TexiKenDammit!That fish really got me!Registered Userregular
I had the day off and so I played the game around 10AM CT, and it was actually the best hour of playtime I've had from the game in a long long time. I don't know if it's a combination of college kids playing, playing with possibly Europeans off of work and before twilight hours on Xbox, other normies with the day off playing, or the professionally unemployed cleaning up SR at that time, but everyone felt consistently like they were in plat or diamond and there wasn't a weak link in the team. And I only saw one Ligma the whole time as a team tried to put up a defense on the last point of Kings Row defense.
Hanzo: ... I have no answer to this.
Winston: ... I have no answer to this. He just runs away from Mei. I usually just ignore them as "Nothing I can do about this".
Symmetra: .... Not sure. I don't understand New Sym enough to know what her strengths even are, much less how to counter them. She just confuses me.
McCree: Mei? I don't know.
Soldier 76: .... no idea
Junkrat: I have no idea. I am constantly killed by Junks. I have no answer to their absurd damage output. I'd love some suggestions.
Ana: ... Not sure, maybe Sombra?
Sombra: Not sure
Doomfist: ???????
Ashe: Like McCree, I have no answer to her.
Baptiste: .... I don't know anything about this guy at all. I've never played him and don't know what his buttons are. He's far too new for me to have a counter ready for him yet.
Sigma: Same, too new
Sombra is The Counter to Doomfist. Hack him and he dies. Also if you're solid on Sombra you should be okay on Soldier, and Soldier is a very reasonable answer to a lot of your above problems.
Also Mei absolutely destroys Sigma.
Sombra's excellent V Bap - hacking or EMPing immortality.
Ashe/Hanzo/Widow: Sombra's vertical mobility allows her to engage on the high ground those snipers love so much. As a rule, they die to flankers.
Junkrat: soldier is a harder counter than Sombra. Sombra's just okay.
Ana: Sombra or Mei are both solid.
McCree: Sombra and Mei are solid, but Sombra will need to get within flash range to be effective.
Sym falls to decent aim. Her turrets will spoil a Sombra's hacks, so I'd say Mei or Soldier.
Winston: Sombra. Can't jump away now.
'Chance, you are the best kind of whore.' -Henroid
+2
mightyjongyoSour CrrmEast Bay, CaliforniaRegistered Userregular
edited October 2019
Im not sure if this is helpful or not because you might already know this, but when I'm struggling against a hero the question I keep asking myself is "what makes this so scary, and what can I do to mitigate whatever that is?"
For Doomfist specifically, it's the fact that his abilities let him more or less dive in, kill someone, and get back out, usually before someone has taken notice (especially in lower ranks). So what can we do to work around that? Generally speaking this means picking a hero that can counter that mobility with your own or with cc abilities, wait for him to initiate and shut him down when he's exposed.
It sounds like you're focusing on DPS so I guess here's what I would do:
If you're trying to peel for your team, hanging back and picking mcree is probably the best option. Yes, you don't have mobility, but playing with your backline lets you keep an eye out for the DF and gives you the flashbang so you can stun and kill him.
You mention you're good at mei, so you can bait him into using an ability -> ice block to stay alive -> wall to keep him on your side -> ice him
If you're committing to Sombra - use your backline as bait and then hack him once he drops, ez kill from there
Reaper lets you escape from a dive on you, personally, but doesn't help the rest of your team from getting picked. Your best bet here is to maybe push forward and get some counter-picks to get an advantage for your team and force the DF to pull back for the regroup?
Symm and Torb turrets mean you just need to predict where he'll try to initiate from and set up a turret ambush, the damage ought to either make him think twice about continuing the push or make it easier to pick him off before he gets one of yours.
As a team there are things that can be adjusted too -- have a support switch to brig, have everyone switch to high mobility heroes, get a hog to hook the fist, get a Zarya to bubble when he goes for the backline, Orisa can fortify and stop a rocket punch if positioned correctly, etc etc.
