Widow's wallhack should go away when she dies. she shouldn't really have an SMG i don't think, if you risk trying to go through the entire team to get to widow you shouldn't be penalized by having to face a DOT trap and a powerful SMG...
mccree flashbang should have a bit more range and just blind you for one or two seconds but still allow you to move. junkrat's trap makes sense for movement restriction but flashbang doesn't.
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
76's ult is stupid and should just allow you to have no recoil and maybe crit damage or no reloading during the ult.
maybe lower damage on symmetra/winston unless you are tracking the person and have a quick ramp up rewarding good aim
genji should have some arc to his shurikens, makes no sense that he can throw them perfectly straight forever but hanzo's bow has an arc. genji reflect should also have some sort of skill involved like airblast in tf2. hard though with client-side reg. i also don't see the need for him to have wall climb...double jump and dash is enough
tracer needs some sort of hard counter from medium range. or maybe just reduce her medium range damage slightly.
Widow's wallhack should go away when she dies. she shouldn't really have an SMG i don't think, if you risk trying to go through the entire team to get to widow you shouldn't be penalized by having to face a DOT trap and a powerful SMG...
mccree flashbang should have a bit more range and just blind you for one or two seconds but still allow you to move. junkrat's trap makes sense for movement restriction but flashbang doesn't.
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
76's ult is stupid and should just allow you to have no recoil and maybe crit damage or no reloading during the ult.
maybe lower damage on symmetra/winston unless you are tracking the person and have a quick ramp up rewarding good aim
genji should have some arc to his shurikens, makes no sense that he can throw them perfectly straight forever but hanzo's bow has an arc. genji reflect should also have some sort of skill involved like airblast in tf2. hard though with client-side reg. i also don't see the need for him to have wall climb...double jump and dash is enough
tracer needs some sort of hard counter from medium range. or maybe just reduce her medium range damage slightly.
Platinumroadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
Honestly, flying pudge would make this game a must purchase
[quote=Platinum]
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
[/quote]
Honestly, flying pudge would make this game a must purchase
if this game wants to succeed as a spectator sport, there needs to be some major gameplay shift to make the game slower because every team fight lasts like 10 seconds and one ult will litterally delete the entire enemy team
if this game wants to succeed as a spectator sport, there needs to be some major gameplay shift to make the game slower because every team fight lasts like 10 seconds and one ult will litterally delete the entire enemy team
I'll try to organize my thoughts going on ~ 15-20 hours of beta play so far.
There's a lot of talk about balance and things being overpowered. I feel a lot of the mechanics are annoying, but ultimately can be countered or zoned out. For example, McCree's flash is annoying as all hell and frustrating to get caught in, but you can usually try baiting it out at medium range. Roadhogs hook can also be baited, and then he's quite vulnerable. Mei is also annoying as hell, but again, zoning out her freeze makes her really only effective at ccing.
What I feel is actually a bit overpowered inherently, and does more than simply act as a gimmicky or frustrating mechanic:
- Widow recon vision and damage
- McCree damage at medium and long range
- Hanzo's E-ability seems to give him overall versatility beyond the scope of his class.
I think overwatch is incredibly fun to play with ~3-6 people. The more people you get, the better. As a team game, I feel it has great potential and is already on the right track. It definitely requires more teamwork than tf2, as many have commented on, and the variety of situations you find yourself in keeps the games fresh.
That being said, sometimes I might want to queue by myself or with 1-2 other friends. And oh boy, those experiences tend to not be remotely as fun. I'll give the game the benefit of the doubt and say that it's probably because it's so new, but right now pubbing in overwatch is basically a coin flip. Half the time you get a mess of teammates that run in and die, have zero awareness, and end up with terrible class compositions and you just get rolled the entire game. The other half of the time, the other team has the same issues, and the game is one-sided. And unlike in TF2, one player can't turn the tides of a game. If you have 4 teammates running in and dying and the other team only has 1, forget it, you're losing. So ultimately overwatch at first glance doesn't seem like the best game to pub on your own.
Still having fun overall though playing in moderation, and especially so when I'm playing with a full/nearly full group!
