Competitive 2.5 Beta Feedback Thread | Last Update: 10/6

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Phase Two LIVE: Lancer and Secondaries 
*COMPETITIVE 2.5 UPDATE: Live Now* 
Competitive 2.5 takes our latest round of feedback and adds a small increase to the melee and gib range on the Gnasher. With the Season 2 of the Gears Pro Circuit in full swing, we will be implementing these settings as the new tuning standard for all Competitive playlists and Competitive Private. 
 
This does not mark the end of our Competitive Beta iteration, rather just a major milestone where we feel comfortable bringing Competitive as a whole forward - rather than relegating these latest settings to a singular playlist and Private Match. Additionally, Competitive 2.2 settings will still be available for selection in Private Match for comparative feedback purposes. 
 
The 2.5 settings are listed in full below: 
 
LANCER  
Lancer Damage Increased by 2%  
Lancer Close-Range Damage Falloff Removed (was 5% reduction)  
 
*NEW* GNASHER  
2.0 Damage over distance curve  
Gnasher Gib Range: 256 (was 265, then 240)  
Gnasher Melee Range: 256 (was 265, then 240)  
 
MOVEMENT  
No wallbounce cooldown  
'Short Mode' slip distance reduction: 75%  
Cover slip speed reduced by 9%  
Health Regen Time: 5s (was 4s) 
 
Original Post 
Using a combination of our 2.2 Movement and 2.3 Movement changes with our current Gnasher setup, we believe we've landed in a place where our movement promotes good tactical decision making and smart wallbouncing usage to come out on top. 
 
We're now looking towards the future of the playlist with the introduction of Phase Two: Lancer and Secondaries. In this pass, we've introduced two small changes to the Lancer that compliment our current approach to movement and damage. 2% damage increase equates to around one less active bullet to down an opponent. Combined with the higher health regeneration time in Competitive, this reinforces the value that - even if you can't close the kill - ranged damage can make an impact for your team when used correctly. 
 
Additionally, we have removed the close range damage falloff (roughly melee distance) for the Lancer. This can make the difference between getting gibbed or downing an enemy with that final needed bullet, rewarding players who hold their ground for long enough with accurate Lancer fire if they have an opponent caught out in the open. 
 
You can try Competitive 2.4 now in Public Matchmaking this weekend! The playlist will be removed on Tuesday, at which point the settings will be added into Private Match for further testing. 
 
 
*NEW*  
Lancer Damage Increased by 2% 
Lancer Close-Range Damage Falloff Removed (was 5% reduction) 
 
GNASHER 
2.0 Damage over distance curve 
Gnasher Gib Range: 240 (was 265) 
Gnasher Melee Range: 240 (was 265) 
 
MOVEMENT 
No wallbounce cooldown 
'Short Mode' slip distance reduction: 75% 
Cover slip speed reduced by 9% 
Health Regen Time: 5s (was 4s) 
 
 
**UPDATE: 9/8 at 10am PDT* 
Competitive 2.3 is now live, introducing changes that focus on the Gnasher Gib Range and Health Regen. 
 
Competitive 2.2 refined our new wallbouncing system to a place we feel comfortable moving forward as a deeper more tactical movement system for Competitive Play. With this new system in place, we're making a couple of significant changes to further reinforce the importance of using movement effectively and making constant quick-but-calculated risk/reward decisions. 
 
We're pulling in the Gib and Melee Range of the Gnasher to double down on the importance of earning the Gib. With the new movement system and a shorter Gib range combined, using smart movement and the right weapon at the right time is even more important than ever before. 
 
We're also increasing the Health Regen time to 5 seconds. As a player, this increases the risk of every point of damage you take, as it's going to keep you 'red' longer before you can run back into the fight at full health. Every time you get caught out transitioning to an area, fleeing from a fight, or even taking hits in the middle of a Gnasher battle, any damage you take is going to keep you vulnerable for longer. 
 
The Stats 
     
  • Gnasher Gib Range: Reduced to 240 (was 265)
  • Gnasher Melee Range: Reduced to 240 (was 265)
  • Health Regen Time: 5 seconds (was 4)
 
 
UPDATE: 8/25 at 10am PDT* 
Competitive 2.2 is now live, further evolving the new Wallbounce system introduced in the Competitive 2.1 stage. We grabbed Ryan Cleven (Multiplayer Design Director, Gears of War) to give us the low down on what to expect from these changes: 
 
Ryan Cleven:Competitive 2.2, the latest update to the Competitive Tuning Beta, evolves the fluidity of movement while still providing the greater tactical depth we've been targeting with this new system.  
 
The slip speed has been slightly reduced to move towards balancing bouncing movement and strafing. We also made this change to slightly increase the time of Gnasher engagements, as it will take longer for players to close distances.  
 
We also increased the slide distance after a cancel (what we call 'Short Mode') to reduce the number of miss-rolls and increase the areas players can bounce. We hope that this increases the feeling of bouncing while still providing an advantage for players who complete their slips and plan ahead. 
 
The Stats 
     
  • 'Short Mode' Slip Distance Reduction: 85% (was 75%)
  • Cover Slip Speed: Reduced by 9%
 
If you need a refresher on the new Wallbounce system introduced in 2.1, check out the video below for a detailed breakdown. 
 
*UPDATE: 8/3 at 10am PDT* 
Our next stage in the Phase One of Competitive 2.0 testing is now live with a trial of a brand new Wallbouncing system. This new system focuses on a 'Long/Short' slip 
distance cooldown that has been designed to provide a higher skill gap to movement and enable more variety in close range play. 
 
Watch the video below for an extensive explanation of Wallbouncing and how we evolved our philosophy into this new potential direction for Competitive Wallbouncing! 
 
