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I don't expect them to do a multi point map, because anything that requires you to split up your team goes against their design vision. I do wonder why we haven't seen some kind of neutral payload game type. Maybe it's too much of a snowball?
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# ? Oct 25, 2016 18:03 |
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# ? May 29, 2024 20:56 |
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They've experimented with payload tug-of-war, but IIRC Kaplan said they hadn't cracked the right kind of map design for it yet.
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# ? Oct 25, 2016 18:07 |
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sterster posted:Quoting my self because this was ignored. Still looking for some advice on how to be less bad. Post it in the Tryhard thread.
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# ? Oct 25, 2016 18:38 |
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Supercar Gautier posted:They've experimented with payload tug-of-war, but IIRC Kaplan said they hadn't cracked the right kind of map design for it yet. But have they tried payload-mountain or double-payload? Both game types were received pretty well by players, tug-o-war suffered from snowballing though.
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# ? Oct 25, 2016 19:00 |
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Internet Explorer posted:Post it in the Tryhard thread. Didn't know this was a thing. Thx
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# ? Oct 25, 2016 19:05 |
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i think blizzard did an ok map balance job on everything but eichenwalde
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# ? Oct 25, 2016 20:18 |
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There are maps I think are hot garbage, but that I'll admit are balanced. And there's Gibraltar.
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# ? Oct 25, 2016 21:08 |
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i am indifferent to all the maps now. i think i went through a phase of hating each one over time but that's all faded now. now my hatred is reserved for mei and genji
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# ? Oct 25, 2016 21:12 |
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I still think all three of the capture maps focus too much chokes. Hanamura especially has two serious meatgrinders. Anubis and Volskaya are a little better, but man. Hybrid maps are better.
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# ? Oct 25, 2016 21:25 |
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TheRationalRedditor posted:Competitive FPS map design is in no way comparable or equivalent to any other genre with 3D maps at all, and Blizzard has never made an FPS before. Also, OW's maps are overall really thoughtfully designed except the handful that undeniably favor Defense a bit too much. Cowcaster is right, the statement was stupid Arena maps are pretty much 3rd person KotH though?
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# ? Oct 25, 2016 21:27 |
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Come back to play a little, didn't really play beyond a week after beta. My final placement game everybody in the game was Diamond (I looked this up afterwards) and were questioning why I didn't have a rank. Then they told me to go Zenyatta or Ana and I said I had never played either and they were all mean to me Fortunately, all the Scandinavian hatred poured upon our Reinhardt for some kind of repeated positioning mistake and I did OK, even though we lost.
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# ? Oct 25, 2016 21:52 |
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Donnerberg posted:There are maps I think are hot garbage, but that I'll admit are balanced. Can I ask why you don't like Gibraltar
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# ? Oct 25, 2016 22:17 |
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turtlecrunch posted:Can I ask why you don't like Gibraltar When the gate shuts after the first point, the pushing team is filtered through four doorways that are very easy to defend from two or three vantage points The final corner is a deathtrap, especially because the back route to that corner comes out right at the corner, and you can't use the side route that sends you to the bridge/behind the corner because to get there you have to go practically up past the corner
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# ? Oct 25, 2016 22:20 |
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final deathtrap corner happens in all the payload maps
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# ? Oct 25, 2016 22:32 |
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Payload maps all follow a zigzag kind of route with plenty of corners, otherwise they would grossly favour snipers and other long-range heroes. They're also designed to get tough near the end, with the defender spawn right next to the final point. Those two elements almost always add up to a hellish final corner.
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# ? Oct 25, 2016 22:38 |
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Yet, if you look at the entire game collectively, it is overall easier to attack than defend on the majority of maps. I suppose it's best that way due to the way competitive mode works where they probably want both teams to succeed in attacking as much as possible.
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# ? Oct 25, 2016 22:44 |
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Kaplan has said that as MMR brackets rise, so does the win% of the attacking team
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# ? Oct 25, 2016 22:52 |
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I have never played anything like TF2 or used a mouse and keyboard so it took me like an hour to actually start using my E ability. Progress is slow but I've blinked off the edge less in recent games and remember to recall when I do now.
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# ? Oct 25, 2016 22:56 |
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I wasn't able to save the clip of getting a quad kill with ana ult into reaper ult because this game deletes highlights once you close your game(why??) but I screenshot'd getting commended as reaper for once in my life ooooooh baby
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# ? Oct 25, 2016 23:31 |
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Matches are so quick I never really care what map im on Never really been a fan of KOTH though.
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# ? Oct 26, 2016 00:14 |
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Is there any significance to rating matches? What does Blizzard do with the data?
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# ? Oct 26, 2016 01:27 |
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Brannock posted:When the gate shuts after the first point, the pushing team is filtered through four doorways that are very easy to defend from two or three vantage points Eichenwalde does this too, and if your team wipes after the bridge it can be a pain getting back. At least you have a slight height advantage immediately after the doors.
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# ? Oct 26, 2016 01:28 |
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tfw the game is short
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# ? Oct 26, 2016 01:28 |
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IronicDongz posted:
I got It was 9 kills. /edit: It was 82%
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# ? Oct 26, 2016 01:31 |
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I got my first ever POTG
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# ? Oct 26, 2016 02:35 |
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Supercar Gautier posted:They've experimented with payload tug-of-war, but IIRC Kaplan said they hadn't cracked the right kind of map design for it yet. Splatoon does this and it's really awesome.
