Sideshow hasn't watched any of the first half and he comes out and guesses the score before they show him a few setups from the first match and he has to guess what happens next. Highlights include guessing Jinmu 3k Barrage but he actually gets denied and killed by Choihyobin and guessing that YXL EMPs and wins the fight when he actually hits nobody with it. Sideshow almost falls over when he sees the last one.
Sideshow hasn't watched any of the first half and he comes out and guesses the score before they show him a few setups from the first match and he has to guess what happens next. Highlights include guessing Jinmu 3k Barrage but he actually gets denied and killed by Choihyobin and guessing that YXL EMPs and wins the fight when he actually hits nobody with it. Sideshow almost falls over when he sees the last one.
They did that with the Houston game too.
I'll have to back and check it out. I had to watch that one after the fact so I skipped halftime.
@Baidol@Kana and whoever was playing last night and has recording software, check the replays for that sleep dart I hit on the Mercy that just used Valkyrie on Numbani. It was about 2/3rds of the way through the match and we called 2nd point soon after. I didn't get all of it with the highlight button.
+1
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BaidolI will hold him offEscape while you canRegistered Userregular
You know how if you drop some food while doing something your dog will come back every single time you do that thing again to see if there might be food again? It's like that
jeez Doomfist / Widow / Pharah is such a nasty triple dps composition
Like you take one step wrong and boom you're dead
And then if you dive against one of the DPS, the other two are just waiting on separate angles to immediately murder you for it
Kana on
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Poor guy gets so much hate, I was actually looking at twitch chat during that match and Zach got so much shit that wasn't even bad. Oh no, he used a Pharah ult that didn't get 5, let's ignore the fact he's still alive and that in it of itself is an achievement, but Zach bad!
His Brig isn't great, but Brig in general is going to be an easy target in goats v goats if you're not careful. Should he be more careful? Yes, his Brig is not good, not quite Jake bad, but not great.
The real question is why the hell did they swap out Taimou? Like okay maybe they wanted AKM for Zarya but dude was on fire. I now completely understand why Jayne was taking a break from streaming. Their coaching staff is going to get so much shit for finally taking him off the bench, just to put him right back after he got a chance to prove himself only to lose. Maybe they lose anyway, but god, just keep him in to give him his moment.
You know how a few of the Overwatch League Pharahs melee a lot (Jinmu, DDing, I forget if anyone else does)? Ever wonder what's up with that? Or if you do know what's up with that, ever wonder what effect it actually has? Would you like some numbers? Question mark?
I'm sure a lot of you know what animation cancelling is, but for those that don't know; animation cancelling is where you cut an animation off with another. Cancelling a reload animation is one of the most common since in Overwatch the most important part of the reload is when the ammo counter goes back up; any animation that's happening after that can be cut off with something else. In the earlier days of Overwatch, animation cancels could actually speed some things up, but I'm pretty sure most/all of those have been fixed.
So I recorded about 5 cycles of shooting all rockets and reloading, no melee cancelling. 60 frames per second. From the frame the ammo counter hits 0 to the time it goes back to 6 is 82 frames. From the frame after the ammo hit 6 to the time it lets you shoot again (the ammo hits 5) is 54 frames.
I also recorded a bunch of shoot/reload/melee cancel/shoot cycles, some of them purposefully late to try pinpointing the timing window. Reload (ammo 0 to 6) was still 82 frames. My earliest melee was 2 frames after the reload, with a total of 54 frames before I could shoot again after the reload. The window seems to be around 20 frames, but with how hard it is to get multiple recordings of the same melee timing, it's hard to tell when the total time is actually increasing or if it's just the occasional "off-by-one-frame" that could be a result of a counting error or some weird recording quirk. Either way, total time was fairly consistently 54 frames whenever the melee happened within 20 frames. Meleeing at 22-25 frames resulted in 55 frames total, meleeing at 26 frames resulted in 58 frames, and meleeing at 32 frames resulted in 63 total.
TL;DR Those OWL Pharah's are cancelling their reload animation with a melee, which doesn't actually speed anything up. However, if you melee within a third of a second of the ammo counter going back up, it doesn't slow anything down either; in that case it's just free damage if anyone walks/flies into your melee range.
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e: Also this cracks me up.
https://www.youtube.com/watch?v=B5iygQqQiDI
They did that with the Houston game too.
I'll have to back and check it out. I had to watch that one after the fact so I skipped halftime.
Steam: MightyPotatoKing
No, sometimes, you just walk up and do the thing.
https://youtu.be/cIxZmH11gM8
I will forever regret not saying the boop voiceline. It's even loaded as my hotkey voiceline.
I was a bit too excited tho. Like I just sorta wander away stunned that it worked lol
Some sort of announcement tonight?
A mod on the OW forums has confirmed this is legit.
Steam: MightyPotatoKing
https://youtu.be/Ab5LOJhPw0Y
On the other hand, that second half of the series.... oof.
Top 10 Photos Taken Seconds Before Disaster
Like you take one step wrong and boom you're dead
And then if you dive against one of the DPS, the other two are just waiting on separate angles to immediately murder you for it
https://www.youtube.com/watch?v=UcZzlPGnKdU
Poor guy gets so much hate, I was actually looking at twitch chat during that match and Zach got so much shit that wasn't even bad. Oh no, he used a Pharah ult that didn't get 5, let's ignore the fact he's still alive and that in it of itself is an achievement, but Zach bad!
His Brig isn't great, but Brig in general is going to be an easy target in goats v goats if you're not careful. Should he be more careful? Yes, his Brig is not good, not quite Jake bad, but not great.
The real question is why the hell did they swap out Taimou? Like okay maybe they wanted AKM for Zarya but dude was on fire. I now completely understand why Jayne was taking a break from streaming. Their coaching staff is going to get so much shit for finally taking him off the bench, just to put him right back after he got a chance to prove himself only to lose. Maybe they lose anyway, but god, just keep him in to give him his moment.
I'm sure a lot of you know what animation cancelling is, but for those that don't know; animation cancelling is where you cut an animation off with another. Cancelling a reload animation is one of the most common since in Overwatch the most important part of the reload is when the ammo counter goes back up; any animation that's happening after that can be cut off with something else. In the earlier days of Overwatch, animation cancels could actually speed some things up, but I'm pretty sure most/all of those have been fixed.
So I recorded about 5 cycles of shooting all rockets and reloading, no melee cancelling. 60 frames per second. From the frame the ammo counter hits 0 to the time it goes back to 6 is 82 frames. From the frame after the ammo hit 6 to the time it lets you shoot again (the ammo hits 5) is 54 frames.
I also recorded a bunch of shoot/reload/melee cancel/shoot cycles, some of them purposefully late to try pinpointing the timing window. Reload (ammo 0 to 6) was still 82 frames. My earliest melee was 2 frames after the reload, with a total of 54 frames before I could shoot again after the reload. The window seems to be around 20 frames, but with how hard it is to get multiple recordings of the same melee timing, it's hard to tell when the total time is actually increasing or if it's just the occasional "off-by-one-frame" that could be a result of a counting error or some weird recording quirk. Either way, total time was fairly consistently 54 frames whenever the melee happened within 20 frames. Meleeing at 22-25 frames resulted in 55 frames total, meleeing at 26 frames resulted in 58 frames, and meleeing at 32 frames resulted in 63 total.
TL;DR Those OWL Pharah's are cancelling their reload animation with a melee, which doesn't actually speed anything up. However, if you melee within a third of a second of the ammo counter going back up, it doesn't slow anything down either; in that case it's just free damage if anyone walks/flies into your melee range.