Also yeah everything that Chance said. Except for using Tracer for everything :P
mightyjongyo on
0
Monkey Ball WarriorA collection of mediocre hatsSeattle, WARegistered Userregular
edited October 2019
I kind of like Solider because he is simple to understand and has good mobility, but he does strongly depend on aiming (though maybe not as much as McCree/Ashe), and that's just not something I'm good at, which is why I stopped playing him.
People keep saying "immortality" in voice chat like I know wtf that even mean. I mean, I assume it is probably either Bap's square, or his totem, maybe that's his weird jump? Not knowing his ability's names or effects is starting to become an issue... I'm probably going to have to relent and play around with him in practice just so I can understand wtf people are even talking about. Sigma too, eventually. He seems to have a bunch of different kinds of rocks? Like some are volcanic and some are sedimentary? i really don't know .
This is not scaling well.
There are also a bunch of new weird sounds related to the new heroes? Like, for example, there used to be one "you hit someone" sound and now there's like 3 different ones? Each year I seem to understand this game less and less.
Monkey Ball Warrior on
"I resent the entire notion of a body as an ante and then raise you a generalized dissatisfaction with physicality itself" -- Tycho
Immortality Field is Baptiste's frisbee thing. If you're familiar with Dota it's functionally aoe Shallow Grave.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or it times out after 8 seconds. Blocking line of sight prevents it from working via stuff like Mei wall or pushing someone around a corner (or just pushing them out of the radius entirely like Rein pin or a Hog ult). It's immune to certain aoe effects like Zarya/Hanzo ult but not others like Reaper/Pharah ult.
Sigma only has one skill with a rock and there's no modes or anything to it, just the one type.
There are also a bunch of new weird sounds related to the new heroes? Like, for example, there used to be one "you hit someone" sound and now there's like 3 different ones? Each year I seem to understand this game less and less.
Actually I love those and there's 4.
1 - the "psht" you get when you shoot somebody.
2 - there's a slight, metallic modification to the above if you shoot armor.
3 - the beer-bottle "clink" of a headshot.
4 - the "zup" of a shot being nullified by immortality field.
There are also specific sounds when a shot is absorbed by D'Va's Matrix or Sigma's Suck, but those sounds don't... come from you, if that makes sense? They're not part of the audio feedback, IMO. The above 4 are audio information.
If you're committing to Sombra - use your backline as bait and then hack him once he drops, ez kill from there
Precisely. With Doom you wanna' play the wait-and-pounce game with Sombra, using your squishies as the lure. Take high ground and wait, with an eye on where you expect the Doom to make his appearance.
Immortality Field is Baptiste's frisbee thing. If you're familiar with Dota it's functionally aoe Shallow Grave.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or it times out after 8 seconds. Blocking line of sight prevents it from working via stuff like Mei wall or pushing someone around a corner (or just pushing them out of the radius entirely like Rein pin or a Hog ult). It's immune to certain aoe effects like Zarya/Hanzo ult but not others like Reaper/Pharah ult.
Sigma only has one skill with a rock and there's no modes or anything to it, just the one type.
To add to the jargon discussion, Immortality Field is also called IF, drone, and lamp.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or
*prevents going below 20% of max HP. So Mercy drops to 40, Hog drops to 120, etc.
Interesting note: if you don't kill it, the lamp has the potential to be up and active for 40% of a match.
'Chance, you are the best kind of whore.' -Henroid
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or
*prevents going below 20% of max HP. So Mercy drops to 40, Hog drops to 120, etc.
Interesting note: if you don't kill it, the lamp has the potential to be up and active for 40% of a match.
and the key to this is usually something most baptiste really struggle with...put your damn lamp behind a wall, the effect goes through and around walls so your team can pop out without fear of dying while the lamp won't get blasted.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or
*prevents going below 20% of max HP. So Mercy drops to 40, Hog drops to 120, etc.
