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Gears of War 4 - Title Update 2 full notes - December 6th

Moofers

Member
New Maps and Map Rotation Update
Glory and Speyer will be available in the Versus and Horde Developer Playlist from December 6th for Season Pass owners. Both maps will be available in public playlists for everyone, and Private Matches for Season Pass Holders, from December 13th.

When both maps arrive on December 13th, Gridlock and Relic will be rotated out of all public playlists. Additional to these two maps, Fallout has also been removed from Competitive Play to bring these playlists in line with the official Pro Circuit settings. As all of these maps are from the original 10 that shipped with the game, both maps are still available to play in Private Match for all Gears 4 players.

Updates to the Developer Playlist
This month’s Versus Developer Playlist will contain Team Deathmatch and King of the Hill with a squad size limit of three. The Horde Developer Playlist will feature Normal difficulty Horde.

With this update, Season Pass holders will earn additional XP and Credit rewards when playing the Developer Playlist during the week it’s available. Season Pass holders will continue to get early access to new maps and have access to all DLC maps permanently for use in Versus and Horde Private Matches. We’re continuing to look at adding even more benefits and value for our Season Pass holders in the future.

Horde Balance Update
Mountable turrets are now less accurate, do less damage and have lower maximum ammo reserves. Players using turrets receive less damage mitigation. Level 4 turrets also have reduced health.

Mounted Turrets are designed to be powerful fortifications that need to be used sparingly to deal with tougher enemies or a large wave of opponents storming your base.

After observing how players are playing Horde in the wild, we wanted to tune the Mounted Turrets to be a little less powerful to reduce the viability of only using turrets and barriers on tougher difficulties – while retaining the Mounted Turret’s role as important powerful part of your defenses.

Windows 10: Vertical Campaign Split Screen
We’ve completed work on Vertical Split-Screen support in Campaign for our PC players! You can change the split screen format in the Game Options screen.


Fixes and Improvements

Xbox One and Windows 10
Added support for First Win of the Day bonuses for Versus. Your first win in Versus Multiplayer will now grant an additional 1000 XP and 100 Credits.

Added support for Daily Rewards, a new system that allows us to grant Bounties or other types of Cards as a gift on login. Daily Rewards will not be available on December 6th when this Title Update launches, but we’re planning to introduce them in the near future. We’ll share details on the Daily Reward system soon.

Audio levels for friendly footsteps have been reduced, and enemy footstep audio levels have been increased to make them slightly louder than friendlies. DeeBee ‘joint’ movement noise has been reduced to make them audibly on par with other characters.

Shotgun hit blood effects have received visual feedback improvements to relay damage dealt, allowing a better read of the percentage of damage done to an enemy. The more blood you see, the more damage you dealt.
Note: This visual feedback can only be seen by the player dealing the damage at this time (ie. a user observing your shotgun hits will see the old blood damage effects).

Added a new Inventory screen, accessible from the main menu, that shows all Cards owned (split by category) in one location.

New Cards in your collection will now be marked with an exclamation mark (!).

Audio and Video settings are now retained if the game is closed

Fixed an exploit where a grenade could be planted prior to the end of the round and still be present in the following round

When highlighting a Core or Competitive playlist, you can now see the Tier or Placement Match status of every member in your Squad

Class icons now display in the Horde Scoreboard

Player Cards have been moved closer to the edge of the screen in Spectator Mode

Removed the option to quit from the menu in Core and Competitive playlists

Fixed an issue where campaign completion achievements may not correctly unlock. Completing all chapters not registered as completed again should now unlock the achievement.

Re-Up achievements should now be unlocked the next time the game is loaded if they did not correctly unlock.

Fixed an issue where movement could enter a broken state after sliding into a piece of cover that another player is already traversing

Power weapon pickups are now prioritized over ammo pickups

When in the death screen roundup, you may have seen 100% damage or 0% damage dealt. This is due to ‘rounding up or down’ the decimal point in damage – the death screen information will now round to 1% or 99% in these situations to better reflect the actual damage situation.

An issue that could cause players to warp or teleport when evading or mantling has now been fixed.