I'll try to organize my thoughts going on ~ 15-20 hours of beta play so far.
There's a lot of talk about balance and things being overpowered. I feel a lot of the mechanics are annoying, but ultimately can be countered or zoned out. For example, McCree's flash is annoying as all hell and frustrating to get caught in, but you can usually try baiting it out at medium range. Roadhogs hook can also be baited, and then he's quite vulnerable. Mei is also annoying as hell, but again, zoning out her freeze makes her really only effective at ccing.
What I feel is actually a bit overpowered inherently, and does more than simply act as a gimmicky or frustrating mechanic:
- Widow recon vision and damage
- McCree damage at medium and long range
- Hanzo's E-ability seems to give him overall versatility beyond the scope of his class.
I think overwatch is incredibly fun to play with ~3-6 people. The more people you get, the better. As a team game, I feel it has great potential and is already on the right track. It definitely requires more teamwork than tf2, as many have commented on, and the variety of situations you find yourself in keeps the games fresh.
That being said, sometimes I might want to queue by myself or with 1-2 other friends. And oh boy, those experiences tend to not be remotely as fun. I'll give the game the benefit of the doubt and say that it's probably because it's so new, but right now pubbing in overwatch is basically a coin flip. Half the time you get a mess of teammates that run in and die, have zero awareness, and end up with terrible class compositions and you just get rolled the entire game. The other half of the time, the other team has the same issues, and the game is one-sided. And unlike in TF2, one player can't turn the tides of a game. If you have 4 teammates running in and dying and the other team only has 1, forget it, you're losing. So ultimately overwatch at first glance doesn't seem like the best game to pub on your own.
Still having fun overall though playing in moderation, and especially so when I'm playing with a full/nearly full group!
It's a lot of fun playing with some friends, which feels likea must, pretty god awful to play solo.
I think the general consensus is that hacking abilities are absolutely ridiculous, widowmaker is too strong short range, mccree is just a piece of shit and should be completely reworked, you'll almost never beat a mei 1v1 in short range and the lack of aiming required for skills and weapons are too frustrating.
I think the game has the potential to be really competitive, with a high skill ceiling in terms of teamwork, but it currently is far too casual in a lot of respects.
It's a lot of fun playing with some friends, which feels likea must, pretty god awful to play solo.
I think the general consensus is that hacking abilities are absolutely ridiculous, widowmaker is too strong short range, mccree is just a piece of shit and should be completely reworked, you'll almost never beat a mei 1v1 in short range and the lack of aiming required for skills and weapons are too frustrating.
I think the game has the potential to be really competitive, with a high skill ceiling in terms of teamwork, but it currently is far too casual in a lot of respects.
Platinummccree flashbang should have a bit more range
oh no
Platinumand just blind you for one or two seconds but still allow you to move.
ok thank god
[quote=Platinum]mccree flashbang should have a bit more range[/quote]
oh no
[quote=Platinum]and just blind you for one or two seconds but still allow you to move.[/quote]
ok thank god
good game to play with friends and a lot of fun casually, doesnt seem to me like a competitive game.
tf2 : overwatch :: melee : brawl tbh.
good game to play with friends and a lot of fun casually, doesnt seem to me like a competitive game.
tf2 : overwatch :: melee : brawl tbh.
retrogradegood game to play with friends and a lot of fun casually, doesnt seem to me like a competitive game.
tf2 : overwatch :: melee : brawl tbh.
that isn't even close to a good comparison
brawl and melee are the same concept with a different physics engine
OW and TF2 are complete different other than sharing game modes and the fact that they are shooters
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also brawl is competitive and fun and if you have never tried playing it and like melee you should, it is a pretty good time :D
[quote=retrograde]good game to play with friends and a lot of fun casually, doesnt seem to me like a competitive game.
tf2 : overwatch :: melee : brawl tbh.[/quote]
that isn't even close to a good comparison
brawl and melee are the same concept with a different physics engine
OW and TF2 are complete different other than sharing game modes and the fact that they are shooters
[spoiler]also brawl is competitive and fun and if you have never tried playing it and like melee you should, it is a pretty good time :D[/spoiler]
I'm enjoying it a lot despite some rage-inducing things like McCree flashbang+right click combos, winston and symmetra's auto aim weapons (I can forgive it on an ult but as your primary??), and teams that don't know how to deal with sentries or bastions. I won't be trying comp because TF2 was quite enough for me, but it's a great game for either casual pubbing or ranked with friends, which is all I wanted.
