[Official] Gears of War 2


Recommended Posts

Gears Of War 2 - Title Update 4 detailed:

Gears of War 2 Title Update 4 Detailed Release Notes

Improvements

Title Update 4 makes these new improvements:

? Adds the ability to collect multiplayer experience by playing Horde mode. Players currently gain experience at this rate:

o 50 points per completed Casual wave.

o 75 points per completed Normal wave.

o 100 points per completed Hardcore wave.

o 125 points per completed Insane wave.

? Adds the ability to restart Public Horde from the current failed wave instead of having to start over from wave 1. Title Update 4 also allows the host to kick players from a Public Horde session.

? Increases the frequency of downloadable content (DLC) maps showing up in map voting if all players have shared map packs.

? Adds a message at the end of the match to explain to players that they should wait before quitting so that they avoid an experience penalty for quitting early.

? Adds support for the new campaign chapter, "Road to Ruin."

? Adds 13 new achievements worth 325 points. All of the new achievements require the Dark Corners Map Pack, a set of seven new maps and a deleted campaign chapter to be released July 28. The 13 new achievements are:

o "My Way or the Highway" (25 points): Without being detected, complete the "Road to Ruin" deleted scene after choosing the stealth option.

o "Highway to Hell" (25 points): Complete the "Road to Ruin" deleted scene after choosing the guns-blazing option.

o "Two for the Road" (25 points): Complete the "Road to Ruin" deleted scene in co-op as either Marcus or Dom.

o "Be Careful What You Wish For" (10 points): Reach level 5 in multiplayer and complete waves 1 through 10 on the War Machine map in Horde (any difficulty).

o "Ride It All Night Long" (10 points): Reach level 10 in multiplayer and complete waves 1 through 10 on the Highway map in Horde (any difficulty).

o "No, But His Face Rings a Bell" (15 points): Reach level 15 in multiplayer and complete waves 1 through 20 on the Sanctuary map in Horde (any difficulty).

o "Lost in Transition" (20 points): Reach level 20 in multiplayer and complete waves 1 through 20 on the Way Station map in Horde (any difficulty).

o "Like Father, Like Gun" (30 points): Reach level 30 in multiplayer and complete waves 1 through 30 on the Allfathers Garden map in Horde (any difficulty).

o "Am I Only Dreaming?" (40 points): Reach level 40 in multiplayer and complete waves 1 through 40 on the Memorial map in Horde (any difficulty).

o "Blood on the Sand" (50 points): Reach level 50 in multiplayer and complete waves 1 through 50 on the Nowhere map in Horde (any difficulty).

o "Afraid of the Dark" (20 points): Play a multiplayer match on each of the seven Dark Corners Map Pack maps (any mode).

o "Did Not Go Gentle" (30 points): Win a multiplayer match on each of the seven Dark Corners Map Pack maps (any mode)

o "Is it Hot or Is That Just You?" (25 points): Kill 25 Bloodmounts with a Scorcher Flamethrower while playing Horde on a Dark Corners Map Pack map (any difficulty).

Exploit Fixes

Title Update 4 fixes these possible exploits, where under certain circumstances:

? A player could copy game progression data from one profile to another.

? A team could use the 50-point revive bonus to artificially increase its score in Horde. Going down but not out (DBNO) in Horde now subtracts 50 points, so there is no advantage to using the revive-bonus technique.

? A player could get 2 points for each kill in Wingman.

? A player could continue to shoot the Flamethrower while performing special movements like evading and mantling.

? A player could cause heavy weapons to spawn continuously while playing Horde.

Title Update 4 also fixes a number of lesser-known exploits.

General Fixes

Title Update 4 fixes these other issues as well:

? An issue that could cause players to lose all achievement progression if they signed in during a loading screen.

? Issues related to the Smoke Grenade causing a player to cringe instead of knocking them down. If hit by a Smoke Grenade with cringing turned on, players will now:

o Drop the Boomshield, even if aiming while carrying it.

o Drop a heavy weapon, even if it is deployed.

o Cringe while roadie running.

o Cringe while in cover.

? An issue that prevented players from shooting around the lower left side of a planted shield.