Unequipped weapons can now be seen on squadmates / teammates in Campaign, Versus and Horde. Unequipped weapons on opponents in Versus Multiplayer are hidden by design.

Players will no longer spawn facing the wrong way at round start

Players getting up from DBNO on LAN had a chance to have an invisible weapon. This is now fixed.

In Splitscreen, Player 2 will now correctly show their unequipped weapons on their body

Fixed an exploit where a user could be idle-kicked in a no respawn game mode by being held as a meatshield

The Out from Under ribbon can now only be received one per round

Repair Tool executions are now affected by the Execution Bonus Skill Card, and now count as an Execution for Bonus Objectives

The Phat Loot ribbon will now be correctly awarded when completing a Survive or Time Limit bonus objective

Bonus objective score now counts towards total team score

Guardians should no longer get trapped outside the map on Reclaimed

Kestrals should no longer get trapped above the control room on Forge

The Snatcher can no longer be lured in a position where it cannot move on Reclaimed

Bosses will no longer get stuck on cover in Fallout

Fixed an exploit that allowed players to be on a turret while automatically reloading and repairing it

Fixed an exploit to allow users to farm Power at the start of a Horde match

Fixed an exploit allowing players to move before the wave has begun after a Boss Wave

Prolonging the placement of the Fabricator no longer awards additional resources based on the wave it is placed

Equipped Skill Cards can now be upgraded without having to unequip the Card

Using the Forge incinerator on a DBNO enemy in modes with Execution rules will now kill the enemy

Fixed a geometry issue on Reclaimed that allowed grenades to fall out of world at the construction area

Players can no longer launch each other out of bounds

Players can no longer use an exploit to increase the accuracy of weapons beyond their intended settings

Players can no longer time a weapon pickup in order to duplicate multiple versions of the weapon

Buzzkill saw blades will no longer get stuck in mid-air on Dry Dock

When failing to join a user in campaign due to NAT type, a new error will now inform you of the issue

Escalation Rings now have instructions based on their status (Defend / Break)

Bounties will now display a fly out (similar to Ribbons) when completed during gameplay

A Skull icon now appears on the Overhead map when a player dies

When a Re-Up is available, the War Journal will display an exclamation point ‘!’ icon

Escalation: Improvements to weapon selection icons in Escalation

Guardian: Team Leader’s Gamertag now displays in Tac-Com

Torque Bow reticle now supports Color Blind mode options

Chain Lightning ribbon now correctly awards when shocking two players with one shock grenade

Added Offline Customization support, allowing the use of owned customization items (excluding emblems) on LAN

Removed Point of Interest from the Alternate and Tournament Alt control schemes

Fixed a rare issue where a player could appear invisible to other opponents

Characters will now speak a line of dialogue when stuck with a Torque Bow

Users should no longer sometimes get a time out error when completing a Private Match, and should now return to the Lobby correctly

Switching to the Overhead Map while holding Tac-Com will no longer cause the Tac-Com effect to be permanently enabled

The Sudden Death timer now correctly disables in Dodgeball when the situation is no longer 1v1

A rare occurrence causing consoles to reset during matchmaking has now been resolved

Other miscellaneous bug fixes

Windows 10 Specific Updates
Player 2 can now set their own FOV in Split-Screen

Fixed an issue that could cause cinematics to freeze the game

General UI improvements for various resolutions

Motion Blur now functions correctly in Multiplayer modes
Future Updates

Quit Penalties
This continues to be our top priority. We are working hard on developing larger features that will majorly discourage quitting, and as such, these bigger features take time. We hope to introduce these new features as soon as possible.

We recently identified a bug on the services side that would cause a match to begin in a 5v4 situation (or alternatively cause your customization character of choice not to load in some circumstances). This would lead to more quitting from players who were starting a match with uneven teams.

We deployed a server-side update for this yesterday which we believe will cause this issue to be extremely rare. Please let us know if you continue to encounter matches in Core and Competitive starting unbalanced.

Competitive/Core Lobbies
We’re continuing to work on Core and Competitive pre-game lobbies. This is a big feature to develop, but it will be coming in a future Title Update.

