any kills. It already incorporates so much, the player has to be standing still and out of cover to use it and the time it takes to happen is more than enough for other players to avoid it.

    Gorgon:
    Thing is, I now can't see any situation where using this would be preferable to any other weapon, even the snub.

    Your opinion.

    Kill Trading:
    It just happens so much. Especially when it updates quite slowly.

    Just because it updates slowly, doesn’t mean the player didn’t pull the trigger at the same time you did.

    Rolling/Evading:
    Because active damage and blast radiuses are still big/strong.

    They’re supposed to be big and strong, but if this issue was actually fixed, they’d be avoidable.
    Retorts in bold.
    Load Out = Hammerburst & Gnasher
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    More people need to start playing Zeta....

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    Great post and man that must have taken you some time. I agree with you on a lot of the things you discussed. The boomshot should have two shot's. And i really hate it when people fire the boomshot up close they never seem to kill themselves. Also with the snipe i believe the sniper is so easy to use in this game i honestly thought the Gears 1 sniper was the best sniper in all 3 Gears games (besides the active down) And the mantle kick, I like the idea of the mantle kick but I would like to see it removed from the game because it is way to inconsistent and they should bring back the strong cover to cover battle's just like in gears 1. It kept players moving constantly when they were on cover and it made close range fights very exciting. And the blind fire around corners are god awful in this game. Would also like to see them patch the blindfire's around corners just like how Gears 1 is. And for your point stating that Blooddrive it is a very campy map is so true. The addition of the digger instead of the flamethrower is an excellent idea to get people from staying in cover all game! And the gnasher does have a long range on the rifle especially with an active. But the problem with the gnasher shotgun is the hit detection up close is horrible. Before fenix rising the gnasher worked perfect. 9/10 times you would shoot people from point blank range they would die and it did not have crazy range like it does now. But honestly it feels like the Gnasher shotgun now works like a Gears 2 shotgun. It's more effective from a medium range than up close which is dumb as hell. Sorry for the mistakes in all of this. I know its a long read. But i'm to lazy to fix it. Hopefully you get some of the point's I am trying to say xD

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    Lancer:
    Low rate of fire? Active has such a fast RoF it's absurd. I think close range SP needs toning down because you shouldn't be using a rifle in CQC. That defeats the purpose of having a shotgun; to stop rushers.

    One Word, Retro. The Retro is a rifle that’s designed for cqc and has every right to be used in cqc against anything. The Lancer is the middle gun between the two rifles, the one that can do both long and close range, just not as well as the other rifles. So, by that logic, the Lancer has a place is cqc.

    HB:
    But when you're far out, the HB does the most damage. It downs you very quickly, and the SP only makes it worse. It doesn't need the SP.

    So just because it does good damage at long range the SP should be removed? The HB is still very effective at mid-range, and just because is excels at long range does not mean it should not be used at mid-range. From mid-range to the player, an opponent can easily rush in and kill them. Stopping power is still needed, plus, if you’re downed from half the map away, it’s not the HB’s fault. Anything less than that, you really should know where your enemies are.

    Retro:
    The SP put together with the extreme damage is too much though. Lets say you're in Checkout, and you're at one of the corners, and this retro user is near the middle area. He opens on you, and you respond by quickly diving out of the way. Only, you can't because if you aren't in range of the wall or at an awkward angle, you won't get away. The damage is so strong the SP doesn't need to be there.

    I’ve been able to get out of Retro fire before and I’ve seen a lot of other people get out of it too. Stop diving straight for them and start escaping. I’ve seen players unload on their opponents that dive straight at them and the opponent completes the roll and gets off one shot before going down. If there wasn’t stopping power, the opponent would have rolled right up next to the player and get off 2 or 3 shots which is more than enough to make the Retro useless.

    Frag:
    Be that as it may, they still have a very high blast radius. I've roadie ran multiple times past a thrown frag and it's still managed to get me.

