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  1. cambios en el cooperativo: OPERATION 4: PVE UPDATE Here we are with the last feature blog before Operation 4 drops next Tuesday, July 14. Giving players more freedom has been our guiding philosophy in our approach to PvE. Earlier this week, we revealed that in Operation 5 you’ll be able choose whatever character and class you want. But let’s not get ahead of ourselves, the changes to PvE in Operation 4 are enough to weigh down a Derrick. Let’s get into it! SKILL CARDS All those duplicate Skill Cards you’ve been sitting on? Get ready for Level 6 Skill Cards. And believe us these are a serious upgrade. We’re aware that many of the Skill Cards were previously tuned as a steep ramp with what felt like diminishing returns. In Operation 4, many of the Skill Cards have been rebalanced to soften this curve which will means every Level 6 version is a significant upgrade. And before you ask…it takes 20 duplicates to upgrade a Skill Card to Level 6. The team is working on a solution to sell any unusable duplicate Skill Cards for Gears Coins in a future update. CUSTOM HORDE FRENZY Custom lobbies. Unique stats and Leaderboards. ‘Nuff said. PVE PLAYLIST OPTIMIZATION With over 40 playlist options, PvE matchmaking could be a lengthy and potentially unsatisfying experience. In Operation 4, we have streamlined the amount of difficulties from seven to three (Beginner, Advanced and Inconceivable) to improve the quality of matchmaking. All seven difficulty options will continue to be available in the Custom Lobby. NEW HIVEBUSTERS Let’s go!!! Kait, JD, Del and Fahz are making the Escape debut. In order to make this work, we have tuned some Ultimates differently depending on which mode you are playing. For example, we’ve shortened Kait and Fahz’s abilities in Escape. HIVEBUSTER VENOM SKILLS IN HORDE With the unique gameplay in Escape, we gave Lahni, Keegan and Mac select skills that only worked in venom. We know how powerful skills like Venom Blade and Explosive Resupply are; so we’re bringing them to Horde as perks on their respective classes. FABRICATOR FREEDOM As a first step to giving players more freedom in PVE, we have removed restrictions around the Fabricator in Horde. All Classes can now purchase all weapons and fortifications as well as upgrade fortifications. With this change, it’s now way easier to get what you want when you need it. ENERGY TAPS Energy Taps have been a valuable addition to Horde in Gears 5. The challenge is that it’s always been difficult to justify defending Energy Taps – especially as the difficulty rises and for taps in vulnerable locations. We’re adding a new perk to owning an Energy Tap – global team health. That’s right, now your entire team (including AI) will get a global health bonus per level of the tap – this benefit stacks with every added. The progression per Level of the Energy Tap is: +15% HP > +20% HP > +25% HP > +30% HP. We’ve also boosted the amount of energy you gain from Taps by 50%, roughly doubled their health and made them much faster to capture and interact with. Looks like power taps just got a lot more valuable! BALANCE UPDATE Operation 4 features a significant balance update for PVE. Gears is a cooperative game, and PvE is at its best and most fun when every player feels they are a making a significant contribution. In Operation 4, we’ve done a lot of work to balance the Classes. Here’s what you can expect: 13 new Skill Cards Seven new perks Rebalanced perks and passives for most classes Buffed weaker classes to make them more viable We’ll provide the full details in the full patch notes on Monday. We can’t wait to hear your feedback. Stop by our Developer Stream today as Michael Shannon, Lead PvE Designer, will go over PvE in more detail. NEW STORE. MORE CONTENT. With the arrival of Operation 4, we have completely revamped how you get content in Gears 5. We understand that a player’s time is valuable and that the time you invest in a game should feel meaningful. Previously, we know some players felt limited in their ability to get the content. Beginning in Operation 4, we’re rolling out a new, simpler system that makes it easier to get the content you want. We’ve heard your feedback that scrap and supply were overly complicated and sometimes didn’t give you the items you wanted. Both are now gone. The Totem system felt like a barrier to your favorite character. It is gone. Characters are now ‘unlocked’ whenever you get ANY character skin associated with that character; so whether you pick up a Dom skin by playing Tour or the ‘base’ version via the Store – he’s immediately playable. But we’ve gone much bigger than that, you can now unlock practically anything you want. GEARS COINS Presenting Gears Coins, our new earnable currency, which can be used to unlock nearly every item in the store or, for the PvE players, you can use them to upgrade skill cards. Certain items like Esports packs and select bundles will be exempt from Gears Coins. Gears Coins are earned just by playing. The easiest way to earn them is by progressing through the Tour of Duty. The Tour will still give cool characters, weapon skins and more for you to show off on the battlefield. And for those that finish the Tour, we’ve introduced the new Legends rank, which sits above General and enables you to keep earning Gears Coins for as long as you play. We’re also giving Gears Coins as Ranked and Escape rewards. All Scrap balances and Totem progress will be immediately converted to Gears Coins at the start of Operation 4. THE GEARS STORE We have created a brand-new store that features a massive permanent collection. These items are updated every Operation and will never leave so you can use Gears Coins (or Iron) to grab items whenever you want. New content will still be added every week. Items in the New Section will initially be available for Iron only but, after a short amount of time, they will transition to the Operation Section where they can be unlocked through Gears Coins or Iron. The Operation Section features EVERY item released in the current Operation – so you now have time to unlock the content most important to you. Once the Operation is over all content either moves to the permanent collection or will be temporarily unavailable until it comes back in the newly-added Featured Section. This section brings back select items from previous Operations which will be rotated weekly. Items here will be available for both Iron and Gears Coins. Tune into our Developer Stream today as Andrew McKenzie, Senior Designer, will go over the new store and Gears Coins in more detail. -TC
