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Gears 2 title update info

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Old 06 January 2009, 02:11 PM
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StickyMicky
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Default Gears 2 title update info

appears to finally be getting fixed

quote from Mark Rein

Happy New Year!

First of all I hope all of you had a safe and happy holiday season.

As I mentioned before the break we’ve been working on a major title update for Gears of War 2. This update will address bugs and exploits as well as add some new achievements related to downloadable content. We don’t have an exact date for it but all indicators are it will go live within January. If that changes we’ll let you know.

We’re fixing a whole bunch of online exploits. For example we’ve fixed the ability to wield an invisible shield, melee through some walls, gain infinite Lancer ammo and equip a shield and a two-handed weapon simultaneously plus many more.

We’re also making several small changes to improve the overall online gameplay experience. A few of the ones that might interest you are; increased penalties for quitting matches early, adding additional spawn protection against planted grenades and chainsaw attacks, and adding the ability to see the Submission flag carrier destination by using Tac/Com.

We know you folks love achievements so on the achievement side we’re adding achievement progress numbers to the War Journal, increasing the frequency of in-game Achievement progression notifications and adding some new Achievements for DLC.

This is just a very small list of some of the things that will be in the next title update but one more item which has been talked about a lot in our forums deserves a special call out...

About that shotgun...

We fixed the client side hit detection on the shotgun so that in a high-latency (i.e. “laggy”) match, the shotgun will be more reliable. We’ve also fixed another bug whereby shotgun and boomshot rounds could strike the ground when firing from the hip.

So there’s a brief status report on the next title update. At some point I expect we’ll post a more detailed list but I assure you we’re working hard to get this out the door and once it’s done we’ll start working on the next update. We’ll try to do a better job keeping you informed of our progress on future updates and we’ll try to be a little more active in the forums once this update is released.
glitch fixes
shotgun fixes
achievements progress help? i think most people have most achievements by now so dont care about this at all
increased penalty's for quitting matches is an awesome idea!
Old 06 January 2009, 08:04 PM
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WhatswiththeR
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i'll give you a hand on gears 1 if you like i never get bored of blowing the locusts heads off with the longshot
Old 06 January 2009, 10:39 PM
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no probs
Old 22 January 2009, 10:23 PM
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this has been released, with an extra 175GS for all you point ******

not had a chance to try it out yet myself, hopefully tomorrow, but it seams they "fixed" the backwards shields glitch in hoarde mode so you can no longer plant the shields backwards to protect yourself.

never did manage to get to wave 50 either
Old 22 January 2009, 10:27 PM
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full list, big patch!

Gears of War 2 Title Update 2 Detailed Release Notes

The following fixes and improvements are included in Title Update 2.

Exploit Fixes

Title Update 2 fixes these possible exploits, where under certain circumstances:

* A player could melee or grenade tag through certain walls.
* A player could equip a shield and a two-handed weapon simultaneously.
* A player could make their shield invisible.
* A player could become invisible.
* A player could do a "super" mantle or "kung fu flip," flying high into the air.
* A player could gain unlimited ammo with the Lancer Assault Rifle.
* A player could fire while roadie running (also known as "crabwalking").
* A player could pick up a weapon while sliding into cover.
* A player could walk forward while firing a deployed mortar.
* A player could force an opponent to be stuck in the down but not out (DBNO) position.
* A player could prevent other players from picking up a heavy weapon.
* A player could pick up a dropped meatflag without having to knock him down.
* A ragdolled player could be killed without ever going DBNO.
* A player could roadie run while firing the Scorcher Flamethrower.
* A player could get stuck while evading, though they could continue shooting in any direction.
* A player could concuss themselves under the stairs on the River map.


General Fixes

Title Update 2 fixes these other issues as well:

