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 Post subject: Gameplay balancement
PostPosted: Thu Oct 02, 2008 8:27 am 
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Gears of war one was a good start but it was a little unfair
Host was faster stronger and when firing his bullets would appear on watever he shot faster
regular people were slower and their weapons were less accurate cause the game loaded their shots when they fired a little after the weapon was shot
Gears of war 2 says theyre using a new system so everyone is balanced with a good connection so no one is "hosting"
The shotgun has been toned down so that it fires 5 pellets per shot instead of 8
and the "charge and shotgun" tactic has been gimped down by repeated fire on someone slowing them down and eventually stopping them
These improvements sound pretty good but you opinion would be helpful if these were neccessary or just added in

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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 02, 2008 6:54 pm 
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Yeah I mean in Gears 2 people will problaly swap other weapons instead using the shotgun in every round. 8 bullets is a lot and 5 is perfect for balncing the power of the shotgun. Im glad Epic is doing something different with the stopping power to stop all of the shotgunners from blasting you all the time.


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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 02, 2008 6:59 pm 
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Jijoro wrote:
Yeah I mean in Gears 2 people will problaly swap other weapons instead using the shotgun in every round. 8 bullets is a lot and 5 is perfect for balncing the power of the shotgun. Im glad Epic is doing something different with the stopping power to stop all of the shotgunners from blasting you all the time.


i think he means pellets not bullets

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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 02, 2008 10:00 pm 
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The host is not "stronger" or "faster." The host has NO LITERAL GAMEPLAY ADVANTAGES. In reality, the host has 2 gameplay disadvantages.
1) He gets blood on his screen from shotgun fire.
2) His aim gets knocked around when getting shot.

Neither of this is true for the client. However, the host does have latency advantage. Being the host, you have ZERO PING. That means your bullets come out of your gun ZERO SECONDS after you press the trigger. Clients, however, will see a delay before their bullets are fired. The bullet is directly related to your connection with the host. 90 ping = 90 miliseconds of lag. 150 ping = 150 miliseconds of lag.

So you could say the host is "faster" because his bullets actually work correctly, but saying "OMG HE HAS MORE HEALTH" or "OH MAN HIS SHOTGUN DOES MORE DAMAGE" is a good way to prove you have not a clue what you're talking about.


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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 02, 2008 10:47 pm 
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Chronos wrote:
The host is not "stronger" or "faster." The host has NO LITERAL GAMEPLAY ADVANTAGES. In reality, the host has 2 gameplay disadvantages.
1) He gets blood on his screen from shotgun fire.
2) His aim gets knocked around when getting shot.

Neither of this is true for the client. However, the host does have latency advantage. Being the host, you have ZERO PING. That means your bullets come out of your gun ZERO SECONDS after you press the trigger. Clients, however, will see a delay before their bullets are fired. The bullet is directly related to your connection with the host. 90 ping = 90 miliseconds of lag. 150 ping = 150 miliseconds of lag.

So you could say the host is "faster" because his bullets actually work correctly, but saying "OMG HE HAS MORE HEALTH" or "OH MAN HIS SHOTGUN DOES MORE DAMAGE" is a good way to prove you have not a clue what you're talking about.



QFT. It's also going to stay the same way in the second game but they are 'fine-tuning' the online and they said it has been decreased by about 30% (I hope that means unnoticeable, but I guess we'll see).

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 Post subject: Re: Gameplay balancement
PostPosted: Wed Oct 08, 2008 8:08 am 
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Chronos wrote:
The host is not "stronger" or "faster." The host has NO LITERAL GAMEPLAY ADVANTAGES. In reality, the host has 2 gameplay disadvantages.
1) He gets blood on his screen from shotgun fire.
2) His aim gets knocked around when getting shot.

Neither of this is true for the client. However, the host does have latency advantage. Being the host, you have ZERO PING. That means your bullets come out of your gun ZERO SECONDS after you press the trigger. Clients, however, will see a delay before their bullets are fired. The bullet is directly related to your connection with the host. 90 ping = 90 miliseconds of lag. 150 ping = 150 miliseconds of lag.

So you could say the host is "faster" because his bullets actually work correctly, but saying "OMG HE HAS MORE HEALTH" or "OH MAN HIS SHOTGUN DOES MORE DAMAGE" is a good way to prove you have not a clue what you're talking about.


The host does have more health and this is the basically the same thing i said xcept more confusing
aim is not distorted when you are shot
blood only gets on the screen because host has more health and the damage the shotgun does from a certain range will put that blood on your screen like that because you can take more than one shot point blank

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 Post subject: Re: Gameplay balancement
PostPosted: Wed Oct 08, 2008 9:02 am 
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most host just turn the gore off so no blood goes on the screen

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 Post subject: Re: Gameplay balancement
PostPosted: Wed Oct 08, 2008 1:39 pm 
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Zombeh wrote:
The host does have more health and this is the basically the same thing i said xcept more confusing
aim is not distorted when you are shot
blood only gets on the screen because host has more health and the damage the shotgun does from a certain range will put that blood on your screen like that because you can take more than one shot point blank


The host does not have more health. If this were true, hosts would survive an active longshot down. Hosts also can't survive a point blank shotgun (regardless of it being active or not).

Hosts DO get their aim bounced around (it may only be with certain weapons). Try it. Hold a longshot steady and have someone shoot you once with the pistol. You will see your aim bog up and down briefly. This does not happen with clients.

I have no idea why the host is in such a different class from clients, but that's how they designed it (obviously a very poor decision). Hopefully we won't see any of this bullshit in Gears 2.
glen00000008 wrote:
most host just turn the gore off so no blood goes on the screen

I found it incredibly ridiculous that you can do that. I hope that Gears 2 either has no blood at all or removes the option to get rid of it (however, this would mean the removal of the extreme content filter). And it better show up for everyone; not just the host.


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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 09, 2008 5:34 am 
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i never play as host on GOW as all you hera when you get a kill or survive a gunfight with someone is the classic comment

"Host Advantage"

it bugs me to think that people are rubbish at games and then have the nerve to blame the creators of what is quite frankly the best game of its type

i hope gears 2 doesnt have that many changes as i think not much had to change

i am looking foward to the new weapons,maps,storyline etc

p.s i am also re-opening my clan "The Cowboy Clan" (UK only)
but i do not currently have an xbox as mine was stolen buy a fart

but when i get one back (19th of december) i will enjoy playing all of you on GOW2 and any other games

PEACE!!! [biggrin.gif]

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 Post subject: Re: Gameplay balancement
PostPosted: Thu Oct 09, 2008 8:30 am 
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theroyalmurf wrote:
i never play as host on GOW as all you hera when you get a kill or survive a gunfight with someone is the classic comment

"Host Advantage"

Well that's because there was host advantage.

You couldn't play Gears online fairly. Period. It wasn't possible.


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