  2. Con los cambios de que todo el mundo puede mejorar y comprar del fabricante muchos ingenieros y "niños malotes" van a llorar mucho, pero van a LLORAR MUCHO. OPERATION 4 PATCH NOTES The release of Operation 4: Brothers in Arms represents a major update for Gears 5. We have made major feature changes to Ranked, the store and the game overall. We’ve also made a significant amount of adjustments to PvE so we have pulled those notes out separately. As a heads-up, Gears 5 will be completely offline tomorrow from 4:00 am PT to approx. 8:30 am PT while we deploy the update. See you tomorrow for Operation 4: Brothers in Arms! GENERAL Replaced ranked system. Added new store with earnable currency. Major PvE update. See below for the full PvE notes. Updated Gears Allies to be a more rewarding process and added 5 new levels on top to give an additional +5% XP boost (+15% is the new max in the system). Name Level Points Op4 Points Sum XP Bonus Not Yet allies 0 0 0 0% New allies 1 25 25 2% Casual Ally 2 125 150 4% United Allies 3 250 400 6% Close allies 4 750 1150 8% Veteran Allies 5 1000 2150 10% Epic Allies 6 2500 4650 11% Noble Allies 7 5000 9650 12% Legendary Allies 8 7500 17150 13% Heroic Allies 9 10000 27150 14% Gears Family 10 20000 47150 15% GAMEPLAY Added 8 shots back to the Gnasher in Campaign, PvE and PvP Flashbangs no longer produce a full screen flash effect, and the radius of the stun has been reduced from 400 > 300. Flashbangs have been added as a loadout weapon Fixed an issue with Gnasher where using ADS while swapping causes shot to fire slightly faster Fixed the issue where users didn’t receive bullet magnetism while ADS if they pre-aimed a location Fixed the issue where players lose bullet magnetism for a brief period after cancelling a cover slide The post fire melee delay has been increased from 0.25s to 0.4s Fixed an issue where players would fail a revive after performing the animation Enemy footsteps have been adjusted to be more audible within the mix off all audio sources Fixed an issue with Disarmed Execution where: The cloth on Swarm Hunter’s deforms and moves rapidly; Swarm Sniper with the winter skin will fly off screen when being executed Various character’s clothes become rigid when they have the execution performed on them Fixed an issue when the player experiences numerous corrections when cover sliding after a mantle/vault Fixed the issue where bots become stuck until they’re engaged. Fixed the issue where ‘Beginner’ bots are using jump links on Vasgar. Fixed the issue where players are able to roll in cover while holding the button to roadie run Fixed an issue where players cannot roadie run on cover after initiating a reload Fixed the issue where AI does not understand execution rules and continues to lancer DBNO targets Fixed the issue where users are able to fire shots before the step-up animation has finished Fixed the issue where sometimes point blank Gnasher shots are being rejected Fixed an exploit in Horde where trading weapons to other users while Hijacked will keep the enemy tuning for the weapon Fixed the issue where a user can be put into an executable state even if they kill the enemy before being kicked Fixed an exploit where players can get aim assist when using keyboard and mouse by rebinding some keys to controller inputs using 3rd party software Fixed the issue where Escape mission fails if the only living player finishes the experience while using a turret Fixed the issue in Quickplay Gridiron where users were loaded into a match with all bots during match transition despite having a full lobby. Fixed an issue in Guardian so bots are no longer able to become the leader even though actual users are in the match Fixed an exploit in Escape where players that joined in progress had a fully-charged ultimate after being rescued. Fixed an issue in Escalation where upgrading an incendiary to a frag causes it to lose its halved time upgrade Fixed the issue so Bots can no longer get MVP Fixed the issue in Gridiron where dying last in a round caused the characters camera to fall through the map Fixed the issue where the Swarm Reject’s Self-Destruction doesn’t credit players for the weapon used to instigate the Self-Destruction Fixed an issue in Arcade where Lizzies/Kantus’ arcade ability “Hot Footed” is causing the player to see themselves jitter while roadie running Fixed an issue where game settings do not show up properly when viewing the lobby list for LAN Versus Fixed the issue where players are unable to pick swarm characters if host changes game mode to free for all CHARACTERS Updated Anthony Carmine’s helmet to match the Gears Ultimate Edition version Updated the Terminator model (Rev-9 and T-800) to increase visibility (brightness and size) Private Vermello – Character is firing kill Guds while marking DB Sentinels Queen Myrrah – GUDS – One of her dialogue has a special character appearing in the subtitles Fixed the issue in Horde when using Jack’s Hijack ultimate on a Sire, it does not play any team swamp animation Fixed the issue where the Matriarch doesn’t attack Jack if he’s holding the fabricator in Horde Fixed the issue in where Lizzie can use the Silverback to get on top of any Low cover and out of some maps Fixed the issue when Lizzie is using the Silverback Ultimate – the mulcher takes significantly longer to overheat when the silverback has the bleeding mulcher and healing Tri-shot equipped Fixed an issue with Biker Gary where his shirt clips with pants when DBNO Fixed an issue with Biker Gary where the back of vest clips with shirt when holding a meat shield Update Thrashball Cole to remove the visible gore mesh