Official Overwatch Discussion Thread

  • Thread starter Deleted member 245375
  • Start date
I made a .gif


Triple-ult team wipe! I guess it's technically 4 ults counting the wall hack. I've had a few wombo combos using Zarya with a Pharah and they're super satisfying; Zarya + Hanzo probably would have been enough here but the Mei was just insult to injury lol!
 
Speed up his arrows a little bit and give him a bit more HP in trade for tighter hitboxes. Because the way they are right now is pretty ridiculous.

I don't think giving him more HP makes sense, he's not meant to be up really close and the amount of damage he can do needs to have a tradeoff. The problem with "speed his arrows up a bit and shrink the hitboxes" is you just leave him where he is now - at a disadvantage vs hitscan weapons. They need to make the arrows worth using for some reason. I have a couple ideas on how they might do that but generally speaking, I don't think you can fix Hanzo just by fiddling with his numbers.
 
I don't think giving him more HP makes sense, he's not meant to be up really close and the amount of damage he can do needs to have a tradeoff. The problem with "speed his arrows up a bit and shrink the hitboxes" is you just leave him where he is now - at a disadvantage vs hitscan weapons. They need to make the arrows worth using for some reason. I have a couple ideas on how they might do that but generally speaking, I don't think you can fix Hanzo just by fiddling with his numbers.

They need to do something because the hitbox size is something that belongs on consoles that rely on autoaim, not the PC. Faster arrows would compensate for the tighter hitbox and giving him more HP would be a way to deal with fast heroes that run right up to him. I suppose they could even up the damage his arrows do a bit more but then tracer/zenyatta players would whine about it.
 
They need to do something because the hitbox size is something that belongs on consoles that rely on autoaim, not the PC. Faster arrows would compensate for the tighter hitbox and giving him more HP would be a way to deal with fast heroes that run right up to him. I suppose they could even up the damage his arrows do a bit more but then tracer/zenyatta players would whine about it.

It's impossible to judge what any one change might do without actually seeing an adjustment to the hitboxes in action, something I think we're unlikely to see no matter how ridiculous they are. They made the Huntsman into a full character and - surprise! - it has the same fucking problems in a completely different game. The exact same projectile hitbox issue exists in TF2, exacerbated by the fact that it's a sniper so they had to work headshots into the mix for even more damage. The hitboxes in OW seem to be even worse than TF2, however, as you can see below when a WM standing still behind a wall can be headshot by a Hanzo. Things can get messy when you have fast-moving targets and lag compensation, but with the shooter and target both remaining still?! Fucking brutal.

 
So, it would force her to reload which would give the person that's on the receiving end atleasta chance to fight back.

Or you can just not be oblivious and not let their Tracer ride your nuts for the entire game.

Please tell me what her role would be if she could walk up behind someone and hit every single round in her magazine, point blank, without a kill.
 
Or you can just not be oblivious and not let their Tracer ride your nuts for the entire game.

Please tell me what her role would be if she could walk up behind someone and hit every single round in her magazine, point blank, without a kill.

Same role as it is now. Her ability to run and teleport around make her unhittable behind the lines against unsuspecting foes so forcing a reload before she can take down most backline classes balances her. At the moment there's nothing that prevents her from getting behind, unleashing her barrage and getting the kill and zipping away without giving the opponent a chance to react.

You sound like your suggestion is having 3 players dedicate the entire match to chasing around a tracer that's continuously behind the lines instead of playing the objective.
 
Same role as it is now. Her ability to run and teleport around make her unhittable behind the lines against unsuspecting foes so forcing a reload before she can take down most backline classes balances her. At the moment there's nothing that prevents her from getting behind, unleashing her barrage and getting the kill and zipping away without giving the opponent a chance to react.

You sound like your suggestion is having 3 players dedicate the entire match to chasing around a tracer that's continuously behind the lines instead of playing the objective.

I know this is hard to believe but you can probably just pay attention to her obvious noise and / or pick someone that counters her
 
I know this is hard to believe but you can probably just pay attention to her obvious noise and / or pick someone that counters her

Exactly, if tracer is causing your team that much trouble, pick one of her counters. I see it all the time in my games and I personally witness it if I'm being effective as a tracer. The other team will switch which will probably cause me to switch.
 
The guy in the video posted above says that the hitboxes make sense because you're using a projectile weapon instead of a hitscan weapon.. what are the hitscan weapons?
 
The guy in the video posted above says that the hitboxes make sense because you're using a projectile weapon instead of a hitscan weapon.. what are the hitscan weapons?

Windowmakers Sniper
Mcrees Revolver
Dvas Guns
Bastions Guns
Trojborns Turret
Tracers Gun
Soldiers Gun
Reapers Shotguns
Roadhogs Shotgun

Off the top of my head, pretty sure these are all hitscan. Only slow moving weapons affected by gravity/distance are projectile based.
 