    Well, for one, rodeo running past a grenade is never a good idea and why would you expect to get out of its range when it’s already on the ground and you’re passing it?

    Flame:
    I come across this quite a lot, and is actually quite annoying. It does have a fairly strong effect, especially in a CQC fight.

    Really? I’m sorry but now you’re just nit picking about a perfectly acceptable feature. They’re flames, they’re on the ground and they’re supposed to be annoying and hurt you especially when you’re in cqc. If a player is able to bate you into fighting on the flames, that’s your fault for taking the bate. If the player threw one while you were coming at them, be glad it didn’t kill you and get away from them.

    Ink:
    I'm not quite sure how much you use it/come across it, but a large amount of time it will not do any damage at all. The other times, it instantly downs you and kills you because of the stun. The radius on the stun is much too big.

    Agreed on the stun, just, whenever I’ve come in contact with the actual ink itself I’ve always received damage.

    Smoke:
    Slight reductions= QoL. I don't see how I'm not accepting it. Yes I do think it would be noticeable, it lasts for a long time. And there have been times where holding LB didn't work because of the environment making the smoke turn black through tac/com

    You’re not accepting it because you want to make “slight” changes, ironically, to everything that hinders you specifically. It’s smoke, it’s supposed to be annoying and you’re not supposed to be able to see through it. Holding LB in itself to see through smoke is a bug. What is it supposed to do? Spread out and immediately start to dissipate? Making it barely useful?

    Longshot:
    I was led to believe EPIC intentionally put the scope aiming down to stop very strong snipers from killing everyone. Which to ??

    I don’t believe that at all, it would make no sense to intentionally impede a good player by putting in something that would frustrate them. Where ever you got this from is a lie, if you thought it up yourself, don’t ever say it again unless you have substantial proof.

    Scorcher:
    The risk isn't really there though because it forces everyone back, otherwise they are instantly burned down. I know it's meant to be a power weapon but to me it's simply been buffed too much.

    The risk is there, the flames only reach so far and even the Gnasher can still be used just outside them. I’m sure the Retro would even be effective at that range, and that’s also a main thing, within that range the Scorcher should be better than a load out weapon like the Retro.

    HoD:
    At times it is impossible to get away from, because there is no shelter and when it comes down, the radius seems large. But like I said, I don't really think it's that much of a problem.

    Again, it’s a laser from space that’s the width of a character. If players had to be any more accurate with it, it would hardly get them any kills. It already incorporates so much, the player has to be standing still and out of cover to use it and the time it takes to happen is more than enough for other players to avoid it.

    Gorgon:
    Thing is, I now can't see any situation where using this would be preferable to any other weapon, even the snub.


    Your opinion.

    Kill Trading:
    It just happens so much. Especially when it updates quite slowly.

    Just because it updates slowly, doesn’t mean the player didn’t pull the trigger at the same time you did.

    Rolling/Evading:
    Because active damage and blast radiuses are still big/strong.

    They’re supposed to be big and strong, but if this issue was actually fixed, they’d be avoidable.
    Not going to address each weapon specifically.
    All I'm saying is for the rifles, their active damage is simply much too strong. They have been mega buffed, way too much, and the SP makes it worse, which is why I think it should be toned down, NOT REMOVED.
    All the weapons (rifles, gnasher, even the snub lol) doesn't matter which, all the weapon has much too strong actives, because EPIC wants to make the game more like CoD. This was said on Twitter, I'm not making it up. One of the big dudes liked how CoD plays and so everything in Gears was made super strong. Actives need to be toned down, and then SP wouldn't be so bad either. That could be left alone because you wouldn't instantly die.

    Incend-No, I'm not nitpicking, but lets agree to disagree.

    Frag- Let me rephrase, I wasn't very clear- I mean when I've seen someone throw the nade towards me, and I start running but it still has managed to get me.

