Overwatch - It's Actually a Trick To Make Everyone Play HotS, also BUY
5,002 replies, posted
[QUOTE=Killajax;52257559]They should really add damage numbers just for the sake of new players, since a lot of them don't realize D.va and Reaper's guns don't do a lot of damage at long range.[/QUOTE]
As if Overwatch needs even more visual clutter.
Getting >80% hook accuracy with Roadhog is [i]way[/i] more satisfying than it should be. You can just kinda feel the enemy teams minds boil after a few minutes.
Bonus points if they have Genji, Tracer, Pharah and you make sure to never miss them, preferably in full view of their team :v:.
[editline]21st May 2017[/editline]
Also applies playing Ana and getting a "50% of damage received" card at the end.
[QUOTE=Tobba;52257692]
Also applies playing Ana and getting a "50% of damage received" card at the end.[/QUOTE]
[img]http://i.imgur.com/HZHeALj.png[/img]
I've seen better.
I tried out a round of HotS and made an executive decision to skip out on the Nexus rewards. 10 loot boxes would never be worth the amount of time I would have to spend playing a moba
[QUOTE=Killajax;52257869][img]http://i.imgur.com/HZHeALj.png[/img]
I've seen better.[/QUOTE]
Last night I got 20K healing for 43% of damage taken on King's Row, sadly I didn't screenshot it; I think my ass physically hurt at that point though.
[QUOTE=Mort Stroodle;52258011]I tried out a round of HotS and made an executive decision to skip out on the Nexus rewards. 10 loot boxes would never be worth the amount of time I would have to spend playing a moba[/QUOTE]
I shit you not, I was a HotS former player and, since my Overwatch posse had to download and play the damn thing for the Nexus Challenge 2.0, they took an odd liking to it and now we split our time together between the two
I actually like Heroes of the Storm now from playing it so much...
It's more rewarding to play then Overwatch I cen tell you that.
[QUOTE=MissingGlitch;52258074]I actually like Heroes of the Storm now from playing it so much...
It's more rewarding to play then Overwatch I cen tell you that.[/QUOTE]
Despite being a MOBA, it's yet to get me anywhere near as tilted as Overwatch does.
I can't believe people want to defend Hamamura first by saying it's good game design.
It's absolutely not good game design, it's a boring meat grinder
the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.
[QUOTE=ROFLBURGER;52258192]the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.[/QUOTE]
Valve games in general are plagued by it.
I've had countless times where I'm backpedaling away from a Pyro and suddenly stop because I was caught on a door frame that was sticking out by 2 inches.
[QUOTE=ROFLBURGER;52258192]the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.[/QUOTE]
This right there is the bane of my existence
[QUOTE=ROFLBURGER;52258192]the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.[/QUOTE]
Don't forget "one way" lines of sight, where someone can see you, but you can't see them even in hallways.
Valve games suffer from it because Source still uses Quake 3 player physics where the player is an axis-aligned box (it can't rotate). I'm fairly sure players in Overwatch are actually capsules (spherically capped cylinders), but the map geometry may be too rough for even that to work.
A general idea of FPS map design is that you should be able to walk forward while sensually brushing alongside every wall without ever getting caught; and that backtracking should feel just as fluid.
I'm almost tempted to try solo comp for shiggles, but hearing some of the people during the bronze.mov is making me reconsider. I also have a tendency to just drop out of matches if I feel like quitting for the day.
I got my first sextuple kill today but the game thought Reinhardt's part in the kill was more important:
[media]https://www.youtube.com/watch?v=jJ8PkrxBCG0[/media]
[QUOTE=ROFLBURGER;52258192]the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.[/QUOTE]
I'm glad I'm not the only person who gets this problem a lot.
[QUOTE=ROFLBURGER;52258192]the maps itself aren't good map design
[img]http://i.imgur.com/YNe8mLY.png[/img]
Many maps have this lip problem where the hero can't move because there's a lip in walkable space caused by detail. Dorado has a ton of these.
This problem isn't exclusive to overwatch though. Counter-Strike: Global Offensive had a lot of these, but were patched in map updates.[/QUOTE]
Instead of changing the map collision, which would take longer, couldn't the player hitbox simply be changed to be smooth around the edges? Not a game developer or anything so I'm not sure if that would work.
Also, any console players here? How do the console controls feel vs pc? (Specifically ps4 if possible) I've never picked up this game and I'm trying to decide between the two. My pc hasn't been upgraded in several years so it's just moderate in performance now.
I like the combination of collision boxes in lips in walls, little to no clutter obstructing paths with it being an exception if said clutter could be used as effective protection, and shit being consistent if you can stand on top of it or not (Tf2 was bad with this, on one map you could stand ontop of a sign, but couldn't stand on the same sign in another map)
[QUOTE=Funion;52258859]Instead of changing the map collision, which would take longer, couldn't the player hitbox simply be changed to be smooth around the edges? Not a game developer or anything so I'm not sure if that would work.
Also, any console players here? How do the console controls feel vs pc? (Specifically ps4 if possible) I've never picked up this game and I'm trying to decide between the two. My pc hasn't been upgraded in several years so it's just moderate in performance now.[/QUOTE]Games that use capsule collision boxes work exactly like you're saying. I don't know if Overwatch uses capsules or not, but I suspect it doesn't.
I just miss being able to stand on rooftops like I was able to do in tf2(like actual slanted rooftops.)
Like I am sick of standing in squares and rectangles for platforms. Give me my slanted and rounded friends the triangle and the circle some time in the spotlight.
[QUOTE=Stroheim;52258913]I just miss being able to stand on rooftops like I was able to do in tf2(like actual slanted rooftops.)
Like I am sick of standing in squares and rectangles for platforms. Give me my slanted and rounded friends the triangle and the circle some time in the spotlight.[/QUOTE]
Abusing the scenery to gain a height or unexpected advantage contributed alot to the potential TF2 had. To further that case, I really miss TF2's air mechanics since it had actual intertia, mass, and velocity that no other FPS shooter outside of a select few really expanded on
[QUOTE=Funion;52258859]Instead of changing the map collision, which would take longer, couldn't the player hitbox simply be changed to be smooth around the edges? Not a game developer or anything so I'm not sure if that would work.[/QUOTE]
There could be a way to check how small the wall collision is and make it so that the player moves a little bit to the right/left to get around it without any additional inputs.
Blizzard servers just outright crashed in the middle of the game; got a 10 minute ban and lost 50 SR even though I managed to get it to log back in under 2 minutes.
A fucking plus.
[editline]22nd May 2017[/editline]
At least it didn't randomly switch maps mid-game or any of that shit it occasionally does after an update, heck I've even had one of those where it forgot to give me an enemy team.
[video=youtube;ZYXzeuIVDWI]https://www.youtube.com/watch?v=ZYXzeuIVDWI&feature=youtu.be[/video]
Trying to work out the kinks on OBS Studio a good Samaritan told me about so I can do more skits. While I work on that, here's another dumb skit
There's like 2 meters of range left on that hook.
For anyone that wanted to two recent photos posted recently in 1920x1080 (For desktop background) here it is, I did an amateur job at resizing it so sorry if it isn't greatest quality.
[T]https://ascendanceservers.net/src/sodistantyetsoclose.png[/T]
[T]https://ascendanceservers.net/src/mercysfacewat.png[/T]
Yeah, my buddies also hated it at first, but at least they tried, and we ended up getting some great plays.
It's such a good design that the OW heroes play almost exactly like they do in Overwatch. Makes it easy to pick up.
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