|
Okay, I am sort of bad and only recently started playing again, but am I right in feeling like Eichenwald is kind of slanted towards the defenders? It's certainly felt that way recently.
|
# ? Sep 21, 2016 20:50 |
|
|
# ? May 26, 2024 19:06 |
|
For the final point, definitely, but they made some small changes a bit ago and it feels pretty fine now. I actually see people get the point and get it drat close to the end these days
|
# ? Sep 21, 2016 20:52 |
|
RCarr posted:I got 5 gold medals for the first time ever today got mine as soldier, almost one as zenyatta but i was eventually out elimination'd by our tracer (won both games too)
|
# ? Sep 21, 2016 20:56 |
|
The Lord of Hats posted:Okay, I am sort of bad and only recently started playing again, but am I right in feeling like Eichenwald is kind of slanted towards the defenders? It's certainly felt that way recently. Some smart flanking with a D.Va or Pharah however changes this drastically (this may also be possible with a tracer or genji but I have not seen that done due to the nature of the flanking routes), because the first point is also a nice big open battle arena with plenty of places for cover and to chase around. Every time recently that I have played Eisenwald we usually take the first point on either the first or second push, while holding teams who aren't using flankers properly to the first point for quite a while, if not entirely. From the first point into the keep the Attackers have a better position--there aren't any easily-holdable choke points after the first gate until the left turn inside the keep (that first gate during the escort can be a doozy for the Attackers, it depends on how well organized the Defenders are and if they got teamwiped when the Attackers took the first point). Then near the end the Defenders have a better position. I've seen a bunch of (comp) games end in a 2-2 Victory for whoever pushed it further, as pushing to that third point is very difficult if the two teams are well-matched.
|
# ? Sep 21, 2016 20:57 |
|
I've honestly never seen attackers have an issue on the last point. It's always that first choke right at the beginning.
|
# ? Sep 21, 2016 21:03 |
|
Kenshin posted:I wish Blizzard would hire or subcontract some of the level designers from the recent DOOM game for some new levels.
|
# ? Sep 21, 2016 21:09 |
|
Post + username + avatar align strongly with my non-Overwatch interests but I have no idea what message you're trying to convey unless it is one of bafflement.
|
# ? Sep 21, 2016 21:10 |
|
The first point is your standard A choke and pretty Defender-heavy unless you can fly and then it's possible to flank. A to the keep is kind of Attacker-favoring as there are too many routes to cover even though the Defenders have better access to most of them, and the runback is somewhat long. It's kind of even approaching the checkpoint, and then past the checkpoint it's slightly Defender-favoring. Good teams are starting to understand that the end of the payload route is even closer to the defender spawn than maps like King's Row or Anubis and that once you've wiped the other team in the throne room you have to lock down the spawn doors because they can be contesting in under a second with Tracer and the like. An Attack team that gets a Team Kill and then spawncamps can usually sneak the payload in to the goal. Otherwise it just comes down to who gets it farthest inside the castle and/or who holds A. It's fairly rare to see games won/lost before the chokepoint unless a team in a later round just doesn't have any time.
|
# ? Sep 21, 2016 21:13 |
|
Probably bc even the fun middle part doesn't redeem the castle interior on Eich e: step off my porch Nakar
|
# ? Sep 21, 2016 21:13 |
|
Fair enough--I like Eichenwald because of the shifting difficulties for the Attackers and Defenders, not in spite of, but that may just be my personal preference.
