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05-30-2017 , 03:35 PM
Quote:
Originally Posted by medgar
I'm a little surprised Reaper hasn't been more popular, he can constantly wraith and his ultimate is useful for clearing the point.
Does Reaper's ult do more damage in this mode? If not, the bigger health pool of all the characters makes his ult less useful. That plus the fact everyone is running a Winston or a Zarya or both.
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05-30-2017 , 03:46 PM
Quote:
Originally Posted by TheStuntman
I still have questions though. What game modes does Competitive use? How do you get those stars underneath your portrait? How do you use voice chat? I tried it but it didn't seem to work? I'm still debating whether or not to purchase the game or not, I'm leaning towards yes.
1) Competitive uses all the modes you played in Quick Play (Assault - the one with control points A & B, Escort, Hybrid, and Control - the "king of the hill" type). The only difference is that the games are longer. For instance, in the Control (King of the Hill), the matches are best of five. In the others, both teams get a chance on offense and defense.

2) Stars are gained every 100 levels (and then the level number resets). They don't mean anything except how much someone has played.

3) Voice chat - no answers for you there except to check your options to see if you have "push to chat" selected and to take note of what key you need to press. Also, make sure when you are in a game to check to see if you are in team chat (default to check is "P"). Ok, so I guess I had answers.
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05-30-2017 , 04:26 PM
Quote:
Originally Posted by dlk9s
3) Voice chat - no answers for you there except to check your options to see if you have "push to chat" selected and to take note of what key you need to press. Also, make sure when you are in a game to check to see if you are in team chat (default to check is "P"). Ok, so I guess I had answers.
I'm pretty sure you are, by default, added to voice chat. So all you need to do is make sure you didn't change that and that you know what key is the push to talk key.

Default push to talk key is ~ (the key next to the number 1 on most keyboards). You can rebind it, of course. I bind mine to one of the side mouse buttons (the other is re-bound to melee). Push that button, and your mic is on.

Of course, make sure your mic is plugged in and turned on.
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05-30-2017 , 04:39 PM
Other thing to keep in mind is voice chat isn't so prevalent in quick play. Lots of people just don't join it.

Usually at least some of your team is talking during competitive matches.
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05-30-2017 , 04:43 PM
Thanks for the answers. How do you score a win or loss or skill rating for competitive with these various game modes?

Last edited by TheStuntman; 05-30-2017 at 04:49 PM.
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05-30-2017 , 05:20 PM
on the payload ones, whoever moves the payload further on offense.

Same with capture maps - whoever captures more of the points or the highest percentage of one on offense.

If both teams capture 0%, it's a tie.
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05-30-2017 , 10:31 PM
I did less research than this before buying my car
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05-31-2017 , 12:23 AM
Quote:
Originally Posted by dkgojackets
I did less research than this before buying my car


Lol yeh it's $30 and you'll get a zillion hours out of it if you want.

It's one of the best multiplayer games ever.
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05-31-2017 , 08:14 AM
Quote:
Originally Posted by gusmahler
Does Reaper's ult do more damage in this mode? If not, the bigger health pool of all the characters makes his ult less useful. That plus the fact everyone is running a Winston or a Zarya or both.
Oh aye, I don't expect it to kill many but being area effect it might be useful for scattering people off the payload or picking off a bouncing Lucio/Tracer. Might try him next time the usual characters aren't working.
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05-31-2017 , 10:16 AM
I played during free week end for a few hours and I have no idea how the payload get moving.
Is it automatic or do we have to do something,push a button,idk?
will probably buy it just cause Im weak.
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05-31-2017 , 10:32 AM
The Payload has a pretty short radius outside of it. If an offensive team member is inside that range, the payload will move. It moves faster with more people inside the radius, up to 3 people. It stops when it's contested, which means a defending team member is inside the radius.
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05-31-2017 , 02:15 PM
Yea, so I bought the game last night.
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05-31-2017 , 02:29 PM
New assault map coming:



There's also another hint in the video that there might be a second primate hero on the way (Hammond).
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05-31-2017 , 03:52 PM
Quote:
Originally Posted by dlk9s
New assault map coming:

There's also another hint in the video that there might be a second primate hero on the way (Hammond).


Lol at the Hydroponics Lab!

Man I can't believe how excited that trailer made me. Map looks sick and a smaller, faster monkey could be v cool.

