▲ 90 r/WarDogs

I hope players will respect that this game is in early access, and nonstop content isn't priority #1 for the devs right now...

I saw the devs say in their 10 reasons not to purchase wardogs video that content isn't going to be a priority right out the gate. Their main focus is on performance balancing and fixing issues, and players shouldn't expect regular content drops.

Personally I am fine with this, I love how the devs are focusing on making sure the game can actually run and it's fun overall. But if there's one thing I learned over the years, is not many players are like me and to most of them, content is king. I really worry players will buy into early access and proceed to leave negative reviews about the lack of content and things to look forward too, even though the devs are very open about their plans.

I guess the point I am trying to make, is give the devs some breathing room when this game finally launches into early access, and please let's not try to shift the devs mentality on what they should be prioritizing. Don't get me wrong, I love new content and fresh things to play with, but I don't want to see the devs start rushing through their work just to make sure they can start pumping out new things as soon as possible, let em cook!

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u/JBowenDaMan — 4 days ago

Big team battles would be so dang fun in this game...

I recently saw that in private matches you are allowed to have 24 players in a lobby. Sadly I couldn't completely fill the lobby, but holy smokes it's still extremely fun! I feel like at some point they should add in BTB as a limited time mode. If the devs think it won't flow nicely on the base maps, put it on the new large map that's still being worked on.

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u/JBowenDaMan — 9 days ago

I can't lie, I am incredibly jealous of the horde community...

I mentioned this awhile ago, but I thought it would be really cool to see a big team battle style of mode in Gears of War. Now after seeing horde and seeing what the map is like (which there will be more) I gotta say I am so jealous the PvP guys can't get a big team battle on that map. Maybe one day they will make a limited time mode testing that out, but for now it looks like versus will only be 4v4 this time around.

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u/JBowenDaMan — 20 days ago

Whatsup with so many people saying this game plays like COD?

Seriously, have they even tried Call of Duty? This game doesn't even come slightly close to what COD offers, and I can't lie, it's getting annoying hearing "COD" slung around to every game out there. Seems like almost all new FPS games that drop have a constant wall of complaints of how they all resemble "COD" when over half of them don't even come close. All I can say is don't worry about that type of criticism, the game doesn't play like COD and has its own unique fun flow.

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u/JBowenDaMan — 20 days ago

Tunnel vision is what kills players the most in Marathon…

I see players all the time having a rough time with the PvP in Marathon, blaming shield differences and gear for the reason they go down and can’t succeed. Don’t get me wrong better gear is definitely helpful, but it’s not the end of the world. I think what most of these players struggle with is tunnel vision.

Once they start getting into an engagement, I can’t count how many times my random fills or even people online in gameplay just straight push the enemies without understanding how much freedom this game offers us. People constantly just B line straight into engagements, and once one guy goes down, the rest typically crumble. My best advice is USE THE MAP.

There’s so much play space to take advantage of, stop pushing in one direction, back up, and take the fight from a different angle. It genuinely does not take long at all to wrap around the map, and it’ll help you tremendously especially if you are stuck in a 1v3 situation.

Tunnel vision will kill you more than anything in this game, and once I mastered rotating the maps, I’ve taken down multiple 3 stack purple squads just by plucking at them again and again until an angle finally connects and allows me a much better advantage. Calm down, feel the engagement out, and if it doesn’t feel good, don’t be scared to back up and work a different route.

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u/JBowenDaMan — 21 days ago

I don't think Tsuru Reef needs more players, I think it's outstanding with the current players allowed.

I've been seeing a lot of players debating if Tsuru should have more players in a lobby or not, and tbh I think it is perfect exactly where it is. We already have a ton of really fun small-medium sized maps for that constant action, I actually enjoy having a map or 2 where I can chill and not be worried about an engagement 24/7.

It's funny because I actually use my map a lot on Tsuru, compared to the other maps where I don't pull up the map that much I just auto run to each flag. But since the map is so large, and the players aren't absolutely everywhere, I actually find myself pulling the map up and plotting my next moves. I hope Tsuru stays at its current playercount per lobby.

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u/JBowenDaMan — 24 days ago
▲ 255 r/Marathon

I honestly can't believe grenade/bubble spam has finally been resolved in Marathon...

I've been playing for a decent amount now after the update, just waiting to get into that one match where I get obliterated by spam. But lucky for me, the grenades/bubbles in this game seem to be toned down a ton, and it feels like players are being a lot more strategic on not only what they are bringing in, but when they decide to use it.

Before since you could carry a ridiculous amount of equipment, nobody cared when they used there bubbles. They'd throw 3 down and still have a ton left in their backpack for later fights. But now if you use that bubble, you only have 1 other equipment left (unless you found some in run) and you will wanna make sure you are still prepared for future fights.

I can't lie, between the weapon balance and utility spam balance, this is the best the game has felt since launch.

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u/JBowenDaMan — 25 days ago

This game feels tremendously better performance wise compared to the previous open test we all tried out.

Night and day difference for me. I went from barely getting 20 frames on all low, to averaging 80 on all high settings and even more frames if I mess with the settings. Of course it needs more work to perfect, but it's in a much better spot.