|
# ? Sep 21, 2016 21:16 |
|
I was daydreaming about another hero with as unconventional playstyle as possible- what if their whole gimmick was dying? On death: Enemy that killed you has 25% of their ult meter drained. LMB: Slow RoF slow moving projectiles that can pass through thinner walls but not hero generated barriers. Left shift: Explode, buffing your allies damage and projectile speed around you significantly. If any ally either gets a kill or dies within 2 seconds, you come back at full life. If neither happens you die and respawn as normal. E: Explode, reducing affected enemies current HP in nearby radius by 50% and allies by a flat amount. Any kills within 2 seconds resurrect you. Ultimate: Explode in a large radius, doing a small amount of damage, brief stun, and drains enemy ult meter over time. If you interrupted an enemy ult /are near a friendly player using an ult within 2 seconds, you resurrect. Otherwise you respawn as normal. The idea is that as long as you are 'dead' you can't be damaged. You're forced to use your skills intelligently and are vulnerable alone otherwise you have a long downtime. Panfilo fucked around with this message at 21:24 on Sep 21, 2016 |
# ? Sep 21, 2016 21:21 |
|
Draining ult meter sounds like the most miserable mechanic ever.
|
# ? Sep 21, 2016 21:23 |
|
Why? Given how self healing characters like Roadhog can easily feed an enemy teams ult meter I don't see the problem.
|
# ? Sep 21, 2016 21:25 |
|
You are actively punishing people that are playing the game well. That is horrible game design.
|
# ? Sep 21, 2016 21:27 |
|
Commoners posted:If you don't have another tank or an aggressive flanker to initiate for you it's time to switch away from Zarya and grab a tank that can initiate the push instead of waiting to support a push that will never be initiated. This is a dumb question, but which tanks are those? In all the conversations about "off-tanks" and whatever, I never really get which are the primary tanks other than Rein. I definitely need to get better at Rein but in my experience he can be so frustrating to play in solo queue, so I don't play him a lot. It feels a lot more fun to play Roadhog or Zarya and know you can get stuff done even if your team doesn't really wanna coordinate.
|
# ? Sep 21, 2016 21:27 |
|
You could give me a character whose only ability is a LMB shot that does 1 damage and drains 10% ult meter and I would dedicate my very life to doing nothing but playing them until I have exhausted the goodwill of the entire Overwatch playerbase and am rightly hanged IRL.
|
# ? Sep 21, 2016 21:27 |
|
A character whose entire gimmick is jumping into the middle of a crowd and exploding sounds awful. It's like playing Junkrats Ult the whole match.
|
# ? Sep 21, 2016 21:30 |
|
Verranicus posted:A character whose entire gimmick is jumping into the middle of a crowd and exploding sounds awful. It's like playing Junkrats Ult the whole match. Like Dva?
|
# ? Sep 21, 2016 21:31 |
|
Panfilo posted:Why? Given how self healing characters like Roadhog can easily feed an enemy teams ult meter I don't see the problem. Generating ult makes things happen in the game. You get big, stallbreaker abilities floating around. You shoot roadhog full of lead and then you get to do a big flashy thing and it's satisfying and fun. Reducing ult charge keeps things from happening. You kill this guy--because that's the core mechanic of overwatch, shooting the other team and getting them dead--and now you're further off from being able to ult than you were beforehand. That's miserable and punishes you for doing what you're supposed to do.
|
# ? Sep 21, 2016 21:31 |
|
Panfilo posted:Like Dva? That's an ult, not every one of her abilities.
|
# ? Sep 21, 2016 21:33 |
|
Panfilo posted:Like Dva? Dva's ult can do that, yes. Or she can launch it at people. Then there's, you know, the entire rest of her kit. Like flying around, neutralizing incoming fire, switching into her on-foot form when her mech explodes on her. She does plenty of other things, and then every so often you send out a NERF THIS to force them to scatter and maybe pick up a couple of kills and you feel good about it as you hop back in your mech and go back to high-mobility skirmishing. EDIT: Also getting randomly shot through a wall sounds annoying as hell.
