Sponsored by HowLifeWorks
Who Gets To Use Unsold Cruise Cabins at Huge Discounts view!
howlifeworks.com - How to access once-in-a-lifetime trips at significantly less than full price
35 Comments
- inactive, on 10/12/2007, -2/+30I think you mean ADDITION.
Anyway, a simple deathmatch mode would be good for this game. - inactive, on 10/12/2007, -1/+19As long as they don't add respawns to the other game types then I'm happy.
- Lancer383, on 10/12/2007, -2/+16@avihappy
I bet you're the one responsible for every team getting a trophy in little league, aren't you? - terribly1, on 10/12/2007, -1/+13A rumoured update supposedly hitting this week?!
I'm allegedly very excited! - Nobi-Wan, on 10/12/2007, -1/+10I loved the feeling that if you got killed you were out for the round. It reminded me so much more of paintball, and Counter-strike. Firefights are actually more fun when you're fighting to stay in and not just thinking, "Oh well, I'll just respawn in 5 seconds."
- dime, on 10/12/2007, -2/+11"I always thought that spawning was the worst thing that happend to multiplayer games. People will just run around like tards shooting."
Spoken like a true backraging camper. - inactive, on 10/12/2007, -3/+12If you "run around like tards shooting" you lose in any MP game.
- oldtimegamer, on 10/12/2007, -9/+15This is probably the best single edition to GoW it will ever see. Wooohooo!
- EzarKun, on 10/12/2007, -0/+4yea, that host crap is real annoying, I keep joining the host's opponent's team.
and keep loosing.
When I join the host's team, I get no kills.
and everybody uses shotguns, real boring game. - nicksawick1, on 10/12/2007, -1/+4I used to play Gears of War non-stop on Multiplayer. It just got boring, using the shotgun and all. It just felt unfair because when I was host, I would win every one on one shotgun battle. Then if I ventured into some elses room, I would lose just about every battle. With this news, I might come back and just hope for a no-lagg, fun game. Plus more action with the respawning feature.
- contradictator, on 10/12/2007, -2/+5Shallow? I think it's the opposite. Without respawning, it promotes thinking carefully, taking cover, planning on the fly. I used to play a lot of old deathmatch games, and GoW is one the few games where it seriously feels like the emphasis has been taken off "run into the enemy and shoot like hell".
- inactive, on 10/12/2007, -2/+5No, when I play, I expect constant action. Is that so much too ask for!? I bought the damn Xbox and GOW so I can PLAY! That is why I love Halo 2's matchmaking. I could jump in a game quickly.
- drewd53, on 10/12/2007, -2/+4the thing i love the most about gears is the fact that you can't respawn..it really makes me not want to die, which in turn makes me play smarter and want to get better..but if this so called game type is capture the flag or capture the area, respawning will fit in just fine..i hope these are not just empty rumors
- damonbaird, on 10/12/2007, -0/+2official explanation at gearsofwar.com: (http://gearsofwar.com/News/New+Game+Type.htm)
Gears of War™ Gears Up With A New Game Type
What's old and new and red all over? That would be Gears of War, once a new multiplayer game type is released by way of a download from Xbox LIVE® on APRIL 9. Read on to get the specs on the new way to enjoy a game you already love, and then hop online to experience multiplayer all over again!
Annex
Objective: Capture and hold key locations to collect enough points to win the round.
Description: In Annex, you win by keeping control over key map locations, or objectives, long enough to collect a winning number of points. Every map has two to five identified objectives available for capture, with one objective active at a time. Objectives are based on map weapon-spawn locations and have a potential value of 60 points toward either team’s score. Teams collect those points by maintaining ownership of an objective until all its 60 points have been distributed. Every second that a team controls an objective, the team gets one point. When an objective falls to zero points, the next objective is selected at random.
