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Out with the old.
K/DA - FIRESTARTER - OFFICIAL MUSIC VIDEO
Can you take the heat? K/DA takes center stage with their new single “FIRESTARTER.” Video created in partnership with Fortiche. Choreography by Sean Bankhead. FIRESTARTER EP OUT OCT 21
Larp larp larp.
Replying to @rollindadice
Pues que bueno que se decepcionaron los pseudo proplayers, así dejan que TC saque otra campaña buena en vez de centrarse en lo que mató la franquicia: los esports.
Delusionaly retweeted
Here’s my thoughts. (Long post)
It looks like Gears, but doesn’t completely FEEL like Gears.
There’s A LOT I like here, but right now my biggest concern is character control. I feel like I’m fighting the game to make my character do what I want.
A few notes…. long winded as always.
Movement
I understand the heavier movement is intentional, but responsiveness still matters. There are moments where my inputs don’t translate how I expect. From what feels like input delays, or the programmed momentum for shifting directions.
Control Scheme
I’d like to AGAIN ask for True in-depth functional button remapping, I’d like to create a full control scheme from scratch, as if my controller was a keyboard. That’s all.
I’ve been asking for this feature since 2015.
Camera Tracking
The camera feels floaty and unpredictable during animations: running, sliding, taking cover, Up-As, etc. It constantly shifts my camera centering and zoom which makes aiming coming out of movement harder than it should be.
Sprinting
I’m just going to say it: I really dislike the sprint animation. I know this is subjective, but I don’t think I’m ever getting over this one 😭 the camera just feels weird. Also, not happy that I’m unable to initiate a sprint to the side or backwards.
Engaging and Disengaging
I can move forward 6 different ways: walk, sprint, roll, jump, take cover, and slide. Going backwards? Walk or roll.
That makes disengaging from fights extremely difficult. Too often I feel forced into a 50/50 Gnasher fight while also fighting my character movement and camera. Especially with a shotgun with only 6 shots.
6-Shot Gnasher
We did this song and dance with Gears 5. Please go back to 8.
If the goal is slowing down Gnasher play, adjust reload speed or rate of fire instead. I’m having fights where I’m reloading 2-3 times, and it breaks the flow of combat. And I can’t move my character to disengage.
Lancer
The Lancer feels like it shoots marshmallows right now. But I think for team fights it’s in a good place.
Spectator Camera
The follow cam makes it difficult to actually watch how someone is playing. Can we get a true player POV spectator option?
Wave Spawns
Just no, or change it from 12 seconds.
I’d much rather have standard individual respawn timers.
Audio
Downing someone currently gives me a Gib/Chunk-style audio cue. That sound communicates “kill” to my brain, but the player is only DBNO.
The audio feedback should clearly distinguish between a down and an elimination.
Network Data on HUD
Would love a cleaner/minimal option
Summary
Overall, I think there’s a strong foundation here. My biggest ask is RESPONSIVENESS.
Heavy movement is fine. Deliberate movement is fine. But I should never feel like I’m fighting my character or camera more than I’m fighting the other team.
Gears feels best when the player feels completely connected to their character.
I don’t know if any of these things will change, but if a few of these changes are considered or altered, I think it would make for a more enjoyable experience.
Delusionaly retweeted
Spider-Man & Mary Jane
Artwork by: @levidu99
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#初音ミク
I'm not a human
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𝐖𝐞𝐥𝐜𝐨𝐦𝐞, 𝐏𝐞𝐲𝐳
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