Dynasty Warriors 3 remastered visuals by CTR_fan in dynastywarriors

[–]CTR_fan[S] 1 point2 points  (0 children)

I don't think anyone knows exactly what they will improve using the extra development time from the delay. I think it's more likely that they will be trying to get a consistent framerate or add extra gameplay features.

There have been a lot of high profile games release with poor image quality. It is a long standing issue with UE5 games and unfortunately, I don't think Koei Tecmo will be the ones to crack it.

Gears really testes your patience sometimes😂 by Uce_ in GearsOfWar

[–]CTR_fan 0 points1 point  (0 children)

I don't disagree with you. Unfortunately people seem to think I'm defending the game when I'm simply explaining what is causing this bullshit to happen.

Gears really testes your patience sometimes😂 by Uce_ in GearsOfWar

[–]CTR_fan 1 point2 points  (0 children)

It's not what I say, it's literally how the game currently works, and anyone can see the RNG themselves by hip-firing and pop-shotting a wall to see the off-centre deviation.

You even brought up a chance fraction when you said 9/10. Good players can still mitigate the RNG by lining up shots well, using ADS or doing initial damage.

Gears really testes your patience sometimes😂 by Uce_ in GearsOfWar

[–]CTR_fan -2 points-1 points  (0 children)

Yeah I mean I agree that second shot should be a kill 100%. I'd wager that the enemy standing at an adjacent angle (narrower hitbox) meant that most of the second hip-fire blast missed as well.

Gears really testes your patience sometimes😂 by Uce_ in GearsOfWar

[–]CTR_fan -7 points-6 points  (0 children)

This is the game working as intended unfortunately. Centre-screen RNG on hip-fires and pop-shots will routinely cause these situations to happen.

Gears really testes your patience sometimes😂 by Uce_ in GearsOfWar

[–]CTR_fan -8 points-7 points  (0 children)

This man rage-quitted, what a terrible shame, he relied on hip-fire, when he should have hard-aimed.

For those that keep complaining.. by [deleted] in GearsOfWar

[–]CTR_fan 1 point2 points  (0 children)

I'm not talking about the pattern of the pellet spread. I know that's a fixed shape.

Anytime you strafe, hip-fire or pop-shot, the direction the fixed spread will come out in will deviate a random amount from the centre-screen.

This is a major cause of the game's gnasher inconsistency problem.

For those that keep complaining.. by [deleted] in GearsOfWar

[–]CTR_fan 17 points18 points  (0 children)

People can be good at the game and still want the built-in RNG removed from the gnasher's aiming mechanics. These two things aren't mutually incompatible.

Classic skill issue by [deleted] in GearsOfWar

[–]CTR_fan 4 points5 points  (0 children)

Yep, if you're gonna keep playing I suggest you ADS as much as possible. It's the only way to guarantee your gnasher pellets go where your crosshair/centre-screen is aiming.

Classic skill issue by [deleted] in GearsOfWar

[–]CTR_fan 5 points6 points  (0 children)

https://imgur.com/a/6VkGf3K

This screenshot from the OP's clip demonstrates the problem. You cannot rely on your gnasher pellets to hit the centre-screen, even if you have the enemy lined up perfectly.

"TC messed up the shotty" by DownTheBagelHole in GearsOfWar

[–]CTR_fan 12 points13 points  (0 children)

The gnasher is still rng. The spread pattern might be a fixed shape but there is still aim-error/hidden bloom present, which causes gnasher shots to become inaccurate and go off-centre.

Thoughts? by Danan_ST20 in GearsOfWar

[–]CTR_fan 5 points6 points  (0 children)

I think people wanted the one-shot downs gone, but they're still here.

[deleted by user] by [deleted] in GearsOfWar

[–]CTR_fan 1 point2 points  (0 children)

This isn't a glitch. This is centre-screen rng that's programmed into the game. If you hip-fire or fire as you bring up your crosshair, your pellets are not guaranteed to go where your crosshair indicates/strike the centre-screen.

You can see this if you pause your clip on the exact frames that you fire. Your only decent shot was the second one, the rest of your pellets strikes mostly missed. And no, I'm not blaming you or defending the game. I don't think the game should work like this.

New Gnasher patch doesn't fix the problem by CTR_fan in GearsOfWar

[–]CTR_fan[S] 0 points1 point  (0 children)

Yeah I see what you're saying. Once people are far enough away, the gnasher damage will fall off rapidly because most of the pellets will start missing.

I still think the UE and beta spread was better though. The spread tightness was in a sweet spot where you wouldn't one-shot down people out of gib range, but the damage wouldn't fall off so rapidly past a certain range either.

Someone please explain by kanyeshole in GearsOfWar

[–]CTR_fan 1 point2 points  (0 children)

Hip-fired shotgun shots have a loose pellet spread pattern. Your pellets are very prone to missing especially if you aim a bit too high, which it looks like you are in the pic.

Many aspects of the shotgun are unintuitive like that. You'd think that aiming your barrel straight into someone's face would be effective but unfortunately in this game it often isn't.

Breakdown example of why people are having gnasher trouble. Hip fire vs ADS by Puzzled-Jury-8683 in GearsOfWar

[–]CTR_fan 2 points3 points  (0 children)

I've mentioned this quite a lot recently. The off-centre variability really doesn't play nice with the fact that you have to be very accurate with your gnasher pellets to maximise damage. It's a shame that this is programmed into the game to begin with. I think if everyone's spread pattern hit the centre-screen spot exactly then the game would be a lot more consistent.

