Maybe this is an option, but it’s definitely not the default.
Like with any FPS, things go better if you grab 2+ friends to fill out the team and pick complementary roles.
Maybe this is an option, but it’s definitely not the default.
Like with any FPS, things go better if you grab 2+ friends to fill out the team and pick complementary roles.
The game has character-specific control options, and by default, right click gets a lot of different functions based on what makes sense for the character.
If you’re using default controls, Tracer’s dash is on right click as well as shift. However, if you play Pharah, her jetpack is on right click (which is the same as holding the spacebar). If you right click with Hanzo you will cancel any shot you’re currently holding. If you right click with Reaper it does nothing.
(I think Tracer is the only example of right click = shift).
Yeah, pairing two offense characters with a Reinhardt when you are on Attack can be ridiculous really quick. He pops that SWAT shield up, and they just go to town on whatever is in front of them. This game improves a lot when you can chat with your team about basic stuff like that.
Also, if no one on your team is Reinhardt, just be that dude.
I got Reinhardt in random a few times and he seems super fun! I usually like to pick supports (Mercy, Lucio, Oingo) or D.va for the Phantom Crash robot action, but I could definitely see myself putting him into the rotation more.
http://www.gamesradar.com/overwatch-controls-aim-assist-call-of-duty/
thank you based Kotick
I’m really enjoying this game! but there’s also this really weird dissonance between the character of the environments and the actual design of the levels – it really highlights how great their environment artists are and ALSO highlights their lack of experience in FPS level design
there isn’t a level that really pops out to me as being particularly fun to play on moreso than the others. each level has similar sightlines, alternate routes, elevation, etc. this is probably a consequence of having 20-ish “classes” as opposed to TF2’s 9, but it really homogenizes each level and makes all of the encounters pretty much the same, even when changing game modes! I’m struggling to find a map that even stands out, much less approaches the level of some cs:go or halo or tf2 maps
to be fair though, blizzard has always been really focused on interactions between characters as opposed to interactions between the character and the environment, so it makes sense that they’d do the same in overwatch
and it is also really cool that they managed to make Normal Ass Dude (Soldier 76) really fun and satisfying to play, even when compared with the other characters in the game
Regarding the level design, I hate that I slide off of any slope that isn’t completely horizontal. I know that they say they planned for all the characters with crazy mobility, but it doesn’t feel like they did.
Yeah, he is listed as a Tank, and he is, but he is a Tank that is built as a Support, whereas D.Va is more of a short range assault tank. He also can do some amazing bursts of damage with his ultimate and charge combined.
Seconding the desire for pre-hat ‘pure’ TF2 to return. Is there a way to set up a ‘classic’ server?
I’m excited for this game, however. I’ll check it out tonight.
I had the exact same experience with the same character in my first game
It may be others’ inexperience with MOBA-like ability to retreat from a fight and heal, and Pharah has that covered
Extreme verticality is also foreign to most shooters
In that Gamespot set of vids linked earlier in the thread they talk about how the level design was on the characters. Also how the levels of some FPS they looked at were really open like their WOW maps.
While I think they are simple and I agree with Tupla I think they are pushing for these skirmish battles.
In a way that makes me think of how Rainbow Six Seige ends up kind of playing out in a weird way. Like there are classes and characters to counter others. But you all converge on a point and shoot it out. There’s not as much map usage.
No, not really, because you can and will approach the objective room(s) from all sides, taking cautionary detours and setting up breach spots and angles, and… engaging the enemy ambushers. Most of the map is always used in ranked Siege.
You’re describing the entire team camping the objective room, which is the easiest way to lose.
And I mean, come on, Overwatch’s maps are frequently just a narrow lane with two chokepoints to pick. Siege’s maps have penetrable walls and windows and rappeling and you can come in through the ceiling too. You absolutely do use more of the map in Siege than Overwatch. The whole point of defense is to predict and prevent the attackers from getting in from anywhere.
Also consider that Siege’s objectives (and target rooms) change every round, whereas Overwatch’s modes and control zones are rigidly bound per map. Half of any Overwatch map is pretty much permanent dead space, and you’re only vulnerable on the frontlines, whereas the maps in Siege are open-ended and SURROUNDED, and you can be exposed anywhere you go.
Well wish I had played seige with you on the free weekend. My experience was not that at all. But I can see what you mean.
However, I disagree that Overwatch is that empty or pointless. I’ve definitely seen ambushes take place elsewhere. I’ve also seen on a lot of map the defending team try to stop the attackers out the gate which is just dumb. I think once the general community gets used to the characters and the maps the game will open up.