    Smoke- Yes I am accepting it, otherwise you'd see me here moaning about the extra stun is has as well. What I mean is most of the times a smoke is thrown, people rush through it because of the stun, and then someone will die, and the smoke is no longer needed. Everyone has already ran past it. I would only cut it by a few seconds, not get rid of it like you seem to think I mean.

    Longhshot- I saw several forum members say this, and it wasn't some random ones, it was a few who have quite a decent post count and who often contribute to the forum. I didn't make it up, I'm merely saying what I have seen others say. REGARDLESS, I don't care whether it is true or not. All I care about is fixing it because it's been going on for a very long time now.

    Scorcher- only an active gnasher would out dps the scorcher (non active) and then I think the active should be toned down anyway. The retro is basically on par with the scorcher, and I've seen many times where it still does more damage, which is why I think retro should be reduced very slightly. (SLIGHTLY, NOT LOADS LIKE YOU SEEM TO THINK I MEAN)

    Gorgon- I wouldn't say it's my opinion, more fact. I have NEVER seen anyone pick it up, bar one person, and bots. I play this game substantially, many hours every day, and I still never come across a single moment where it would be more useful. Except for maybe a meatshield or boomshield, but again, it is extremely rare for me to come across anyone using these.

    Still, at times it is literally several seconds where I think it's clear that I shouldn't have died (or vice versa, I've seen on killcam them die from my shot). Although in all fairness, I wouldn't say this is so much a problem because of killtrading, or because of the horrible matchmaking system that pairs me up with people from across the world. Seriously, why put a group of Brits against Mexicans, that makes no sense.


    Bottom line, if only one thing was to change, it would be to cut down active damage. It seriously is too much, no matter the weapon nor where you are. I don't like how fast you die, it's horrible. I play Gears because you used to be able to get away when someone shot you in the back. Not anymore.

    Great post and man that must have taken you some time.
    I agree with you on a lot of the things you discussed.
    The boomshot should have two shot's. And i really hate it when people fire the boomshot up close they never seem to kill themselves.
    Also with the snipe i believe the sniper is so easy to use in this game i honestly thought the Gears 1 sniper was the best sniper in all 3 Gears games (besides the active down) And the mantle kick, I like the idea of the mantle kick but I would like to see it removed from the game because it is way to inconsistent and they should bring back the strong cover to cover battle's just like in gears 1.
    It kept players moving constantly when they were on cover and it made close range fights very exciting. And the blind fire around corners are god awful in this game. Would also like to see them patch the blindfire's around corners just like how Gears 1 is. And for your point stating that Blooddrive it is a very campy map is so true.
    The addition of the digger instead of the flamethrower is an excellent idea to get people from staying in cover all game! And the gnasher does have a long range on the rifle especially with an active. But the problem with the gnasher shotgun is the hit detection up close is horrible. Before fenix rising the gnasher worked perfect.
    9/10 times you would shoot people from point blank range they would die and it did not have crazy range like it does now. But honestly it feels like the Gnasher shotgun now works like a Gears 2 shotgun. It's more effective from a medium range than up close which is dumb as hell. Sorry for the mistakes in all of this. I know its a long read. But i'm to lazy to fix it. Hopefully you get some of the point's I am trying to say xD
    Yeah boomshot sponging is horrible lol, either the first shot has a teeny tiny radius, or it just loves sponging.
    At the moment, I defo would prefer removal of the mantle kick because of how much it messes up.
    Not quite sure what you mean is wrong with shooting around corners?
    Yeah gnasher isn't a very consistent weapon anymore lol, I prefer using lancer/HB

    Wow bro, that was one of the best posts I've ever read. I'm dead serious. I agreed with nearly everything that you said. Epic should definitely look into this post; these suttle changes would perfect this game.
    Thanks

    whoa.....for the first time in quite a while I agree with a thread topic 100%. the weapon tweaks mainly, couldnt have said it better.
    Thank you
    Civilian Anya -Flame Grenadier
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    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

