Think I'm gonna stop playing until the Torbjorn nerfs come. It's just not any fun.
I might be coming off as a broken record here with all my Reinhardt talk but he absolutely shits on Torb. Keep the shield up while you advance and he's zero threat. Helps if you have a teammate to fire on the turret while you push up, but even without one its way easier than this thread is painting it to be.
cptruggedI think it has something to do with free will.Registered Userregular
edited February 2016
Now imagine he can just build a lvl 3 turret like in previous betas and you'll see he was... useless?
Like everyone talked about how useless he was when his turret was stronger. I guess it was still easier to kill the old level 3 than deal with new molten core. Or it was probably scrap cost that changed it. You could barely keep a turret up for very long at all before simply because you had to run out and get scrap to get it above lvl 1.
I could see six Reinhardts advancing, taking turns shielding and regenerating shields, but I'm not sure how they kill the six Torbjorns + six turrets when they get there
I could see six Reinhardts advancing, taking turns shielding and regenerating shields, but I'm not sure how they kill the six Torbjorns + six turrets when they get there
Science must be done!
+1
cptruggedI think it has something to do with free will.Registered Userregular
They didn't, really. TF2's gameplay broke down pretty badly into a futile stalemate with more than about 3 of any class per team.
Seems like balance does a similar thing in this game with certain characters. Seems like a hard thing to balance.
I once was attacking on a payload mission and the defending team went 5 junkrat + mercy. We wouldn't get anywhere near the payload. Eventually we just broke down and played 5 Pharahs. The explosions were real.
Is there really any reason other than players wanting to play the characters they like to not have limits?
Spies
Uber push
Kritz Push
demo's
Scouts with immunity absorbing fire
Snipers taking out the engis
Stacking one class in TF2 only leads to a loss against any kind of competent opponent.
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Yeah, a combination of spies and medic + demoman uber pushes could easily clear out an engineer spam team in TF2.
Now, it did require a team organized enough to protect their medics and let them build up uber, but, if your team can't get that coordinate you kind of deserve the loss.
Competitive TF2 also banned a lot of the classes/items, limited you to 1 of certain classes and had things running that made weapons have no random bullet spread, etc.
Earlier there were often 6 v 6 servers and some of the maps were designed with that number in mind but people tended to want more chaos so 12 v 12 became much more common.
And they wanted everything in the whole game balanced around it, too.
and Valve correctly chose to ignore them nearly all of the time
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
I think I heard the competitive matchmaking Volvo is adding to TF2 is 6s and if that's true that's a huge mistake
Highlander is how the game should be played
But basically you can't look to TF2 for solutions to the Torbjorn problem because shields don't exist in TF2. There's nothing to stop grenades or rockets spamming out a sentry aside from like, a heavy with two medics healing them standing in front of it, and even he is liable to die to spam (or a sniper).
Spies
Uber push
Kritz Push
demo's
Scouts with immunity absorbing fire
Snipers taking out the engis
Stacking one class in TF2 only leads to a loss against any kind of competent opponent.
A single soldier with Direct Hit and a good knowledge of positioning
Loch'n'load as well, usually better when you can't outrange it since 2 Loch pills is a guaranteed kill on any sentry short of it getting picked up between hits.
Miscellaneous
Completed a tuning pass for end-of-match commendations
Increased the cooldown on using Voice Lines
HERO BALANCE CHANGES:
Bastion
Configuration: Recon
Maximum weapon spread decreased by 25%
Configuration: Sentry
No longer gains any armor bonus
All changes to bullet damage made in our February 9 beta patch have been reverted
Developer comments: We’ve given Configuration: Recon a bit of a boost to allow Bastion to “run-and-gun” more efficiently when needed. We’ve also made a significant change to Bastion’s survivability when in Configuration: Sentry; by removing the 300 additional armor, Bastion is now more vulnerable to attack, but loses none of its offensive power. We’re very eager to see how both of these updates play out in the beta.
