The Patch: Here and Now

Tue Jan 16, 2007 at 09:10:39 PM EST

As you all know, Papi is having a damn good vacation south of the border; sucking salt, eating lime, drinking coronas like a mad man, and burning his flesh under the Aztec sun.  So, while he's gone, I get to grab the reins and run with a few stories of my own.

To kick things off, I thought I'd start a post to let everyone sound off on the results of EPIC's first patch for Gears of War.  Now that it is out and in effect, does it satisfy gamers, did it fall short with the changes made, and is there still something missing that gamers still want/need to have patched?  

To help, I am attaching Mark Rein's summary of the patch, as earlier posted by Papi:

  •    Fixed aspect ratio distortion when using VGA cable with 4:3 displays at resolutions higher than 640x480
  •    Fixed voice issue with new players joining Player Match games in progress
  •    Players can now get the Achievement for "Dish Best Served Cold" when using Troika turret to kill RAAM
  •    Fixed rare situation where host could loop countdown and never start match
  •    Fixed rare situation where players could get stuck after chainsawing in multiplayer
  •    Reduced Grenade Tag melee distance
  •    Enabled "Strict" NAT check on host to prevent possible connection issues
  •    Optimized server browser queries to return results more quickly and prevent scroll bars from hiding quality of service icons
  •    Reduced number of possible revives in Execution to match Warzone
  •    Removed host name from Ranked match server browser
  •    Disabled security cameras in Ranked matches
  •    Ranked matches now require balanced teams (3v3 or 4v4)
  •    Increased penalty for quitting a Ranked match to -50 points
  •    Added additional cheat detection code
  •    Additional housekeeping updates

My personal opinion is that the majority of the patch issues addressed were internal house keeping.  It seems to be for things you won't really notice.  I would have prefered to have seen a few more patches to gameplay than we got, but all in good time.  Eventually, I expect there can still be some more patches that address gameplay more intimately; like weapon balancing, possible gametype additions, and more maps.

In the case of weapons, I still want to see the Lancer given more kick to keep opponents pinned behind cover, rather than storming you with a grenade or shotty.  Further, I think that a pistol whip should only stun and not be a knockdown in one or two hits.  In reality it probably could, but we're fighting monsters with big dudes.  

At this time I don't have any good ideas on game types, but I imagine there are some out there and invite ya'll to chip in.

And the maps.  The two new additions were a great bonus, but I'm still hoping for an outdoor or elevated map.  I'm thinking an old battlefied site, like the Maginot Line from WWI, which marked that last line of conflict in human wars, but now finds new combatants to trap.  Bigger.  I don't mind the 4v4 constraint, but I think the maps are to flat and compressed.  I think a map that compliments Marcus and Dom's trek below ground into enemy territory would be great with large elevation changes and dark corners to take cover in.  

At this point, I am most thankful for the grenade tagging range, as will Papi be.  For those who have played with the Gearheads, grenade tagging has been the thorn in Papi's side.  Now with the patch, Papi can't curse his gory elimination to unfair tagging; however, despite the new patch, I imagine he is still going to be the target of choice for all of us online.  Plus, he still makes a great bullet bag.  So, I ask ya'll, is grenade tagging better balanced now, or is more still need to be done?

Before this runs on I'll leave it up to your comments to continue the story....

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Comments Disabled | 12 comments

  •  one little change.. (none / 0)

    that I agree with you on is the lancer boost. I've been playing a lot of Rainbow Six: Vegas lately (I saw you Boris on it today too ;) we should play sometime, seeming as I haven't made it to a FNF yet) and realized, thats how Gears should have been more directed. I don't mean 2 shots, bang, dead. I just mean that cover plays a much bigger role in that game and people actually use it. You HAVE to use it, the only thing i don't like about the cover system in that game is it lacks the fluidity of movement that Gears does and does well.

    I really think that making the Lancer stronger  would improve on the more tactical side of Gears, as it would force shotgun bum-rushing players to hide or be decimated by the hail of lancer fire from behind cover. Matches would probably take longer but hell, it'd be much more fun eh?

    •  Huh? (none / 0)

      Did you see me playing R6?  Oops, I got caught.  I'm still a Gears fanatic, but I have been drawn into the realistic flair of R6.  And, just like you I do get a bit frustrated with R6's use of the LT for cover and how stiff it is when in cover.  Again, this may be ubisoft's perception of real cover.  I prefer Gears ease of "A" in and out, and the range of motion you have in cover.  