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    Quote Originally Posted by Maaaaaz View Post
    Not going to address each weapon specifically.
    All I'm saying is for the rifles, their active damage is simply much too strong. They have been mega buffed, way too much, and the SP makes it worse, which is why I think it should be toned down, NOT REMOVED.
    All the weapons (rifles, gnasher, even the snub lol) doesn't matter which, all the weapon has much too strong actives, because EPIC wants to make the game more like CoD. This was said on Twitter, I'm not making it up. One of the big dudes liked how CoD plays and so everything in Gears was made super strong. Actives need to be toned down, and then SP wouldn't be so bad either. That could be left alone because you wouldn't instantly die.

    Incend-No, I'm not nitpicking, but lets agree to disagree.

    Frag- Let me rephrase, I wasn't very clear- I mean when I've seen someone throw the nade towards me, and I start running but it still has managed to get me.

    Smoke- Yes I am accepting it, otherwise you'd see me here moaning about the extra stun is has as well. What I mean is most of the times a smoke is thrown, people rush through it because of the stun, and then someone will die, and the smoke is no longer needed. Everyone has already ran past it. I would only cut it by a few seconds, not get rid of it like you seem to think I mean.

    Longhshot- I saw several forum members say this, and it wasn't some random ones, it was a few who have quite a decent post count and who often contribute to the forum. I didn't make it up, I'm merely saying what I have seen others say. REGARDLESS, I don't care whether it is true or not. All I care about is fixing it because it's been going on for a very long time now.

    Scorcher- only an active gnasher would out dps the scorcher (non active) and then I think the active should be toned down anyway. The retro is basically on par with the scorcher, and I've seen many times where it still does more damage, which is why I think retro should be reduced very slightly. (SLIGHTLY, NOT LOADS LIKE YOU SEEM TO THINK I MEAN)

    Gorgon- I wouldn't say it's my opinion, more fact. I have NEVER seen anyone pick it up, bar one person, and bots. I play this game substantially, many hours every day, and I still never come across a single moment where it would be more useful. Except for maybe a meatshield or boomshield, but again, it is extremely rare for me to come across anyone using these.

    Still, at times it is literally several seconds where I think it's clear that I shouldn't have died (or vice versa, I've seen on killcam them die from my shot). Although in all fairness, I wouldn't say this is so much a problem because of killtrading, or because of the horrible matchmaking system that pairs me up with people from across the world. Seriously, why put a group of Brits against Mexicans, that makes no sense.


    Bottom line, if only one thing was to change, it would be to cut down active damage. It seriously is too much, no matter the weapon nor where you are. I don't like how fast you die, it's horrible. I play Gears because you used to be able to get away when someone shot you in the back. Not anymore.
    Frag:
    If he threw it past you, I can understand your frustration, but if the grenade landed even with your character or before it, then you were not going to be able to escape it. I believe that if the hit box issue is fixed, than evading grenades, boomshot, digger and all around movement getting out of fire would be easier.

    Smoke:
    But you are moaning about the one thing the smoke is supposed to do. Not everyone used the smoke for the stun, a lot of people actually use the smoke for its primary function which is the smoke. I constantly see the smoke being used to block line of sight more than anything. The smoke doesn’t stay for a large percentage of the match time, it doesn’t even stay up for half a minute.

    Longshot:
    Don’t believe everything you hear and read, the same person could have been saying multiple times or the same group of people that took this issue as an insult so they made up a ridiculous story behind it. So, I’ll say this again, don’t repeat this unless you have evidence. Claiming others have said is not evidence, even if they are regulars on the forums. Spreading a lie is not contribution nor is it nice nor does it help anything. If you truly have a passion for video games, and want to make this game better, than you will heed my advice.


    Scorcher:
    If it’s only slightly, than why is it needed? How much is slightly? 1 maybe 2 extra bullets to down? Still pretty insignificant when you take in account the Retro’s rate of fire. The Retro is doing exactly what it’s supposed to do and that’s dominate at close range, there is not supposed to be any contest for the Retro at close range except for power weapons.