|
# ? Sep 21, 2016 21:34 |
|
That whole design is bad. On death: is this final blow or anyone who participated in the kill. why not make this damage projectile or some kind of position cloud that can be avoided with skilled play rather then a strict "have less fun" ability LMB: how would you know which wall are passable and which are not without making the ui horribly busy or ugly Left shift: What's to prevent someone from just spamming this and leaving a team with a man down. E: You've managed to create a team trolling ability worse then Mei's wall. Is it kills anywhere on the map or just within a certain radius of this explosion? What's to prevent people from just hanging way back and using it to debuff teammates and not enemies? Ult: There are ults that can't be interrupted such as transcendence and self destruct. How does it interact with those?
|
# ? Sep 21, 2016 21:36 |
|
I can't wait to see the tears when we have Sombra able to go invisible as part of her kit.
|
# ? Sep 21, 2016 21:37 |
|
it'd be nice if you could built ult for nerf this after new mech ult meter is filled while still in pilot mode
|
# ? Sep 21, 2016 21:37 |
|
Panfilo posted:I can't wait to see the tears when we have Sombra able to go invisible as part of her kit. Unless she had a movement ability this would make her super bad because infinite ammo would give you no reason to just spycheck spam everywhere when the invisable lady is on the other team.
|
# ? Sep 21, 2016 21:39 |
|
Panfilo posted:I can't wait to see the tears when we have Sombra able to go invisible as part of her kit.
|
# ? Sep 21, 2016 21:39 |
|
My money would be on total invisibility while stationary, with a weaker shimmery psuedo-invisibility while moving.
|
# ? Sep 21, 2016 21:40 |
|
The Lord of Hats posted:Okay, I am sort of bad and only recently started playing again, but am I right in feeling like Eichenwald is kind of slanted towards the defenders? It's certainly felt that way recently. I mean, the last area of Eichenwald seems to me like it's nearly a recreation of the last area of King's Row with some minor deviations. Granted I've not played long, but the only map I dislike is Numbani. It seems like there's just too many supremely good Bastion/Torb turret cubbies that are hard to break through and that first point is a real fucker. DeathSandwich fucked around with this message at 21:49 on Sep 21, 2016 |
# ? Sep 21, 2016 21:43 |
|
sombra can deactivate enemy zenyattas and bastions or turn them against their teams
|
# ? Sep 21, 2016 21:46 |
|
I am not looking forward to Sombra and stealth in my Overwatch.
|
# ? Sep 21, 2016 21:47 |
|
Snazzy Frocks posted:sombra can deactivate enemy zenyattas and bastions or turn them against their teams Was this announced somewhere?
|
# ? Sep 21, 2016 21:50 |
|
DeathSandwich posted:I mean, the last area of Eichenwald seems to me like it's nearly a recreation of the last area of King's Row with some minor deviations. It would be a lot more of a recreation if the castle door stayed open. The fact that it closes is completely ridiculous. I'd rather attack Anubis B than that last point of Eichenwald.
|
# ? Sep 21, 2016 21:58 |
|
Panfilo posted:I can't wait to see the tears when we have Sombra able to go invisible as part of her kit. Oh god, I'm praying that Sombra isn't just TF2 spy, even though I played him more than any other class in TF2. The first month of playing Overwatch I would still catch myself spychecking my teammates because they were behaving weirdly. The paranoia is real. I just cant think of any way to make any kind of cloaking mechanic work in a 6 v 6 game where it wouldn't be enormously frustrating to play against or just completely useless. It would require the character to be constantly deep flanking and waiting to set up kills, and so if they weren't effective in those brief windows where they were actually doing stuff they'd be an enormous burden to their team, worse even than lovely snipers who at the very least are putting out damage. Plus since you could always just tab to see the player list the enemy team would just have to say "hey watch out guys they've got a Sombra" and they'd know roughly where you are--that is to say "behind us somewhere, waiting to pull shenanigans." The more powerful you make her in those moments when she's actually engaging, the more frustrating it feels to play against a character you can't detect until she's decided to kill you, and the more common you'd see her show up in every situation by slampicking dipshits in much the same way you'd see Hanjos pre-buff. Every other match you'd be paired with the ubiquitous rear end in a top hat who saw seagull play her once and now mains her to little or no effect. The worst thing is, because of my love of the tf2 spy, I would inevitably become that ubiquitous rear end in a top hat. edit: Supercar Gautier posted:My money would be on total invisibility while stationary, with a weaker shimmery psuedo-invisibility while moving. I'm really worried that seeing a Sombra on your team is gonna be like seeing a Widowmaker only a thousand times worse. Sure, maybe she's actually really good at the character and carries you to victory, but 99/100 times she contributes literally nothing. bigstupidjellyfish fucked around with this message at 22:05 on Sep 21, 2016 |
# ? Sep 21, 2016 22:00 |
|
For what it's worth, Blizzard already said that they don't consider invisibility a "fun" mechanic. Besides we already have a bunch of "stealth" characters that do just fine without invisibility. That said she may or may not have backstabs. The one thing that alarms me about Sobra is that she's supposed to be a hacker, but it's really hard to make hacking a fun and dynamic thing, especially in a game like Overwatch.