On the HUD, the current objective appears below the team scores at top left. This indicator contains several pieces of relevant information. The weapon icon inside the circle indicates which weapon-spawn location is being used as the objective. The compass along the outer edge of the circle shows the relative direction to the objective. The number inside the circle indicates how many points remain at that objective and the background icon color indicates which team currently controls it. No color means the objective awaits capture, a red icon means the Locust Horde hold the objective and a blue icon means the COG hold it. When the icon in the indicator circle fills, the corresponding team's score also changes color, the team begins collecting points from the objective, and the point value of the objective drops.
On the map, a projected ring marks the physical location and boundaries of the objective in the world. The ring's color indicates the current captor: White means neutral, blue COG, and red Locust. To capture an objective, players must stand inside the glowing ring uncontested for a short period of time. How long depends on how many teammates stand in the ring at once. One player can capture an objective in eight seconds, two players in four seconds, three players in two seconds, and four players in one second. Once a team takes an objective, they are not required to remain inside the ring to maintain ownership. The captured objective's points drain until an opposing team member enters the ring, or until its points fall to zero.
Round scores can be set as low as 120 points or as high as 480 points. The first team to reach the target score wins the round.
Respawns: Infinite, wave-based every 15 seconds.
Options:
* Selected Map: Which map or series of maps to use.
* Number of Rounds: Number of rounds required to win the match.
* Bleed-out Duration: Amount of time before a player dies while DBNO.
* Round Score: Number of points required to win a round.
* Friendly Fire: In a player match, whether teammates can damage each other.
* Private Slots: In a player match, number of player slots reserved for friend invites.
* Weapons Swapped: In a player match, whether the person who sets up the match can determine whether weapons that appear in the maps are replaced or removed.
Updates:
* Annex became available as a Gears of War multiplayer game mode in the April 9 update.
ALSO:
Assassination update:
Updates:
* Before the update, the Assassination leader had to unlock map-spawned weapons by picking them up and dropping them. Now, all weapons are available to all players from the beginning.
* Before the update, you could kill a leader in Assassination using the same rules as in Warzone. Now, you kill leaders as in Execution.
- Radan, on 10/12/2007, -0/+2Well, personally I was kinda disappointed in the multiplayer of GoW. Now, before you digg me down, let me explain. The single player campaign was great, and they really implemented the whole cover system flawlessly in the multiplayer mode. Also, the whole ducking and jumping from cover to cover, while your friend gave you covering fire was just thrilling. The problem is that, the multiplayer which is awesome for a week or so, becomes rather dull and repetitive after you have played the exact same map with the exact same gametype for the two hundred time. They had such a extremely good base to build the multiplayer on, and they could have done so much with it, and yet they just gave us team survival, six(?) different models and a handful of maps.
Though, I still hope that they will make the multiplayer more attractive with the patch, as a game with such a high amount of ass kicking needs a good multiplayer mode. - beervolcano, on 10/12/2007, -0/+1I think the success of this depends on the maps associated with Annex (if it's indeed CTF). I can image big firefights with lots of cover, trying to hold your position. Respawning and rushing forward before your team loses ground. The Lancer may become a more effective weapon in these situations.
What if, instead of CTF, it was more of a bombing run sort of game? Plant a bomb in the enemy territory, and in order for them to remove it, one of their players has to sacrifice themselves thereby not allowing them to respawn. That would be interesting... - inactive, on 10/12/2007, -5/+6Mindless fragfests ftl...that is what I liked about GoW that separated it from other mindless frag fests
- Sneakernets, on 10/12/2007, -0/+1This is where I think an extended telefrag radius is needed. When you respawn or teleport, there should be at least a 64x64 unit square or 32 unit radius circle of instant death.
Then again, watching campers in a map you're working on can really show where you need to work on the map. I know of one specific Doom map that used this technique (HipaFrag.wad). There was nowhere at all to hide or camp with the SSG. More maps in games need to be like that. - docrings, on 10/11/2007, -0/+1After downloading the GOW update two days ago... I started playing my saved game, and about three minutes later, it just started playing the level one "helo" animation clip at the start of the game, and my saved progress was lost... what the $%#@&?