 
 
In addition, Double XP has been enabled for the initial weekend of testing! Jump in, enjoy Double XP until Tuesday August 8th, and let us know what you think of this new system by posting in the thread! 
 
*UPDATE: 7/21 at 5pm PDT* 
We have now added a new Competitive 2.0 Settings toggle to Private Match in order to enable new ways to test Competitive 2.0 settings! Grab some friends or start some Scrims - you'll be able to test the settings throughout every Phase moving forward. Enable Competitive 2.0 Settings by going to a Private Versus Lobby, opening 'Match Options' and selecting Competitive Beta under the 'Weapon Tuning' category. 
 
We are also testing an increase to the Wallbounce Cooldown timer from where it was at the start of Phase One - this new setting is still a reduction from Competitive 1.0 settings. Let us know your thoughts and feedback on Twitter and the Forums. 
 
Original Post 
 
We are excited to announce the Competitive 2.0 BETA dev playlist is now available for testing to the whole community! 
 
We recently flew a number of Pro Players out to our studio in Vancouver, Canada to get hands on with the new Competitive settings, gathering their valuable feedback and insight to help us nail down our vision for the next evolution of Competitive. 
 
Now it’s your turn. Beginning today, we’re opening the new Competitive 2.0 Beta playlist to trial these new changes – and all with Double XP to earn for a limited time! Here’s a breakdown of what to expect: 
 
Phase One Complete: Gnasher and Movement 
This test is specifically for the Competitive Tuning Set in Gears of War 4. 
 
In order to gather the specific feedback we need, we’re breaking the test down into phases, incrementally adding more of tuning changes as the test progresses. This allows us – and you – to focus on particular changes to Competitive when playing, rather than taking in everything all at once. 
 
Our first phase focuses on changes to the Gnasher and Player Movement. The goal of the new proposed shotgun and movement tuning developed with the Pros is to enable more diverse playstyles and create a better teamfight competitive experience. The Gnasher's damage will have a slower falloff, allowing smart shooters to two-shot down an enemy who might be charging towards them trying to get into one-shot range, or escaping while weak. To compensate, the Wallbounce delay has also been changed to enable players to have more movement options at their disposal when dealing with a slightly more punishing shotgun. 
 
Playlist Format 
     
  • Unranked Playlist
  • Modes: Escalation
  • Maps: Dam, Diner, Foundation, Harbor, Impact, Lift, Reclaimed
 
We encourage teams to join up in teams of 5 but the playlist is available to all players and group sizes.  
 
Post here to leave your feedback!
Senior Community Manager for Gears of War at The Coalition  
 
Follow Gears of War on Twitter and Facebook for all the latest on Gears  
Follow The Coalition on Twitter and Facebook for updates direct from the studio.  
You can follow me on Twitter - @OctusTC
I like the idea to slowly add in the newer features so we can see what's different. A+
Maybe it's good on LAN? No real way of knowing with this horrible lag compensation
OMG ! Delay has beed decreased !!!! Thanks TC !!! 
 
There was a thread before game launch, requesting decrease / remove the delay ! Finally it's here !! <3
The movement should be like that in every mode! Put Ranked King of the kill in competitive playlist!
Any delay removed from the gnasher is a step in the right direction
Please reduce delays on core TC It's the only modes I can play in EU
"Something's wrong with this thing, it keeps jamming..."
Nervous on this but movement at angles is key. There were issues and im ready to try
| My YouTube channel: AhMaZe RaNgeR| Be sure to follow me on Twitter for news @AhMaZeRaNgeR | Watch me on Twitch | Gears Forum Community Events Host. News www.gfce.weebly.com
If you want people to play this give bonus CR. No one cares about XP.
-------thesuicidefox-------  
youtube | twitter | twitch | xbox  
 
All maps, all weapons in one place!
KINGKENNY U DID IT! Finally we are getting decrease on the movement delays.
KINGKENNY U DID IT! Finally we are getting decrease on the movement delays.
Hail king kenny hahaha
"Something's wrong with this thing, it keeps jamming..."
appleUK wrote:
 
KINGKENNY U DID IT! Finally we are getting decrease on the movement delays.
 
 
Hail king kenny hahaha
All Hail King Kenny
Considering COMPETITIVE is only for Esc and Exe ranked, I believe that your "vision for the next evolution of Competitive" should include adding more modes to COMPETITIVE. KOTH and Dodgeball should really move over to COMPETITIVE ranked, not just Comp Warm-up. 
 
It's really painful having to constantly switch between these extremely different weapon tunings just to play modes you like and up your rank. CORE is just so horrible, and readjusting nonstop between the modes is so sloppy and unpleasant. 
 
Or just go ahead and merge the tunings already, because this is a big part of what is killing the game.
Count with me
Can't wait to get home and try it! 
 
Is there anything you don't like about it?
ORDER DILIGENCE PURITY  
@RUbearUS
Initial impression: It's good. Movement feels a lot more responsive and the Gnasher feels better overall. A tad more like core but in a good way, which is saying something.
-------thesuicidefox-------  
youtube | twitter | twitch | xbox  
 
All maps, all weapons in one place!
OMG ! Delay has beed decreased !!!! Thanks TC !!!  
 
There was a thread before game launch, requesting decrease / remove the delay ! Finally it's here !! <3
Yes after 8 month finally they did it, and here is the thread that you mentioned : 
Link
Like, like, like. Good movement, good gnasher, lancer on par. Happy to see FF enabled. Team kills will be punished, making team play even more important. 👍
Twitter  
Diner is the new, Old Bones
>Delays decreased but only in Competitive
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