seam on face Update the Outsider Gary model so the UI head icon design matched the model MAPS AND TILES AllFathers Arena: Fixed the issue where Barriers can be placed on slopes in an inconsistent manner Allfathers Arena: In some map configurations, a fortification can be placed over drop down area so it looks like one stand is floating. The Barracks Escape Hive: Fixed an issue where Grenades are able to pass throught the tiny gaps in the large shutters. The Barracks Escape Hive: Fixed an issue where a player’s head can clip with metal dressing on large pipe near the center stairs. The Barracks Escape Hive: Fixed an issue where a player’s camera can clip into cardboard box and metal assets, on table cover. The Barracks Escape Hive: Fixed an issue where a player’s camera can clip into tarp asset. Bunker: Fixed a UI issue in Horde where the Hologram range of effect is barely visible indoors Core: The bridge interaction callout is still visible during the match countdown; UI is deactivated when gameplay commences. Icebound: Fixed the issue in Guardian where the camera movement will “dip” when user(s) mantle through windows. Lift: Fixed the kill am issue where the shutters fail to replicate correctly for users if the shutter state (open/closed) is different from what is viewed in the victims killcam. Lift: Fixed the issue where the shutters couldn’t be closed after being opened. The map has been added back into the rotation Pahanu: Fixed the fortifications issue where players are unable to place barriers correctly at a single location. The hologram is blue but the placement is always rejected. Pahanu: Fixed the fortifications issue where users could place barriers vertically onto rock meshes. Pahanu: Fixed the issue the often occurred when a player plants grenades onto trees the handle would stick out horizontally. Pahanu: Fixed the issue where the Triton map does not encompass the trees upper geo after re-bake Icebound: Fixed the issues where grenades couldn’t be planted on the ice Pahanu: Fixed the issue where Juvies were unable to navigate the jump up/downs in the cave area. Pahanu: Fixed the issue where there was no water splash visual effects when shooting the water baths in the Gate area. Pahanu: Fixed the issue where the player crouches briefly navigating high cover corner. Pahanu: Fixed the issue where the spectator camera is able to pass into a rock along the border of the map near the cave area. Pahanu: Fixed the issue where the spectator camera is able to pass through: a part of a tree on the border of the map near the swarm spawn and the metal on top of the fire pits in the ruins area. Pahanu: Fixed the issue where the player camera can clip: into large tree asset, near Cave area and into the mushrooms, in Hollow Tree. Pahanu – Improved the ability to place fortifications on the map Pahanu – Fixed the issue whereuUsers will see a prompt to pick up a Markza when loading into the match if they are in the 3rd slot on the Swarm team Pahanu: Fixed an audio issue in Gridiron when playing as the server (Host on LAN) the user will not receive the capture SFX Overload (Horde Tile map) – Fixed the issue where the power tap on the left side of the map spawns too close to the wall OTHER Fixed an issue in campaign where the cups in the Village do not produce any audio when kicked Fixed an issue in campaign where the flock sounds persist for several seconds after killing the enemy in the sand skiff bridge control section Fixed an issue in campaign where the Hijacked Leech Control Shown is Incorrect Fixed an issue in campaign where if a Client joins in progress while an enemy is marked by the host, the enemy will not show as marked for the joining client if it’s the first time they’ve joined Fixed an issue in campaign where Fire VFX/particles from killing certain enemies with the Hammer of Dawn appear floating in midair Fixed the visual issue where the knife gets stuck in the characters hand and clips though weapons Expressions can now be cancelled by moving so the player can then shoot immediately Fixed the issue in the Hopscotch executions where the characters wearing skirts, the execution may cause their skirts to vibrate at the end of the animation Fixed the issue in the Cold Blooded Execution where sometimes the executed character will not fall over once execution is complete Fixed the issue where blood sprays do not show up during kill cam after being killed by retro charge or chainsaw, Fixed the issue where the AI on the user’s team will often appear jittery/teleport around the map Fixed the issue where a character’s secondary cloth dynamics aren’t working while being held as meat shields Dropshot: Fixed the issue where the audio is not being replicated between clients when firing the Dropshot Fixed the issue in Escape where the character does not appear in final cutscene if they are using a turret when the experience is completed Fixed an issue in Horde where boss health bar is not full with certain modifiers selected Update UI in campaign that shows incorrect input for Lancer GL for Shooter Control Scheme Fixed the issue where the weapon VFX is appearing on the escalation weapon/ring nodes and the flag locations for Gridiron Fixed an issue in spectator mode where AI/Bots can be seen spawning in facing the wrong direction. Fixed an issue where the Clustluck ribbon is being awarded twice for a single frag grenade Fixed an issue in bootcamp where the ‘Mantle Kick’ tooltip is not being presented after selecting ‘Repeat’ instead of ‘Continue’ at the end of CCC (any scheme). Fixed an issue where stars eared from medals will show as blue boost stars in the post-game Fixed an issue in Campaign Co-op where PC users are kicked with an Error from co-op custom campaign if previously played on SplitScreen game during the same gaming session Fixed the issue Guardian, Bastion and Kestrel enemies have invisible Gib chunks when killed by the Hammer of Dawn Fixed the issue where the Happy Gearsmas Expression has white outline around head Fixed the issue where the Let’s Go expression is cut off when in left most column After completing any Escape for the first time, the