Gears of War 2 Gets Title Updated (Again)

  • 62 results
  • 1
  • 2
Posted by Jeff (3577 posts) -
Here's a picture of Gears of War 2. You know, in case you forgot.
They call it Title Update 2. We sort of want to call it "the second patch." Either way, there's been a dull roar of griping about Gears of War 2's online since its launch, starting with basic stuff like the ineffectiveness of matchmaking, and ballooning up to cover a ton of glitches that people have uncovered since the game's release.

Executive Producer Rod Fergusson brought the details of today's title update to the official Epic forums this morning. Here's all that information:

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):
  • "Skeletons in Your Closet" (20 points): Complete waves 1 through 10 on all Flashback Map Pack maps in Horde (any difficulty).
  • "Trial by, and on, Fire" (20 points): Complete waves 1 through 10 on all Combustible Map Pack maps in Horde (any difficulty).
  • "More Mystery, Less History" (15 points): Win a multiplayer match on each of the 5 Flashback Map Pack maps (any mode except Wingman).
  • "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).
  • "Bound by a Shared Past" (15 points): Win a Wingman match on each of the 5 Flashback Map Pack maps.
  • "Forged in the Fire" (15 points): Win a Wingman match on each of the 3 Combustible Map Pack maps.
  • "Annex: Now with Execution Rules" (75 points): Win an Annex match on each of the Flashback and Combustible Map Pack maps (Public only).
Staff
#1 Posted by Jeff (3577 posts) -
Here's a picture of Gears of War 2. You know, in case you forgot.
They call it Title Update 2. We sort of want to call it "the second patch." Either way, there's been a dull roar of griping about Gears of War 2's online since its launch, starting with basic stuff like the ineffectiveness of matchmaking, and ballooning up to cover a ton of glitches that people have uncovered since the game's release.

Executive Producer Rod Fergusson brought the details of today's title update to the official Epic forums this morning. Here's all that information:

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):
  • "Skeletons in Your Closet" (20 points): Complete waves 1 through 10 on all Flashback Map Pack maps in Horde (any difficulty).
  • "Trial by, and on, Fire" (20 points): Complete waves 1 through 10 on all Combustible Map Pack maps in Horde (any difficulty).
  • "More Mystery, Less History" (15 points): Win a multiplayer match on each of the 5 Flashback Map Pack maps (any mode except Wingman).
  • "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).
  • "Bound by a Shared Past" (15 points): Win a Wingman match on each of the 5 Flashback Map Pack maps.
  • "Forged in the Fire" (15 points): Win a Wingman match on each of the 3 Combustible Map Pack maps.
  • "Annex: Now with Execution Rules" (75 points): Win an Annex match on each of the Flashback and Combustible Map Pack maps (Public only).
Staff
#2 Posted by Chewii101 (820 posts) -

ugh...the online of Gears rly ruined the total package of this awesome game

#3 Posted by CitizenKane (10506 posts) -

Awesome.  I should get back into the multiplayer this weekend.  ^__^

#4 Posted by Luberik (129 posts) -

it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie.

#5 Posted by CreamyGoodness (1086 posts) -

i loved gears online, i might have to go back to it now, or just keep playing cod and ghwt

#6 Posted by spiredcrescent (189 posts) -

kudos to bungie? WTF epic made gears! unless im dreaming or something

#7 Posted by CreamyGoodness (1086 posts) -
Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
ya. um hate to tell you, but um bungie doesn't make gears. Epic does
#8 Posted by crunchUK (5963 posts) -

lol patchy game is patched

#9 Posted by Grandma11 (14 posts) -

sounds like their doing a good job with what they are fuckin up. so what is the DLC ? Is it the combustible map pack ? or is it not out yet

#10 Posted by MasturbatingBear (1781 posts) -

Thank god they are fixing this. The game was almost unplayable.

#11 Posted by MildlyPsycho (77 posts) -

That is one long list.  For as good as the story is in this game, the multiplayer is just so meh.  I really dont think I have the desire to play the multiplayer (besides horde mode) again.

#12 Posted by JoelTGM (5596 posts) -

Cool that they're fixing stuff, but I'm still not interested.  I hate the way it plays online and I hate the matchmaking.

#13 Posted by Zirilius (650 posts) -

Good that they fixed a lot of that stuff but a little late in my opinion. Oh well back off to CoD 4 Grenade fest extravaganza.

#14 Posted by WilliamRLBaker (4777 posts) -

AWESOME!~!!!

#15 Posted by Arsenal86 (123 posts) -

Good that fix many bugs and improved the multiplayer again.

#16 Posted by Aaox (1657 posts) -

Shouldn't they have found this out in playtesting?