    Gorgon:
    Just yesterday I was in few matches where the Gorgon was picked up and used effectively by different players. It’s a machine gun pistol that works best at close range, it’s like a compact Retro. It is your opinion, otherwise you wouldn’t be voicing it… I hope. And I’ve seen plenty threads of people who like the Gorgon.

    Kill Trade:
    My guess would be that they’re probably Spaniards rather than Maxicans.

    All in all, I can get behind to toning down of actives no problem but some weapons are supposed to do specific things and if you tone them down they start to not do the things that they were created to do. I can understand the resentment from not staying alive, but I’m in the minority where I believe the way the game is now puts more emphasis on strategy, movement, and map placement. Strategy is a big reason why I play Gears.
    Load Out = Hammerburst & Gnasher
    Hammerburst Veteran #23
    More people need to start playing Zeta....

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    Great thread man, some weapon tweaks I don't fully agree with but opinions regarding things other then weapons are perfect. Excellent thread sir
    Thank you Epic for making one of the most insane games I've ever played!!!!
    Check out my YouTube Channel - http://www.youtube.com/incineratefire

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    Although I do not agree with EVERYTHING here, I applaud you sir.
    I agree with your horde stuff most of all

  29. #29
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    Quote Originally Posted by ShadowsEnclosed View Post
    Retorts in bold.
    Oh, this guy got SCHOOLED

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    I actually agree with everything you said. we are on exactly the same wave length.. THE BEST post i have seen yet, like someone has already said. Epic should look into this post on take it into consideration

    Gave this thread 5*
    Last edited by JimmyLad93; 03-16-2012 at 12:39 AM.

  31. #31
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    OP, I'm another person that completely agrees with your post. It's not just another "nerf this" thread. It's actually well put, and sounds professional. Which is why how I was able to sit there and read the entire big wall of text. Usually I can't stand reading that much. haha.

    You've pretty much described point for point, my entire view towards this game since Fenix Rising. Maybe even prior to Fenix Rising.

    You just restored faith in humanity by 10pts.
    GT: A sad sad panda.

    I love music. I play the drums when I am not on XBL. Been playing for close to 3 years. I'm easy going, hit me up any time, any day, and I'll more than likely play GoW with you, if not I'll make it a point to invite you later on when I have time.

  32. #32
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    Quote Originally Posted by Phantom of Chaos View Post
    Oh, this guy got SCHOOLED
    How did I get "schooled"?

    I'm supplying good counter arguements with examples, logic and business sense. I know this game very well and there was nothing said here I didn't already know. It's called a discussion, not a battle. The OP obviously wants Gears to become better and I'm simply trying to show him that there's more to the picture than what he sees, that not everyone has his same views and why some decisions were made.

    At least I contributed and didn't take the easy way out of just saying "I do not agree with everything here".
    Load Out = Hammerburst & Gnasher
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    More people need to start playing Zeta....

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    I agree with this.

  34. #34
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    Quote Originally Posted by ShadowsEnclosed View Post
    Frag:
    If he threw it past you, I can understand your frustration, but if the grenade landed even with your character or before it, then you were not going to be able to escape it. I believe that if the hit box issue is fixed, than evading grenades, boomshot, digger and all around movement getting out of fire would be easier.

    Smoke:
    But you are moaning about the one thing the smoke is supposed to do. Not everyone used the smoke for the stun, a lot of people actually use the smoke for its primary function which is the smoke. I constantly see the smoke being used to block line of sight more than anything. The smoke doesn’t stay for a large percentage of the match time, it doesn’t even stay up for half a minute.

    Longshot:
    Don’t believe everything you hear and read, the same person could have been saying multiple times or the same group of people that took this issue as an insult so they made up a ridiculous story behind it. So, I’ll say this again, don’t repeat this unless you have evidence. Claiming others have said is not evidence, even if they are regulars on the forums. Spreading a lie is not contribution nor is it nice nor does it help anything. If you truly have a passion for video games, and want to make this game better, than you will heed my advice.