widget did not display the % in post-match Fixed a localization issue where UI in pre match FFA lobby is truncated Fixed a localization issue where the Snub weapon skin name is truncated in pre match lobby Fixed an issue where certain menus/UIs are forcing gamertags to be uppercase when it should be Lowercase Fixed an issue where the Scoreboard Screen header is not aligned (Ping, Kills, Assists, Revives, Damage done, Power) Fixed an issue in Horde where scoreboard headers are misaligned during horde matches Fixed an issue with Team Circuit Markza weapon skin Fixed an issue where players entering Tour of Duty before a Multiplayer portion is installed they see white boxes instead of icons Fixed an issue Chrome Steel Vermello – Elbow clips with card art border Fixed an issue where Circuit Board Jack – Omen is green on the card art Fixed a localization issue where the names of some characters skins such as “Grace (Terminator: Dark Fate)” text are placed out of the UI box Updated UI to ensure that Sarah Connor/Grace/Terminator – “Terminator Dark Fate” text is truncated during character intro Fixed a localization issue where difficulty modifiers are truncated Accessibility – Narrator – Narrator gets cut off when reading the first item after backing out of any menu Accessibility – Narrator – Narrator reads the description of Versus playlists before the title Accessibility – Narrator – Narrator does not read position in set correctly on the Key Bindings menu Fixed a UI issue where the round results number is placed too high Fixed a UI issue in the campaign lobby where sometimes, setting up a splitscreen Campaign session causes UI messaging to appear out of order and disconnect users Fixed an accessibility issue where the Narrator does not read out the details in the first tab of each overview stats tab until the user scrolls off and returns Fixed an accessibility issue where the Narrator doesn’t read any feature pops on the Main Menu Fixed a spectator issue in FFA where the overhead map highlights 1x user as blue while the other 13x are red. Fixed a UI issue in Versus where the ping numbers on the scoreboard are flickering Fixed a UI issue in Horde when initially loading in and the screen displays the scoreboard, players are unable to open the map until gameplay begins Fixed a UI issue in custom Horde / Escape where the game will be left in pause menu while gameplay continues if the arbiter selects ‘Quit to Desktop’ Fixed a UI issue in Horde where the Boss and Mini-boss names are not being displayed above their health bar Fixed a UI issue on PC Campaign. In 3 player Splitscreen, player one’s weapons UI is cut off at the bottom of the splitscreen partially obscuring the grenade section Fixed a UI issue where creating a custom lobby does not have 1st map in list selected by default Fixed a UI issue where Omen Blood sprays do not appear for killed user when killed with Lancer GL grenades Fixed a UI issue where players using a mouse to purchase an item with insufficient iron, the prompt to purchase iron will disappear on [LMB] release Fixed a UI issue the back arrow icon from PC is displaying on Xbox Fixed a UI issue where players entering matchmaking are briefly shown the “Creating match” message Fixed a UI issue where players can receive match result error (0x00000c46) if their client is suspended immediately upon match end Fixed a UI issue – Camera in customization menu will pull back significantly if game is left of customization screen for multiple hours Fixed a UI issue where the character models appears at a distance Fixed a UI issue with Splitscreen Text Chat where opening text chat on the pause menu as a splitscreen client steals menu focus from the arbiter, potentially leaving them stuck in the pause menu Fixed a UI issue in Tour of Duty where the player loses the functionality to change tabs in the Medals screen when the user closes the Tour of Duty menu while in the Medals screen and reopens back into it. Fixed a UI issue in spectator mode in Escalation where the Red respawn dials do not accurately reflect the time it takes for the player to respawn Fixed a UI issue in Escape/Horde when in the Character Setup screen the highlight prioritizes weapons instead of cards when navigating right Fixed an audio issue where rolling Quickplay matches sometimes have no countdown audio tick at the beginning of the match/round Fixed an audio issue where the Warden is missing body fall audio in Campaign and all PVE game modes Fixed an audio issue in Escape where the Push-To-Talk feature has no feedback to confirm user is able to talk PVE CHANGES GENERAL Added Level 6 cards. Reduced Master Difficulty Health Modifier (Horde and Escape) from 2.5 to 2.0. Doubled the amount of ultimate charge gained by doing damage for all characters. Enabled Chainsaw and Retro Charge against Sires. Reduced Swarm Drone Elite’s Claw damage from 40 to 35 damage per hit. Slightly reduced Swarm Drone Elite’s base accuracy. Increased the damage of the Mulcher from 120 to 150 per hit. Decreased the damage of the Trishot from 300 to 250 per hit. Horde and Escape matchmaking is now limited to Beginner, Advanced, and Inconceivable. HORDE Enabled Horde Frenzy in Custom Lobby. Increased Power Decay time from 20s to 30s. Fortifications no longer increase in price every 5th purchase. Changed behavior of Power Drain mutator from “Fortification cost increases 5% every 3 minutes” to “Fortification cost increased by 50%.” Power Drain no longer impacts the price of weapons. Enabled all characters to upgrade fortifications. Enabled all characters to purchase all fortifications Enabled all characters to purchase all weapons from the fabricator. Added the Claw, Mulcher, Trishot, Buzzkill, Salvo, Cryo Cannon and Breaker Mace to the fabricator. Removed the Snub, Boltok and Talon from the fabricator. Reduced Repair Tool price from 10,000 to 5000. Reduced price of the Torque Bow, Dropshot and Boomshot from 5000 to 4000. Reduced price of the Longshot from 2200 to 2000. Increased price of the Lancer GL from 3000 to 4000. Reduced the number of Shepherds and Leeches in Horde and Horde Frenzy. Slightly increased