I'm enjoying it a lot despite some rage-inducing things like McCree flashbang+right click combos, winston and symmetra's auto aim weapons (I can forgive it on an ult but as your primary??), and teams that don't know how to deal with sentries or bastions. I won't be trying comp because TF2 was quite enough for me, but it's a great game for either casual pubbing or ranked with friends, which is all I wanted.
This game is great. Don't know why the viewmodels have to be so big, but I kinda started ignoring them after a while.
I think my favorite heroes are Tracer, McCree, Bastion, and Widow. Hopefully I'll get to play some more before the beta ends.
This game is great. Don't know why the viewmodels have to be so big, but I kinda started ignoring them after a while.
I think my favorite heroes are Tracer, McCree, Bastion, and Widow. Hopefully I'll get to play some more before the beta ends.
When did health bars replace damage numbers. still a fun game
"tracker took 3/4"
When did health bars replace damage numbers. still a fun game
"tracker took 3/4"
Just a reminder that the beta ends on Tuesday now, at 10 AM PDT!
Just a reminder that the beta ends on Tuesday now, at 10 AM PDT!
This game is extremely, EXTREMELY team based. I frequently have the feeling that I'm going up against very skilled players every other match but it's entirely due to team compositions and teamwork (or lack of it on our side) and not really their impressive aim or positioning. Deathballing is a popular strat in pubs where 4 people will just move together shoot the same targets, and when people are spread apart and not playing together in pubs it's a recipe for defeat. Earlier I ran into a Mercy/Roadhog pocket combo protecting the cart and there was not a thing I could do as a solo player.
Lots of things kill you before you have a chance to react, there's a lot of abilities with no counter play other than to not be in range... which is silly IMO. I'm mostly referring to McCree's stun which makes me upset every time it kills me, but a lot of my deaths feel like they weren't my fault and I just happened to get unlucky.
There are a lot of frustrating mechanics, namely Widowmaker's wallhack, Roadhog's long range pull and left click 1 shot combo, McCree's stun grenade, Bastion/Symetra's auto aiming LGs, Bastion's crazy damage output/ult (Bastion is actually bad at higher levels of play but it's still frustrating to get mowed down instantly from far away) and speaking of that - Soldier 76's ultimate is kind of bullshit. Genji's deflect ability may be little too strong as well. I don't think these things are 'overpowered', but I dislike people pressing I WIN buttons and killing me with little effort.
I don't know how I feel about pubbing. When I grouped with a full 6 we basically never lost and stomped most games. When I played solo there was no team work and it felt like I couldn't impact the game alone. Super frustrating.
I hate that I can't carry, even playing people like McCree/Widow who aren't dependent on teamplay the kills you get can have little impact on the game. A Reinhardt holding rmb+w is probably being more useful to your team. It makes me wonder about the future of OW -- if the only thing setting apart teams is how good they can coordinate and you remove most of the individual skill, isn't that a bit dull? Even MOBAs that require a great deal of team work still allow you to show off your individual skills.
This game is extremely, EXTREMELY team based. I frequently have the feeling that I'm going up against very skilled players every other match but it's entirely due to team compositions and teamwork (or lack of it on our side) and not really their impressive aim or positioning. Deathballing is a popular strat in pubs where 4 people will just move together shoot the same targets, and when people are spread apart and not playing together in pubs it's a recipe for defeat. Earlier I ran into a Mercy/Roadhog pocket combo protecting the cart and there was not a thing I could do as a solo player.
Lots of things kill you before you have a chance to react, there's a lot of abilities with no counter play other than to not be in range... which is silly IMO. I'm mostly referring to McCree's stun which makes me upset every time it kills me, but a lot of my deaths feel like they weren't my fault and I just happened to get unlucky.