Interesting note: if you don't kill it, the lamp has the potential to be up and active for 40% of a match.
and the key to this is usually something most baptiste really struggle with...put your damn lamp behind a wall, the effect goes through and around walls so your team can pop out without fear of dying while the lamp won't get blasted.
I do generally prefer forced 2-2-2, but I'm glad quick play classic will have a permanent slot in the arcade. Just had a match on Nepal that started with 5 DPS and 1 heal, so I went Ham after first point. The best times I've had on Ball are when solo tanking and a lot of DPS are taking advantage of the chaos. I'm glad it isn't gone forever.
The end of the second round brought this moment. Enemy DVA throws a last second bomb, but I'm pretty sure that it won't go off before the end of the round, so I emote. Result was this picture perfect moment.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or
*prevents going below 20% of max HP. So Mercy drops to 40, Hog drops to 120, etc.
Interesting note: if you don't kill it, the lamp has the potential to be up and active for 40% of a match.
and the key to this is usually something most baptiste really struggle with...put your damn lamp behind a wall, the effect goes through and around walls so your team can pop out without fear of dying while the lamp won't get blasted.
I do generally prefer forced 2-2-2, but I'm glad quick play classic will have a permanent slot in the arcade. Just had a match on Nepal that started with 5 DPS and 1 heal, so I went Ham after first point. The best times I've had on Ball are when solo tanking and a lot of DPS are taking advantage of the chaos. I'm glad it isn't gone forever.
The end of the second round brought this moment. Enemy DVA throws a last second bomb, but I'm pretty sure that it won't go off before the end of the round, so I emote. Result was this picture perfect moment.
Nice. One of the thing I love most about the replay feature is now we can finally kind of curate nice screenshots of Overwatch - something that was never an option outside of the most-dedicated spectator mode users.
I'm still too sick to play well, I figure, but I spent last night trying to put screenshots together for a blog post about the Wisp skin. Which may turn out to be an overambitious plan, but there were two moments in the match I needed to immortalize in screenshots.
It's kind of amazing how far away everyone is from each other, once you start looking at OW in third-person. Like I melee'd this Sombra from like... Tracer's full body height away.
Rrrrraaaa!
And also I just liked this:
Chance on
'Chance, you are the best kind of whore.' -Henroid
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
On PC? No - you'd need a capture thingie.
On consoles just hit the share button.
'Chance, you are the best kind of whore.' -Henroid
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
As someone with a poop computer, I agree. An in client replay editor would be amazing.
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
As someone with a poop computer, I agree. An in client replay editor would be amazing.
A video editor is drawing from several massive (100s of MBs, a lot more at better than 1080p30, per file) files, and manipulating them in real-time as you edit and review your work - they pull an insane amount of memory resources, and require a ton of processing power. Having an editor built-in to Overwatch is like... ooh I got it. It's like having a steam roller on the front of a Honda Civic. Those are two different things designed to do two different jobs.
'Chance, you are the best kind of whore.' -Henroid
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
As someone with a poop computer, I agree. An in client replay editor would be amazing.
A video editor is drawing from several massive (100s of MBs, a lot more at better than 1080p30, per file) files, and manipulating them in real-time as you edit and review your work - they pull an insane amount of memory resources, and require a ton of processing power. Having an editor built-in to Overwatch is like... ooh I got it. It's like having a steam roller on the front of a Honda Civic. Those are two different things designed to do two different jobs.
I would have agreed before the full game replay system was released, but now... it's not actual video, right? Unless I'm completely off base on how it works, each game is saved as basically a list of commands to the engine. Exporting those commands to a video is... well, it's the same tech they already use for saving highlights, just a longer end result video file.
A full editing suite would be overkill, but I would think just exporting a full match to a video shouldn't be much of a stretch than they have now.
You're not talking about editing now - that'd just a capture. And it's definitely easier, but it would still require Overwatch locking off tons of system memory to build the video file.
'Chance, you are the best kind of whore.' -Henroid
Is there any way to export an Overwatch replay to a video file? Like, from a single hero's perspective? Aside from using video capture. Seems like this should just be a baked in feature.