the number of enemies that spawn per wave in Horde Frenzy up to Wave 11. Added two more music tracks for boss waves. ESCAPE Increased baseline damage players deal in Escape by 25%. (Was previously 50% less damage than Horde by default) Enabled Kait, Del, Fahz and JD for Escape mode. ENERGY TAPS Lowered Energy Tap capture time from 30s to 15s. Lowered Energy Tap interaction time from 5s to 2s. Energy Taps now give a global health bonus to your team per level of the tap. +15% > +20% > +25% > +30%. This effect stacks with other Energy Taps. Increased Energy Tap health from 4500 to 9000. (Level 4) Increased the base amount of energy from the Energy Tap by 50% (Horde and Horde Frenzy) Increased the energy multiplier of the Level 4 Tap in Horde Frenzy from 1.5 to 1.6. FORGE Increased base energy received when forging the Mulcher, Trishot, Cryo Cannon, Buzzkill and Breaker Mace from 20 to 30. Removed unintentional bonus energy for forging the Markza and Gnasher. PERKS Added five new perks based on Hivebuster’s venom cards. (Damage, Damage Resistance, Explosive Resupply, Melee Bleeding Damage, Cooldown on Kill) Added Ultimate Duration perk, which doubles ultimate duration at Level 10. Added Chaingun Ammo Regen perk, which is twice as strong as Ammo Regeneration perk, but specifically for the Mulcher and Trishot. Increased Max Health perk from 30% to 50%. (Level 10) Increased HP Regen perk from 50% to 100% (Level 10) HP Regen perk now also reduces Health Regen delay by up to half. (Level 10) Increased Cooldown Speed perk from 30% to 50%. (Level 10) Increased Critical Damage perk from +15% to +25% damage. (Level 10) Increased Ammo Capacity perk from +50% to +100%. (Level 10) Enabled Explosive and Heavy weapons to be valid for Ammo Capacity perk. Increased Ammo Regen perk speed by 75%. (Level 10) Increased Shotgun and Precision Damage perks from 20% to 50% damage (Level 10) Increased Assault Rifle Damage perk from 30% to 50% damage (Level 10) Doubled the efficiency of Damage Cooldown perk. (Level 10) Improved cost reduction of Repair Cost perk from -15% to -30% (Level 10) CHARACTERS LAHNI Increased ultimate duration by 25% in Horde. Changed passive from “every 6th execution gives a pilfer pickup” to “melee or bleed kills heal 50%” Replaced Ammo Capacity perk with Bleeding Melee Damage perk (Based on Venom Blade) Replaced Max Health perk with Damage Resistance perk (Based on Venom Resistance) Added card “Gnasher Mastery” which increases Gnasher damage up to 50% (Level 5) Increased Thrill of the Hunt radius from 2m to 2.5m. Increased Short Range Deflection from 0m-4m to 0m-5m. Increased Mid Range Deflection from 4m-8m to 5m-10m. Increased Lahni’s Ambush card from 22s to 27s ultimate cooldown per kill from behind. (Level 5) Increased Lahni’s On The Flank extra damage from 100% to 105%. (Level 5) Increased Lahni’s Shock Shield card from 200HP to 220HP Stim on ultimate activation. (Level 5) Increased damage of Lahni’s Venom Blade card from 150% to 155%. (Level 5) BAIRD Increased bleeding damage on Baird’s Bloody Support card from 25% to 30%. (Level 5) Increased damage on Baird’s Experimental Weapons card from +50% to +90%. (Level 5) Adjusted maximum health threshold for Baird’s Experimental Weapons card from 99% to 50%. Allow Heavy DB weapons for Baird’s Experimental Weapons card. Increased damage of Baird’s Parting Gift card from 50% to 90%. (Level 5) Baird’s Precision Repairs card now works with the Torque Bow. Baird’s Bloody Support card now works with the Torque Bow. MAC Increased ultimate duration by 25% in Horde. Reduced ultimate cooldown time from 300s to 150s. Replaced Feedback Boost perk with Cooldown on Kill perk (Based on Venom Boost) Replaced Max Health perk with Damage Resistance perk (Based on Venom Resistance) Replaced Assault Rifle Damage perk with Damage perk (Based on Adrenaline Junkie) Replaced Ammo Regen perk with Critical Damage perk. Increased Mac’s Extended Barrier card from 2.5s to 2.8s per kill. (Level 5) Increased Mac’s Venom Boost card from 30s to 32s recharge per kill in Venom (Level 5) KEEGAN Increased ultimate duration by 50% in Horde. Replaced Max Health perk with Cooldown on Kill perk (Based on Venom Boost) Replaced Ammo Regen perk with Explosive Resupply perk (Based on Venom Explosive Resupply) Replaced Reduce Cooldown perk with Assault Rifle Damage perk. Added card “Interrogation” which marks all enemies within 45m of taking a meatshield. (Level 5) Increased speed of Keegan’s Venom Explosive Resupply card by 20%. (Level 5) Increased Keegan’s Venom Boost card from 30s to 32s recharge per kill in Venom. (Level 5) Keegan’s Resupply Speed Loader card now increases the size of the perfect active reload bar. Reduced amount of bleeding damage per tick on Keegan’s Shredder card from 50% to 22% (Level 5) JD Changed loadout from Boomshot/Gnasher/Snub to Lancer/Boomshot/Snub. Increased seconds of cooldown from JD’s Confirmed Kill card from 15s to 23s. (Level 5) Reduced amount of bleeding damage per tick on JD’s Razor Hail card from 50% to 22% (Level 5) Changed the behavior of Explosive Launcher Capacity to be percentage based, giving 85% additional explosive launcher capacity instead of 5 additional projectiles. (Level 5) Explosive Launcher Capacity no longer affects grenades. DEL Increased fortification health from Del’s Reinforced Fabrication card from 100% to 125%. (Level 4) Increased additional sentry damage on Del’s Overload card from 30% to 35% (Level 5) Removed 5m distance requirement from Del’s Long Range Resistance card. Edited description of Del’s Long Range Resistance card to make it clear that it applies to Precision weapons. Increased repair speed of Del’s Repair Efficiency card from 50% to 55%. (Level 5) Improved cost reduction of Del’s Repair Efficiency card from 25% to 27%. (Level 5) Increased repair speed of Del’s Best Friends card from 50% to 55%. (Level 5) Improved cost reduction of Del’s Best Friends card from 25% to 27%. (Level 5) Del’s Best Friends card now correctly triggers when Del is 10 meters from Jack. KAT Increased repair speed of Kat’s Repair Efficiency card from 50% to 55%. (Level 5) Improved cost reduction of Kat’s