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# ? Oct 26, 2016 02:39 |
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jopo posted:Kaplan has said that as MMR brackets rise, so does the win% of the attacking team THis makes sense. The attackers only need to win once, the defenders need to win many times. The defenders are coordinated by default: the chokes are obvious or the place to defend is obvious, and the spawntimes are shorter. Therefore, the ability of the attackers to coordinate effectively is the deciding factor in average wins, something that will improve as MMR does, either because the players are actually coordinating or because they simply have a better understanding of the flow of the game.
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# ? Oct 26, 2016 02:59 |
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feels great to be playing mercy, like almost 9 minutes left to cap second point, and your stupid team won't group the gently caress up and keeps trickling in 1-3 at a time into a pile of 6 enemies on the other team, who have a torbjorn and bastion set up(and also keep diving in, reaper literally walking straight through hanamura 2nd's front door and then teleporting onto the center of the control point and then dying instantly, repeatedly) over and over again, until you lose. even when you hang out behind the door to try and get them to group up near you(they want heals, right?), and repeatedly message them to group up on you, and 4 minutes in get on voice chat and tell them to group up on me instead of walking straight in 1 or 2 at a time) do they have eyeballs. what is the gameplan
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# ? Oct 26, 2016 04:44 |
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EmmyOk posted:I have never played anything like TF2 or used a mouse and keyboard so it took me like an hour to actually start using my E ability. Progress is slow but I've blinked off the edge less in recent games and remember to recall when I do now. Eventually it becomes second nature and you don't even have to think about it. That is until you start putting time into another class and your reflexes make you hit the wrong button. Also Tracer seems a tricky hero to start off with, so good luck to you.
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# ? Oct 26, 2016 05:12 |
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Edmond Dantes posted:I got Holy poo poo it's a blast from the past.
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# ? Oct 26, 2016 05:47 |
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Boogle posted:Holy poo poo it's a blast from the past. Hahaha, yep. That was a good match.
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# ? Oct 26, 2016 05:58 |
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Well that's officially the closest I have ever seen the cart without it being capped: We ended up getting it in overtime.
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# ? Oct 26, 2016 06:10 |
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turtlecrunch posted:Can I ask why you don't like Gibraltar I never feel in control on Gibraltar. It's the map where I die the most. Most OW maps have that TF2 feel to me where it's kind of a controlled chaos, but Gibraltar is like Battlefield with the same bullshit deaths from out of nowhere and the same downtime running from spawn.
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# ? Oct 26, 2016 08:04 |
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Well, that was certainly a series of matches
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# ? Oct 26, 2016 08:09 |
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I agree that Blizzard's maps are REALLY obnoxiously focused on chokepoints, but something strange I've noticed is how there's so much extra pointless rooms off to the side and stuff. They're everywhere! What is the point of this area? Why would anyone come here? It doesn't go anywhere! Weird.
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# ? Oct 26, 2016 09:16 |
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Doctor Reynolds posted:I agree that Blizzard's maps are REALLY obnoxiously focused on chokepoints, but something strange I've noticed is how there's so much extra pointless rooms off to the side and stuff. They're everywhere! What is the point of this area? Why would anyone come here? It doesn't go anywhere! Weird. I have played this game for 30 hours and have no idea what the flanking routes are because if I ever stray from the blue arrow I end up stuck in some bullshit room that serves no purpose.
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# ? Oct 26, 2016 09:48 |
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Doctor Reynolds posted:I agree that Blizzard's maps are REALLY obnoxiously focused on chokepoints, but something strange I've noticed is how there's so much extra pointless rooms off to the side and stuff. They're everywhere! What is the point of this area? Why would anyone come here? It doesn't go anywhere! Weird. I think the rooms that lead nowhere are for TPs, and maybe a way to future proof maps for other mechanics like that in the future. On Anubis at the gate to B there's a little hut with a 200hp pack and behind it there's a pointless space with two tiny rooms and a terrace. That's a pretty safe place for a defending TP to point A. Same thing on Hollywood, Kings Row, Dorado and Gibraltar where the defenders old spawns don't get closed off when their spawns change, which leaves side-sections of the map that no one use where you can place TPs. I've no idea about the two floor room on the right of the attackers spawn on Volskaya though. Defending snipers some times go there, but there's no safe way out so it doesn't seem all that useful.
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# ? Oct 26, 2016 09:50 |
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Edmond Dantes posted:I got A fast game once gave me my best/favourite ever card. A healing card for 2276 healing which was 57% of team damage taken, as Roadhog.
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# ? Oct 26, 2016 09:57 |
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Bushmaori posted:Eventually it becomes second nature and you don't even have to think about it. That is until you start putting time into another class and your reflexes make you hit the wrong button. Yeah I heard she is hard to master but I figured I'd be terrible with anyone I started with so I might as well practice on the hero I want to play! My friend is a diamond class so she has been playing with me and giving me tips on what Tracers are supposed to do and how to be effective with them. Some guy in Quick Play was very upset that a level four was playing with level 200s but whatever it's Quick Play. Are there any good Tracer players I should watch, I think that would be useful! I've been reading and watching videos on how to make the most of her but I figure just watching a good Tracer play a few matches would help loads!
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# ? Oct 26, 2016 12:30 |
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# ? May 29, 2024 20:56 |
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EmmyOk posted:Some guy in Quick Play was very upset that a level four was playing with level 200s but whatever it's Quick Play. Tracer advice. Pick a target, kill the target, get out of danger. Focus on fights you can end quickly (so dive and kill squishies) and keep a blink available for escaping. Don't waste your recall, other than being hard to hit it is your only survivability skill. I don't play a huge amount of Tracer though so others may have different/better advice. As for streamers, SureFour/Tisumi is an excellent Tracer but kind of a lovely person. YMMV but I can't watch him, he is really good though. I can't think of anyone else I'm afraid.
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# ? Oct 26, 2016 12:42 |