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
As someone with a poop computer, I agree. An in client replay editor would be amazing.
A video editor is drawing from several massive (100s of MBs, a lot more at better than 1080p30, per file) files, and manipulating them in real-time as you edit and review your work - they pull an insane amount of memory resources, and require a ton of processing power. Having an editor built-in to Overwatch is like... ooh I got it. It's like having a steam roller on the front of a Honda Civic. Those are two different things designed to do two different jobs.
You're not talking about editing now - that'd just a capture. And it's definitely easier, but it would still require Overwatch locking off tons of system memory to build the video file.
Well, I was initially just talking about the capture, not a full editing suite. Doesn't all the video rendering happen client-side anyway? I would think the actual load on Blizzard's servers would be minimal, as the encoding all happens on the user's PC. Obviously that would lock up Overwatch on the local machine, just like it does when saving a highlight, but I think it would be faster than capturing it using external software, since it doesn't need to play the video to do so.
I could be totally wrong on how OW works in this regard, though.
This isn't exactly my wheelhouse either - I just know that the video editor on my PC eats like 100% of my system resources, and Sharefactory on PS4 requires you to close down all other applications first, can still crash sometimes, and can only use 50 clips in any one project.
Idk what just having a capture system requires. It would seem to be little enough that it's built directly into the PS4/XboxO's OS.
'Chance, you are the best kind of whore.' -Henroid
The rest of the blog is pretty much just posting podcasts. My personal life is hectic as shit, and generally leaves me no time to tend to my precious little corner of the internet >.< but today I did the thing!
'Chance, you are the best kind of whore.' -Henroid
Via Reddit, these seem to be the first leaks that have some weight to them re: Blizzcon/Overwatch announcements, although nothing hugely mindblowing here
There's been some major leaking regarding blizzcon and overwatch 2.
How reliable is the source ?
Very. The leaker is Metro_ow a streamer with a reliable background. He most notably leaked Ashe's name, cinematic and abilities a week before Blizzcon last year.
What got leaked
Overwatch 2 to be revealed at blizzcon through a cinematic short (SHORT SPOILERS AT THE END)
Overwatch 2 seems to be the official title. Big "2" on the screen as the end of the short as Jeff walks on stage.
it's a full, triple A PvE AND PvP game
features a full leveling system that alters the hero's abilities
for example, Tracer can augment her bomb to stick multiple enemies at once
Also I just checked my replays and I'm at 9 and 1 right now, even as I feel I've been playin' really poorly ^.^ this patch has been kind in all kindsa' ways.
Chance on
'Chance, you are the best kind of whore.' -Henroid
without changing the central hero switching caveat that sets Overwatch apart from a bunch of other things, which I'm 100% a-okay with.
I think personally,
they mainly want a clean break to re-monetize it into a more Battlepass-y type affair or just more frequently rolling out cosmetics and ways to get money from people now that lootboxes are both so soured on and long time players have run them dry, kind of like Heroes of the Storm 2.0 was billed as. I can't see Overwatch 1 being put into basically maintenance mode just weeks after the Switch release, but "Overwatch 2.0" could easily be something like a pack of story missions as an add-on, with 3-4 more each season, plus just more things to coax open wallets, which is where I think Overwatch's model really fell apart. It's just plain weird to me how few emotes, poses, etc there are and every time they put out a new one locked to OWL tokens or a charity drive or whatever, it seems to sell like gangbusters.
Still uncertain about whether or not OW2 PvP is going to be backwards compatible with OW1 PvP. I'd guess it will be, assuming that they are the same game and no dramatic game system changes are happening. OW2 could still have new PvP/Arcade modes aside from the core QP and Comp, as well as new types of cosmetics, maybe OW2-only characters, etc. I'm pretty confident that they will at least carry forward all existing characters and cosmetics, and if you do that then it's basically the same game.