      Both games use cover, and it is satisfying to see the diverse ways that both approach cover.  To me, this means that there is still a great deal more that can be done with cover mechanics in games, and I hope to see both EPIC and ubisoft to push the envelope with their premier titles Gears of War and Rainbow 6.

      Oh, and if you see me online, feel free to send an invite or check to see if I have room for one more.  I enjoy the coop story and hunts a bit more than sharpshooter, but can do a bit of everything.

      See you online...

      Ready to finish all the Fights!

      by Damn Boris on Wed Jan 17, 2007 at 09:35:10 AM EST

      [ Parent ]

    •  Right on the mark (none / 0)

      I forget if it was Cliffy or another Epic representative who said in a video interview before the game's release, that the reason (in single player) the Locust were so tough was because otherwise it would just be another run n' gun shooter. Sorry, Epic dudes, I love you, but that's totally false.

      A workable cover dynamic has nothing to do w/ how strong your enemies are; it has everything to do with how strong YOU are. In a game like GRAW or Rainbow Six, your enemies go down in just one or two shots yet you're forced to take cover because you're just as weak. Epic's approach works fine for the single player because the Locust don't have recharging health, meaning you're given the time to work them over slowly by peppering them with bullets, blind firing to keep them down, etc.

      In order to fix the multiplayer, either ranged weapons should be more powerful, all players should begin with significantly less health, or it should take a much longer time for a player's health to recharge after being hit, forcing him to stay down longer. Each of these fixes should be easily doable in a patch, and I would accept any one to improve the gameplay.

      "The creatures were friendly and could see in four dimensions. They pitied the Earthlings for being able to see only three." -Slaughterhouse-5

      by StarborneRanger on Fri Jan 19, 2007 at 02:39:27 PM EST

      [ Parent ]

  •  Game types Woo hoo! says Homer (none / 0)

    First of all, great post Boris.  I agree with you and BoxinLeprechaun that the Lancer should be changed.  I played my first multiplayer matches yesterday and was blown away by the fact that nobody used cover (not like in the campaign mode anyway).  Here I was, running and slamming into walls, and everybody else was just hangin' out behind something  loosely, ready to attack.

    Whatever it is, Epic needs to tweak the weapons so that "you better stay in cover or you will get quickly wiped out".  Indeed, I played a first-to-19 game in Ranked and it was on the new map, Raven, so there wasn't even a Lancer to begin with.  It was a lot of fun and there were some really neat guys who shared some tips, but it was not at all like campaign Gears.  Anyway,...

    Multiplayer Gametypes  (note:  I have only played two maps.  If I mention something that is already implemented, please tell me).

    There are so many thematic things they could do:

    In general, Epic needs to make better use of the gameplay elements established in the campaign, in particular: light is safe, dark is dangerous (Krill will get you - like the train)

    Extinguish (the Lights): Respawning is possible and each team has a spawn room (respawning represents back-up troops even though they would be played by the same players).  The Gears  have to guard a fuse breaker room.  The Locusts have to get there and flick the switches.  If all the switches are turned off, the Krill come out and wipe out the Gears (COG?, right?).  With some testing and careful design, this could be a fantastic objective game.  Variations could be easily created too, variables being: the number of lights are on at the start,  the time limit for a win, otherwise it is a draw. etc.

    Tug-o-Car: COGs have to push the burning car/object to the enemies' end of the street.  Locusts have to defend against it.  It only goes one direction.

    Then, the old faithfuls
    Assault: Lug a heavy bomb into the enemies base.
    King of the Hill: Basically, one team defends a section of the map while the other team has to dislodge/kill them.

    Gotta go.  I will try to think of some more.

    "Gears2 has legs, and they go all the way up!"

    by 3Suns on Wed Jan 17, 2007 at 12:10:32 AM EST

    •  Extinguish (none / 0)

      I like that idea 3Suns.  

