The Antitype said:
You're right. It's entirely backwards to suggest that a cover-based shooter should play like a cover-based shooter. Insane. OBVIOUSLY, a cover-based shooter should play like Quake-lite, with people bounding and sprinting around like jack-rabbits on crack, running through gunfire and shotgunning people.
Cover is extremely useful in multiplayer though, you're hyperbolically suggesting it doesn't play a factor, which is simply wrong. Bullets from rifles as well as other weapons are still deadly in multiplayer and standing around with your lancer in your hand statically trying to mow the enemy down isn't a tactic that's going to get you very far, which by the sounds of your previous posts is what's happening.
The Antitype said:
The fundamentals of Gears of War are present in the cooperative modes, where using cover is actually important, and battling back and forth, knowing when to press for a better position and when to retreat to live another day. There is NEVER a moment in the single-player or horde, where it is a fantastic fucking idea to try and run through gunfire just to shotgun 4 dudes. This is the single best strategy in GoW multiplayer.
That's because you're playing against artificial AI designed primarily for this purpose. Epic tried to incentivise such grinchy tactics for Versus in Gears 2 through the hampering of base player traits and it backfired massively to the point where they, without hesitation reversed it back for Gears 3. And the community were unanimously receptive of that.
Quite honestly it just sounds like you can't keep up with the pace of the multiplayer component and as a result can't match the average skill barrier needed to function without getting steamrolled every five minutes. Gears multiplayer is very unique, cover and rifle fire play a huge part in that, but due to it's pace and proclivity for close quarters engagements, so do Shotguns and evasive tactics such as rolling.
The Antitype said:
And that is a problem. The use of a SINGLE fucking weapon and strategy should never, EVER be the core of a gameplay experience. Gears of War laughably piles on new weapons with every game, and yet none of them are used as much as the starting shotgun, simply because the gameplay is so stupidly lop-sided towards it. And now, we even have a shotgun that needs LESS aiming.
The Shotgun is the core of the experience because when combined with the core mechanics it provides the most effective and consistent way of succeeding in a skill based manner. Just like the Battle Rifle does in Halo. Many juggernaut multiplayer games have a flagship weapon that's used en masse more than any other, for example, the Rocket Launcher in Quake, the M4/AK in CS, the BR/DMR in Halo and additionally the Gnasher in Gears.
To say the opposite is again a general naivety on your part about what makes people tick when playing competitive multiplayer games. Players want their skill to dictate their success. Thus their success is in direct correlation to their actions. Comb through every prevalent weapon I just listed and that's true to a T. Quite simply, and despite what you're babbling the Rifles in Gears are very effective, planting yourself in cover and holding the trigger to lace bullets at a target from a distance is a rather mindless and skillless task, as a result it's not as rewarding as getting up in the enemies' face and out maneuvering them with a Shotgun.
The Antitype said:
The connection was my issue, I forgot that I had some torrents running over night and didn't turn them off.
This mistake is symptomatic of each argument you've presented tonight, a foolish mistake.