PvE will be the meat of the announcement I think. That's where they'll expect to draw in the most new people, as well as returning players who aren't that interested in regular PvP. It's peculiar that the leak mentions young Genji. I really really hope that doesn't mean this whole thing is going to be taking place in the past again like Archives, I'm so bored of that and it limits the character pool a lot. This is their opportunity to actually move the story forward in an ongoing way.
without changing the central hero switching caveat that sets Overwatch apart from a bunch of other things, which I'm 100% a-okay with.
I think personally,
they mainly want a clean break to re-monetize it into a more Battlepass-y type affair or just more frequently rolling out cosmetics and ways to get money from people now that lootboxes are both so soured on and long time players have run them dry, kind of like Heroes of the Storm 2.0 was billed as. I can't see Overwatch 1 being put into basically maintenance mode just weeks after the Switch release, but "Overwatch 2.0" could easily be something like a pack of story missions as an add-on, with 3-4 more each season, plus just more things to coax open wallets, which is where I think Overwatch's model really fell apart. It's just plain weird to me how few emotes, poses, etc there are and every time they put out a new one locked to OWL tokens or a charity drive or whatever, it seems to sell like gangbusters.
I'm not even talkin' about in-match, like... I don't want to be in a situation where
That McCree may be using the +5.0 damage talent, which means a single headshot is deadly, but I won't know that he's not until he hits me with his +4-meter range flash, thanks to his investment in Pitchin' Arm - meaning he's clearly specced into the CC tree.
Overwatch already has an obscene amount of hard-to-balance depth. It doesn't need to be more inscrutable to the newcomer, and fights don't need to be harder to read at a glance.
Whether that's some sort of MOBA during-the-match progression or a COD-style thing where you get better stuff the more you play, but those are unlocked between matches, it's unappetizing to me.
'Chance, you are the best kind of whore.' -Henroid
without changing the central hero switching caveat that sets Overwatch apart from a bunch of other things, which I'm 100% a-okay with.
I think personally,
they mainly want a clean break to re-monetize it into a more Battlepass-y type affair or just more frequently rolling out cosmetics and ways to get money from people now that lootboxes are both so soured on and long time players have run them dry, kind of like Heroes of the Storm 2.0 was billed as. I can't see Overwatch 1 being put into basically maintenance mode just weeks after the Switch release, but "Overwatch 2.0" could easily be something like a pack of story missions as an add-on, with 3-4 more each season, plus just more things to coax open wallets, which is where I think Overwatch's model really fell apart. It's just plain weird to me how few emotes, poses, etc there are and every time they put out a new one locked to OWL tokens or a charity drive or whatever, it seems to sell like gangbusters.
I'm not even talkin' about in-match, like... I don't want to be in a situation where
That McCree may be using the +5.0 damage talent, which means a single headshot is deadly, but I won't know that he's not until he hits me with his +4-meter range flash, thanks to his investment in Pitchin' Arm - meaning he's clearly specced into the CC tree.
Overwatch already has an obscene amount of hard-to-balance depth. It doesn't need to be more inscrutable to the newcomer, and fights don't need to be harder to read at a glance.
Whether that's some sort of MOBA during-the-match progression or a COD-style thing where you get better stuff the more you play, but those are unlocked between matches, it's unappetizing to me.
I don't see any way in hell that they replace the current gameplay with that sort of thing. The most I could imagine is if there's a PvP Arcade mode where you get to bring in your PvE characters for funsies.
Paladins does (did?) both those things and I hated that immensely. I can't see Blizzard looking at that and saying to themselves "That didn't work for them, but I bet it works for us!"
But in a PVE mode? Yeah. Who the fuck cares about balance or shit. Just do whatever seems cool and/or whatever neat things people came up with in Workshop.
Paladins does (did?) both those things and I hated that immensely. I can't see Blizzard looking at that and saying to themselves "That didn't work for them, but I bet it works for us!"
But in a PVE mode? Yeah. Who the fuck cares about balance or shit. Just do whatever seems cool and/or whatever neat things people came up with in Workshop.
