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Overwatch

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  • I desperately need to retrain myself. "E" is no longer "call medic"!
  • Churba#11364, join me for shootan doods.
  • Sent you a request Churba. I'm JoshBytes#1365. Anyone else feel free to add me also.
  • You guys. This game is really, really fucking good.
  • edited May 2016
    Right? I mean I hope there will be more objectives than capture point/hold or escort matches. Also D'Va is OP but I love it.
    Post edited by Josh Bytes on
  • I could feel the skill cap grinding me into a pulp for that first hour. Gonna go back and play more tonight. I'm used to being very good at video games, but I'll admit, FPS on a PC is an area where I actually haven't put in all that many hours. I messed around with them on and off for most of my life, and found it easy enough to be better than most in TF2 or Left 4 Dead (I got sucked into that "collect the gas cans" mode in L4D2 for a while). Overwatch feels Quake-fast. You need to have true skill at the fundamental FPS aspects: moving and shooting. There's no crutch here. I got destroyed.
  • edited May 2016
    Matt said:

    I could feel the skill cap grinding me into a pulp for that first hour. Gonna go back and play more tonight. I'm used to being very good at video games, but I'll admit, FPS on a PC is an area where I actually haven't put in all that many hours. I messed around with them on and off for most of my life, and found it easy enough to be better than most in TF2 or Left 4 Dead (I got sucked into that "collect the gas cans" mode in L4D2 for a while). Overwatch feels Quake-fast. You need to have true skill at the fundamental FPS aspects: moving and shooting. There's no crutch here. I got destroyed.

    There are also a few odd issues with balance.

    For example, if you're playing a competent roadhog, you're almost invincible, because you can self-heal your entire health bar in two seconds, every eight seconds, and most people(barring the odd turret-mode bastion that catches you short) can't reliably pump out enough damage to kill you before your absurdly fast self heal recharges nor can they dump enough damage to overwhelm your heal.

    Or that one map, Italy, where you can win basically every time if you just run with two torbs, and throw up turrets in the right place in the last area. I've seen three torbs hold for two minutes solid against an entire team, with half the team AFK.

    It'll likely get looked at before release(or close after), but who knows.

    Random tip - As junkrat, don't forget your trap. Drop it just around corners, tops of stairs, places like that. Most people never look down. Mantrap with mine on top is a guaranteed kill against basically everybody but Reinhart and Roadhog. And if you feel like being REAL STUPID you can attach both traps to a basketball or other similar props, and then someone can punt it along with their gun until it hits an enemy, soon as you get the trap notification, blow it all up, almost a guaranteed kill.
    Post edited by Churba on
  • edited May 2016
    Churba said:

    For example, if you're playing a competent roadhog, you're almost invincible, because you can self-heal your entire health bar in two seconds, every eight seconds, and most people(barring the odd turret-mode bastion that catches you short) can't reliably pump out enough damage to kill you before your absurdly fast self heal recharges nor can they dump enough damage to overwhelm your heal.

    Roadhog's heal only replenishes 300 of his 600 HP and is completely immobilized during the heal. You can't just stand out in the open during the heal and expect to live. He does take a lot of damage (kind of the role of a tank class) but he can be taken out. Unlike other tanks he also doesn't have any armor to absorb damage or shields that replenishe themselves automatically after a while, plus his hitbox is enormous making him a sponge for damage.

    He's pretty fair if you play around him.
    Churba said:

    Or that one map, Italy, where you can win basically every time if you just run with two torbs, and throw up turrets in the right place in the last area. I've seen three torbs hold for two minutes solid against an entire team, with half the team AFK.

    Do you mean Dorado? That's set in Mexico, though I guess the flag is similar to Italy's.

    Anyway, the thing about Overwatch is that classes have counters to each other. Torbjorn and his turrent can often easily be taken out by Junkrat or Pharah and their long distance explosive weapons. Reinhardt and Winston can also put up shields to block the damage while other ranged classes can take out the turrets.



    I will keep the tip for Junkrat in mind though.
    Post edited by chaosof99 on
  • edited May 2016
    chaosof99 said:

    Roadhog's heal only replenishes 300 of his 600 HP and is completely immobilized during the heal.

    You're correct, I misremembered - it's 300HP per second, but I thought it lasted two, not one. He's still a fucker to take down, common as arseholes and opinions, and so easy to wreck face with that it's not even funny. I got downright bored of him. Hook, spam shotgun, rinse, repeat till you get to half health, heal. That's it.
    chaosof99 said:

    Do you mean Dorado? That's set in Mexico, though I guess the flag is similar to Italy's.

    Ah, that's the one. I didn't remember the name, and mixed up which one had the logo in the middle.
    chaosof99 said:

    Anyway, the thing about Overwatch is that classes have counters to each other. Torbjorn and his turrent can often easily be taken out by Junkrat or Pharah and their long distance explosive weapons.

    Not on that map. In the correct placement, they've got good cover, open sight-lines on every entrance, Low roof and small floor area on a tall barrier provides effective defense against junkrat lobbing, and Pharah has a hard time getting in to provide damage because every sight-line is short enough that the turret can lock on and get shots off faster than she can fire rockets. Even if you drop concussive to knock torby away, then dive out with rockets, the turret eats you. Even if you drop your ultimate, turret gets you before you get it unless you're real lucky. Torb can just hang out and repair when necessary. I know the counter for Torb, the map simply prevents those counters from being terribly effective.
    chaosof99 said:

    Reinhardt and Winston can also put up shields to block the damage while other ranged classes can take out the turrets.

    Again, the angle is arse for attackers and great for defenders, and generally can be easily shut down(at least, to the point where they can't get effective fire on the turrets for long enough to take them down) with a little harassment from your team - I was somewhat exaggerating, since you rarely see half a team go AFK at once without quitting.