I have heard console is having bad problems when it comes down to performance though. I hope they might think about potentially pushing back the game a bit further to make sure console can get some love too.

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u/JBowenDaMan — 25 days ago

This is probably my favorite part of season 2…

I know season 2 has been off to a bumpy start, but I gotta say one thing I’ve been loving is the faction progression. Leveling up factions has felt pretty dang quick this time around, and I even have many factions that I’ve barely done challenges for at level 20+ just off of doing passive things during my runs. Also I definitely prefer having runner shell upgrades being apart of the cradle instead of being upgrades within the factions themselves.

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u/JBowenDaMan — 1 month ago
▲ 21 r/Empulse

I really hope Empulse does this…

Firstly, I really hope communication doesn’t go silent. I think a lot of us love knowing what’s happening behind the scenes. I totally understand the devs are very hard at work with a lot of stuff they have already mentioned, but even a tiny post just letting us know the basics would be very appreciated.

I also really hope the next update isn’t just 1 thing to test. I think this game at the moment really needs a big juicy update that will encourage players to come back and keep testing/playing. Something like ADS, the new map being permanent despite being early, redesigned maps(when it comes to visuals), all being packed together in one update would be awesome. Compared to let’s say the new map getting removed to test ads again, or the new map getting removed so we can see what the new visuals of the previous maps look like. I understand they are trying to test specific things, but I think players try it out once and move on very quickly. Also the game needs more content, and I don’t see anything wrong with keeping the new map as it is until they can make further improvements just so we can keep playing around with something new.

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u/JBowenDaMan — 1 month ago
▲ 15 r/Empulse

The new large map is fricken AMAZING.

To me personally, this is exactly what this game needed. Space to actually flow and build up speed, while at the same time not being so large that you only see 1 person per 5 minutes. Please more maps like this!!!

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u/JBowenDaMan — 1 month ago
▲ 13 r/Empulse

ADS is finally here, and I can't lie I am completely torn on it.

It's not bad especially for how early of a build it is, but I personally think I enjoy hip firing a bit more. What's everyone thinking about it so far and also what do you use controller or mouse and keys?

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u/JBowenDaMan — 1 month ago
▲ 10 r/Empulse

Tips and tricks for movement in Empulse.

I have a video that will make more sense with this info, but I still wanted to get this out there for people who are struggling a little to understand how movement works.

Wall jumping is key to gaining speed. You can use the grapple for a boost or of course the speed paint, but everytime you wall jump you gain some additional speed. (unless you wall jump on an awkward angle.)

The grapple is extremely flexibly in the game so definitely take advantage of it. You can use it for speed, if you hold left or right you can grapple wide on a turn to surprise enemies, you can even grapple in a circle if you feather the jetpack a little bit. All I can say is USE THE GRAPPLE MORE.

You don't have to use this tip, but for me personally I always hold the slide button so when I am chaining together movement I don't forget to hit slide and lose all my momentum while enemies are engaging me. So on PC I always hold CTRL which is the manual crouch not the toggle option while wall running and building speed, and no matter what I will hit a slide while moving to keep my speed up and I rarely ever forget to hit crouch.

Learn to air strafe with your jetpack. Moving in straight lines is easy to track, mix it up a little bit when you are in the sky and master feathering the jetpack (which means just lightly tapping) and practice moving side to side while doing such.

I have a few other tips but it would be hard to type them out over actually showcasing them, so I will work on an actual video instead. But please comment more movement tips you might have to help others out with improving and enjoying the game!

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u/JBowenDaMan — 1 month ago

This new update absolutely kicks butt.

I’m absolutely loving the new recoil/limb damage changes. On top of that, the new objectives that drop in the middle of the match for the new event are awesome! I’d love to see them keep those challenges in the game after the event and just reward extra XP for completing. I love picking up the challenges and having them change my focus and priorities without making me do useless things that would harm the team. Overall tons of fun and I can’t wait to see whats cooking with season 4!

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u/JBowenDaMan — 2 months ago

Very unpopular opinion, but I hope AR's play a beefier role in multiplayer.

The Lancer is always so looked down upon in the community, and typically if you don't use the gnasher you will get some type of profanity thrown your way haha. Also the best way to use the lancer is to give some crossfire/support to weaken enemies before they get to an objective or to prevent a further push, but the AR's are never really used to just straight up kill. Yeah sometimes you can get the job done, but when you do again people will be incredibly salty, and when you vs very experienced players you just won't be able to make it work. Again this might be unpopular, but I hope AR's and other rifles play a heavier role in Gears E-Day, and are more so used to get kills, over being support style of weapons. This would heavily shake up what Gears is known for, but I genuinely think it will encourage more casuals to stick around and actually give multiplayer a fair shot instead of instantly going to horde/campaign and staying there.

Also I should mention, this is coming from a long time gears fan who has learned all the tech. I just really think a shakeup like this would help the game more than hurt it by providing a larger audience, instead of multiplayer boiling down to its usual niche group of players.

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u/JBowenDaMan — 2 months ago
▲ 11 r/Empulse

My personal thoughts on the biggest problem with Empulse...