The guy in the video posted above says that the hitboxes make sense because you're using a projectile weapon instead of a hitscan weapon.. what are the hitscan weapons?

Basically anything that's not Hanzo, Mei (right click), or Genji.

edit: I think Pharah and Junkrat are probably considered projectile as well, but I'm not counting them since you're not worried about hitboxes when you're playing those characters.
 
Last edited:
Playing against teams stacking certain heroes is the opposite of fun. "Buh buh you can counter it" is a lazy cop out excuse when it makes the game less fun to play. I'm guessing that most players who play in pubs (ie 99%+ of the game's audience) would rather not spend entire matches doing nothing but counter picking instead of playing the heroes they find fun to play.

getting the kill and zipping away without giving the opponent a chance to react.
You're making the mistake of thinking this is a game where everyone has an equal chance in battle - it's not, if you want that play a more standard FPS game like counterstrike. This is a casual/console friendly game which targets the kind of audience that likes an i-win button every couple of minutes that guarantees a kill or two accompanied with fancy particle effects. Unless you're in a competitive clan or similar don't take the game or it's balance too seriously, you will just end up getting disappointed.

Blizzard won't even limit teams to 1 of each hero (something every other type of this game has done) which allows insane team imbalance, so keep your expectations low when it comes to tweaking the minor stuff in this game. It certainly is more fun when you do so.
 
Playing against teams stacking certain heroes is the opposite of fun. "Buh buh you can counter it" is a lazy cop out excuse when it makes the game less fun to play. I'm guessing that most players who play in pubs (ie 99%+ of the game's audience) would rather not spend entire matches doing nothing but counter picking instead of playing the heroes they find fun to play.

You can always just pick the heroes you find fun to play, but whether the enemy team six-stacks one hero or not you may find yourself at a disadvantage if you don't pick a hero to counter their comp. People being able to pick all one hero type doesn't create that dilemma for you, the design of the game does. If they restrict hero choices to "one per team" you still can find yourself in a situation where you love playing Pharah but the enemy team has a good Mccree, Soldier, and Widowmaker, making Pharah possibly not the best pick depending on your team's comp.
 
Last edited:


Developer video featuring Jeff Kaplan. Jeff talks about some changes(their effects, not the details) coming for competitive mode, and some new information you'll see in the competitive mode(you'll see who's partied with who, what everyone's rating is, average team rating).
 


Developer video featuring Jeff Kaplan. Jeff talks about some changes(their effects, not the details) coming for competitive mode, and some new information you'll see in the competitive mode(you'll see who's partied with who, what everyone's rating is, average team rating).
The embed isn't working, but I watched that video a few minutes ago.

What strikes me is, with that one 11 minute video, Blizzard has communicated more information to competitive Overwatch players than Valve has communicated to their competitive TF2 user base in 9 years.
 
Blizzard has communicated more information to competitive Overwatch players than Valve has communicated to their competitive TF2 user base in 9 years.
Come on dude, TF2 was released a decade ago and back then games were not developed with competitive leagues and e-sports in mind - back then third party mods, third party anti-cheat tools and third party companies used to have to take up the reigns when it came to any kind of competitive play. Some of these third parties had such an established base that Blizzard in a move of desperation removed LAN play from their modern titles like Starcraft 2 just to regain some control over the licensing of their own franchise.

Now, unlike back then, some developers plan their game design with competitive play in mind from scratch, as the growth of e-sports as a whole has finally reached the point where the financial investment is worth it. You can't seriously compare a game released a decade ago to one being released now.
 
Even after the nerf Mcree is just a beast. He still feels like one of the best characters in the game.
 
Even after the nerf Mcree is just a beast. He still feels like one of the best characters in the game.

Now he has his role instead of being complete horse shit who can instagib pretty much the entire cast

Before I was just throwing flashbangs over Reinhardt shields and killing him before he could even recover. Failing that, I could just break the fucking thing. Fan roll fan and well there's nearly half the shield health gone instantly.
 
Come on dude, TF2 was released a decade ago and back then games were not developed with competitive leagues and e-sports in mind - back then third party mods, third party anti-cheat tools and third party companies used to have to take up the reigns when it came to any kind of competitive play. Some of these third parties had such an established base that Blizzard in a move of desperation removed LAN play from their modern titles like Starcraft 2 just to regain some control over the licensing of their own franchise.

Now, unlike back then, some developers plan their game design with competitive play in mind from scratch, as the growth of e-sports as a whole has finally reached the point where the financial investment is worth it. You can't seriously compare a game released a decade ago to one being released now.

Sure he can. Valve announced competitive match making this year and has been running a beta. They also still make a shit ton of money on TF2 and update it regularly...unfortunately they have also become very complacent and really only update with junk/items and, to Crusty_Juggler's point, have not had any meaningful communication with the community in a long time. They used to communicate regularly with server operators but now they don't even do that either.http://www.polygon.com/2016/1/29/10870858/team-fortress-2-competitive-matchmaking-beta
 
Played some of this game yesterday. It's super fun, except that Tracer seems way too powerful. I dislike the idea anything offering a guaranteed one-shot kill, but that seems to be Tracer's MO.