Repair Efficiency card from 25% to 27%. (Level 5) Adjusted minimum health threshold of Kat’s Top of the Line card from 100% to 50%. Increase sentry damage of Kat’s Top of the Line card from 30% to 35%. (Level 5) JACKBOT Increased percent ultimate time per kill of Jackbot’s Backstab card from 20% to 23% (Level 5) Increased damage of Jack’s Explosive Hijack card from 100% to 110%. (Level 5) Improved efficiency of Jack’s Portable Resupply card by 25%. KAIT Added card “Healing Jolt” which heals 90% HP when picking up power. (Level 5) Increased damage resistance on Kait’s Enhanced Stim card from 30% to 55%. (Level 5) Increased Stim from Kait’s Reaper card from 30% to 45% per execution (Level 5) Kait’s Reaper card now heals to max health first to ensure stim is granted. MARCUS Changed Brutal Efficiency to be valid for all executions instead of only chainsaw kills. Increased Ultimate Cooldown gain from Brutal Efficiency from 25s to 35s. (Level 5) Changed Marcus’ passive from Damage Recharge to Invincible During Executions. Living Legend bypasses reload and gives active rounds. Living Legend now adds 30% Damage Resistance for the duration of the ultimate. Reduced the multiplier of Marcus’ Rifle Feedback card from 0.00090 to 0.00070 (Level 5) to account for Marcus no longer needing to reload during his ultimate. Adjusted the text of Marcus’ Rifle Feedback card to show the exact multiplier of damage for ultimate duration per level on the long description of the card. Increased Marcus’ Dug In card from 50% to 55% damage resistance in cover. (Level 5) Added card “Flank ‘Em” which gives up to 2x damage when hitting enemies from the side or behind. Added card “Headshot Master” which gives up to 50% extra critical damage. (Level 5) LIZZIE CARMINE Replaced Movement Speed perk with Damage perk. Replaced Damage Cooldown perk with Ammo Capacity perk. Added card “The Hammer” which gives 70% extra damage with the Dropshot and stuns the enemy for 3.5 seconds. (Level 5) Added card “Enforcer Expert” which gives 50% extra damage with the Enforcer. (Level 5) Increased damage resistance on Lizzie’s Rear Armor card from 55% to 58% (Level 5) Increased freezing speed of Lizzie’s Quick Ice Cannon card from 30% to 45%. (Level 5) CLAYTON CARMINE Increase Clayton’s ultimate duration from 5 to 6 seconds. Increase duration of Clayton’s Team Resist from 5 to 6 seconds. Changed Clayton’s passive from “damage taken regens ultimate” to “50% of heavy weapon damage returned as healing”. Replaced HP Regen perk with Max Health perk. Replaced Movement Speed perk with Damage perk. Replaced Ammo Capacity perk with Ultimate Duration perk. Replaced Ammo Regeneration perk with Chaingun Ammo Regen perk. Added card “Heavy Capacity” which increases Clayton’s heavy ammo capacity by 125% (Level 5) Added card “Serrated Edge” which gives Clayton 35% bleeding damage with the Torque Bow. (Level 5) Added card “Mulcher Mastery” which gives Clayton 100% extra damage with the Mulcher. (Level 5) Clayton’s Heavy Shell card now causes bleeding damage if Reflect Shredder is also equipped. Changed behavior of Clayton’s Priority Target card from “taunt enemies away from attacking nearby teammates” to “headshot hits taunt the enemy”. Renamed card to Grub Magnet. Changed behavior of Clayton’s Ice Armor card from “damage resistance when freezing” to “Freeze with Cryo Cannon faster”. Renamed card to Flash Freeze. Changed behavior of Phoenix Armor from “Receive Stim when respawning after death” to “Receive Stim when revived from DBNO” Increased Clayton’s Phoenix Armor card from 200HP Stim to 450HP Stim. (Level 5) Clayton’s Uncle Clay card now correctly gives damage resistance to Lizzie Carmine in addition to Clayton. Added a 15m range requirement to Clayton’s Concussive Explosives card. Increased damage resistance per hit on Clayton’s Bait Armor card from 5% to 9%. (Level 5) Increased maximum damage resistance on Clayton’s Bait Armor card from 30% to 60%. (Level 5) Increased Clayton’s Grace Period card from 3s to 4.5s. (Level 5) Clayton’s Blast Shield card now gives explosive resistance to teammates within 10 meters. FAHZ Increased damage of Modified EMBAR from 20% to 25%. (Level 5) Increased damage of Modified Longshot from 20% to 25%. (Level 5) Increased radius of Explosive Critical Hit from 3m to 4m. Adjusted minimum health threshold for Fahz’s Ambush card from 100% to 90%. Increased percent chance of Longshot Handling from 80% to 90% (Level 5) Increase percent of ice damage on Icy Precision from 17% to 25% (Level 5) Increased percent ultimate time per kill of Fahz’s Critical Parade card from 20% to 23% (Level 5) COG GEAR Changed passive from “Recharging Mark” to “+50% faster HP Regen for COG Gear and allies within 10 meters.” Reduced cooldown of Team Revive from 500s to 450s. Increased amount healed for COG Gear’s Healing Bounty card from 1300HP to 1400HP (Level 5) COG Gear’s Healing Bounty card now correctly heals teammates that kill your marked target. Replaced Damage Cooldown perk with Critical Damage perk. Added card “Intervention” which revives teammates within 9 meters of a kill. (Level 5) Added card “Grenade Capacity” which allows COG Gear to hold 5 additional grenades. (Level 5) Increased percent repaired from COG Gear’s Team Repair card from 30% to 45%. (Level 5) Increased Stim from COG Gear’s Get Up card from 55% to 70%. (Level 5) SARAH CONNOR Heavy Preparations now correctly increases ammo capacity for all Heavy weapons. TEXT Rewrote text on the following cards for additional clarity: In Your Face, Adrenaline Junkie, Resupply Speed Loader, Modified Hammerburst, Huddle Up, Thrill of the Hunt, Nimble, Shotgun Speed Loaders, Overdoing It, Short Range Deflection, Mid Range Deflection, Venom Resistance, Sole Survivor, Lancer Stock, Band of Brothers, Razor’s Edge, Perfect Condition, Dodge, Precision Repairs, Global Sentry Upgrade, Inspired Sniping, Armor Plating, Long Range Resistance, Exploit Weakness, Master Marksman, Launcher Mastery, Lancer GL Mastery, Custom Boomshot, Portable Resupply, Defensive Tackle, Soothing Warmth, Explosive Launcher Capacity, Inspired Sniping, Heavy Charger, Venom Explosive Resupply.