|
# ? Sep 21, 2016 22:04 |
|
Zikan posted:Unless she had a movement ability this would make her super bad because infinite ammo would give you no reason to just spycheck spam everywhere when the invisable lady is on the other team. There's no reason not to do this to fend off a Reaper that's lurking around the corner but he'll still jump people just the same and he's not even invisible. If her projectiles were invisible too and didn't leave hit indicators that could get annoying to deal with too. Space: Sticks to walls, but can't normally shoot while doing this. Shift: invisible for X seconds, your projectiles are also invisible and don't give direction indication for hits during this time. Melee kills stretch out the duration a bit longer. E: Teleport X meters directly above your current position. If you hit a ceiling you can hold down space to cling to it momentarily. Ultimate: All friendly projectiles are invisible and leave no direction indicator, and all allies will briefly be stealth ed beyond a certain distance for several seconds.
|
# ? Sep 21, 2016 22:04 |
|
Snazzy Frocks posted:i love drilling holes into dvas and roadhogs with my amped up particle beam and watching them panic The only thing more joyous than that is a Genji slamming E while he starts to melt.
|
# ? Sep 21, 2016 22:04 |
|
dasmause posted:For what it's worth, Blizzard already said that they don't consider invisibility a "fun" mechanic. Besides we already have a bunch of "stealth" characters that do just fine without invisibility. That said she may or may not have backstabs. the game pauses when the sombra uses her ult so she can do a short QTE hacking thing
|
# ? Sep 21, 2016 22:07 |
|
Panfilo posted:There's no reason not to do this to fend off a Reaper that's lurking around the corner but he'll still jump people just the same and he's not even invisible. What is with you and bizarrely unbalanced character designs?
|
# ? Sep 21, 2016 22:07 |
|
I want Spider-Man in the game, too.
|
# ? Sep 21, 2016 22:15 |
|
|
# ? May 26, 2024 19:06 |
|
FAUXTON posted:oh yeah I'm just Mr. Carries-my-team-as-Zarya over here MLG ownz0ring the gently caress out of noobs and not impatiently waiting for someone, anyone to start getting shot at so I can charge up my gun with killbubbles. A tank shouldn't be out-damaging the attack characters, there's something wrong with that. Hell, as mediocre as I am at this game it's doubly wrong when I'm racking up silver and gold medals in offensive metrics as a tank hero because there's undoubtedly 3-4 people on the team who are better, can do better, and should be doing better. You may have misinterpreted what I was getting at - basically the only real way to do noticeably worse than how I'm doing is to spectate. I could see me griping about being so much better than these dead-weight lowlifes if I was, like diamond, but 1971 with a season max of like 2315? Come on. That's not a high bar to clear. Hell it isn't even a bar. Just push forward, let me shield you when you get shot at, I promise that poo poo's off cooldown. triggered
|
# ? Sep 21, 2016 22:19 |