* An issue with client-side hit detection of the Gnasher Shotgun. The fix makes the shotgun more reliable in high-latency situations.
* An issue where players could have shotgun or Boomshot rounds fire into the ground when shooting from the hip.
* A split-screen issue where one player transitioning to the death battle camera disrupted input from the other player.
* An issue that could cause players' Look sensitivity to be changed to their Zoom sensitivity while zooming in, zooming out, and firing.
* An issue that could cause players to get stuck if they tried to pick up a heavy weapon while firing the shotgun at the same time.
* An issue where players could become stuck if they kicked over a shield while ragdolled from a smoke grenade.
* An issue where bots were unable to kick over a shield that was planted backward.
* An issue where players who quit during voting didn't show up in the end game stats, which meant other players couldn't easily provide negative feedback on them.
* An issue where players couldn't chainsaw enemy meatshields if the meatshields were already damaged.
* An issue where some players would not see the animation of a meatshield being chainsawed.
* An issue where players could not chainsaw an opposing team meatshield in a game type that doesn't allow respawns (for example, Warzone and Execution).
* An issue where a player partway through the act of raising or lowering the chainsaw did not transition into a duel when attacked from the front with a chainsaw.
* An issue where occasionally a player waiting to respawn could not respawn when repeatedly hitting the left trigger to switch cameras.
* An issue where some teammates couldn't communicate between rounds in games type that don't allow respawns, because dead team members were left in the dead radio channel until the next round started.
* An issue where a DBNO player could be seen as standing if knocked DBNO while reloading the mortar.
* An issue where a player joining a Private Xbox LIVE game in progress from another specific type of game could potentially lose HUD functionality.
* An issue on the Flood map where a player's dying from Imulsion did not trigger a death message or penalize the player as other environmental deaths did.
* An issue with Guardian games where if the leader is the last player killed on a team, the round may not end, due to the respawn timer.
* A campaign issue where the gamer picture would not be awarded when the game is completed on Insane.
* An issue where a player would continue to fire the flamethrower and damage other players if that player was knocked DBNO while firing it.
* An issue that could cause a player to get stuck while moving and quickly attempting to aim the mortar at the same time.
* An issue with Horde games where clients didn't receive the "waiting for host" message after they failed a wave.
* A Horde split-screen issue that could cause a team to get –2 billion in score, which when posted to the leaderboards looked like +2 billion.
* An issue where dead players may not show up in the metadata for multiplayer photos.
* A system link issue where if a multiplayer match and a co-op game were hosted at the same time on the same LAN, neither could be joined.
* Additional miscellaneous bug fixes.


Balancing

Title Update 2 makes these balancing changes:

* Made planted proximity grenade mines much easier to shoot off the surface they're planted on, by giving them 50 percent less health.
* Set grenades to respawn less frequently. When a player picks up grenades from a spawned location, a new set of grenades does not respawn until the previous grenades have been used.
* Increased the penalty to rank for players who quit Public Xbox LIVE matches early.
* Buffed the flamethrower to have stopping power (to slow a charging enemy) and to cause a chainsaw interrupt (to force the opponent to lower a revved chainsaw).
* Removed the ability to instantly shoot coming out of a roadie run.
* Added additional spawn protection to prevent proximity grenade mines and chainsaws from killing a player within 5 seconds after spawning.
* Balanced grenade spawn cycling on the Hail map so that both teams have equal access to both types of grenades.

We continue to test internally and monitor online gameplay to determine what else may need adjusting.

Improvements

Title Update 2 makes these new improvements:

* Changed Annex games to use execution rules, to prevent players from leaving DBNO opponents on the ground to bleed out.
* Made Horde waves count toward the "Party Like It's 1999" achievement. Each wave is counted as one round.
* Added the ability, during Submission games, to see the flag's final destination by using Tac/Com.
* Increased the frequency of most of the toasts for in-game achievement progression.
* Added achievement progression numbers to the War Journal.
* Added 7 new DLC-based achievements worth 175 points (progress toward them starts after Title Update 2 is applied):
o "Skeletons in Your Closet" (20 points): Complete waves 1 through 10 on all Flashback Map Pack maps in Horde (any difficulty).
o "Trial by, and on, Fire" (20 points): Complete waves 1 through 10 on all Combustible Map Pack maps in Horde (any difficulty).
o "More Mystery, Less History" (15 points): Win a multiplayer match on each of the 5 Flashback Map Pack maps (any mode except Wingman).
o "The Roof! The Roof! The Roof…" (15 points): Win a multiplayer match on each of the 3 Combustible Map Pack maps (any mode except Wingman).
o "Bound by a Shared Past" (15 points): Win a Wingman match on each of the 5 Flashback Map Pack maps.
o "Forged in the Fire" (15 points): Win a Wingman match on each of the 3 Combustible Map Pack maps.
o "Annex: Now with Execution Rules" (75 points): Win an Annex match on each of the Flashback and Combustible Map Pack maps (Public only).
Old 22 January 2009, 11:21 PM
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ive done the flashback map pack acheivements already and its a bit late now for adding horde to the party like its 1999 acheivment as i play 100's of rounds of horde to get my hording the horde acheivement
Old 23 January 2009, 04:11 PM
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if your trying horde the horde achivement best two maps are Day One and Avalanche, i managed to get horde the horde achivement on hardcore on avalanche if anyone wants an extra player (cos we all need one esp after 30+) then just send me a freind request or game invite. Oh by the way bravo did you sort out a 48 hour code?
Old 23 January 2009, 04:31 PM
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i got to 37 on day one iirc on the first day, managed to get to 34-35 on blood drive a few times but never managed to get any higher, this is on public mode, i think its set at hardcore difficulty?