It's basically what TF2 did with Mann vs. Machine. Heavy augmentation of weapons and abilities in PvE only.
I think the likely case of how OW 1 and 2 interact is that 1 is still the base game but you can upgrade to 2 to get the PvE and extra skins and what not they toss in. If you don't have either you can just buy the whole package. I really don't care for the battle pass structure but I get why they would go that direction.
Paladins does (did?) both those things and I hated that immensely. I can't see Blizzard looking at that and saying to themselves "That didn't work for them, but I bet it works for us!"
But in a PVE mode? Yeah. Who the fuck cares about balance or shit. Just do whatever seems cool and/or whatever neat things people came up with in Workshop.
It's basically what TF2 did with Mann vs. Machine. Heavy augmentation of weapons and abilities in PvE only.
I think the likely case of how OW 1 and 2 interact is that 1 is still the base game but you can upgrade to 2 to get the PvE and extra skins and what not they toss in. If you don't have either you can just buy the whole package. I really don't care for the battle pass structure but I get why they would go that direction.
That sounds nice.
'Chance, you are the best kind of whore.' -Henroid
I know this has probably been discussed ad nauseam, but I just started playing again for the first time since right before Sigma dropped. This new forced role thing sucks. I get what they are trying to do, but not being able to switch roles during a match sucks.
Is classic quick play at least an arcade stable like mystery heroes?
Sooo in OWL news, this clip from a Sideshow test stream got posted today. Him, Custa, and Neptuno apparently not knowing the stream was live and dishing dirt about trades/signings
At first everyone thought it was just them messing with people, but it's looking like it might actually be legit. If so, the tl;dr is:
- Fuel have signed Gamsu from Dragons
- Gladiators have signed OGE from Fuel and are in the process of signing Space from Valiant
- Defiant have signed Agilities and Kariv from Valiant, and Surefour from Gladiators
There's also some talk about attempted trades that fell through, and how Valiant is going full budget next year and paying minimum amounts for players (so probably gonna stink up the joint).
Again, still total rumor/unsure if the video is a bait, but those are some huge-ass trades if true.
If those are true, Gladiators might actually be better next year despite losing Hydration, Surefour, and Roar as long as they can find a good DPS to pair with Decay. Also, yay for Canadians on one of the Canadian teams (I know they already had Mangachu)!
Posts
Tracer.
Sombra is The Counter to Doomfist. Hack him and he dies. Also if you're solid on Sombra you should be okay on Soldier, and Soldier is a very reasonable answer to a lot of your above problems.
Also Mei absolutely destroys Sigma.
Sombra's excellent V Bap - hacking or EMPing immortality.
Ashe/Hanzo/Widow: Sombra's vertical mobility allows her to engage on the high ground those snipers love so much. As a rule, they die to flankers.
Junkrat: soldier is a harder counter than Sombra. Sombra's just okay.
Ana: Sombra or Mei are both solid.
McCree: Sombra and Mei are solid, but Sombra will need to get within flash range to be effective.
Sym falls to decent aim. Her turrets will spoil a Sombra's hacks, so I'd say Mei or Soldier.
Winston: Sombra. Can't jump away now.
For Doomfist specifically, it's the fact that his abilities let him more or less dive in, kill someone, and get back out, usually before someone has taken notice (especially in lower ranks). So what can we do to work around that? Generally speaking this means picking a hero that can counter that mobility with your own or with cc abilities, wait for him to initiate and shut him down when he's exposed.
It sounds like you're focusing on DPS so I guess here's what I would do:
If you're trying to peel for your team, hanging back and picking mcree is probably the best option. Yes, you don't have mobility, but playing with your backline lets you keep an eye out for the DF and gives you the flashbang so you can stun and kill him.
You mention you're good at mei, so you can bait him into using an ability -> ice block to stay alive -> wall to keep him on your side -> ice him
If you're committing to Sombra - use your backline as bait and then hack him once he drops, ez kill from there
Reaper lets you escape from a dive on you, personally, but doesn't help the rest of your team from getting picked. Your best bet here is to maybe push forward and get some counter-picks to get an advantage for your team and force the DF to pull back for the regroup?
