In the end they're just new skins, you can always grab a different skin if you don't like it.
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.
I enjoy how the OWW is not a formal event like the Olympics with the casters/desk saying all sorts of dumb things.
I feel like one of the big things that the OWL production has figured out this year is that they've got a super charismatic crew of casters, and letting them be goofy and have some fun makes for a better viewing experience.
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.
You can see Torb has fixed bastion up, he's got new parts too
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.
The new push mode seems interesting. It's essentially a refined version of 5cp from TF2, and from what I'm seeing so far it seems pretty solid. I don't remember seeing any games with a modified 5cp like this, but who knows.
At any rate, like any 5cp, both teams start in equidistant spawns, the mid-point is the first place to fight, and progress unlocks after 30 seconds. As one team gains more territory they also gain more territory they have to walk through to get to the fight, so the more you're losing the bigger your spawn advantage becomes. If you cap all 5 points you win immediately, otherwise the match ends after a certain set time (the Toronto demo was like 6 minutes).
But with push you don't just directly capture points, instead you control the robot, like a payload. The robot starts dead in the middle of the map, and once he's not contested he'll move towards the enemy's spawn. There's two barricades in the path of the robot, one on each team's side, and once he hits that barricade he'll slow down and start pushing it forward. This is basically a physical way of representing each team's best progress. 5CP by itself tends to have lots of draws, so this mechanic seems like a pretty elegant way of removing that - when the timer ends, whichever team had further push progress takes the win, regardless of where the robot happens to be the moment the game ends. Overtimes are still possible though, you can still win with an overtime push just like in payload.
IIRC TF2 dealt with draws by accruing points over time based on total point control, which meant it was more about total average control over the course of the map. Like If you got one really good push and nearly full capped, only to be contained for the rest of the match, you might lose based on TF2 points, but win based on OW2 push progress.
Another thing with 5cp was that it encouraged rapid backcap swings. Like if your team is about to win point 3 in TF2, you'd better have a scout already rushing point 2, so you can pick that point up while the enemy's respawning. The robot prevents that kinda thing, it'll move at a brisk walking pace when it's not pushing, so you can probably still get back to your barricade and start making progress before the enemy team arrives, but you can't just suddenly swing map control over, either.
As far as the actual robot push rate, how many team fights that becomes, and how that interacts with the ult economy... Right now it seems like it could be pretty snowbally, like the enemy team wins the first 2 fights, has ult advantage to win the third fight, and then after that it's either a full cap or you're massively in the pit. But that can also be tweaked with like the push rate of the robot and match time, so probably not much reason to sweat it at the moment.
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.
I mean Denmark is still gonna get 3-0'd, but Denmark is playing scrappy AF
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.
The two things I'd love to carry over are probably the two things that won't.
Coins and xp heh
It's possible that they won't, but to be honest I fully expect them to carry over. This is much more of a content-heavy expansion than a true sequel, and the fact that all cosmetics carry over bodes well for those others to stick around too.
That would be great. I could be max level on every char on initial load in lol
(Diamond border. Lost track of actual level ages ago)
Posts
Steam: MightyPotatoKing
I think new Mercy looks rad *shrug*
Need some stuff designed or printed? I can help with that.
And everyone else could look terrible and it would still be worth it for Genji's new look.
Steam: MightyPotatoKing
I feel like one of the big things that the OWL production has figured out this year is that they've got a super charismatic crew of casters, and letting them be goofy and have some fun makes for a better viewing experience.
Steam: MightyPotatoKing
You can see Torb has fixed bastion up, he's got new parts too
Steam: MightyPotatoKing
At any rate, like any 5cp, both teams start in equidistant spawns, the mid-point is the first place to fight, and progress unlocks after 30 seconds. As one team gains more territory they also gain more territory they have to walk through to get to the fight, so the more you're losing the bigger your spawn advantage becomes. If you cap all 5 points you win immediately, otherwise the match ends after a certain set time (the Toronto demo was like 6 minutes).
But with push you don't just directly capture points, instead you control the robot, like a payload. The robot starts dead in the middle of the map, and once he's not contested he'll move towards the enemy's spawn. There's two barricades in the path of the robot, one on each team's side, and once he hits that barricade he'll slow down and start pushing it forward. This is basically a physical way of representing each team's best progress. 5CP by itself tends to have lots of draws, so this mechanic seems like a pretty elegant way of removing that - when the timer ends, whichever team had further push progress takes the win, regardless of where the robot happens to be the moment the game ends. Overtimes are still possible though, you can still win with an overtime push just like in payload.
IIRC TF2 dealt with draws by accruing points over time based on total point control, which meant it was more about total average control over the course of the map. Like If you got one really good push and nearly full capped, only to be contained for the rest of the match, you might lose based on TF2 points, but win based on OW2 push progress.
Another thing with 5cp was that it encouraged rapid backcap swings. Like if your team is about to win point 3 in TF2, you'd better have a scout already rushing point 2, so you can pick that point up while the enemy's respawning. The robot prevents that kinda thing, it'll move at a brisk walking pace when it's not pushing, so you can probably still get back to your barricade and start making progress before the enemy team arrives, but you can't just suddenly swing map control over, either.
As far as the actual robot push rate, how many team fights that becomes, and how that interacts with the ult economy... Right now it seems like it could be pretty snowbally, like the enemy team wins the first 2 fights, has ult advantage to win the third fight, and then after that it's either a full cap or you're massively in the pit. But that can also be tweaked with like the push rate of the robot and match time, so probably not much reason to sweat it at the moment.
Steam: MightyPotatoKing
Steam: MightyPotatoKing
Steam: MightyPotatoKing
What the hellllllll!
e: They brought in Junkrat too! 99% before losing a fight. Back to the mirror.
That would be great. I could be max level on every char on initial load in lol
(Diamond border. Lost track of actual level ages ago)
60k in coins carrying over would also be helpful
Korea looks absolutely devastated
Steam: MightyPotatoKing