• Overwatch - It's Actually a Trick To Make Everyone Play HotS, also BUY
    5,002 replies, posted
[QUOTE=RainbowStalin;52366770]Its a weird complaint but the Djinn skins for zenyatta have weirdly low resolution textures compared to his other skins and it bothers me.[/QUOTE] The gold texture for his orbs on that skin is so absurdly low-res to the point that it has artifacting everywhere. It's pretty terrible.
[QUOTE=Wulfram;52365762]I think another reason they gave everyone infinite ammo is because then otherwise you'd have to have a hero who's job it is to resupply and they would be absolutely mandatory in every match.[/QUOTE] Or they would have ammo pickups like TF2?
[QUOTE=Lambeth;52367348]Or they would have ammo pickups like TF2?[/QUOTE] Knowing Blizzard's abysmal pickup placements, that would just be living hell to have. Especially with how strong of a meta barrierwatch is now.
Tf2 actually has ammo packs drop on kill. If you're good enough in that game you theoretically should never need to go to a respawning ammo pack unless you're Engineer.
Honestly, finite ammo and ammo packs aren't a feature I think I especially miss. Between the ammo pools for the weapons being fairly generous and ammo supplies often being stocked in the same spots as health kits and killed enemies dropping ammo, there really wasn't much reason to run out of ammo in TF2, save Engineers scrap and maybe Heavy's minigun. So on the odd occasions when you did run out of ammo it just felt like more of an nuisance than anything else.
[QUOTE=Oizen;52367645]If you're good enough in that game you theoretically should never need to go to a respawning ammo pack unless you're Engineer.[/QUOTE] Well ammo packs are essential for espionage while cloaked because the Invisibility Watch is most effective when you know the routes that lead you through ammo packs, making it possible on some maps to go nearly the entire way while invisible. Aside from that, finite ammo also helps avoid unnecessary spam although I do agree beyond Spy and Engineer that you rarely will outright need to go to an ammo spawn point due to ammo being dropped on death.
[QUOTE=Oizen;52367645]Tf2 actually has ammo packs drop on kill. If you're good enough in that game you theoretically should never need to go to a respawning ammo pack unless you're Engineer.[/QUOTE] As I mentioned before, whether or not you're able to pick up a dropped weapon is physics-based, so some weirdly shaped ones will roll away to one side before you get the chance, or even fall through the floor in some cases (Pyro, Heavy) Physics-based ammo resupply is dumb, even if it works 90% of the time
Found something pretty cool [url]http://elapuse.tumblr.com/post/161851095467/reach-for-the-sky-since-someone-reposted-my-art[/url]
[QUOTE=Everything;52368165]As I mentioned before, whether or not you're able to pick up a dropped weapon is physics-based, so some weirdly shaped ones will roll away to one side before you get the chance, or even fall through the floor in some cases (Pyro, Heavy) Physics-based ammo resupply is dumb, even if it works 90% of the time[/QUOTE] They literally drop a box, the weapons don't give ammo ever since the weapon skins were introduced in TF2 a few years ago.
[QUOTE=Robotboy655;52368366]They literally drop a box, the weapons don't give ammo ever since the weapon skins were introduced in TF2 a few years ago.[/QUOTE] I miss getting minigun bullets from a roll of wrapping paper so much though.
[QUOTE=Robotboy655;52368366]They literally drop a box, the weapons don't give ammo ever since the weapon skins were introduced in TF2 a few years ago.[/QUOTE] Coincidentally, it's been a few years since I played TF2, so I wasn't aware of this. Back when I played, what you describe was just a fairly popular server mod. Guess they must've officialized it.
Introducing ammo into overwatch would bring a huge amount of depth and strategy and complexity to the game, all of which Overwatch doesn't have.
It would add depth, but none of the depth it would add would be fun. It's what I call "depth through inconvenience", or a mechanic that forces a player to play more conservatively without rewarding them for doing so, instead punishing them if they don't.
[QUOTE=redBadger;52368418]Introducing ammo into overwatch would bring a huge amount of depth and strategy and complexity to the game, all of which Overwatch doesn't have.[/QUOTE] not at all, just imagine how a team is going to take reinhard shields down without ammo.
[QUOTE=The Duke;52368137]Well ammo packs are essential for espionage while cloaked because the Invisibility Watch is most effective when you know the routes that lead you through ammo packs, making it possible on some maps to go nearly the entire way while invisible. Aside from that, finite ammo also helps avoid unnecessary spam although I do agree beyond Spy and Engineer that you rarely will outright need to go to an ammo spawn point due to ammo being dropped on death.[/QUOTE] Theres also the issue of Overwatch has every reload roughly be the same length, theres some variance but nothing really significant. I think the largest difference is half a second. and also refill the entire clip at once. Meanwhile tf2 uses "reload all at once" very sparingly. I think only a select few Scout weapons have it, and Revolers/Pistols and thats that. And this is a big difference between Junkrat and Demoman. Demoman will reload 1 pill by the time Junkrat has replaced all 5 of his. This system encourages spamming over aiming. Demoman needs his pills to land or else he's going to be very vulnerable, Junkrat is very fire and forget because he's more about getting out as many pills as possible.