  3. EL juego esta a la altura de su fama: este tio es basicamente JOE PESCI japones. ************************ GEARS 5 RANKED The new Gears 5 Ranked System is finally here! We realize the previous Gears 5 Ranked System didn’t work as we hoped. While it was an accurate representation of a player’s skill, the end result is it often felt arbitrary, confusing and generally frustrating. A few months ago, the team began overhauling the Ranked experience with a focus on two clear goals: Reflect a player’s skill Easy to understand NEW RANKED SYSTEM At its core, this new Ranked System is a journey. At the beginning of the season everyone starts at Bronze – placement matches are no longer required – how far and how quick you rank up is based on how good you are and how much you play. Matchmaking is based on your Rank. We’ll do our best to make sure you match up against people in your Rank but, depending on region, mode and time of day, your teammates and opponents can be up to one tier above or below, e.g. a Silver player can play with and against Gold players. Remember everyone is progressing at different rates so your journey may be different but the best players will rise to the top. Whatever level you reach, we designed the new system to be transparent so you always know exactly why you’re ranking up or down. We’re rewarding all Ranked players for the time they invest with in-game rewards during and at the end of the season. The higher you reach the better stuff you get! Since this is such a massive departure from our previous Ranked System, we’re starting Operation 4 with a Ranked Preseason. Taking place over the first few weeks of Operation 4, we’re going to use this time to gather your feedback, monitor progress and make any adjustments before we launch the full season. THE DETAILS As with our previous Ranked System, there are six different levels that players will progress through with each rank featuring three (3) tiers. Every player will start out in Bronze 1, the lowest tier in the lowest rank and then work their way upwards towards the highest rank Master. Players move up the ranks based on how many Gears Points (GP) they have. The best and fastest way to rank up is to win. Players will also earn GP for how they perform in the match – so depending on the mode getting eliminations, caps, breaks, and more are all critical to ranking up. Every match costs GP to compete, so – the higher your tier the more it costs to enter. OPERATION 4 RANKED MODES In Operation 4, we’ve altered the list of Ranked modes to provide what we believe will be the best competitive and matchmaking experience for all Ranked players. As such, we’ve selected modes that represent a wide variety of the most popular play styles: King of the Hill (multi-respawns) and Gridiron (single-life) as well as a smaller squad with 2v2 Gnashers and solo play in Free For All. Team Deathmatch & Escalation are being removed from Ranked. Team Deathmatch will now be in a dedicated Quickplay playlist and Escalation will continue to be available in custom lobbies. We will use the preseason to gather data and feedback to validate which modes will provide the best overall Ranked experience. Make sure to tune into our Developer Stream today as our Jonathan Taylor, Lead Gameplay Designer, will go over ranked in more details. -TC
  4. camino de sangre del 2, mierda seh. JUL 7, 2020 WHAT’S NEXT IN GEARS 5? When we launched Gears 5 our mantra was “Challenge Expectations.” This mindset helped us create the biggest Gears of War game in history. The scale of and scope of the campaign was unprecedented. We added two new modes: Escape and Arcade. We evolved PvE with addition of Hero abilities. We adopted a tile system to change how we create maps. We changed how we delivered content. While we believed strongly in these decisions, it’s clear some didn’t land as well as we hoped. With new leadership in place, we had the perfect opportunity to take a good look at the state of Gears 5 with a specific focus on what’s working and what needs improving. Over the past few months, the team responded with new, bold ideas and a significant investment into content, gameplay, and features. You have already seen some of these changes. We have updated the weapon and movement tuning. The online experience has improved by modifying our available playlists. The new developer’s playlist allows us to respond to community feedback quicker and innovate more often. We’ve rebuilt the Ranked system to make it more clear and fun. We understand how valuable a player’s time is so we’ve reworked the rewards in Tour of Duty and overhauled the store so nearly all content can be purchased or earned by playing. And this is all happening in Operation 4. We will delve deeper into the major Operation 4 features every day this week. And we will cover the Operation 5 features as we get closer its launch date. But at a high level, here is what you can expect in Operation 4 & 5: OPERATION 4 New Characters and Maps New Ranked System New store including an earnable currency PvE updates Ongoing quality of life improvements OPERATION 5 New Characters and maps Complete separation of characters and classes Improved quitter mitigation Ongoing quality of life improvements We know there is a desire for transparency and, now that we’ve mapped out our priorities, we want to keep you in the loop on what we’re working on and what’s coming up. So, every day this week we’re going deep into the big features in Operation 4 with a blog post and a dedicated stream: What’s Next in Gears 5, Tuesday, July 7 at 2:30 pm PT New Ranked System – Wednesday, July 8 at 3:00 pm PT New store including an earnable currency – Thursday, July 9 at 3:00 pm PT PvE updates – Friday, July 10 at 3:00 pm PT Before we end, there are a few areas we want to address: Characters and abilities in Operation 4: Practically every character in Operation 4 will not have a corresponding hero ability. We made this choice to increase the amount of characters we could deliver in Operation 4 but, as with the Carmines, this means PVE fans will have to wait to use these characters in Horde and Escape. Hang in there PvE fans, in Operation 5, players will finally be able to choose the character and ability in any combination they want. Amount of Maps: We know we haven’t delivered enough maps in Gears 5. A few months ago, the decision was made to pause production of tiles in order to completely focus on getting more maps in the game. The good news is maps are coming in Operation 4 and 5. The reality is it won’t be until Operation 5 that we can deliver a higher volume of maps. As we’ve said, new maps take upwards of 6 months to complete – from designing to adding art to playtesting – every map goes through hundreds of iterations until they are ready. Even maps from Gears 4 aren’t a simple copy and paste, they take time and effort to make them work in Gears 5. We know this isn’t ideal, but we wanted to be upfront with you. We’re excited about the direction of Gears 5. We have some big changes coming. We believe that true change comes from bold moves – that’s our commitment to you and we will commit to listen to the response. – TC Dev team
  5. la gnasher va a volver a tener 8 cartuchos en vez de 4 en operación 4.