    Scorcher:
    If it’s only slightly, than why is it needed? How much is slightly? 1 maybe 2 extra bullets to down? Still pretty insignificant when you take in account the Retro’s rate of fire. The Retro is doing exactly what it’s supposed to do and that’s dominate at close range, there is not supposed to be any contest for the Retro at close range except for power weapons.

    Gorgon:
    Just yesterday I was in few matches where the Gorgon was picked up and used effectively by different players. It’s a machine gun pistol that works best at close range, it’s like a compact Retro. It is your opinion, otherwise you wouldn’t be voicing it… I hope. And I’ve seen plenty threads of people who like the Gorgon.

    Kill Trade:
    My guess would be that they’re probably Spaniards rather than Maxicans.

    All in all, I can get behind to toning down of actives no problem but some weapons are supposed to do specific things and if you tone them down they start to not do the things that they were created to do. I can understand the resentment from not staying alive, but I’m in the minority where I believe the way the game is now puts more emphasis on strategy, movement, and map placement. Strategy is a big reason why I play Gears.
    Frag- Not quite sure where it ended up (it wasn't in front of me) but ah well. Sorting the hitbox would definitely fix it. For example- trying to run past a planted frag and then diving backwards often doesn't work. Hitbox is damn annoying lol.

    Smoke- Yeah, people do use it for the actual smoke screen, but that's for far away things, like power weapons. And once they've picked it up, it's no longer needed. However, at close it lasts for a while. A close up smoke is purely for the stun. And na I'm not moaning lol, just offering a suggestion, Quality of Life.

    Longshot- It made sense, but in any way, you're missing the point- I don't care whether it was intentional or not, I just want it fixed lol. Especially since it's highly erratic, which makes it even worse.

    Scorcher- The thing is, the retro not only completely invalidates the gnasher (at the very least, they should be even, and currently it is not) but it does out damage the scorcher, which is a power weapon, like you pointed out. I'm not quite sure why the retro was implemented, when it completely dominates everything. I mean, I wouldn't be so fussed if the gnasher was even slightly viable, but it isn't.

    Gorgon- no it isn't my opinion, it's based on my experiences. I seriously have not come across anyone who picks it up. But bear in mind I only play QM TDM (And very occasionally KotH) which could be a reason for nobody picking it up.

    Kill Trading- meh, still wish it would put people closer together. Sucks I live in the UK where there are no servers

    Yes, weapons are designed for a specific purpose, but it's gotten to the point where you can't go out of cover because rifles like the HB down you instantly, and in close range the retro tears everything to pieces. The gnasher active is insanely long and the lancer clip is so deep it's unreal. Everything has a place, but it's so firmly rooted in said place that all you can do is hide in the corner and hope nobody kills you. That's not strategy, it's just plain camping, which I'm not a fan of.


    How did I get "schooled"?

    I'm supplying good counter arguements with examples, logic and business sense. I know this game very well and there was nothing said here I didn't already know. It's called a discussion, not a battle. The OP obviously wants Gears to become better and I'm simply trying to show him that there's more to the picture than what he sees, that not everyone has his same views and why some decisions were made.

    At least I contributed and didn't take the easy way out of just saying "I do not agree with everything here".
    Na, I wouldn't ever dare to think people would share the same opinion as me lol. That would be absurd. Like in the top of my post, it's just my personal thoughts on it all lol. It's good that people can actually have a decent discussion lol.