Symm and Torb turrets mean you just need to predict where he'll try to initiate from and set up a turret ambush, the damage ought to either make him think twice about continuing the push or make it easier to pick him off before he gets one of yours.
As a team there are things that can be adjusted too -- have a support switch to brig, have everyone switch to high mobility heroes, get a hog to hook the fist, get a Zarya to bubble when he goes for the backline, Orisa can fortify and stop a rocket punch if positioned correctly, etc etc.
Also yeah everything that Chance said. Except for using Tracer for everything :P
People keep saying "immortality" in voice chat like I know wtf that even mean. I mean, I assume it is probably either Bap's square, or his totem, maybe that's his weird jump? Not knowing his ability's names or effects is starting to become an issue... I'm probably going to have to relent and play around with him in practice just so I can understand wtf people are even talking about. Sigma too, eventually. He seems to have a bunch of different kinds of rocks? Like some are volcanic and some are sedimentary? i really don't know .
This is not scaling well.
There are also a bunch of new weird sounds related to the new heroes? Like, for example, there used to be one "you hit someone" sound and now there's like 3 different ones? Each year I seem to understand this game less and less.
It prevents everyone inside the radius of the effect from going below 40 health which prevents death. It has 200 health which you can deplete to end the effect or it times out after 8 seconds. Blocking line of sight prevents it from working via stuff like Mei wall or pushing someone around a corner (or just pushing them out of the radius entirely like Rein pin or a Hog ult). It's immune to certain aoe effects like Zarya/Hanzo ult but not others like Reaper/Pharah ult.
Sigma only has one skill with a rock and there's no modes or anything to it, just the one type.
Actually I love those and there's 4.
1 - the "psht" you get when you shoot somebody.
2 - there's a slight, metallic modification to the above if you shoot armor.
3 - the beer-bottle "clink" of a headshot.
4 - the "zup" of a shot being nullified by immortality field.
There are also specific sounds when a shot is absorbed by D'Va's Matrix or Sigma's Suck, but those sounds don't... come from you, if that makes sense? They're not part of the audio feedback, IMO. The above 4 are audio information.
Also
Precisely. With Doom you wanna' play the wait-and-pounce game with Sombra, using your squishies as the lure. Take high ground and wait, with an eye on where you expect the Doom to make his appearance.
Also,
To add to the jargon discussion, Immortality Field is also called IF, drone, and lamp.
It's perfect.
*prevents going below 20% of max HP. So Mercy drops to 40, Hog drops to 120, etc.
Interesting note: if you don't kill it, the lamp has the potential to be up and active for 40% of a match.
and the key to this is usually something most baptiste really struggle with...put your damn lamp behind a wall, the effect goes through and around walls so your team can pop out without fear of dying while the lamp won't get blasted.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
That's not correct. It's strictly line of sight.
You should still absolutely put it behind a corner and then stand in the choke and taunt bunker comps though.
The end of the second round brought this moment. Enemy DVA throws a last second bomb, but I'm pretty sure that it won't go off before the end of the round, so I emote. Result was this picture perfect moment.
well now i know why people kept dying!
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
Nice. One of the thing I love most about the replay feature is now we can finally kind of curate nice screenshots of Overwatch - something that was never an option outside of the most-dedicated spectator mode users.
I'm still too sick to play well, I figure, but I spent last night trying to put screenshots together for a blog post about the Wisp skin. Which may turn out to be an overambitious plan, but there were two moments in the match I needed to immortalize in screenshots.
It's kind of amazing how far away everyone is from each other, once you start looking at OW in third-person. Like I melee'd this Sombra from like... Tracer's full body height away.
Rrrrraaaa!
And also I just liked this:
I've really enjoyed looking at the expressions and character poses really close up. There's a ton of really nice detail in this game that will mostly never be seen.