[QUOTE=redBadger;52368418]Introducing ammo into overwatch would bring a huge amount of depth and strategy and complexity to the game, all of which Overwatch doesn't have.[/QUOTE]brb lets make barrierwatch even worse by adding finite ammo to take down a constantly deployable 900hp shield or a constantly regenerating 2000hp shield. The only real way to combat that would be to make the cooldowns/regens much longer or by adding an eventual hero who's job it is to supply ammo which would probably push past Lucio for must haves. Characters and shields in Overwatch just have too much combined health for ammo to be a thing. Unless you let people have a fuck ton of ammo but at that point, why even bother. IMO Overwatch would be much worse off if finite ammo pools were actually ever added.
Would anyone actually be sad if every single barrier in the game was nerfed. Does anyone actually enjoy the Reinhardt footsies game?
Winston isn't really a big problem for me personally and Reinhardt can come down with a little focus fire and will stay down as long as you keep chipping at him but Orisa's barrier is the biggest offender for me personally. Something about shitting out 900hp blockades every 8 seconds at distance. Maybe I'm just not doing something right with her but I wouldn't know. I can deal with a Reinhardt but those Orisa barriers. god damn I wouldn't mind another barrier busting hero or two, honestly.
People say Pharah is overpowered but it's the only way to stop barrierwatch
[QUOTE=PopSkimo;52369055] I wouldn't mind another barrier busting hero or two, honestly.[/QUOTE] Or another hero that can pierce through barriers.
[QUOTE=Everything;52365902]([IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG]) Mariachi Reaper ([IMG]https://facepunch.com/fp/ratings/wrench.png[/IMG]) Junker D.va ([IMG]https://facepunch.com/fp/ratings/rainbow.png[/IMG]) Ra (or Sunyatta) Zenyatta ([IMG]https://facepunch.com/fp/ratings/cross.png[/IMG]) " Your taste in skins is awful, none of the above "[/QUOTE] [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] Funny x [B]28 [/B] [I]" O k a y. "[/I] [video=youtube;zN84BJkujg0]http://www.youtube.com/watch?v=zN84BJkujg0[/video] Hopefully learning Reaper will help my close-range tracking skills, which are currently a shite sandwich
If only Junkrat could actually melt barriers effectively, then he might actually be useful other than being nothing but a counter magnet.
I don't understand all the complaints about barrierwatch. It's so easily and heavily countered by dive.
Barrierwatch was fine until Orisa came into play. Her shields can last for half of the cooldown under constant Bastion fire, and good luck getting [I]any[/I] downtime at all if your team doesn't have a bastion and you're all shooting at it anyways. Orisa (especially her cooldown buff) made the game go from "dive past barrier or knock it down with a lot of damage" to just "dive past the barrier."
What I think would fix the problem would be an increase to the cooldown if the barrier breaks, instead of being replaced. Maybe the barrier breaking would add another five seconds to your current barrier cooldown. Apply this to Orisa, Winston and Symmetra, and all three become less abusable (and Winston becomes less dominant/mandatory in dive)
[QUOTE=Nidhogg;52369190]If only Junkrat could actually melt barriers effectively, then he might actually be useful other than being nothing but a counter magnet.[/QUOTE] As a Junkrat player this confuses me It feels like Junkrat is supposed to be good for barriers and what not and I've heard him described as a counter to reinhardt and such frequently, but he sucks at that Sure, if Junkrat can get in a good position then there's not much Reinhardt can do against him but it takes fucking forever for the shield to actually go down compare to say, Bastion, who can melt a barrier in less than 5 seconds, and there's no reason to use Junkrat as a barrier breaker
Or just give Junkrat a big damage bonus specifically to barriers and constructed items like turrets/teleporters/generators/etc That would work too, and give the poor guy some actual utility.
Why not make it so that explosives deal overall much more damage to shields? There aren't many characters that use explosive weapons and it would work as a buff for them.
[QUOTE=alpha00zero;52369323]Why not make it so that explosives deal overall much more damage to shields? There aren't many characters that use explosive weapons and it would work as a buff for them.[/QUOTE] pharah
Speaking of Junkrat, I can't be the only one who wishes both the concussion mine and detonator were mapped to RMB, can I? It seems really weird for them to be two separate buttons. Under what circumstance would you want to reposition it WITHOUT blowing it up?
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