? An issue that could cause a DBNO player to not appear as DBNO.

? An issue that prevented Gears players from inviting players of other games to join them in progress in a Private match using DLC.

? Issues that caused rich presence information to become inaccurate.

? An issue that caused the overall achievements progress bar to not reflect the latest achievements.

? An assortment of localization bug fixes.

? Additional miscellaneous bug fixes.

Balancing

Title Update 4 makes these balancing changes:

? Adds a 30-second delay in map-based weapon spawning at the beginning of a Wingman match.

? Adds more future server-side balancing options.

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

Wow! I cannot believe that there is still no mention of fixing the no-gun glitch

I'd just like to chime in that I got a new Xbox last week and have been playing GOW1 since then; just at the end of the Mining level on Act3 and I'm loving every single moment of it!

I got GOW2 with the bundle too so that will be loaded up next...have yet to try out MP.

I'd just like to chime in that I got a new Xbox last week and have been playing GOW1 since then; just at the end of the Mining level on Act3 and I'm loving every single moment of it!

I got GOW2 with the bundle too so that will be loaded up next...have yet to try out MP.

As a Gears veteran going strong since GoW1 launch...if you ever want to get good at GoW multiplayer play GoW1 first. As for campaign, GoW2 is great compared to the first one.

Overall, you'll enjoy both games but my time with them has ran out for now at least.

only ever played gears 2 and it was a blast, one of the best single player games out there

but for some reason i have never fired up online multiplayer... i just think it would be too sluggish and complicated for me... i prefer fps controls

What's the difference in the controls compared to a game like Halo?

Quite a lot to be honest, the gaming mentality/strategy behind Gears is also nothing like that of an FPS.

He was just saying controls though, meaning the controller in your hands? Or, am I missing something?

Yeah, but they should never have made it worse by giving host to random people who shouldn't ever be host, at least on Gears 1 you could join a game and no what the connection would be like before you joined [within reason; 1 bar, 2 bars and 3 bars]

they added alot of crappy annoyances this time around. When you run and get hit you cringe.. and you slow down.. -.-. Comeon! Gears are IMMUNE TO PAIN! >.< and then the knock down effect is now waay worse. I can't even chainsaw a Sire without trying to do barrel rolls around it. So god damn broken now. even worse than before. The only thing I did like was the experience points for Horde (afterall, I only play Horde anyway).

MP is still an awful experience, closer than torture than enjoyable game.

Matchmaking is slower than a snail and you are bound to lost if the host is not on your side which happens 9 times out of 10 for me.

Yesterday, I was in a game against with a connection so bad than the entire team was teleporting and we made chainsaw kills without

seeing players. 4 players in the opposing team left in the first two rounds.

The XP gains in Horde are just ridiculously low.

I guess I should leave the MP part of that game unless there is a fith title update, Gears of War 2 is bould to the shelves.

They've changed the waves on Horde. It's all tickers now, which makes things a lot easier, but you get bored. I just went up to level 35 on the first public Horde game I've played in a long time and I've never wanted a player to hurry up and die so much.

Ditto about the XP gains in Horde also. On this double XP weekend you get 150 points per wave, so from Monday it'll be 75 points and it'll take forever to get anywhere for no benefit whatsoever.