Competitive back tonight also. Really hope I don't drop 1000 SR again.
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05-31-2017 , 04:44 PM
I probably won't play any competitive until next week. My family is leaving town for a week and I'll be by myself with the dog. When I'm not working, I plan on playing a lot of Overwatch.

Maybe I'll even be able to get to Platinum! Yes, I'm quite mediocre.
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05-31-2017 , 06:01 PM
PTR has buffs for McCree, Reaper, and a change (part buff, part nerf) to Roadhog.

https://playoverwatch.com/en-us/blog/20812212

McCree

Deadeye

Targets now begin locking on after 0.2 seconds, instead of 0.8 seconds
Damage accumulated over the first 1.0 seconds increased from 20 to 80 (damage per second after the first 1.0 seconds is unchanged)

Developer Comment: McCree’s ultimate can deal a lot of damage if it has a lot of time to build up, but it was often too difficult to get even a small amount of damage out before being stopped or killed. These changes make it more flexible and powerful.

Reaper

The Reaping (Passive)

Removed health orbs

Now regains 20% of all damage done to heroes as health

Developer Comment: Reaper’s old healing passive was useful if you could kill a bunch of enemies in a row. But since enemies needed to be dead for it to work, it wasn’t very helpful unless the situation was already in your favor. His new passive lets him get immediate benefit from it, especially when fighting Tank heroes, which tend to be larger targets that deal lower damage.

Roadhog

Head hitbox size reduced by 20%

Scrap Gun

Bullet damage decreased by 33%

Fire rate increased by 30%

Clip size increased from 4 to 5

Developer Comment: Roadhog’s head was abnormally large compared to similarly-sized characters, so we’re reducing its size to increase his survivability. The Scrap Gun changes reduce the power of his hook combo and alternate fire burst damage potential while still keeping his DPS roughly the same.
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05-31-2017 , 06:12 PM
Reddit thinks the changes to Roadhog is a huge nerf. I guess we'll see.

EDIT: He can't one shot a Mercy: https://streamable.com/uzw92

EDIT2: Apparently, there is a bug in the PTR causing it to crash constantly.

Last edited by gusmahler; 05-31-2017 at 06:17 PM.
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05-31-2017 , 06:20 PM
Seems like a massive buff to reaper.. Roadhog probably going to suck now because he presumably won't be able to guarantee a kill if he hooks the smaller characters. Seems like he's gonna be unusable to me. I never use mccree but seems like a Yuge buff too.

Sent from my Nexus 6 using Tapatalk
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05-31-2017 , 06:59 PM
that's terrible for roadhog

you take away his ability to hook and one shot and he's useless
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05-31-2017 , 09:57 PM
I think it's actually going to allow more play with zarya bubbles, etc. And it gets the hooked player way out of pos, I still think he's at least as good.
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05-31-2017 , 11:25 PM
Yea I have to agree that this is a big nerf for Roadhog. I personally think offensively he struggles without landing a hook.
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05-31-2017 , 11:29 PM
First impression is that the new map seems much bigger than other 2CP maps and biased in favor of defenders.
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06-01-2017 , 06:01 AM
*** that reaper buff is going to be annoying since im a tank main
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06-01-2017 , 10:02 AM
I think the roadhog changes are likely a buff at the pro/highest level, but a nerf otherwise.

I look forward to more playability around pros hooking squishies out of position and the whole team focusing on them + zarya bubbles and dva protection requiring quick reactions.
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06-01-2017 , 10:03 AM
Quote:
Originally Posted by heater
that's terrible for roadhog

you take away his ability to hook and one shot and he's useless
He's not useless, particularly if his left click is a bit more consistent (by nature of shooting faster and having one more bullet). It's definitely a sizable and deserved nerf though. I've had a > 60% winrate two straight seasons on him, and he's just hilariously strong.

That being said, his head hitbox reduction will be a nice buff to his survivability, and hooking a player is still valuable even if you can't quite finish them (one exception being Ana, who will sleep/nade/solo you if you don't one shot her). Hooking a Zarya/Rein/Winston, even without the ability to quite finish them, was always super valuable.

It'll be interesting to see how the meta changes with him being a little less mandatory. I think the tanks are in a pretty good state, though I really hate how much Dva I'm seeing lately (she's just not fun to play against). I'd imagine I'll be playing a lot more Zarya soon.
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