Overwatch - It's the Chinese year of the 🎁🔵⚪🔵🔵 A limited time event!
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Isn´t that coffe/Jeph thing really old? I seem to remember having seen it before.
Why am I not getting XP for some matches?
I did my weekly lootboxes full games of CTF, we win, no xp not a bit.slider doesn't move and text says "0 xp"
What gives
Kinda related. Derin De Paul brought his Reinhardt voice to Fortnite. He voices Sargent Winter/Santa in Save the World mode and the Reinhardt-isms are strong with how he portrays him.
https://www.youtube.com/watch?v=9-RRFoEH97E
Josh Noh: The Immortality Field can be
destroyed very quickly when multiple enemies are focusing it as it only
has 250 health and doesn’t move. If it does end up being too powerful we
can always lower the health or increase the cooldown to a more
reasonable amount.
Unless, you know, people bullet-sponge for it since they're, y'know, immortal while it's active.
"Not many people know he has a serious sweet tooth"
How would anyone know this? Is Micheal Chu just gonna start every minor detail with a "common misconception"-style caveat in case he screws up later/has said something else earlier?
I know when I saw Baptiste's reveal, the immediate first thing that was on my mind was "Does this dude get down with sweets and desserts?"
pretty sure they were implying in-universe, not really the worst thing he’s ever done
Optimized double walljump in corners with Hammond
Instead of going straight into the corner at a ~45 deg angle, you hit the first wall at a steeper angle (Higher velocity normal to the surface = better walljump off the first wall) while leaving a bit of distance to the second, then you immediately accelerate towards the second wall. You want enough distance to get substantial acceleration, but no more than necessary because the vertical velocity loss during the time it takes to accelerate weakens the walljump.
Hammond is the sickest
So maybe it is a bit of a petty thing to comment on normally, but as a writer (not saying I am fantastic writer, or even as good as Micheal Chu) it is really grating to see his symptomatic unwillingness to commit to the most basic trivia fact about a character he has helped create. At least I take responsibility for my flagrant continuity errors!
In other news, Baptiste seems to be closer than we previously anticipated! I can´t wait to try him out tbh, haven't been this excited for a new character for a long time (Hammond and Ashe, although fun, aren't really my playstyle).
Overwatch’s new hero, Baptiste, coming March 19
I'm kinda really over Widowmaker as a hero.
She's not fun to have on my team (instantly kills someone with no combos or fun interaction), not fun to have on the enemy team (die instantly or try to chase her down and she runs of and even if you get the kill, you're far from your team), and just makes me want to stop playing when I've had too many in my games in a row. I can imagine she's fun to play, but she doesn't have fun interactions otherwise.
Does anyone know why beam-like attacks sound like they have a faster damage rate in the OWL?
like listen to Winston or zarya hitmarker sounds in the normal game. Then compare them to the OWL where it sounds like it’s sped up, almost like the gameplay is sped up (obviously not but it sounds like it)
is it a higher tickrate maybe?
They are playing games locally and not online.
Might have something to do with it.
I just figured out exactly why this is.
I wanted some numbers on Hammond's physics, and the first thing I tested is the minimum angle he can hit a wall at and get his velocity projected onto the surface rather than being stopped, which came out to 30 degrees.
The reason I was interested in this is because last night I found out that Hammond has unique behavior where when his velocity gets projected from a collision, he keeps his original speed. Say I hit a wall at the max of 20 m/s from grappling, as long as it was at a 30 degree or more angle, I'll keep sliding along the wall at 20 m/s, which means I can do this.
After that, I tested the minimum angle I could roll towards a wall at full speed at and still walljump with good enough jump timing. 10 m/s roll speed times the cosine of that gave me the maximum velocity normal to the wall you can walljump with. I then figured out what that meant the minimum ratio between vertical vel and normal vel is. To find the initial velocity of a jump, I figured out jump height (1 m) using screen distance measurements while strafing since base move speed is known to be 5.5 m/s, then I figured out gravity (16 m/s^2) by timing how long it took to hit the ground after dashing 15m straight up with Genji.
Once I had the minimum vertical vel/normal vel ratio, I took the arctangent of that to get the minimum upward angle... and it was also 30 degrees!
That's when it dawned on me that walljumping is the exact same mechanic I'm using to redirect my velocity along a wall there, but you're redirecting upwards. You'll end up moving upwards at whatever the magnitude of your velocity prior to hitting the wall was.