On PC? No - you'd need a capture thingie.
On consoles just hit the share button.
As someone with a poop computer, I agree. An in client replay editor would be amazing.
A video editor is drawing from several massive (100s of MBs, a lot more at better than 1080p30, per file) files, and manipulating them in real-time as you edit and review your work - they pull an insane amount of memory resources, and require a ton of processing power. Having an editor built-in to Overwatch is like... ooh I got it. It's like having a steam roller on the front of a Honda Civic. Those are two different things designed to do two different jobs.
I would have agreed before the full game replay system was released, but now... it's not actual video, right? Unless I'm completely off base on how it works, each game is saved as basically a list of commands to the engine. Exporting those commands to a video is... well, it's the same tech they already use for saving highlights, just a longer end result video file.
A full editing suite would be overkill, but I would think just exporting a full match to a video shouldn't be much of a stretch than they have now.
I want a steamroller in a Honda Civic though
Well, I was initially just talking about the capture, not a full editing suite. Doesn't all the video rendering happen client-side anyway? I would think the actual load on Blizzard's servers would be minimal, as the encoding all happens on the user's PC. Obviously that would lock up Overwatch on the local machine, just like it does when saving a highlight, but I think it would be faster than capturing it using external software, since it doesn't need to play the video to do so.
I could be totally wrong on how OW works in this regard, though.
Idk what just having a capture system requires. It would seem to be little enough that it's built directly into the PS4/XboxO's OS.
If anyone wants a really close look at Tracer's Will-O-Wisp skin, I just made a blog post about all the event skins and all the neat little details on Wisp, specifically.
The rest of the blog is pretty much just posting podcasts. My personal life is hectic as shit, and generally leaves me no time to tend to my precious little corner of the internet >.< but today I did the thing!
As long as
Also I just checked my replays and I'm at 9 and 1 right now, even as I feel I've been playin' really poorly ^.^ this patch has been kind in all kindsa' ways.
I think personally,
PvE will be the meat of the announcement I think. That's where they'll expect to draw in the most new people, as well as returning players who aren't that interested in regular PvP. It's peculiar that the leak mentions young Genji. I really really hope that doesn't mean this whole thing is going to be taking place in the past again like Archives, I'm so bored of that and it limits the character pool a lot. This is their opportunity to actually move the story forward in an ongoing way.
I'm not even talkin' about in-match, like... I don't want to be in a situation where
Overwatch already has an obscene amount of hard-to-balance depth. It doesn't need to be more inscrutable to the newcomer, and fights don't need to be harder to read at a glance.
Whether that's some sort of MOBA during-the-match progression or a COD-style thing where you get better stuff the more you play, but those are unlocked between matches, it's unappetizing to me.
But in a PVE mode? Yeah. Who the fuck cares about balance or shit. Just do whatever seems cool and/or whatever neat things people came up with in Workshop.
It's basically what TF2 did with Mann vs. Machine. Heavy augmentation of weapons and abilities in PvE only.
I think the likely case of how OW 1 and 2 interact is that 1 is still the base game but you can upgrade to 2 to get the PvE and extra skins and what not they toss in. If you don't have either you can just buy the whole package. I really don't care for the battle pass structure but I get why they would go that direction.
That sounds nice.
Is classic quick play at least an arcade stable like mystery heroes?
https://www.youtube.com/watch?v=88_zstOVFuk
At first everyone thought it was just them messing with people, but it's looking like it might actually be legit. If so, the tl;dr is:
- Fuel have signed Gamsu from Dragons
- Gladiators have signed OGE from Fuel and are in the process of signing Space from Valiant
- Defiant have signed Agilities and Kariv from Valiant, and Surefour from Gladiators
There's also some talk about attempted trades that fell through, and how Valiant is going full budget next year and paying minimum amounts for players (so probably gonna stink up the joint).
Again, still total rumor/unsure if the video is a bait, but those are some huge-ass trades if true.