      To add, I would definitely like to see more development in the uniqueness between COG and Locust player and game types.  As you said, the Locusts are subteranean and live in mostly darkness; therefore, when playing as a Locust, it would make sense that they are more at home in dark and subtereanean environments.  Thus, it would be interesting to see EPIC change players visual reference, either in a infared, starlight, or other visual coloration that would differentiate between the two "races", and give an advantage in darkness and a disadvantage in light based on what you choose.  This could be done with choice of color fields, clarity or haze in different lights.  Of course there would be equipment sets to help either race; like vision goggles, light shades, auditory enhancers (wild idea that Theron Guards actually see like dolphins or the daredevil), and maybe something we havent thought of.  Based on what race you are has its benefits, options, and troubles.   I push this train of thought, cause it could allow EPIC to show what the U3-Engine can do (can it?) and allow MS to show off what the 360 can do (is it better than PS3?) in a very interesting visual display.  I mean, if you can click between night, infrared, and normal vision in most military tactical shooters, why not in Gears, and why not take it to the next level using the U3-engine and 360 capabilities?

      Oh, and keep coming with the game-type ideas 3Suns.

      Ready to finish all the Fights!

      by Damn Boris on Wed Jan 17, 2007 at 09:50:13 AM EST

      [ Parent ]

  •  The thing is (none / 0)

    that this first patch is one of many to come. EPIC was already finished with it before winter break, but Microsoft farted around with it for EVER. It was made as a quick fix for little things that were annoying (Mic problem etc)

    As far as weapon balance is concerned, i think it is a little better. It all has to do with the connection the person hosting has. When he has a good connection, his advantage (which has to do with his ability to shoot you before you shoot him) is because he has to send signals to everyone in the room, and since he doesn't send signals to himself, it takes no extra delay of time.

    Ive actually noticed this to be ALOT better over the past few days definately.

    I want the ability to change map/gametype/guns and all other options in the actual room while playing as a host. Also, a party system would be nice, but not expected.

    I think it would be better to have a perfected form of their own system.

    Not all who wander are lost

    by Zoso Fan on Wed Jan 17, 2007 at 02:29:52 PM EST

    •  Spot on Zoso (none / 0)

      Now that EPIC have their killer app, they need to support their own multiplayer lobby and game interface.  What they have now is pretty sloppy and basic, especially if it is stock M$ framework.

      The Group/Party system should have been a no brainer, but alas, sometimes process cannot wait.  I can't recall, nor have I played Unreal, but has EPIC ever established a good multiplayer interface for hosting games and such?

      Here, I lament on the fact that only Halo2 has it going on for multiplayer hosting...Why!!!!!!!!!

      Ready to finish all the Fights!

      by Damn Boris on Wed Jan 17, 2007 at 03:07:50 PM EST

      [ Parent ]

      •  The Update (none / 0)

        I would love to see an updated and improved multiplayer interface.  

        I enjoy the idea of being able to "grenade tag" people, but watching people use it as their sole means of acquiring kills is annoying.  The grenade tag fix in this update was nice!

        I would like to see larger groups being implemented.  Parties of up to 16 would be nice.

        Leader, Masters Few www.MastersFew.com

        by Master Pre on Wed Jan 17, 2007 at 03:44:27 PM EST

        [ Parent ]

  •  parties of 16 (none / 0)

    I think would really get away from the gameplay. Even with 3 on 3 or 4 on 4 people play the multiplayer like halo and do not use the cover system. so 16 would surely kill the cover and tactical aspect of gears.EPIC needs to work on making multiplayer more balanced so people can not run up to you and blast you with a shotgun while your trying to stick to cover
  •  team/clan ranked battles (none / 0)

    let people play as a team instead of having people sneek around and finding there friends

    check out robotboot on iTunes or eMusic

    by robotboot on Mon Jan 22, 2007 at 05:23:55 PM EST

  •  Team play (none / 0)

    Honestly I like the patch, the first one, although I have to admit that I didn't like the fact they took the hosts name off the ranked match list.  But I have found it isn't really difficult to get your friends into the same match with too much difficulty.  Nothing a little private chat can't fix at least.  I like to play with my brother who is in California, I am in Vegas, and we do it all the time.  We have met some good guys on LIVE and we can also play with them too.  

    The easiest way to do is host a match with something   like 11 rounds on a certain match.  Then have them search for your game type and number of min/max rounds being 11 and the list is typically small enough you can find what you are looking for.  Sometimes you may have to refresh the list a few times but it usually works.  

    It really is more fun playing with people you know and want to play well.  

    Any way thanks for the great site!

    Wizard's First Rule: People are stupid! Things perceived as real are real in their consequences.

    by Major Dan on Tue Jan 23, 2007 at 04:45:43 PM EST

Comments Disabled | 12 comments