Free For All Information We Know So Far PlayersTen players confirmed.
Character skins are not confirmed but multiple videos show Gears 3 characters and Judgment characters. Gears 3 characters are possibly placeholders.
GrenadesFrag grenades now can stick opponents to "reward players who have good accuracy."
You spawn with a medium-damage Frag in FFA.
Grenade wall plants are disabled.
Tagging can still be done to players by holding LB and pressing B.
Grenades can be aimed by holding LB.
Ink grenade no longer stun.
Ink grenades have larger AoE (Area of Effect) and DPS (Damage/second). Can be used as deterrents for halls, weapon pickups, doorways. Cannot be rolled or run through without doing DBNO (Down But Not Out).
Grenade counter next to weapon ammo in your HUD.
Grenades glow to more accurately outline them
Frag grenade damage has been lowered.
Loadouts & Weapon SwapsWhen spawning, you can choose between Lancer and Hammerburst for a primary, Snub for secondary.
In order to pick up a different secondary, you must switch to your Snub pistol and change out that weapon. Otherwise you will change out your Primary weapon.
Weapon pickups have a faster animation than previous Gears installments.
BreechshotPower Weapon.
One shot headshot, but if you aim for the body, it takes 3 shots to kill.
RiflesAll rifles (Lancer, Hammerburst, Retro lancer) have the same damage settings as Gears 3.
Retro Lancer is confirmed to be returning. Retro Charge is confirmed to return. Retro is a pickup weapon in FFA.
Failed Retro charge appears to do less damage than Gears 3.
ShotgunsSawed-off is confirmed to be returning. Damage setting is unknown. Pickup Weapon in FFA.
Gnasher is returning. Damage setting unknown. Pickup weapon in FFA.
CustomizationWeapon skins are returning. Flaming Lancer, Immulsion Hammerburst spotted in PAX videos.
Decals & Skins not confined to weapons.
Weapon Control ChangesTap "Y" to switch between primary/secondary weapons. Faster animation.
Hold "Y" to switch to pistol.
Tap "LB" to throw grenades. Overhand throw.
Hold "LB" to aim grenades. Underhand throw.
Hold "LB" and press "B" to tag grenades to players.
Tac-Com is now toggled through the D-Pad.
Press forward and "A" to mantle cover and also mantle kick.
Alternate Weapon Controls"X" to run and dive.
"A" to take cover.
Hold "RB" to pickup weapons.
Tap "RB" to reload (takes priority over weapon pickup).
Down on D-Pad for Tac-Com.
Cross-hairsCross-hairs are permanent when hip firing or hard aiming.
Hip fire cross-hairs fade, but still turn red when on an enemy.
Hard aim cross-hairs turn to full brightness.
Height DropsYou can roll or run off high ledges, up to "Two Stories" according to developers.
Slight fall damage when taking this course of action.
You can chainsaw/shoot enemies while falling.
ChainsawSmoke is emitted when the chainsaw is revved.
Time between revving and being immune to stun has been increased from Gears 3 levels.
Health RegeneratorPickup/Active effect.
Gives the player bursts of health to give a battle advantage.
Cannot survive one shot kills (Chainsaw, Retro charge, headshot, Gnasher gib, etc.)
MapsMaps are designed for individual modes.
Gondola and Library are the two maps showcased.
Maps for FFA are more height based.
SpawnsSpawn time is reduced.
Spawn protection time is reduced.
MechanicsStopping power is removed.
Retro and DBS will be altered.
Mantle kick is under review for consistency.
No active reload bonus.
Not keen on the crosshairs being permanent, seems a bit too noob friendly for my liking, maps designed for specific modes is a good idea, small maps for FFA, bigger maps for team based gametypes. Still not sure about the new control system having used the same system (bar the odd change) for 6 years, no doubt it's pretty easy to get used to though. No stopping power is a big plus, just like Gears 1.