#17 Posted by Cheapoz (1064 posts) -

Part of me is happy, part of me is confused.

Ninja flip, weapon slide and crab walking have been glitches since Gears 1, and were in Gears 2 at launch, and NOW they fix them? Really? Realllllllllllly?

Also, no region filter. It was asked on the Epic Gears 2 Forum, to which Rod Fergusson said 'we have to find the right solution for everyone' - ugh, don't over complicate it, just stop matching me with damn Americans!
#18 Posted by crunchUK (5963 posts) -

gears 2 mp is awesomeness in mp form

#19 Posted by Knibbly (107 posts) -

Happy about fixes and flamethrower stopping power :p

#20 Posted by RHCPfan24 (8609 posts) -

So, I am sure it will improve it right?

#21 Posted by Venatio (4491 posts) -

Im playing it right now...its still a fucking mess

#22 Posted by spiceninja (3062 posts) -

I've been playing the muliplayer today and it seems like they've fixed it some. The average time to get into a match for me was about 30 seconds and none of the 10 matches I played were full of lag. So I think Epic has finally gotten everything squared away. Now I can finally enjoy the multiplayer.

#23 Posted by LiquidPrince (15949 posts) -
Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
Bungie?

#24 Posted by Snail (8606 posts) -

o yay

#25 Posted by Rio (594 posts) -

I guess the only multiplayer stuff I bothered with on Gears2  was horde mode, so I still love the game and havent had any issues.  I feel for everyone else having to deal with all the problems though, hope epic can sort this shit out seeing as it sucks to see a great game like gears getting shit talked.

#26 Posted by Captain_Fookup (1519 posts) -

So fucking glad this came out at aboot 3 am my time, put GOW 2 in for the first time in two months after being sick of all the bullshit. So far I really enjoy this update too bad they didn't have all of this shit fixed when the game was released, perhaps the game testers at Epic should start doing their fucking job.

#27 Posted by crunchUK (5963 posts) -
#28 Posted by Psynapse (1064 posts) -
#29 Posted by Cheapoz (1064 posts) -
PlasmaBeam44 said:
"I've been playing the muliplayer today and it seems like they've fixed it some. The average time to get into a match for me was about 30 seconds and none of the 10 matches I played were full of lag. So I think Epic has finally gotten everything squared away. Now I can finally enjoy the multiplayer."
The patch wasn't for match making or lag. Just glitches.
#30 Posted by dsplayer1010 (2227 posts) -

I'd get into it but have to wait until I'm done with these damn mid-terms

#31 Edited by MrKlorox (11209 posts) -

I'm sick of most games only getting one patch. More companies should follow suit and patch their shitty broken games more often.

Also "Title Update" is the stupidest word for patch I've ever heard. Blame that "rebranding" on the idiots who hate patches as they assume they break games.

#32 Edited by lodar011 (113 posts) -
Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
No, if Bungie made this game they would spend a few months defending why the system works fine, then another month saying they can't fix any problems because it would take up too much bandwidth, then a few months later they would release a patch that either fixed nothing or just introduced a different problem.
#33 Posted by GmLx (58 posts) -

What about the chainsaw vortex thing!! Gettnig chainsawed from miles away sucks balls!

#34 Posted by crunchUK (5963 posts) -
lodar011 said:
"Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
No, if Bungie made this game they would spend a few months defending why the system works fine, then another month saying they can't fix any problems because it would take up too much bandwidth, then a few months later they would release a patch that either fixed nothing or just introduced a different problem."
for example?
#35 Posted by Tru3_Blu3 (3205 posts) -

I am going to play GeoW2 again.

#36 Posted by FiestaUnicorn (1576 posts) -

THat looks like a ton of fixes.  I'm sure no one will find more exploits.  Reall really sure.

#37 Posted by lodar011 (113 posts) -
crunchUK said:
"lodar011 said:
"Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
No, if Bungie made this game they would spend a few months defending why the system works fine, then another month saying they can't fix any problems because it would take up too much bandwidth, then a few months later they would release a patch that either fixed nothing or just introduced a different problem."
for example?"
For awhile they claimed the melee system was fine when in reality the person with the most health won rather than the person who melee'd first.  Then they updated it with a system that kills both people which really didn't adress the actual issue. 

There was a MLG video of a team setting a spawn trap so the other team would spawn in a corner in front of a guy with the sniper rifle, allowing him to rack up kills. Bungie gave a complicated explination of "hot spots" in reguards to spans and claim the system was working correctly.

They claimed you had to push the D-pad to talk because otherwise it would take up too much bandwith.  Then in January they announced they were updating the game so you no longer had to push the D pad to talk (except for one game type-social big team battle).