hardest thing is managing to play with people who are not spazos and do the rambo thing in the middle of the map taking everybody on at once
Old 23 January 2009, 06:42 PM
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Originally Posted by StickyMicky
i got to 37 on day one iirc on the first day, managed to get to 34-35 on blood drive a few times but never managed to get any higher, this is on public mode, i think its set at hardcore difficulty?

hardest thing is managing to play with people who are not spazos and do the rambo thing in the middle of the map taking everybody on at once
lol i know exactly what u mean and you always start with 5 people then when you get to around level 17/18 people start leaving then theres just 2 of you left lol oh btw, i done it on private with 3 people, me, my sisters fiance and his brother
Old 23 January 2009, 09:02 PM
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Originally Posted by LondonTownie
if your trying horde the horde achivement best two maps are Day One and Avalanche, i managed to get horde the horde achivement on hardcore on avalanche if anyone wants an extra player (cos we all need one esp after 30+) then just send me a freind request or game invite. Oh by the way bravo did you sort out a 48 hour code?

ive got my horde the horde using day one, got too 41 on security 30 on hail.


i wouldnt mind a few peeps to do the flashback horde acheivement though.
Old 23 January 2009, 10:05 PM
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one game on avalanche, we never made it past level 8 lmfao,the biggest bunch of complete spazos, rambo`ing around all over the place, next thing you know they all start dropping like flys, i tried to run over and save one of them and got ambushed by loads of the locust who were hiding in the spawn point

that was just plain embarrassing
Old 24 January 2009, 07:49 PM
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had a game on avalance round 1 everyone but me got killed
Old 25 January 2009, 09:55 AM
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spent some time in multiplayer again after the patch, i love the gears 1 multiplayer and was reasonably good at it, gears 2 i just could not seam to work out what i was doing wrong, i was always getting destroyed?

anyway i went back to gears 2 multiplayer yesterday for an all day session

first few games i was a complete beast, always coming top with kills, it was putting me in games with rank 1-2`s, then it put me in a game against 5 rank 3`s and nobody else on my team i did OK considering, the shotgun seams to be completely fixed, i was a happy man, after that i started getting put in games with rank 4 people (i am still rank one) and ended up getting my **** kicked for the rest of the night

i found a new bug, in one game i was roadie running, but only moving at walking pace with a slight stutter to the animation, really bizarre!
Old 27 January 2009, 07:38 PM
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Got to level 46 on horde on River on my own, just too hard though.

Shotgun now seems to be usable off the hip not aiming into the floor so much !


AllanB
Old 27 January 2009, 08:19 PM
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i want a scoobynet horde team so we can do the flashback maps
Old 27 January 2009, 09:23 PM
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i am up for that, should be ready for an all day session on saturday+night as the missus is away out somewhere


tried doing "day one" on my lonesome and hid up by the sniper/torque tower just over the ledge, it was taking ages to do one round by myself so i gave up
Old 27 January 2009, 09:43 PM
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lol u should use the other ledge that has the hammer of war and mortar points, saturday night is no good for me but friday is
Old 27 January 2009, 11:12 PM
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I've only just started it tonight and I haven't got a clue what you lot are jabbering on about
Old 28 January 2009, 12:01 AM
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Just get on the horde mode mate

pople add me and when im off shift we can do some horde
Old 28 January 2009, 08:37 AM
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yeah in hoarde mode


i always pick the mortar side when playing as a team as i don't really like the torque/sniper rifles

the hammer/mortar side on day one is a bit trickier on the higher levels, as if somebody comes legging it up, you have less cover from the ground when jumping over the ledge at the end.

when i was being a ***** and hiding on the sniper side, if i jumped over the ledge anybody who came up like the big fellas, always went back down to the ground, some of the drones hid just around the corner but they were easy dispatched.
Old 28 January 2009, 09:36 AM
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2 players for the main game

hoarde is 5 players, vs ever increasing waves of locust\


ie:
wave 1 loads of little easy ones, clear the map, then anybody who is dead, respawns
wave 2, they get a little bit harder etc etc

once they get to wave 10 and you kill the nasty ones, it resets back to 1, but they all gain a speed and damage boost, so wave 11 is like wave 1, only the locust are a bit stronger

if everybody dies then its game over, once you get up to around the late 20`s it starts getting intresting

wave 50 is the limit

Last edited by StickyMicky; 28 January 2009 at 09:38 AM.
Old 28 January 2009, 11:36 AM
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i am sure you would come in useful, pawns before the kings and all that malarkey


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