D.Va
D.Va’s mech is no longer move- or aim-locked after being called down
Self-Destruct
Ultimate charge now generates passively even when D.Va is dead or her mech is destroyed
Call Mech
Ultimate cost decreased by 20%
Developer comments: The changes we made to how heroes gain Ultimate charge in the February 9 beta patch had some unintended side effects for D.Va, making it much harder for her to generate Ultimate than before. These changes should help correct this pain point, as well as provide a nice quality-of-life change to the process of summoning her mech.
Mei
Endothermic Blaster
Alternate Fire
Ammo cost decreased from 50 to 40
Developer comments: The goal of this small change is make it so that using Mei’s alternate fire doesn’t feel like it’s compromising her primary fire.
Mercy
Guardian Angel
Can no longer target the souls of dead allies
Developer comments: The change we made to Guardian Angel in the February 9 beta patch (allowing the ability to target the souls of dead allies) was intended to help Mercy get to where her Resurrect may be the most needed. In practice, this change caused problems. We saw a lot of feedback from players noting that they’d accidentally target a dead ally when they meant to target a living ally, or that they’d target a dead ally thinking it was a living ally initially. As a result, we’ve reverted the original change.
Torbjörn
Turret bullet damage decreased from 16 to 14
Turret repair amount decreased from 100 to 50 health per swing
Rivet Gun
Maximum ammo decreased from 20 to 18
Alternate Fire
Cost decreased from 5 to 3
Developer comments: Torbjörn’s turrets currently feel a little too powerful, so (to start) we’re taking away some of their power as well as removing Torbjörn’s ability to out-repair reasonable incoming damage. Torbjörn’s Rivet gun is also getting a small boost to allow for more liberal use of his Alternate Fire when needed.
BUG FIXES:
General
Fixed several in-game locations in which it was possible to use Tracer’s Blink ability to exit intended play space
Fixed an issue when blue-colored effects would sometimes get “stuck” on screen
Fixed a crash that could happen when opening Loot Boxes
Fixed several client- and sever-side crashes
Heroes
Fixed an issue that caused Zenyatta to receive more credit than intended for kill assists when determining Play of the Game
Spectating
Projectiles will now appear to line up more correctly with targets when viewing a player in Spectator Mode
Posts
mei and... tracers leggings
Honestly I haven't been super impressed with his Genji, after watching Poke play Genji.
there's always one chucklehead who's just gotta suggest squats
I think it will probably be torbjorn's turret
I might be coming off as a broken record here with all my Reinhardt talk but he absolutely shits on Torb. Keep the shield up while you advance and he's zero threat. Helps if you have a teammate to fire on the turret while you push up, but even without one its way easier than this thread is painting it to be.
What a dumb hero. He's successfully made me hate this dumb game, so congrats I guess.
(yes, we had a reinhart, and a widowmaker, and a pharrah)
But you can't block six turrets hidden well all at once
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Like everyone talked about how useless he was when his turret was stronger. I guess it was still easier to kill the old level 3 than deal with new molten core. Or it was probably scrap cost that changed it. You could barely keep a turret up for very long at all before simply because you had to run out and get scrap to get it above lvl 1.
Well I mean. If Reinhardt counters Torbjorn, then what counters 6 Torbjorns?
I think the answer is obvious.
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Science must be done!
6 Turrets is just ridiculous though.
How did folks in TF2 beat 6 Engys?
Spy sappin' mah sentries!
Nobody suspects the 7th Engineer on the team
Edit: 11th? TF2 is 10v10 inn't? I can't believe I can't remember this.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Server limits on classes.
Seems like balance does a similar thing in this game with certain characters. Seems like a hard thing to balance.
I once was attacking on a payload mission and the defending team went 5 junkrat + mercy. We wouldn't get anywhere near the payload. Eventually we just broke down and played 5 Pharahs. The explosions were real.
Is there really any reason other than players wanting to play the characters they like to not have limits?
Spies
Uber push
Kritz Push
demo's
Scouts with immunity absorbing fire
Snipers taking out the engis
Stacking one class in TF2 only leads to a loss against any kind of competent opponent.
In regards to the advocates of his former empire: “I was going to have them all executed… the Royal Advocate talked me out of it.” -Shadowthrone (Emperor Kellanved)
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Now, it did require a team organized enough to protect their medics and let them build up uber, but, if your team can't get that coordinate you kind of deserve the loss.