Shall I go on?
#38 Posted by Sweep (8861 posts) -

The "Gnasher" Shotgun? HOLY FUCK, thats an awesome name for a gun...

Moderator
#39 Posted by brukaoru (5079 posts) -

Liking those improvements! :)

#40 Edited by Meteora (5787 posts) -

I'll have to be critical about Epic's management on the patches; needlessly updating it over and over again with slight degrees of improvement. Not to mention that they released the game with a buggy multiplayer. HOWEVER I'll have to commend them for caring for the game; as some companies simply do not give a total fuck about a game after they've released it whether or not it was bugged out. Epic has got its priorities right with patching out the game to fix it. Kudos to Epic.

#41 Posted by Nick8708 (30 posts) -

I think "Title Update" is more accurate than simply "patch".  Patch implies bug fixes to the current game, whereas Title Update can include bug fixes as well as adjustments to gameplay, rebalancing, new content (or in this case, just new achievements), etc.

Well, I haven't played GoW2 and don't really have any interest in playing it, but I know my roommate will be happy to hear about this update.  I'll let him know if he hasn't already figured it out himself.

#42 Posted by TheFreeMan (2712 posts) -

Oh, THANK YOU! According to this, they fixed a lot of things that I didn't like about mutiplayer. I can't wait to play some more.

Online
#43 Posted by WholeFunShow (360 posts) -

Did anyone else read roughly 23.6% of this before thinking "I DON'T EVEN HAVE AN X360, WHAT IN FUCKS NAME AM I READING THIS FOR?" out really loud? I'm not dissing the article, or the console, or the game, or the TITLE UPDATE, just out of nowhere freaked myself out with my capacity to examine such minutiae unrelated to my presumed interests.

#44 Posted by Origina1Penguin (3501 posts) -

There are still a lot of hit detection problems when shooting someone using cover, even though you can clearly see them and aim right at them :P

#45 Edited by pause422 (6188 posts) -

Epic definitely could of done a far better job here. At least an update that fixes most of these issues is out now, 4 months late.....people will still find ways to exploit shit, it never stopped on the first game.

#46 Posted by John (828 posts) -

Crap, now I gotta buy me some stupid maps. F#"$!

#47 Posted by Ouroboros (344 posts) -

I just played like 3 hours in a row just now, more then Ive played multiplayer for the entire lifetime since I had the game.  The patch fixed a lot of stuff, mostly the in game lag and connecting to matches.  Im very happy now.

#48 Posted by bjorno (1416 posts) -

yay!

#49 Posted by smokeH (281 posts) -

Sweet, gotta tryout this patch when I get time.

#50 Posted by crunchUK (5963 posts) -
lodar011 said:
"crunchUK said:
"lodar011 said:
"Luberik said:
"it's a pitty the game shipped as it was, but the updated come pretty quick so kudos to bungie."
No, if Bungie made this game they would spend a few months defending why the system works fine, then another month saying they can't fix any problems because it would take up too much bandwidth, then a few months later they would release a patch that either fixed nothing or just introduced a different problem."
for example?"
For awhile they claimed the melee system was fine when in reality the person with the most health won rather than the person who melee'd first.  Then they updated it with a system that kills both people which really didn't adress the actual issue. 

There was a MLG video of a team setting a spawn trap so the other team would spawn in a corner in front of a guy with the sniper rifle, allowing him to rack up kills. Bungie gave a complicated explination of "hot spots" in reguards to spans and claim the system was working correctly.

They claimed you had to push the D-pad to talk because otherwise it would take up too much bandwith.  Then in January they announced they were updating the game so you no longer had to push the D pad to talk (except for one game type-social big team battle).

Shall I go on?"
Actually

It's impossible to determine who melees first over live and it's still very hard even local, the double beatdown is just to balance out when you seemingly melee first but you didn't actually melee first because of latency but it was very very close so rather than something random a double beatdown or sword clash follows

Also people complain all the time about spawns on X map when lets face it they were just bad enough to get completely dominated in that way.. because unlike other games spawn killing in halo requires having the entire map under your thumb, not camping behind the spawn point like most games, and that spawn trap is only possible in objective games because lets face it the spawns would be even worse if you respawned at the enemy base in a game of ctf.

And they changed the push to talk count back up to get people the fuck out of private chats, first they turn social slayer down to 4 vs 4 to prevent it, and now they're turning push to talk off (for most part) because it is highly annoying when in squad battle a team of 5 is all in a party and you cannot communicate to them whatsoever, and pushing to talk was severely damdging squad battles population


so.... no you're just a whiner?

This edit will also create new pages on Giant Bomb for:

Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

Comment and Save

Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.