Smoke Grenades:
#Stun removed completely, this is a SMOKE grenade, not a stun grenade
#Old Gears 1 smoke effect added.
#Smoke lasts for 20 seconds
#Radius is 10'
#Smoke will follow the grenade around if it is stuck to a player
Shotgun:
Active Reload: increase fire speed by 15%, decrease hipfire scatter/increase hipfire accuracy by 33%.
Lancer:
#Increase damage per bullet from 38 to 45. Once the chainsaw has been balanced, the lancer will be UP compared to the HB, so this minor damage increase should balance it out.
#Chainsaw Duel: Currently when the duel is interrupted, its a bit of an antilclimax. The duel comes to a halt and one guy gets chainsawed. Instead, i think it should trigger a small sound FX (Like when your wingman dies, or a teammate is downed), and also trigger a double chainsaw, as it doesn’t make sense for the original duelist to just stop when the duel interrupted by a member of his team.
#Chainsaw Revving: Currently, revving the chainsaw is pretty much unstoppable. In Gears 1 however it was stupid that a single bullet stunned you. So, i suggest that whilst revving the chainsaw, you take an additional 25% damage and have a chance of being stunned for every bullet that hits the front of you.
Lancer/Pendulum Lancer/Snub pistol/Gorgon Pistol = 15% stun chance per shot
Boltok/Shotgun = 35% stun chance per shot
Everything else = 50% stun chance per shot
The stun chance will stack for 3 seconds, so if you shoot 3 snub pistol shots at 1 shot per second, the first shot will have a 15% chance to stun, the second will have a 30% chance to stun, and the third will have a 45% chance to stun. however, if you shoot another bullet 3 seconds later, it will only have a 15% chance to stun. Also, a single bullet to the head from any gun or a melee will automatically stun you.
Torque Bow:
#Reduce splash damage, you should NOT be able to kill someone without actually sticking them, even if it is active.
#Decrease wind up speed by 20%, currently it winds up a little too fast.
Boomshot:
#Reduce ammo to 2 shells.
#Reduce active splash.
#Reduce speed at which shells travel through the air.
#Allow shells to be shot out of the air, causing mid-air detonation.
Boomshield:
#Can get into chainsaw duels, but cannot kill the enemy. if the Shield player wins the duel, the Chainsaw player is knocked to the ground (but not as severe as the smoke grenade knockback) and the Shield player is stunned for a second. If the Chainsaw player wins, the Shield is knocked away, and the Shield player is stunned, leaving them open to be chainsawed.
Wall Tags:
#Reduce health so that a single direct lancer shot can destroy them
#Each bullet within 1.5' of the grenade will have a 25% chance of setting off the proximity device, and therefore setting off the grenade
#Add an additional .5 seconds after the beep before detonation to allow players more time to excape
#Every 5 seconds a tagged grenade should beep. The beep is slightly louder than the beep you hear when the grenade is triggered, and uses the same sound beep that the tagged grenade uses when it is triggered.
Gameplay Changes
Execution:
#Lower bleedout time to 10s, it's just not execution how it is at the moment.
Assassination:
#Bring it back, it's not the same as Guardian, i'm not sure why it was removed.
Wingman:
#Increase the public party size to 4.
#Having 3 players in the party could lead to cheating, and any more than 4 could also lead to cheating (So public parties can have 1, 2, or 4 players).
#Allow players to pair up within the party so they can stick with their wingman.
#Teams in the same party will be spawned as far away from each other to minmize cheating.
#The character a pair plays as should be based on their preferred character models. I want to play as Dizzy damnit
#Delayed Weapon spawns: Power weapons will now spawn 45 seconds after the round begins, this is to stop people that spawn near power weapons having an advantage.
Weapon Cycling:
#Remove weapon cycling in Hail and Subway. Due to the uneveness of these maps, one team will always spawn with an advantage.
Respawns:
#This will affect any multiplayer gametype with respawns
#When a player respawns, they are invulnerable for 5 seconds
#If the player presses RT or B (therefore being able to cause damage), this affect is canceled
Menu/UI/QoL/Backend Changes
Matchmaking:
#The matchmaking speed needs to optimized, i have no idea how, but currently it takes far too long. (Click for a detailed explanation)
#The netcode also needs to be optimized (Click - Same link as above)
#Host Migration needs to be added (Click - Same link as above)
#Voice comm is muted during loading screens, i don't know if you are able to work around this or it was accidental, but its VERY annoying.
#Guests: Allow guests in public matches. if you can invite people to your party why not allow guests as well?
End of game lobby:
#There needs to be a 'quit' button, and you should not be autokicked, some people want to talk about the mach they just played before leaving, and some people don't want to wait 20 seconds before returning to the menu.*******
#Stick Together/Rematch: Give people a choice at the end of every match to stick together for the next match by pressing a button at the endgame lobby. ths will cause a marker to appear next to their name in the ingame lobby so that everyone else knows who they will be if they choose to stick together. This way, if people have a fun and balanced game, they are able to be automatically pitched with anyone else that chooses this option at the end of the game and hopefully have another fun match. People will remain on the same teams for fairness/balance.
Quitters:
#When a player drops from the match, they should automatically get a loss.
#When a player drops they should be replaced by a bot. the bot difficulty is dependant on the average skill of all players in the match.
#If a player drops, and his team then looses, all team members who where not in the quitters party will be exempt from the loss, so their stats do not go down.
Options:
#Left handed control options (not sure on the specifics, but i know people need this)
#Matchmaking Language: the matchmaking lists need to be separated, i hate it when I’m teamed with people that i can't talk to.
#Ping Filter: the ability to filter out public matches that have a Xms or higher ping to you. (this could possibly be on my default)
#Region Filter: the ability to filter out public matches that are not in X/Y/Z region. (this could possibly be on my default)
Ranking:
A Players rank should be based on:
#K/D Ratio
#Amount of objectives completed vs amount of objective based matches played (example: Hill captures vs KotH matches played)
#Amount of matches played in the last month (So a new player can't come along and get 1 kill and 1 KotH capture and hop straight to the top of the table, they will need to play well for a month before they get to the top, and older payers will need to keep playing to maintain their rank)
Clan Tag:
Allow players to add a clan tag to the beginning of their name, like COD4 did. If i was in the clan LOL, my name would now look like this: [LOL]El Bishi ^ 847
'Connection Error' message:
This needs to come back for 2 big reasons;
#To stop 'Standbying'
#To allow people to leave laggy matches
Real Private Matches:
Add the ability toggle between allowing/disallowing people to join private matches without an invite from the host.
Photos:
Add a 'Delete all photos' option to the photo album.
Quickmute:
A quickmute is needed. in between rounds/whilst holding the back button, you should be able to navigate the scoreboard with the D-pad, and highlight a player and quickmute him.
Ready Button:
A ready button is needed for private matches to notify the host when people are ready.
Execution/Melee/Headshot kill images:
#Each execution should have its own unique image, as currently they all use the curbstomp image
#The easy way to do this would be adding the weapon image before the execution image, like so:
<killers name> <weapon picture> <excecute/sniper/melee picture> <dead players name>