  6. la portada del dick tracy es puro cómicn oir con uso de sombras es majestuosa. puros memes:
  7. memes epicos. Ah 2007 we have to go back. https://www.youtube.com/watch?v=Y0oYiyBJnk0 https://www.youtube.com/watch?v=vj97xwJWmSY https://www.youtube.com/watch?v=vBDaq_C1hlk
  8. WHAT’S UP – JUNE 18, 2020 Welcome to What’s Up, our weekly blog where we’ll recap everything big in the world of Gears. In What’s Up this week: Developer Playlist added to Gears 5 Operation 3 extended until July 14 Final Three Versus Events Medal Groups coming DEVELOPER PLAYLIST IN GEARS 5 The team has a list of planned changes they want to make to Gears 5. Whether it’s adjusting weapon & movement tuning to tweaking existing modes to testing out new features, there is a lot we want to do to improve how Gears 5 plays. So, effective today we’re adding a Developer’s Playlist to Gears 5. This is a critical step for us as this list will allow us to test potential changes before we roll them out into the full game. This playlist will be dynamic and reactive. But the critical feature is it will allow you to play and more importantly, give us valuable feedback. We wanted to launch our Developer Playlist with a bang so until the end of the Operation, we’re testing the impact of removing adhesion from all weapons and changes to the active reload system. It’s a big one, we know! ADHESION REMOVAL (AIM ASSIST) Adhesion is one of three tools (along with magnetism and friction) used in Gears 5 that help the shooter stay on target when actively tracking moving enemies. These features exist in some capacity in almost every modern console shooter to create a consistent experience when aiming with thumbsticks. We’ve heard your feedback about the impact that adhesion has especially in assault-style weapons. By removing adhesion, while still keeping magnetism and friction, the gunplay in the Developer Playlist will feel more like the original Gears of War games. We look forward to hearing your feedback – just remember, better skill will be required to track moving objects and land shots with more precision. Note: If you have already disabled aim assist in the frontend, then you will not notice any change. ACTIVE RELOAD The increased power of an Active loadout weapon is something we’ve been looking at for while. We all know how quickly an Active Lancer, or Lancers, can melt someone. In this iteration of the Developer Playlist, we’re also changing the Active Reload effects for all Loadout weapons so the only active bonus is a faster reload. This is similar to what already exists in the Gnasher. We’ve also adjusted the ‘perfect’ active zone. It has now been moved to the left (to the start of the grey active zone) and has been slightly increased in size to compensate. Make sure to tune into today’s Developer Stream. We’ve got Jamie Mactaggart, lead gameplay designer, on to talk about the Developer Playlist and to answer all your questions. We’ve set-up a dedicated thread on our Gears forums for to you provide feedback on these changes. Check it out here OPERATION 4 DELAYED As we revealed on last week’s Developer Stream, we made the tough decision to delay Operation 4 until July 14. This is an unfortunate by-product of the team working from home due to COVID-19. We know you’re all anxious to see what Operation 4 will bring but you’ll have to wait a bit longer. We really appreciate your patience on this – we can’t wait to share what we’ve got planned. VERSUS EVENTS MEDAL GROUPS For those of you clamoring to finalize the Versus Events medal group and claim the Niles Boomshot, hold on to your butts. Every week for the next three weeks, we’re going to add a new event with an associated medal challenge! But we wanted to make it a little more fun that; so for the final two weeks of Operation 3, we’re giving you the option to vote for which playlist you want. We’ll let you know the choices closer to the voting date. As for next week’s event, it promises to be positively golden. That’s it from us this week. Don’t forget to drop by today’s stream and we’ll see you on the battlefield. TC
  9. https://arch-img.b4k.co/v/1590524037994.png GRIDIRON WEAPON SWAPS Today we rolled up an update to the weapon swaps in Gridiron. Here’s the full low-down on the changes. Map Location First Half Second Half Bunker Artillery Frag Grenades Torque Bow Bunker Dropshot Incendiary Grenades Canals Market Boltok Boltok Under Mid-bridge Torque Bow Torque Bow District Arcade Markza Shock Grenades Hotel Markza Shock Grenades Bandstand Frag Grenades Boomshot Street Incendiary Grenades Incendiary Grenades Cinema Dropshot Frag Grenades Vasgar Helicopter Dropshot Torque Bow Tickets Shock Grenades Markza Arrivals Shock Grenades Markza Tank Longshot Boltok VERSUS EVENT: GNASHERS ONLY KOTH Take a staycation this week and jump into Gnashers Only King of the Hill – where the gibs are mighty and the Lancer Fests don’t exist. NEW HIVE: THE CORRUPTION The Corruption is a hive built around a seemingly overwhelming amount of Rejects. Players must explore and find explosive weaponry to deal with the onslaught of rejects. NEXT FOR GEARS 5 We’ve got a few updates coming next week (no, not the new ranking system) but they are all part of our ongoing work to evolve Gears 5 into the game that you and TC wants. SIGNING OFF That’s it from us this week. Tune in to live.gearsofwar.com this afternoon as we return to the stream grind and continue to showcase our TCA Partners. This week we’re hanging with Shadowz, looking out for some sick plays and, as always, answering your questions. Can’t make the stream? Catch the VOD or check out his content on Youtube, Twitch, and Twitter. Until then, TC
  10. todos los juego sega arcades que no tienen versión en consolas o pc:
  11. Yo creo que Mac, keegan, lahni/ lizzie o cole podría ir bien.
  12. ion no lo he leido, el de hal jorda es posteriore a universo dc renacimiento de 2016 es muy post johns.
  13. June 02, 2020 Rock of Ages III: Make & Break June 03, 2020 Awesome Pea 2 June 03, 2020 Depth of Extinction June 03, 2020 Strawberry Vinegar June 04, 2020 Tour de France 2020 June 05, 2020 Cyber Protocol June 05, 2020 Outbuddies DX June 05, 2020 Reed 2 (NA) (PS4) June 05, 2020 Task Force Kampas (EU) (PS4) June 05, 2020 Rigid Force Redux June 05, 2020 Tcheco in the Castle of Lucio June 05, 2020 We Were Here Together June 09, 2020 Jump King June 09, 2020 1971 Project Helios (NA) June 09, 2020 Demon's Tier+ (EU) (PS4) June 10, 2020 Demon's Tier+ June 11, 2020 Beyond Blue June 11, 2020 Evan's Remains June 12, 2020 Goosebumps: Dead of Night June 12, 2020 Project Warlock June 12, 2020 Warborn June 16, 2020 Desperados III June 16, 2020 Disintegration June 18, 2020 Waking June 19, 2020 The Last of Us: Part II June 19, 2020 Ys: Memories of Celceta June 23, 2020 Little Town Hero June 23, 2020 Assetto Corsa Competizione June 23, 2020 SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated June 30, 2020 Hunting Simulator 2 June 02, 2020 Rock of Ages III: Make & Break
  14. Yo hoy me lo he pasado con dos güiris la de operación 3 : púgil cuerpo a cuerpo, necesita a lahni y cole mínimo con buen nivel yo era casan, yo siempre voy con dos de puntuación y luego 3 cartas, resucitar legendaria, salud por tiros a la cabeza y -35 daño si esta herido. Nos hemos hecho -39 minutos o asi. Me falta una colmena de operación 2 para otro logro. Pero esas ya no clasifican para aspectos asi que jugare con 5 cartas buenas y el personaje que me digáis, este fin de semana la conexión me iba muy bien. https://www.youtube.com/watch?v=vISaXIJhkWs
  15. Pues parece legal: https://www.game.es/VIDEOJUEGOS/ACCION/XBOX-ONE/YAKUZA-LIKE-A-DRAGON/180174
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