What's Up Gears - Aug 20th

WHAT’S UP – AUGUST 20

Welcome to What’s Up! our weekly blog where we recap everything big in the world of Gears. Next Tuesday, August 25 is a big day for Gears 5. We’re adding a new Versus tuning, kicking off the official Ranked Season, and rolling out a minor update with some key fixes.

NEW WEAPON AND MOVEMENT TUNING

Ever since we added the latest tuning into the developer playlist – we’ve been overwhelmed with questions about when it will be added to Versus. The time is NOW! (well, next Tuesday)

There continue to be some issues with Gnasher we want to address. These include inconsistencies with gib range and damage to players as they slide into cover. We are actively working on fixing these bugs but they will take time to resolve.

In the end, we love the tuning and feel it’s more than ready to be rolled out across all Versus modes (with the exception of Arcade).

RANKED SEASON BEGINS

The Ranked Season is officially here! And with it we’ve brought a few changes:

  • Team Deathmatch is back! This popular mode makes its return to Ranked with following changes.
    • It’s now 4v4 (previously 5v5).
    • We’ve your feedback about the prevalence of stacks at the higher ranks. As such, TDM will feature only solo and duo squads.
  • We’ve adjusted the scale of our GP values so we can better tune to ensure individual, skilled performance is recognized. In most cases, something that was 1 GP is now 10 GP.

RANKS:

Rank Points
Bronze 1-3 0-14999
Silver 1-3 15000-29999
Gold 1-3 30000-3999
Onyx 1-3 40000-49999
Diamond 1-3 50000-59999
Masters 60000+

MATCH ENTRY COST:

Rank Entry Cost
Bronze 1-3 Free
Silver 1-3 500 pts
Gold 1-3 1000 pts
Onyx 1-3 1500 pts
Diamond 1-3 1700 pts
Masters 1900 pts

TEAM DEATHMATCH:

Action Points Max instances counted Total possible points to earn
Elimination 30 pts 30 900
Revive 20 pts 5 100

KING OF THE HILL:

Action Points Max instances counted Total possible points to earn
Eliminations 15 pts 60 900
Ring Capture 20 pts 5 100
Ring Break 10 pts 5 50

GRIDIRON:

Action Points Max instances counted Total possible points to earn
Elimination 45 pts 20 900
Revive 10 pts 5 50
Touchdown 50 pts 2 100
Denial 10 pts 5 50

2V2 GNASHERS:

Action Points Max instances counted Total possible points to earn
Elimination 60 pts 15 900
Revive 20 pts 5 100

FFA:

Action Points
Placement (instead of flat win value) 1st place = 2000 2nd place = 1750 3rd place = 1500 4th place = 1250 5th place = 1000 6th place = 600 7th place = 300 8th place = 150
Kills 35 pts per kill

Finally, we have LOTS more work planned to keep improving the Ranked experience in future updates. Our main areas of focus are:

  • Reward top players on each team;
  • Ensure solo players feel properly rewarded;
  • Address the impact of quitters;
  • Grant bonus GP for winning rounds.

We will keep you updated on the progress as we finalize timing around designs and plans.

PATCH NOTES

GENERAL

  • Fixed the sticky cover issue.
  • Fixed the issue where the Running Scared medal wasn’t tracking.
  • Added Pahanu, Blood Drive and Forge to all 8 player FFA playlists
  • Added a ‘Gnashers Only’ toggle to all Custom Versus modes.

CHARACTERS

  • Fixed the issue where, in certain lighting conditions, the bottom back of Anthony Carmine’s helmet appears black.
  • Fixed the issue where Classic Marcus’ hair color doesn’t match legacy design.
  • Fixed the issue so Armored Anthony Carmine’s helmet emissives now stay blue in FFA.