    Seriously, every match where I've placed a turret down in that spot while playing tonight, We've locked it down and won the day. The only thing I'd add is that it has to be a level 2 turret.
    chaosof99 said:

    I will keep the tip for Junkrat in mind though.

    Just don't keep doing it in a row. If you're doing the same thing in the same spot more than maybe twice, you're wasting time.

    Another one Omnutia and I discovered tonight - Zarya and Phara's ultimate are extremely complimentary, if you time them right. Drop a black hole to pin them in place, then punch into the sky and drill them with Phara's ultimate while they're stuck. Works best on defended control points, and carts.

    Post edited by Churba on
  • Hmmm Wasn't paying attention to this game, but I happen to see one of the inspirations was Action Quake, now I am REALLY interested.
  • I'll be playing this game as well! I'll be adding everyone who has shared their ID here, but mine is VentureJ#1389
  • edited May 2016
    The only two characters I would consider nerfing would be Roadhog and Bastion. For Roadhog they either need to shorten the distance on his grapple or make him more susceptible to damage. I kinda thing the first makes more sense since he's supposed to be a tank. Bastions turret mode should be strong but it kills people almost instantly sometimes. I think the damage should just be turned down a notch on it.

    Overall Roadhog was the most dominant character I would consistently see. You could get around him some with characters like DVa or Zarya where I'd pop my shield right as I got hooked. Or you could fuck with them some with characters like Hanzo peeking around corners. If you swarm him he's not bad but the first time I saw someone heal I was like damn that was so fast compared to other characters.
    Post edited by MATATAT on
  • I don't think Roadhog is overpowered (maybe I'm biased because I love playing him?) His shotgun isn't really powerful enough to one shot most (if not all heroes) and usually I have to play quite aggressive to make the hooks. Sure, his healing is pretty quick, but he's also immobile and vulnerable while healing, unlike characters like Mei or Soldier 76 who are either invulnerable or mobile while healing.
  • edited May 2016
    Yeah honestly there are ways to get around players that are good with him, and with more time I kinda think it'll even out. But part of me feels like its very character dependent, which is probably fine. But a good Roadhog can be such a pain in the ass. But the same goes for a good Hanzo/Bastion/Widow too I suppose. Bastion in particular can really grind my gears since he'll drop you so fast.
    Post edited by MATATAT on
  • A decent Mei player is probably the most frustrating experience. Not to mention the cheese I encountered last night with a full team playing Mei as defenders. Impossible.
  • Do you all think there will be option for a game mode were duplicate characters aren't allowed on a team? Or should there be an option?
  • Some of the better teams I've been on have had duplicate characters. It might be kinda interesting though.
  • I haven't played a shooter this obsessively for a while.
  • Properly changing classes mid-game is a skill you will have to hone in this game, and allowing multiples only bumps up the challenge. I'm all for it.
  • Matt said:

    Properly changing classes mid-game is a skill you will have to hone in this game, and allowing multiples only bumps up the challenge. I'm all for it.

    Agreed. There can be some very, very strong arguments to allow for duplicates.
  • There's room for both, I think. TF2 had a pretty active Highlander scene for the three or four minutes it was an eSport.
  • FYI, open beta got extended another day until the 10th
  • edited May 2016
    Andrew said:

    Matt said:

    Properly changing classes mid-game is a skill you will have to hone in this game, and allowing multiples only bumps up the challenge. I'm all for it.

    Agreed. There can be some very, very strong arguments to allow for duplicates.
    Yeah, stopping duplicates in general is not a good solution, though I suppose there's room for game modes that do so.
    MATATAT said:

    The only two characters I would consider nerfing would be Roadhog and Bastion.

    I recon another solution for Bastion is reducing his accuracy at range in turret mode. He's got hard counters in characters with knockback or pull(which punches him out of turret mode), but he out-ranges all of them except Phara's concussion shot(which I'm not sure actually knocks him out of turret mode, never tried). Reducing accuracy would make it easier to get in further on an approach, without reducing the difficulty of covering that final stretch, and still allowing for ambush tactics.
    Andrew said:

    I don't think Roadhog is overpowered (maybe I'm biased because I love playing him?) His shotgun isn't really powerful enough to one shot most (if not all heroes) and usually I have to play quite aggressive to make the hooks. Sure, his healing is pretty quick, but he's also immobile and vulnerable while healing, unlike characters like Mei or Soldier 76 who are either invulnerable or mobile while healing.

    Hook, shoot, punch. Almost guaranteed kill on anyone with 200 health or less if you land it(not hard to time it out, your stun is JUST long enough), which is all offense except reaper, all defense except Bastion and Mei, and all of the supports. Reaper and Mei, if you land a headshot instead of just a bodyshot, they're done too.

    More random tips - by combining her boost and self-destruct, you can skate a self-destructing mech into enemy formations and nests.
    Post edited by Churba on
  • Yeah I would definitely agree on the accuracy. It seems very accurate at long range from watching PotGs.
  • edited May 2016
    Phil and I are 90% likely to get this game, so we'd love to have a clan of crew with us. I played primarily Mei, Widow maker, and Tracer, and enjoyed being an all around nuisance. Got potg several times with Mei and WM.
    Post edited by no fun girl on
  • I'm like 99% pre-ordering. I'd love to jam with you guys.
  • I already preordered and already went as far as to get the stupid skins version because I'm an idiot.
  • I'd try it out. PC tho
  • I enjoyed the beta and am moderately likely to buy the full game when it releases, I would join for shenanigans.
  • You have my sword, and my bow, and my axe. I'm in.
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