They royally screwed up this game. They need to focus on getting the next one right. It just isn't going to work.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Dude, im talking about simply disable it from settings app. Because of the eu regulation, you could disable it here for years.
    • One big question about Mars was answered thanks to Einstein's 100 year old theory by Sayan Sen Image via DepositPhotos Scientists at the U.S. National Institute of Standards and Technology (NIST) have calculated how time passes on Mars compared with Earth, adding detail to how timekeeping would need to work beyond Earth’s orbit. The study, published in The Astronomical Journal, found that clocks on Mars run an average of 477 microseconds, or millionths of a second, faster per day than clocks on Earth. A microsecond is one millionth of a second, a very small unit used in precise scientific timing systems such as atomic clocks, which measure time using consistent atomic behavior. This difference is not constant. Because Mars moves around the Sun in a non-circular path (an eccentric orbit, meaning its distance from the Sun changes over time instead of staying fixed) and is affected by gravity from other bodies, the daily difference can vary by as much as 226 microseconds over a Martian year. The study also identifies smaller repeating changes of about 40 microseconds per day linked to synodic cycles (repeating periods that describe how planets line up with each other as they orbit the Sun from different positions). These longer patterns affect how time differences slowly rise and fall. To make these estimates, researchers compared Mars with Earth and the Moon. The work looks at relativistic proper time (the time actually measured by a clock depending on its speed and the strength of gravity where it is located, as described in Einstein’s relativity). This shows that each world has its own slightly different “rate” of time. This becomes more important as space missions expand into cislunar space (the region between Earth and the Moon) and toward Mars. On Earth, time systems rely on atomic clocks and satellites, which stay closely synchronized for navigation and communication. The study is based on Albert Einstein’s theory of relativity, which shows that time is affected by gravity and motion. Stronger gravity makes clocks run slower, while weaker gravity makes them run faster. “The time is just right for the Moon and Mars,” said NIST physicist Bijunath Patla. “This is the closest we have been to realizing the science fiction vision of expanding across the solar system.” A day on Mars is about 40 minutes longer than on Earth, and a Martian year lasts 687 Earth days. But the main question is not just about days and years, but how fast time itself passes. An atomic clock placed on Mars would function normally, but compared with one on Earth, the two would slowly drift apart due to differences in gravity and motion. This requires careful calculation of what is similar to a time-zone difference across planets. Researchers modeled Mars using a reference surface and included gravitational effects from the Sun, Earth, the Moon, and other planets. This includes a multi-body gravitational system (often described as a three-body or four-body problem, where predicting motion becomes difficult because multiple large objects all pull on each other at the same time through gravity). Mars also follows a Keplerian orbit (an idealized elliptical orbit based on simple gravitational laws that assume smooth motion, before adding real-world disturbances from other bodies). In addition, the researchers accounted for solar tides (small changes in gravitational force caused by the Sun that slightly distort planetary motion and timing, especially in systems involving Earth and the Moon). These combined effects are described as relativistic proper-time offsets (small but measurable differences in elapsed time between locations caused by gravity and motion), which must be included when comparing clocks across planets. “But for Mars, that’s not the case. Its distance from the Sun and its eccentric orbit make the variations in time larger. A three-body problem is extremely complicated. Now we’re dealing with four: the Sun, Earth, the Moon and Mars,” Patla explained. “The heavy lifting was more challenging than I initially thought.” Although the differences are extremely small, they matter for navigation and communication systems that depend on precise timing. Even modern networks on Earth, such as mobile systems, rely on timing accuracy at very small fractions of a second. Communication between Earth and Mars currently takes about four to 24 minutes or more depending on planetary positions, meaning signals are not real-time. A shared and accurate time system could help future missions reduce confusion in navigation and data exchange. “If you get synchronization, it will be almost like real-time communication without any loss of information. You don’t have to wait to see what happens,” Patla said. Researchers note that fully developed interplanetary communication networks are still far in the future. However, understanding how time behaves across planets helps prepare for those systems. “It may be decades before the surface of Mars is covered by the tracks of wandering rovers, but it is useful now to study the issues involved in establishing navigation systems on other planets and moons,” said Neil Ashby. “Like current global navigation systems like GPS, these systems will depend on accurate clocks, and the effects on clock rates can be analyzed with