I suspect this has as much to do with me not being terribly good as it does with any flaw in the game itself, but I have to say it was a little off-putting, as a newcomer. I can totally imagine some players rage-quitting over something like that.
 
Yes a well played tracer is rage inducing if no one on your team is playing one of her counters lol. I love this game because you can win by picking who ever but if you enjoy multiple characters and are willing to switch to counter their team your chances of winning go up alot
 
Tracer can't take a hit. Her speed is her biggest advantage. Her Ult does only 400 damage. High enough to kill most but tanks can live through if they have enough health.
 
So, I've owned the game for a couple weeks and I'm not sure I "get" it.
Are there different objectives or is it essentially just about controlling space (either offensively or defensively) via shooter elements? I'm oversimplifying, but are there other modes I haven't unlocked? I get that the characters all play differently and have roles and such.
Just curious - I'm not dissing the game or anything. I'm just not sure it's for me, or if I'm just missing out on the obvious.
 
There are at least two different types of maps that I've seen, but there doesn't seem to be any way to specify a preference for one or the other.

The most common one I get is the "escort" type where one team initially must control a space where the "payload" is for a certain length of time, and then control the space around the payload as it moves toward its "destination." The other team must fight to control these spaces until the time runs out. The "destination" seems to be located right outside the defending team's spawn location, making the difficulty for the team on offense increase as they get closer to the end.

The other is a more straightforward "king of the hill" type game, where the offensive team must get into and stay in the goal zone for some length of time - 20ish seconds or so. This is basically just like the first phase of the other type, with the apparent difference that the goal zone is much closer to the defending team's spawn point, and also a more easily defended location.

I prefer the second type - in the first type, I feel like I spend more of the game running back to where the action is than I do actually participating in the game.
 
So, I've owned the game for a couple weeks and I'm not sure I "get" it.
Are there different objectives or is it essentially just about controlling space (either offensively or defensively) via shooter elements? I'm oversimplifying, but are there other modes I haven't unlocked? I get that the characters all play differently and have roles and such.
Just curious - I'm not dissing the game or anything. I'm just not sure it's for me, or if I'm just missing out on the obvious.

Objectives depend on the map type: King of the Hill (control one point), Assault (capture multiple points), Escort (move payload to destination), and hybrid maps that contain a couple of the preceding elements.

In the grand scheme things, the real "objective" of playing the game is to beat the other team, plain and simple. Then you start another round and try to do it again. Hopefully you get better along the way. There's some fluff like skins and taunts from loot boxes, but in general a shooter of this nature is simply:

 
Nope, sorry. Used to be a huge Nintendo and even HUGER Zelda fan. They have lost their way a long time ago, and if information on the next console is true, are surely headed towards doom.

Top Zarya player forced to prove she's not an Overwatch cheat following accusations from rival pros.
Top Zarya player forced to prove she's not an Overwatch cheat following accusations from rival pros

She plays the game pretty good. Skip to 4 min mark to see the action. After it was proven that she was playing and not cheating, 2 of her accusers quit the game. Some of the shots she makes at the 40 min - 43 min mark are awesome.



Beast!
 
I don't know if its that I don't have the reaction times I did when i was 15 years old, or if this ultrawide screen is laggy but I guess i just don't have it anymore.

I hope i'll stop booting up the game, the last 2 days ive had negative fun.
 
I don't know if its that I don't have the reaction times I did when i was 15 years old, or if this ultrawide screen is laggy but I guess i just don't have it anymore.

I hope i'll stop booting up the game, the last 2 days ive had negative fun.

How many FPS have you played in recent years?
 
I used to play a whole lot, then started playing other genres more, but I still play a decent amount of FPS games.

Just curious. I see such posts on the official forums pretty often, usually saying things like "Haven't played FPS games in 5+ years. I can't keep up, my reflexes aren't what they used to be" and then they finish it with something ridiculous like "I'm 27 now." No shit, you didn't practice something for 5+ years and you're surprised you're not good at it anymore?

Meanwhile, you could get placed into a game against someone who has been playing TF2 for the past 8+ years...it's gonna take a little while to get up to speed. Having a few friends can really go a long way in this particular game as well. We've had friends join us and play a tank like Reinhardt while they learn the ropes, and playing a healer like Lucio or Mercy can go a long way as well.
 
Tempted to get this, but since I have so little time from work these days... I think I'll just save my money and go balls deep into Battlefield 1 later this year.
 
Tempted to get this, but since I have so little time from work these days... I think I'll just save my money and go balls deep into Battlefield 1 later this year.
I'd grab the $40 version, this game is great for those with limited time since most matches are in the 10-15 minute range so its great or dropping in for 1-2 and then leaving again.
 
Back
Top