As I recall TF2 is 12v12 in regular servers, 16v16 in expanded servers that usually turned into endless stalemates anyhow.
Competitive was 6v6.
It was very, very different than regular TF2.
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And they wanted everything in the whole game balanced around it, too.
this is decidedly untrue
there are lots of highlander leagues and it's a much better way to play the game
and Valve correctly chose to ignore them nearly all of the time
Highlander is how the game should be played
But basically you can't look to TF2 for solutions to the Torbjorn problem because shields don't exist in TF2. There's nothing to stop grenades or rockets spamming out a sentry aside from like, a heavy with two medics healing them standing in front of it, and even he is liable to die to spam (or a sniper).
A single soldier with Direct Hit and a good knowledge of positioning
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Or just add a cooldown of a couple of seconds after using it.
Loch'n'load as well, usually better when you can't outrange it since 2 Loch pills is a guaranteed kill on any sentry short of it getting picked up between hits.
http://us.battle.net/forums/en/overwatch/topic/20742434780
Miscellaneous
Completed a tuning pass for end-of-match commendations
Increased the cooldown on using Voice Lines
HERO BALANCE CHANGES:
Bastion
Configuration: Recon
Maximum weapon spread decreased by 25%
Configuration: Sentry
No longer gains any armor bonus
All changes to bullet damage made in our February 9 beta patch have been reverted
Developer comments: We’ve given Configuration: Recon a bit of a boost to allow Bastion to “run-and-gun” more efficiently when needed. We’ve also made a significant change to Bastion’s survivability when in Configuration: Sentry; by removing the 300 additional armor, Bastion is now more vulnerable to attack, but loses none of its offensive power. We’re very eager to see how both of these updates play out in the beta.
D.Va
D.Va’s mech is no longer move- or aim-locked after being called down
Self-Destruct
Ultimate charge now generates passively even when D.Va is dead or her mech is destroyed
Call Mech
Ultimate cost decreased by 20%
Developer comments: The changes we made to how heroes gain Ultimate charge in the February 9 beta patch had some unintended side effects for D.Va, making it much harder for her to generate Ultimate than before. These changes should help correct this pain point, as well as provide a nice quality-of-life change to the process of summoning her mech.
Mei
Endothermic Blaster
Alternate Fire
Ammo cost decreased from 50 to 40
Developer comments: The goal of this small change is make it so that using Mei’s alternate fire doesn’t feel like it’s compromising her primary fire.
Mercy
Guardian Angel
Can no longer target the souls of dead allies
Developer comments: The change we made to Guardian Angel in the February 9 beta patch (allowing the ability to target the souls of dead allies) was intended to help Mercy get to where her Resurrect may be the most needed. In practice, this change caused problems. We saw a lot of feedback from players noting that they’d accidentally target a dead ally when they meant to target a living ally, or that they’d target a dead ally thinking it was a living ally initially. As a result, we’ve reverted the original change.
Torbjörn
Turret bullet damage decreased from 16 to 14
Turret repair amount decreased from 100 to 50 health per swing
Rivet Gun
Maximum ammo decreased from 20 to 18
Alternate Fire
Cost decreased from 5 to 3
Developer comments: Torbjörn’s turrets currently feel a little too powerful, so (to start) we’re taking away some of their power as well as removing Torbjörn’s ability to out-repair reasonable incoming damage. Torbjörn’s Rivet gun is also getting a small boost to allow for more liberal use of his Alternate Fire when needed.
BUG FIXES:
General
Fixed several in-game locations in which it was possible to use Tracer’s Blink ability to exit intended play space
Fixed an issue when blue-colored effects would sometimes get “stuck” on screen
Fixed a crash that could happen when opening Loot Boxes
Fixed several client- and sever-side crashes
Heroes
Fixed an issue that caused Zenyatta to receive more credit than intended for kill assists when determining Play of the Game
Spectating
Projectiles will now appear to line up more correctly with targets when viewing a player in Spectator Mode