Horde Leaderboards
We are still intending to wipe the Horde leaderboards sometime in the near future. Due to a number of exploits - the majority of which are fixed in this TU - we postponed the Leaderboard wipe to make sure any future scores are legitimate.

King of the Hill / Execution Time Limit Adjustments
We are looking to bring King of the Hill down to 1 round in social, and reduce the Execution time limit in the near future via server-side update.

So mounted turrets get a nerfin' in Horde. Greeeeeeat.

I wish they'd just figure out that the enemies need greater diversity and start working toward that. Or even just acknowledge that we are begging for it and have been since October 8th. They also need to make it so that repair tool spending counts toward the fabricator because as it is, nobody wants to repair anything anymore. And on top of that, the Engineer doesn't get any acknowledgement on the scoreboard for repairs either.
 
When both maps arrive on December 13th, Gridlock and Relic will be rotated out of all public playlists

I dont like the sound of this. I want there to be as much map variety as possible when I play. In fact, I hate this idea.
King of the Hill being cut to one round sounds ok. The games are too long now. Best out of 3 with a score target of 120 or so could have been ok as well.
 

OrangeOak

Member
Gridlock and Relic out? This sucks. I really don't like that system. Gears 3 with voting was ok. Will they ever return?
I don't like launch maps too much. Almost all of them are dark and dull industrial places and now they will remove two maps that were somehow different.
Thank god new maps are bright too. Let's hope they will be good when it comes to design.
 

Theorry

Member
I am glad Gridlock is gone. Played that map way to much and time for new maps.
Its a iconic map so its cool its in the game. But glad its not protected from the rotation.
 

MCD

Junior Member
So nerfing turrets is OK but two brumaks and three shitty snatchers is TOTALLY FINE on INSANE.

Seriously. Fuck this update.
 

Jawmuncher

Member
Mountable turrets are now less accurate, do less damage and have lower maximum ammo reserves. Players using turrets receive less damage mitigation. Level 4 turrets also have reduced health.

Yo that is some bullshit. Even with higher level teams that shit is a necessity on higher difficulties. ESPECIALLY if you're down on players and you're far in.
I hope the horde community gets them to turn around on that. I really doubt people using turrets to win 50 waves is so high that it's a problem.


Also when the hell can we play as the locust in MP.
We know the data is in the game, hurry up and put them in please.
 

Shig

Strap on your hooker ...
Not that I'm not sad about it, but turrets were absolutely super OP in Horde. You set up 3 or 4 to use in tandem on the right place on the map, you could take down absolutely anything from across the map in a matter of seconds.

(Maybe not so much on Insane, but even up to Hardcore I could absolutely breeze through with a decent team and good turret upkeep.)
 

Moofers

Member
Why the fuck would you nerf an item in PvE?

Why?

Horde nerfs?

So nerfing turrets is OK but two brumaks and three shitty snatchers is TOTALLY FINE on INSANE.

Seriously. Fuck this update.

turret nerfs in horde? come the fuck on

Yep, exactly. I think rather than nerf the turrets, give us incentive to do something else. Its not our fault that we discovered the best way to make progress on Insane because the enemies have 98% hit accuracy.

I feel like they were so close to having the best horde mode ever but they missed the mark and now they are about to take steps in the wrong direction.
 

Moofers

Member
Not that I'm not sad about it, but turrets were absolutely super OP in Horde. You set up 3 or 4 to use in tandem on the right place on the map, you could take down absolutely anything from across the map in a matter of seconds.

(Maybe not so much on Insane, but even up to Hardcore I could absolutely breeze through with a decent team and good turret upkeep.)

Yeah I mean turrets made the difference for sure, but that's the game they gave us. I think its crappy to say before launch "Yeah we can't wait to see the creative ways people find to exploit the game!" and then two months later say "Oh yeah you're exploiting the game and that's no good, so we're going to have to take your toys away."

They need to move in the direction of bringing back the locust. That is half the problem with that mode. No tickers running up and blowing up your fortifications. No waves of like a dozen boomers coming up the main drag all at once. No berzerkers coming and wrecking your entire base. THAT'S the problem. Don't nerf our stuff, make the mode better and bring back the great stuff that made Gears 3 the pinnacle of wave-based survival shooters.
 
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