I see a lot of players claiming everyone is holding hands, but I feel like this has to do more with the map sizes over people purposefully grouping. Now of course yes, grouping together is a successful strat and you will definitely see it a ton in higher ranks, but in your typical casual matches I feel like everyone always claims people are communicating to the max and sticking by each other on purpose, when I think it really just comes down to the maps.

2 things I've noticed with the current maps is that building up speed is a bit hard, because by the time you gain a little speed, you are already at the center of the map where enemies are pre firing you, which makes players gravitate to speed paint so they can get that instant boost instead of building up speed organically. In titanfall, the maps were large enough that you could chain together combos far before you got into combat, allowing for more flow with the movement. Whereas in Empulse, it almost feels like players are now learning to just stick to the side lanes or center, and beam the people who are trying to build up speed on walls. Nothing wrong with that playstyle, but I think it really does boil down to that because the maps are decently small. With more room, players can have more confidence with building up speed before entering fights, without the thought of a spawn being 2 steps next to you at all times.

Second, the conversation about players holding hands and getting into the fight too quickly. I see everyone salty about players holding hands, but I don't think anyone is doing that on purpose. These maps only have a few lanes to really navigate, so with 6 players you best believe sometimes 2 or 3 people will be in a lane and they might not even notice they are grouping. For example when I play with 3-4 other players, we aren't communicating or purposefully trying to stick by one another, yet we still see tons of messages telling us to stop holding hands. I think it once again comes down to map sizes. Going back to titanfall, there were so many lanes and paths to take advantage of, that in 6v6 you will still see people decently spread apart. Yes stacking would still happen, but not as frequently as it does in Empulse. I feel like larger maps will not only reduce natural stacking, but also make the gamemodes feel less stressful with enemies being able to spawn back and get to the objective in seconds. Now yes you can always increase the respawn timer, but in all reality in casuals I don't think people wanna wait 8-10 seconds each time they die. Having larger maps means players will take longer to get back into the fight, leading to each kill mattering that much more compared to the small maps, where you get 2 kills and it seems they are back almost instantly.

To summarize everything, I think a lot of Empulse's problems come down to maps. In 4v4 I don't mind the current rotation that much, but I still believe having larger maps will give this game exactly what it needs. I do know the devs are currently working on the biggest map yet, I can't wait to see what it looks like and how it plays. Also hopefully 1047 has more large maps in their mind moving forwards. (shoot I'd love to see some big team battles going on as well!)

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u/JBowenDaMan — 2 months ago
▲ 13 r/Empulse

I can't lie, I think the community is kind of snitching on themselves.

I have been seeing a ton of reviews of players saying the movement has been nerfed, the game is now clunky, and the devs have drastically changed the pacing compared to the demo/playtests. When in reality the devs have confirmed the movement hasn't been touched at all, it's the exact same. But you know what changed? Speed paint. It indeed caught a nerf, and tons of players just self snitched on themselves for not actually knowing how to use the movement of the game by stating its now clunky and the movement has been heavily shifted. Don't get me wrong, speed paint is fun and I do agree they should find a middle ground between how it's nerfed now, and where it was before in the demo. But please, stop using speed paint as a crutch and actually take a little time to understand the movement. In titanfall you couldn't throw down paint every 5 seconds to boost you around, the best players had to understand the flow and how to chain together movement, the same should be in Empulse, and you shouldn't be required to use speed paint in order to reach that goal. It might be an unpopular opinion, but I enjoy seeing speed paint not being stupidly overpowered and giving any player in the lobby instant max speeds.

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u/JBowenDaMan — 2 months ago
▲ 52 r/Empulse

The movement in Empulse is absolutely addicting.

hitting a grapple, into a backwards wallrun, bounce off the wall to then grab the corner of the building, to then engage at a faster pace. My god the movement of this game has me hooked.

u/JBowenDaMan — 2 months ago

I will not allow this mech slander to continue.

I've seen some fair critique from players wanting more customization and personality for the mechs, which is completely reasonable. But there's also a completely different crowd who are pushing the narrative that these mechs are garbage and a waste of time and space? These things are incredibly powerful and help the team tremendously when it comes down to defending the OBJ or even maintaining good map control. It's so sad to see how many matches go by where the enemy team, or maybe even your team don't bother grabbing any of the mechs. I can't even count on both my hands how many times i've been able to just simply flank to the enemy base and take their mech because they don't bother wanting to use it. Shoot, the whole 3rd perk section is build around mech customization to give you better buffs in certain areas like health regen, bigger explosive radius, armor, etc. that change up how you use the mech and what you want to prioritize for that specific round.

PLEASE USE THE MECHS, stop passing up on them and actually go and fight for them. I know the movement is extremely fun, but the mech gameplay isn't as dull as many make it out to be, and it's actually really fun and engaging when you are working around your team. Could they use some more work? Yeah. Will they ever be on the level of titanfall? Probably not due to what this game seems to be trying to accomplish. But don't let that pull you away from giving your team the best support in the game.

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u/JBowenDaMan — 2 months ago