I mean the open beta hits today. I assume things re gonna get better as people get to knowing what the hell they’re doing.
definitely not trying to say that overwatch is bad! and the level design is perfectly functional – it just never rises to anything beyond that, which is fine when the characters themselves feel so good to play
I’m more trying to comment on how homogeneous the maps feel in relation to each other as opposed to the quality of the maps themselves. there aren’t really any maps I hugely dislike, but there aren’t any maps I’m REALLY into either, which isn’t something I’m used to in FPS games. like I couldn’t tell you any distinguishing features between the maps other than the egyptian level, which I coincidentally think is their best map
the engineer was a huge mitigator of this in TF2 with the ability to build teleporters and stuff! the only character that can build a teleporter in overwatch has that ability as an ultimate ![]()
Since Overwatch’s objectives are singular and fixed, and the maps linear and regularly chokepointed, and kills don’t count nearly as much as pushing the objective, as people understand the game more they won’t be wasting time ducking away in the side buildings that have excusatory health packs or anywhere that isn’t within LoS of the next chokepoint or the control zone.
The fixed objectives limit the viable play space; only part of the map is “active” at any given time.
In Siege, anyone can be anywhere, and it is in your best interests to be. Grouping up is nearly always a liability unless you have a shielder taking point, because getting the drop from unexpected angles is crucial. Kills also matter more in Siege since you’re out when you die, and the objective merely gives it a focus.
My review of Rainbow Six: Siege is that during the free weekend it would always crash before it would even open.
I remember being less than impressed with Overwatch’s map design whenever I saw footage from the closed betas- outside the art they always felt like they lacked a particular identity that defined one map from another. In many ways that opinion hasn’t changed too much as most of the maps are winding and turning alleyways but while much of the objective’s forward momentum is designed to be pushed down a particular path through the level the side avenues definitely come into play when trying to flank problem characters or chokepoints. Characters who can get on rooftops especially have more leeway with how they position themselves but the side-paths give you a lot of room to get at those characters in return. While large portions of the maps aren’t active simultaneously I think Overwatch is instead about giving some leeway in creating plays around particular situations. Every chokepoint has like four or five ways to come at it from a different angle.
I’d argue because of the highly specialized nature of some characters, losing team members in a fight is just as disastrous and dying still uses up the finite resource of time since you have the 10-second respawn and the walk back to the objective (which is why Mercy, Lucio and Symettra are so valuable to teams and why losing them can effectively cause a period wherein the team will back off, wait for the dead to respawn and push together). The game also promotes spawn camping as a viable and even perferred tactic by virtue of its design.
I would poke around and look for the competitive matches played during closed beta, they reveal a lot about how important pushes and kills are in a match.
Anyways, I like the observations and comparisons between the map design in OW and Siege, since they point a lot towards the differing goals of the game flow.
What a weird dichotomy. I think it’s close to impossible to push the objective without getting kills.
I think there are a decent number of characters whose gameplan is to sneak behind enemy lines and cause chaos by picking off weaker heroes (snipers/healers). Heck, there are even heroes who are made to guard against that. Symettra’s turrets suck out in the open, but they completely wreck in those side rooms.
On top of that, this game encourages switching heroes a lot, so it’s in a constant state of flux. If you’re winning the fight on the main drag the enemy team is encouraged to pick heroes that will bring the fight elsewhere (or switch to heroes that are stronger there to force you to switch).
A kill is not inherently valuable here if it doesn’t directly relate to the frontline or the objective. If you aren’t doing something about either, your life is meaningless. Games generally end in spectacular mass suicides on the defensive team to body-block the payload or control point for every last second.
As Yellowbutt, I still often end up pushing the payload because anyone can and should and it’s there, and as you do so all the map behind you becomes further irrelevant and getting kills is irrelevant because the payload blocks shots and you can push it by sheer attrition anyway.
This assumes the defensive team is not fully competent, of course, which is presently more often than not the case, and I doubt many will apply themselves to improve in solo queue when the game’s presentation pretends that everyone is a winner (all assists count as kills, can’t see others’ stats, the silly liking system) and there isn’t much incentive to master anything or clear measurement of skill improvement.
Yes you’re right, but I think in practice it’s often more indirect than that. It’s worth it to seek out the enemy team’s healer because it means you can wipe their team easier and push the objective. Or even another step back, it’s worth seeking out the character that keeps killing your healer so that you can then use your healer to push the objective.