OTHER

  • Fixed an issue where returning to the lobby from a campaign game takes the user back to the main menu.
  • Fixed an issue where Tour of Duty objective progress does not track if the user leaves an Escape match after dying.
  • Fixed an issue in Escape where the Drone model goes black when killed by precision headshot.
  • Fixed an issue with the Objectives in My Tour weren’t updating after user completes multiple matches in a row.
  • Fixed an issue in Escalation where the game was not saving the last selected weapon for each team.
  • Updated the UI so the Ranked system screen detail and reward navigation buttons are noticeable.
  • Updated UI text in Horde Frenzy Stats so menu displays Classes tab instead of Characters.
  • Fixed an issue where Totem challenges were still appearing in the post-match rewards flow.
  • Fixed a localization LOC – es-MX – UI – Ranked – Free For All name specifies 10 players.
  • Fixed an issue causing long load times for HUD and character when loading back into the lobby from gameplay.
  • Ranked Rebuild – FFA scoreboard is missing a GP column.
  • Fixed an issue where players didn’t receive Gears Points when a DBNO target is killed by the train on Asylum.
  • Fixed an issue so the UIR Swarm Grenadier now uses the correct UI head icon.
  • Fixed an issue where Ranks were not displayed on the FFA scoreboard during/post gameplay.
  • Fixed an issue where pressing [B] during Ranked Lobby while Map Voting is occurring kicks the user without an “Are You Sure” window.
  • Various bug fixes.

PVE CHANGES

  • Increased fortification cost reduction for engineer classes from 10% to 15%.
    *Fixed a bug that occurred when a user locked all slots and set starting wave to anything above wave 1, horde match will fail on wave 0 upon loading in.
  • Progress for Horde and Escape achievements will now only count the mode with the highest stat.

MAC

  • Increased bleeding damage of Mac’s Bloody Shot card from 65% to 80%. (Level 6)
  • Increased damage multiplier of Mac’s Adrenaline Junkie card from 65% to 80%. (Level 6)

LAHNI

  • Short Range Deflection now also provides resistance to melee attacks.
  • Increased Bleeding Melee Damage perk from 100% to 150%. (Level 10)

BAIRD

  • Added perks for Max Health, Ultimate Cooldown, Fortification Damage and Fortification Health.

DEL

  • Added perks for Max Health, Ultimate Cooldown, Fortification Damage and Fortification Health.
  • Increased damage of Del’s Custom Robotics card from 30% to 60%. (Level 6)

KAT

  • Added perks for Max Health, Ultimate Cooldown, Fortification Damage and Fortification Health.

COLE

  • Reduced melee damage resistance on Cole’s Thrashball Pro card from 70% to 60%. (Level 6)
  • Reduced damage resistance of Cole’s Inner Fire card from 52% to 35%. (Level 6)
  • Increased damage resistance of Cole’s Damage Dash card from 43% to 55%. (Level 6)
  • Increased burning damage of Cole’s Pyromaniac card from 60% to 100%. (Level 6)
  • Changed Assault Rifle Damage perk to Damage perk.

PADUK

  • Replaced Ultimate Cooldown perk with Precision Rifle Damage perk.

MARCUS

  • Reduced multiplier of Marcus’ Rifle Feedback card from 0.00075% to 0.00050%. (Level 6)

CLAYTON

  • Reduced ultimate cooldown multiplier per hit on Clayton’s Heavy Charger card from 0.0017 to 0.0014. (Level 6)

LIZZIE

  • Increased damage of Lizzie’s Enforcer Expert card from 60% to 70%. (Level 6)

FAHZ

  • Reduced damage of Fahz’ Ambush card from +140% to +100%. (Level 6)

TRELLO

We have created a Trello board – https://trello.com/b/y4iJEJD0/gears-5 – so you can to stay informed with our latest in-game fixes, known issues we’re actively investigating, and more!

That’s it for us this week. Make sure to stop by today’s Developer Stream to play with us and ask questions.

13 Likes

Still no fix on Grace?

Well so glad I bought that character.

5 Likes

liking the updated ranking system can’t wait to try it next Tuesday to see how it is!
TC heading in the right direction.

I still would like to see the ranked leaderboards return along with highest rank reached.

also unless I missed it is there no longer a win bonus?