The initial velocity of a jump is sqrt(2 * 16 * 1) with the above jump height and gravity values, so the max normal vel you can get a >= 30 degree angle with is:
atan(sqrt(2*16*1) / x) = 30*pi/180
sqrt(32) / x = tan(30*pi/180)
x / sqrt(32) = 1 / tan(30*pi/180)
x = sqrt(32) / tan(30*pi/180) = ~9.798 m/s
The arccosine of that over 10 (roll speed) gives you the minimum angle away from the wall you can walljump with at max roll speed, which is ~11.54 deg.
By setting the velocity magnitude given by max normal vel and initial jump vel equal to the formula used to get jump vel from height, you get:
sqrt((2*16*1) + (sqrt(32) / tan(30*pi/180))^2) = sqrt(2*16*h)
32 + (sqrt(32) / tan(30*pi/180))^2 = 32*h
(32 + (sqrt(32) / tan(30*pi/180))^2)/32 = h = 4 m
A max walljump height of 4 meters. Since normal vel at a given angle from the wall will be 10*cos(x), we can also figure out the max angle from the wall you can get the minimum piledriver height of 3 meters with:
(32 + (10*cos(x*pi/180))^2)/32 = 3
32 + (10*cos(x*pi/180))^2 = 96
(10*cos(x*pi/180))^2 = 64
10*cos(x*pi/180) = 8
cos(x*pi/180) = 8/10
x = acos(8/10)*180/pi = ~36.87 deg
Thats a lot of effort looking into a mechanic thats going to be patched out.
If they ruin Hammond's movement, I will actually quit.
Blizzard doesn't like any sort of dynamic-ness in their characters. That's why conserving any sort of momentum as Pharah is impossible. They don't think that movement should be something with a high skill ceiling. Lucio is sorta the only exception to this.
He really isn't considering they dumbed down his wallriding years ago
I wish there was more of it though. Rocketjumping in tf2 was somewhat easy to learn but extremely hard to master. You knew you were about to be fucked up when a screaming man wearing an eagle covered in flames propelling himself via explosions flies at you at 3,000 mph carrying a trench shovel
Blizzard would much rather have everything done by the press of a button. Closest we'll ever get to a rocket jump in overwatch is an ability where your character shoots the ground and flies the opposite way with the press of a button. everything in overwatch MUST be low skill floor low skill ceiling
rember when brig was able to trump with her shieldbash like demoknight
lets not have that
Bastion's cannon jump is the closest we have to a true rocket jump, but only just enough to pass over Mei's ice wall.
Case in point: Junkrat.
Stickyjumping with the Demoman is so hard to master. I would even consider it harder than rocketjumping with the Soldier. Explosions are spherical and the force radiates from a single point.
This incredible skill ceiling does it make hard to do perfectly but it also allows you to do insane things with it. Straight up, straight down, horizontal. Whatever you wanted.
Meanwhile, Junkrat's mine always launches you in a perfect 45 degree angle. Always. Even if you throw the mine against a wall higher than you.
Easy to use with just a single press, but it only allows you to do 1 thing. Go up.
Lucio's movement is pretty easy to use now. Its just holding space on a wall and jumping at right times. It got really easy when they removed so many of its limitations from launch its lost a lot of its flair.
As it currently stands, all it is is mass memorization of the routes you can do with it.
https://www.youtube.com/watch?v=UlHDGBWJOkQ
You want the high ground? I wouldn´t dare.
I can strafe while I'm in the air!
Pretty much sums it up.
So, Baptiste hits tomorrow. I wonder how the deluge of people wanting to play him will be handled? No limits in the arcade kinda worked for Brigitte because she is also a brawler, but six healers running around with invurnability-fields? Can you say stalemate?
Is goats dead yet?
From what I read, stronger than ever.
As a result of, or in spite of Baptiste?
GOATS are truly.. truly, truly.. outrageous.
On the plus side, thanks to people always fighting to play the newest characters at least every team ACTUALLY HAS A HEALER NOW.
No more full DPS teams of
Hanzo - Genji - Widowmaker - Mcree - Reaper - Tracer and Doomfist
That's only a temporary thing. New healer tends to be first picked for less time than new dps, or new anything. Ashe is still a contested pick for me.
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