the help of Einstein’s general theory of relativity.” Patla added that the results also help improve understanding of time itself under relativity. “It's good to know for the first time what is happening on Mars timewise. Nobody knew that before. It improves our knowledge of the theory itself, the theory of how clocks tick and relativity,” he said. Source: NIST, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • TeraCopy 4.0 Build 26 by Razvan Serea TeraCopy is a compact program designed to copy and move files at the maximum possible speed, also providing you with a lot of features. Copy files faster. TeraCopy uses dynamically adjusted buffers to reduce seek times. Asynchronous copy speeds up file transfer between two physical hard drives. Pause and resume transfers. Pause copy process at any time to free up system resources and continue with a single click. Error recovery. In case of copy error, TeraCopy will try several times and in the worse case just skips the file, not terminating the entire transfer. Interactive file list. TeraCopy shows failed file transfers and lets you fix the problem and recopy only problem files. Shell integration. TeraCopy can completely replace Explorer copy and move functions, allowing you work with files as usual. TeraCopy is free for non-commercial use only. For commercial use you need to buy a license. The paid version of the program includes the following features: Copy/move to your favorite folders. Save reports as HTML and CSV files. Select files with the same extension/folder. Remove the selected files from the copy queue. TeraCopy 4.0 Build 26 changelog: Added support for receiving files via the LocalSend protocol. Improved exception handling and automated bug report upload. Fixed several minor bugs and small memory leaks. Build 26 (June 24) Fixed a rare exception when a transfer completed. Features added since version 3.17: Enhanced speed graph. New multi-threaded copy engine. Support for copying to multiple targets. Queue system for managing multiple copy operations. Support for receiving files via the LocalSend protocol. TeraCopy entry in the modern Windows Explorer context menu. Integrated toolbar in the title bar. Why receive LocalSend transfers with TeraCopy? Handle file conflicts: Skip, overwrite, or rename files when a file with the same name already exists. LocalSend always creates another copy, which can waste time and disk space, especially when resuming an interrupted transfer. Filter unwanted files: Apply ignore lists or remove files manually before accepting a transfer, so unnecessary files are not downloaded. Better performance on fast networks: In tests over a 10 Gbps connection, TeraCopy received files several times faster than the standard LocalSend app on Windows. Download: TeraCopy 4.0 Build 26 | 14.5 MB (Freeware, paid upgrade available) View: TeraCopy Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Briefly used Turbo Pascal (and Turbo C++) in 97 and soon after that I bought PC magazine that included a full version of Delphi 2. I still use Delphi today, some 29 years later.
    • Age of Empires Mobile comes to PC, here's how to carry over progress from your phone by Ivan Jenic Image: YouTube/Microsoft Microsoft just released Age of Empires Mobile for PC. The game, officially called Age of Empires Mobile: PC Edition, is available for free on Steam and Microsoft Store, almost two years after its initial release for handheld devices. Age of Empires is one of those franchises that entire generations grew up with. The original came out in 1997, and immediately got people hooked to building civilizations and crushing their enemies on the battlefield. However, the franchise today is a far cry from its roots, as Age of Empires Mobile is, well, a game optimized for handheld devices, and not a classic RTS title we’ve all loved for years. And, of course, it includes in-game purchases. The PC version is still a mobile game at its core, but it’s been optimized for desktop play. There’s mouse control, full keyboard compatibility, and a refined UI. Microsoft also refreshed the visuals with some 4k textures, so the game should look better on larger screens. The game supports Crossplay, so you can switch between your phone, tablet, and PC without losing anything. But linked progress doesn’t come out of the box, as you have to enable it first. Here’s how to link your progress: On your mobile device, open Age of Empires Mobile. Go to Settings (Gear icon) > Account. Select Bind Account and choose a sign-in option. Once you enable account binding, sign in on PC using the same method, and your progress will be accessible across all your devices. Xbox Game Pass subscribers also get a bonus reward pack on PC, which includes: 1 Monthly Pass Token 1 Custom Resource Chest 10 Universal 60-Minute Speed-Ups 1,000 Empire Coins Exclusive Player Portrait Frame You can find more info about Age of Empires Mobile: PC Edition, as well as download links, on the Age of Empires official website.
  • Recent Achievements

    • One Year In
      Philsl earned a badge
      One Year In
    • Dedicated
      Scoobystu earned a badge
      Dedicated
    • First Post
      Tom Schmidt earned a badge
      First Post
    • One Month Later
      D0nn13 earned a badge
      One Month Later
    • Rookie
      +ChiefOfNeo went up a rank
      Rookie
  • Popular Contributors

    1. 1
      +primortal
      458
    2. 2
      +Edouard
      177
    3. 3
      PsYcHoKiLLa
      124
    4. 4
      Michael Scrip
      79
    5. 5
      Xenon
      76
  • Tell a friend

    Love Neowin? Tell a friend!