1 Like

Wait, so his lights are gonna STAY blue?

Well that was a lie. Clearly all versus modes don’t have this option. Why isn’t this toggle for 8 player FFA? I wanted to turn it off, and that’s what I was waiting for this update.

2 Likes

Cole’s eventual nerf has arrived, but he is still a strong tank character.

A Mac buff! Huzzah!

The perks for the engineers are nice, but I dont feel like it will change much. I hope this doesn’t mean that engineers load up on perks rather than setting up the base.

The other nerfs/ buffs will need a bit of testing to see how strong it is, especially with Fahz, Marcus and Clayton.

Overall it is positive from my viewpoint, characters are still strong with some buffs.

I hope the VS changes are good, I can’t speak for them as I haven’t played much of it, but I did like the dev playlist tuning changes.

1 Like

Nah man,

Cole is stronger now. Did you see where his assault damage perk was replaced with the damage perk? Damage also means mele damage!

Cheers!

4 Likes

Let’s Go!
When it’s says “Rank season is officially here” I’m hoping it’s live as of today. Im going to find out once I have time to log in.

2 Likes

Tuesday it is live

Man why you have to bust my bubble before it was fully inflated? Lol.

3 Likes

Well it does say that right at the beginning :crazy_face:

Cheers!

2 Likes

lol… I’m liking this whats up update I think they removed the win bonus though unless I missed it

Great… All my favourite characters taking more nerfs. :neutral_face:

For Horde, yeah, Cole is really strong now.

I was referring to Escape when I made that statement, apologies if it was a bit misleading.

Only a small nerf though. Cole is still very strong. I’m surprised he is as strong as he is after the nerf.

1 Like

Great…so the slower movement that most of us didn’t want has went ahead and will be applied. Makes sense.

Oh, and the sticky cover is fixed?

We shall see.

4 Likes

Well when you actually read it under rank season begins. It’s August 20. Officially here. Just maybe just maybe. Aww. Man who am I kidding :wink:

1 Like

Ah!

Yea escape wise for sure. Horde though. Man he will “light it up” haha.

2 Likes

:+1: perfect

Awesome changes TC. Thanks!

Edit : @TC_Sera Please tell me you caught this first thing I addressed. It may not seem like a big issue for anything but it’s still bothersome. The rest, I’m sure it’s been read by the relevant person…

So what about Kait’s Winter armor(and associated Glacial variant) fur discoloration in the MP modes that does not match with any of the other Winter Armor characters and not with her Winter Armor Campaign model? I reported this WAY BACK during Operation 2 and it’s still not been paid any attention whatsoever despite having been there since the middle of Op 1.
This below is how it should look but doesn’t.


Edit 2 ; Put further pics in to clarify.

Great, now I might finally be able to use her against Juvie mobs again instead of getting killed by them every single time.

I could see those coming eventually, but at least they didn’t take away the tanking capability against shots while running. Bye bye to melee immunity when standing, though.

Yeah, ok, I could see a Marcus nerf being in order but this is TOTALLY the wrong way to go about it in my view. It won’t stop the Marcus players being selfish and chasing every single kill for themselves just to keep their ult running. If anything it will make it worse. And also probably throw the ribbon farming method that Marcus is currently used for out the window. Because we totally already had many viable means to grind the Reups in a reasonable period of time… not.

This isn’t going to make people want to use the Enforcer due to the horribly unreliable and useless nature of the weapon. Its damage drops off to zero at ranges where even an Overkill is still good, it has ridiculous and horrible dispersion with aggressive recoil. Nobody wants to use the weapon because it is only good at close range and on even on higher difficulties it’s really just bad at close range.

Was this really necessary? If he can’t one shot the Master bullet sponge Drones or Elites with this change any longer, it’s just a stupid and unnecessary change when I didn’t see many if anyone have any issues with Fahz’ current power level. If this was a change with Escape in mind, how about considering separating their skill card tunings instead of forcing both Horde and Escape skill balancing into one group when the Horde enemies are twice as tough as the Escape enemies after wave 10?

7 Likes