There are a lot of frustrating mechanics, namely Widowmaker's wallhack, Roadhog's long range pull and left click 1 shot combo, McCree's stun grenade, Bastion/Symetra's auto aiming LGs, Bastion's crazy damage output/ult (Bastion is actually bad at higher levels of play but it's still frustrating to get mowed down instantly from far away) and speaking of that - Soldier 76's ultimate is kind of bullshit. Genji's deflect ability may be little too strong as well. I don't think these things are 'overpowered', but I dislike people pressing I WIN buttons and killing me with little effort.
I don't know how I feel about pubbing. When I grouped with a full 6 we basically never lost and stomped most games. When I played solo there was no team work and it felt like I couldn't impact the game alone. Super frustrating.
I hate that I can't carry, even playing people like McCree/Widow who aren't dependent on teamplay the kills you get can have little impact on the game. A Reinhardt holding rmb+w is probably being more useful to your team. It makes me wonder about the future of OW -- if the only thing setting apart teams is how good they can coordinate and you remove most of the individual skill, isn't that a bit dull? Even MOBAs that require a great deal of team work still allow you to show off your individual skills.
HardingoWhen did health bars replace damage numbers. still a fun game
"tracker took 3/4"
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate
[quote=Hardingo]When did health bars replace damage numbers. still a fun game
"tracker took 3/4"[/quote]
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate
SkittlesBTHardingoWhen did health bars replace damage numbers. still a fun game
"tracker took 3/4"
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate
you can see all the damage numbers from the community overwatch wiki though (i trust they are pretty accurate), it's the same thing with tf2 wiki anyway
honestly i wouldn't want to clutter the UI any more with damage numbers, and besides after playing a bit you start memorizing the damage capabilites and healths of the heroes (also having 1 bar indicate 25hp is easy to understand at least for me)
[quote=SkittlesBT][quote=Hardingo]When did health bars replace damage numbers. still a fun game
"tracker took 3/4"[/quote]
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate[/quote]
you can see all the damage numbers from the community overwatch wiki though (i trust they are pretty accurate), it's the same thing with tf2 wiki anyway
honestly i wouldn't want to clutter the UI any more with damage numbers, and besides after playing a bit you start memorizing the damage capabilites and healths of the heroes (also having 1 bar indicate 25hp is easy to understand at least for me)
SkittlesBTHardingoWhen did health bars replace damage numbers. still a fun game
"tracker took 3/4"
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate
i dont think damage numbers matter that much when you can always see the enemy health anyway
[quote=SkittlesBT][quote=Hardingo]When did health bars replace damage numbers. still a fun game
"tracker took 3/4"[/quote]
i think this is a pretty interesting point that hasn't been touched on a whole lot in this thread, concerning how damage numbers are non-existant in this game and you have to use (at least from what i could find) spreadsheets that may not be 100% complete/accurate[/quote]
i dont think damage numbers matter that much when you can always see the enemy health anyway
ive played for like 8 hours total and already know how much health X class has after taking Y amount of shots from Z gun. they did a good job making this intuitive
damage numbers would be a nice option i cant deny that but resorting to calling health by % is kind of silly
i still need to learn heal/sec rate though
ive played for like 8 hours total and already know how much health X class has after taking Y amount of shots from Z gun. they did a good job making this intuitive
damage numbers would be a nice option i cant deny that but resorting to calling health by % is kind of silly
i still need to learn heal/sec rate though
i feel like numbers would help for thresholds that are abit more specific eg letting a mccree know that x class is <70 health for a revolver one-shot aside from trying to determine it from a visual health bar where they may or may not be able to be one shot which could determine whether you should chase a mercy or something
also can help with lucio ults to help distinguish when it's starting and fading because for example as roadhog you might want to wait until the lucio ult fades to a certain point to go for a hook because i've personally thought the bars were back to what they normally looked like for some of the light classes and went for a hook only to see that they had like 100 more health than i thought
i feel like they could at least state how much damage weapons do somewhere in the game officially like somewhere in the hero browsing menu thing
as to how they would implement them as not to look like trash (stock tf2 damage numbers ahhhhhhhhhh) or overly cluttering/distracting/complex i'm not entirely sure
i feel like numbers would help for thresholds that are abit more specific eg letting a mccree know that x class is <70 health for a revolver one-shot aside from trying to determine it from a visual health bar where they may or may not be able to be one shot which could determine whether you should chase a mercy or something
also can help with lucio ults to help distinguish when it's starting and fading because for example as roadhog you might want to wait until the lucio ult fades to a certain point to go for a hook because i've personally thought the bars were back to what they normally looked like for some of the light classes and went for a hook only to see that they had like 100 more health than i thought
i feel like they could at least state how much damage weapons do somewhere in the game officially like somewhere in the hero browsing menu thing
as to how they would implement them as not to look like trash (stock tf2 damage numbers ahhhhhhhhhh) or overly cluttering/distracting/complex i'm not entirely sure
talk about character design
[img]https://i.gyazo.com/d2b1b2d2504ac6bff6be869da25336be.png[/img]
http://i.4cdn.org/vg/1462826485766.webm
Platinumroadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill
[quote=Platinum]
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
[/quote]
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill
Jesus fucking christ the monkey is broken. You don't even have to aim.