    @Everyone else.
    Thanks for the support and reading everything
    Last edited by Maaaaaz; 03-18-2012 at 03:07 PM.
    Civilian Anya -Flame Grenadier
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    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

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    Bump!
    Just read your post. I agree with almost all of the suggestions and remarks you make.
    This is a great read. Nice one OP!
    Level 99 (Gnasher / Lancer)

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    Quote Originally Posted by Turbogfx View Post
    Bump!
    Just read your post. I agree with almost all of the suggestions and remarks you make.
    This is a great read. Nice one OP!
    Thank you
    Civilian Anya -Flame Grenadier
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    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

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    appreciate your inputs and the time you put in to make the game better in your opinion... some are nice and some its personal choice

  38. #38
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    Gamertag: Maaaaaz

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    Quote Originally Posted by sarasudu View Post
    appreciate your inputs and the time you put in to make the game better in your opinion... some are nice and some its personal choice
    MM it's all personal opinion lol, just good to see people don't think I'm trying to force it down their throats.
    Civilian Anya -Flame Grenadier
    Level 47/100
    Team Metal Hammerburst - Team Metal Gnasher

    The Retro Lancer- it has the DAMAGE and RANGE of the HB; it has the CLIP of the lancer; it has the 2PIECE of the Gnasher. And people say it's not OP?
    Quote Originally Posted by MIST GHILLIE View Post
    its kind of sad everything epic hates about gears is everything what made the first 2 games completely unique and straight up classics.

  39. #39
    Boomshot
    Join Date
    Feb 2009
    Location
    Australia
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    2,055
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    Gamertag: Rtma

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    Quote Originally Posted by Maaaaaz View Post
    You're getting shot by bullets, you should instantly die, right? Don't try and bring real-life logic in a game where you can get shot to pieces, and someone pulling your arm makes you magically heal.

    Boomshot should only have 2 shots in non respawn modes. An active boomshot has a strong splash, and you can easily take out the entire team with 3 shots. Ideally it would be 3 for respawn, 2 for non, but I'd (and I know many would) prefer 2 shots if only one of the options was available.

    Yeah bots can sometimes get lucky, but 9 times out of 10 all they do by picking something up messes up with the team and can cause a loss because they lack support.

    Just because you seem to have trouble using the boomshot doesn't make it ok to have 3 shots. Yes, it gets used up quickly, but so do the deaths when it's aimed and actived.

    And it's pretty safe to say that for every 1 person who prefers offline, there are 50 more who prefer online.
    Sounds like you're trying to manipulate to what suits you better then being reasonable/open for everybody, look what happened to the Sawed-off, it was somewhat reasonable competitor/compliment to the Gnasher but now it's Obsolete, good on ya, I'd like to have fun then being forced to play on what the 'Pros' say it should be played.
    My Player Data was Reset(Late Afternoon, 31 Oct 2010, Progress Lost {+10 GMT}) Feel Free to talk to me or Check my Profile Page, if you like to learn a bit about me. ^.-.^
    Preferred COG - Aaron Griffin Preferred Locust - Theron/Golden Locust/Myrrah Preferred Weapon Skins - Rifles - Deadly Cute. Shotguns - Ultraviolet - It's so FABULOUS, I love it.
    My Suggestion to make the Sawed-Off Shotgun a viable option Thread. Looking for some Australian/NZ Friends to play Gears of War 3 with me, Click for Criteria. Survival Versus Mode Game type Concept! Click & Take a look.

  40. #40
    Iron Guard
    Join Date
    Oct 2011
    Posts
    729
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    Gamertag: Abeastnamedjoe

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    People dont understand why the lancer has a long clip,so here it is,
    The locust were really tough and there was problems the troops were having with the retro:
    1.the large recoil stopped them from keeping there bullets on target
    2.the bayonet broke off every time they retro charged them

    Thats when they came up with the lancer,what it lacked in power it made up for in clip side,as for the chainsaw,its self explantorty

    Asking epic to lower the clip sizeis like telling them to take off the chainsaw,taking away the uniqueness of the gun
    Last edited by thebeastnamedjoe; 03-20-2012 at 05:46 PM.
    ,,,,,_....I.... .........,,_i\_____
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    Hammerburst Pro!!!
    Thank you IIILYCANIII for the SGE


 
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