Oh, well! I guess I get to go back and do even better the second time through! But it is disappointing to lose about five hours of play time.... easily regained, I suppose with alien fragging goodness! - enforcerpsu, on 10/12/2007, -0/+1@cerebral
This isn't a case where I am a noob and need advice. I know the multiplayer backwards and forwards. I have been gaming long enough to know when an weapon / item / power is way overused or need balanced. My proposal in this case is that a SLIGHTLY more powerful lancer will help stem the shotgun whoring.
You don't understand gaming at all if you think the shotgun isn't over used.
I agree though...they have to fix the netcode to get rid to the host advantage. - walkngonawire, on 10/12/2007, -0/+1Hopefully this is only for one gametype, this would RUIN the spirit of the game.
- Cerebral, on 10/12/2007, -0/+1@enforcerpsu
You need to understand how to use your weapons more. The Lancer is fine, you just need to shoot the knees with it and it will take them down. The Hammer Burst is another GREAT weapon that is very undervalued. With the HB you can down a guy in two bursts when you have the perfect reload.
I would like some client side hit detection which would help the Lancer become more of a useful weapon as well as get rid of some of the "Host Magic" as I like to call it. - Cerebral, on 10/12/2007, -0/+1I agree that when the game went live that the entire system that they created for GoW became lost in the shotgun-fest that is online multiplayer. The closest you can get to this is playing Warzone but even then the majority of the people do not play this way and all becomes lost because this game is SO reliant on TEAM gameplay. You can still have fun with this game online it is just hard to end up in a game that 1) Nobody leaves and 2) people actually play as a team instead of "I'm going boom because I'm going for the achievement".
- ElectricGrandpa, on 10/12/2007, -1/+1"Without respawning, it promotes thinking carefully, taking cover, planning on the fly."
You still have to do all of that stuff WITH respawns. There can still be penalties for dying. You guys act as if respawns make people constantly invincible. I play Day of Defeat a lot, and it's all about thinking carefully and taking cover... but there are also respawns, so if you first strategy doesn't work, you can try another one. - enforcerpsu, on 10/12/2007, -1/+1Great, I can't wait to get spawn camped by shotgun wielding ***** who whore it like no other.
Buff the lancer you fools. It will stop the shotgun whoring. - Zombi, on 10/12/2007, -0/+0It doesn't say anything about this week in the article. Just says near future.
- foomojive, on 10/12/2007, -2/+2i hate gears multiplayer
- gebx, on 10/12/2007, -12/+10I always thought that spawning was the worst thing that happend to multiplayer games. People will just run around like tards shooting. The whole "don't be an idiot and stay covered" approach is what makes GoW online so enjoyable.
- Cyber_Akuma, on 10/12/2007, -3/+1How would this work?
From what I have played so far in GoW single player when enemies appear your team and the enemies cover/shoot until one team takes out the other, THEN they can progress. If enemies keep respawning will this just turn into a run and shoot speedrun to the next checkpoint? Or is this only for a specific game mode? - ElectricGrandpa, on 10/12/2007, -6/+3Stop being such respawn elitists. A lack of respawns makes a game boring and slow, especially for people who are just learning. In games with respawns it still sucks to die, just not quite as much.
- kickuindajunk, on 10/12/2007, -6/+1mirror: http://duggmirror.com/gaming_news/Gears_of_War_Update_To_Include_Respawning/
- ajent420, on 10/12/2007, -10/+4No...what makes Gears Of Shotguns sooooooo effing enjoyable is the fact that it's not Halo.
Things needed in Gears Of Shutguns = Skill, patience
things needed in Halo = Host
Although host sure helps no matter wtf you are doing... - dasuraga, on 10/12/2007, -8/+2@mcatrage
The current system isn't that great. It's fun, but in a shallow sort of way. I would like respawning personally. - Lennalf, on 10/12/2007, -8/+1This will be awesome, but it certainly not new news. Already saw this on Digg last week. Oh well.
- inactive, on 10/12/2007, -15/+4It sucks because you die and then have to sit and wait for an entire team to die. So if you are not very good, you only get quick bursts of action. And that's not fun.


What is Digg?