has been out for around six months now, received several DLC packs, a few updates and a legion of Gears marching towards that glorious, shining Seriously 3.0
. Unfortunately, there are some serious multiplayer issues that hamper the fairness and equity of the multiplayer and I, your old codger of an Uncle, http://www.trueachievements.com/IAMBECOME+DETH6.htm
would like to take a weekend moment to shed some light on the darker corners of Sera.
While this marvel of a game is a source of infinite hours of joy, it can also be a deep well of frustration. Before I begin to pick it apart, I would like to start off by stating my admiration and appreciation for the fine work Cliffy B and all the folks at Epic have done and continue to do on this title. That being said, there are some glaring problems that have yet to be fixed and, as it looks right now, may not be addressed in the near future. These problems are a detriment to the experience and hinder hardcore players.
First and foremost is the matchmaking process itself. If you've played the game for any amount of time you'll begin to notice that the partnering system isn't just unfair...it's downright busted. I can't count the number of times I've jumped into a game making the teams even at two vs. two. Then, lo and behold, one team gets filled up completely before the other duo gets a new teammate. Now I'm pretty darn good at this game, but even I can't rally the bots to win a two-on-five victory (well not most of the time anyway). What's so uber-frustrating about this is that, more often than not, once one team is filled the game seems to close to new players and no one else joins the smaller team. Now I realize that Gears
doesn't employ the True Skill system like Halo
, but come on. The least they could do is have a set up that evens the teams out consistently. Hell, it doesn't even seem to be based on who's winning or losing. In Capture the Leader, you could be down by one cap as the lone player facing off against a team of three, and then your opponents get a full team, virtually guaranteeing your loss.
Speaking of CTL, why are the bots programmed to march towards your opponents if they are capturing the leader? Shouldn't it be the opposite? I assume it has something to do with their general programming to always advance towards the enemy, but it seems like this situation begs for a caveat. Also, I don't know how, but it would seem that sometimes the bots can hold onto a leader even when a smoke grenade explodes right next to them. I guess they just know the right way to turn to weather the storm. Last gripe with CTL: the leader swarm scenario. We've all been there, you are the leader and you've been freed by a smoke grenade, but before you can get up, your captor has recuperated from the smoke and redowns you. This can go on and on if your team is either less than stellar or respawns on the other side of the map. At the very least you should be able to rise at the same time as your opponent. If they're worth their salt they should still be able to redown you.
On to the next topic: spawn protection. While I agree with the general idea behind it, I genuinely believe it needs some changes. If it were up to me I'd keep it, but add that if you fire a single shot you lose the protection. How many times have you blasted someone continuously in the face only to have them down you without taking a scratch. It’s just plain unfair.
In the arena of King of the Hill, my only major complaint deals (again) with spawning. Here's the scenario. You're on Sandbar and both teams have a score in the 120s. You've killed the competition and secured the ring, but alas it moves clear across the board and (big surprise) the other team spawns over there...in the ring. COME ON!!! I feel like this one has a clear fix, people! All you need to do is alter the spawning sequence to adjust to the ring movement. Those precious seconds the enemy gets from spawning in or near the ring can make or break the game depending on what side you're on. It should not be the players responsibility to hold off on killing the enemy to deny them a pleasure spawn.
Well, there you have it. There are many more tiny glitches and gameplay issues that could be discussed (watch out for that Savage Kantus!), but I believe Epic is diligently researching how to fix those. The problems I've brought up have been there since day one and don't seem to be going anywhere. Regardless of all this, Gears of War 3
is a fine, fine game and should be played at length, whether you're going for Seriously 3.0 or not.
Until next time, kids, keep your thumbs limber, your eyes clear and your achievements true.