Jesus fucking christ the monkey is broken. You don't even have to aim.
SpaceGhostsCoffeePlatinumroadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill
His hook doesn't auto aim though. It's hitscan (or so I hear, although Seagull claims it isn't) and pubs are 2 0 T I C K so that's how you get hooked around corners and shit.
It really should operate like a projectile though. If that were the case though I think Roadhog's bread and butter would be too difficult to consistently pull off so increasing the returns while increasing the skill needed for said returns would make sense. Just a slightly longer range, or maybe a bit more damage on hook.
[quote=SpaceGhostsCoffee][quote=Platinum]
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
[/quote]
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill[/quote]
His hook doesn't auto aim though. It's hitscan (or so I hear, although Seagull claims it isn't) and pubs are 2 0 T I C K so that's how you get hooked around corners and shit.
It really should operate like a projectile though. If that were the case though I think Roadhog's bread and butter would be too difficult to consistently pull off so increasing the returns while increasing the skill needed for said returns would make sense. Just a slightly longer range, or maybe a bit more damage on hook.
Dabbled in competitive for a bit. The movement or lack there of makes the game unbearably slow. Cant stand it. Fun pub game but when shit gets serious and the good snipers come out it is totally miserable.
Dabbled in competitive for a bit. The movement or lack there of makes the game unbearably slow. Cant stand it. Fun pub game but when shit gets serious and the good snipers come out it is totally miserable.
obe_SpaceGhostsCoffeePlatinumroadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill
His hook doesn't auto aim though. It's hitscan (or so I hear, although Seagull claims it isn't) and pubs are 2 0 T I C K so that's how you get hooked around corners and shit.
It really should operate like a projectile though. If that were the case though I think Roadhog's bread and butter would be too difficult to consistently pull off so increasing the returns while increasing the skill needed for said returns would make sense. Just a slightly longer range, or maybe a bit more damage on hook.
roadhog's hook is projectile, but between the very generous lag compensation and its enormous hitbox, it might as well feel like hitscan
[quote=obe_][quote=SpaceGhostsCoffee][quote=Platinum]
roadhog's hook should be less forgiving in general and maybe allow him to launch himself? that would be hilarious
[/quote]
The fact that the hook auto-aims and hooks you around corners is the worst part of it imo, I think it'd be fine if they just removed the auto-aim so at least took some semblance of skill[/quote]
His hook doesn't auto aim though. It's hitscan (or so I hear, although Seagull claims it isn't) and pubs are 2 0 T I C K so that's how you get hooked around corners and shit.
It really should operate like a projectile though. If that were the case though I think Roadhog's bread and butter would be too difficult to consistently pull off so increasing the returns while increasing the skill needed for said returns would make sense. Just a slightly longer range, or maybe a bit more damage on hook.[/quote]
roadhog's hook is projectile, but between the very generous lag compensation and its [b]enormous[/b] hitbox, it might as well feel like hitscan