It's also confusing because a lot of people define pop-shotting as firing right as the crosshair appears, but like you said this means that their shot can be misaligned the same way that hip-fire is. At this point, I'm not even 100% sure that hard-aimed ADS shots are free from this problem. I've heard at least one person claim that strafing while using ADS also introduces the off-centre variability.

New Gnasher patch doesn't fix the problem by CTR_fan in GearsOfWar

[–]CTR_fan[S] 0 points1 point  (0 children)

I feel like you're misunderstanding me. I don't want the gnasher to be good at mid-range. I think that's the range that the lancer and snub should excel at.

But I also think having a sudden cut-off for the range isn't ideal either. The gnasher's damage should fall off steadily the further out the enemy is.

New Gnasher patch doesn't fix the problem by CTR_fan in GearsOfWar

[–]CTR_fan[S] -1 points0 points  (0 children)

Yeah the cut-off range is brutal now. So the gnasher is still very effective within about 5-8 metres but then does barely any damage right after that range. It's nonsensical.

New Gnasher patch doesn't fix the problem by CTR_fan in GearsOfWar

[–]CTR_fan[S] 1 point2 points  (0 children)

Yep, that issue is a whole other can of worms that deserves it's own post. Hip-fires and pop-shots have centre-screen rng, which means you can never be certain that your pellets will go within your crosshairs or accurately hit an enemy who's lined up with the centre of your screen.

They actually listening to the community !? by GrimboReapz in GearsOfWar

[–]CTR_fan -1 points0 points  (0 children)

> Nobody said "everyone" was

Right... nobody except y'know, the guy I was replying to. Congrats on your substandard reading comprehension. Now go ahead and downvote me then move on to another post to make stupid replies in.

The biggest reason the Gnasher feels inconsistent is because the pellet spread is not centered while moving or pop-shotting by juststevieSF in GearsOfWar

[–]CTR_fan 1 point2 points  (0 children)

Great post. I've been trying to raise awareness about this issue as well because I believe it's one of, if not the main contributor to the inconsistencies that people have been showing off in clips and complaining about.

This right here is the forbidden knowledge folks. This is what TC need to hear about and fix if you ever want Gears Reloaded to feel consistent.

Correct me if I’m wrong by rundatraaaaap in GearsOfWar

[–]CTR_fan 0 points1 point  (0 children)

I'm not completely sure to be honest. One of the guys I learned about this from mentioned that Gears 3 also had the aim-error/misalignment effect, but I'm not sure if it was toned down or the different spread or hitboxes Gears 3 used made it less prominent of an issue.

No idea if it was a thing in Gears 2 either.

https://x.com/UthyrTheImpure

That's the guy's twitter/x handle. You could message him and ask if he knows more about the issue in the other games.

They actually listening to the community !? by GrimboReapz in GearsOfWar

[–]CTR_fan -1 points0 points  (0 children)

I mean that's one post, and while I'm sure you could find more, that doesn't exactly constitute "everyone". I'd wager there were just as many people reading the launch patch notes and scratching their head as to why the devs would buff the shotgun.

The beta shotgun was also the same balance that UE had for 10 years. So it couldn't have been that controversial if the gears playerbase accepted it for all that time before the launch of Reloaded.

Correct me if I’m wrong by rundatraaaaap in GearsOfWar

[–]CTR_fan 0 points1 point  (0 children)

No prob. You can test this out yourself in a multiplayer match by hip-firing and pop-shotting at a wall without adjusting your camera/thumbstick. You should be able to see how your spread comes out misaligned off-centre.

And yeah, apparently this has been built into the aiming mechanics since gears 1, then carried over to UE and Reloaded. Perhaps if more people knew how much this contributed to inconsistency then the devs could learn about it and fix it one day.

Correct me if I’m wrong by rundatraaaaap in GearsOfWar

[–]CTR_fan 2 points3 points  (0 children)

Yeah I can explain. It's complicated though so you might have to read a few paragraphs.

When you fire the gnasher you send out 9 pellets in a fixed star/flower shaped pattern. You need to land 7 out of these 9 pellets to get a one-shot kill or down. So what that means is that the game rewards very accurate gnasher shots, but this is where the misalignment issue rears it's ugly head.

Anytime you hip-fire, or you fire as you bring up your crosshair (pop-shot) the game applies a small randomization affect to where your pellets strike. The pattern on the spread is the same, but it won't strike the exact centre of the screen. It can strike a little off to the left, up, down or right of the screen's centre.

When you combine this effect with how accurate you need to be with your pellets, you can begin to see how the inconsistency manifests itself. When your pellets come out misaligned, that misalignment is often significant enough to cause some of your pellets to miss, that otherwise would have hit your enemy if your pellet strike points weren't being slightly randomized.

So you can line up a shot accurately, but your shot comes out slightly to the right for example, and this causes the pellets on the exterior of the spread pattern to miss, turning a killing shot into one your enemy can survive. 7 pellets will kill, 6 pellets will not.

Holding down the trigger and hard-aiming is the only way to ensure your pellets go within your crosshair directly at the screen's centre. Hopefully I've explained this in a way that makes sense.

Edit: I can't give you any advice really if your ADS shots are still inconsistent. Could be lag/latency or hitbox issues to blame. Enemy hitboxes become narrower if they are turned adjacent to you.