Oh yeah, a healer on Bastion can be ridiculous as well.
Your post just make me remember the Reinhardt/Bastion combo, planted on top of the Limo in Hollywood, just rolling down the street in a game I was in. It was beautiful.
Oh yeah, a healer on Bastion can be ridiculous as well.
Your post just make me remember the Reinhardt/Bastion combo, planted on top of the Limo in Hollywood, just rolling down the street in a game I was in. It was beautiful.
I tried Mercy figuring that it should be the easy character given that I donāt have to aim, but boy was I wrong. Youāre 100% of the time the target of the whole enemy team and I found it pretty difficult to find the right positions to heal from just off the battlefield, or to get in a good resurrect which is by definition where the enemy team was just shooting at.
I miss the days Bastion didnāt need no Reinhardt to shield him (from the front anyway).
Just a headās up, 76 can be absurdly accurate at range if you fan the trigger.
Heās also super lame and boring.
My final beta memory will be making a guy playing Widowmaker leave a game because I picked Winston and did nothing but leap to him and kill him
If he is to be believed, I am a cancer on the game for doing a thing that counters sniping
I do this every time an annoying sniper is on the enemy team. If theyāre not a god-tier sniper it almost completely shuts them down. Itās glorious.
Widowmaker is stupidity good at running away for a sniper. No sympathy.
I did this in one of the games we played after everyone except ronnoc and nedge went to bed. People are so salty about bastion
I donāt know what it is, but watching videos of this, it doesnāt look even as close to as fun as vanilla TF2.
Its not. It is as fun as tf2 after the first couple of batches of new weapons but before it became exclusively a hat sim.
my cackling wasnāt proof enough for you?
This might seem like a detail, but I found TF2 unbearable because of the lack of proper time limit. The timer resetting over and over with no end in sight when point control changed due to last-minute pushes made it a complete slog in some of the games I played. The guaranteed short-and-sweet matches in this game are one big polish improvement to the TF2 formula, and not the only one.
Perhaps the biggest flaw in the game so far is how far the spawn points are from the action. It feels like a major step back from TF2ās immediacy, where spawns are always like 2 seconds away from where things matter
Yeah. I actually think Splatoon is way better than both TF2 and Overwatch for core game design questions like this ā its launch system was a great solution to the spawn problem, the matches are even shorter, the paint patterns foster situational awareness of offcamera things, etc. Too bad Splatoon has shitty netcode and matchmaking though.
thereās also only one game mode in overwatch, and with it only one kind of map, which ends up being more or less the same map throughout. at least theyāre visually interesting.
Thereās attack/defend these control points and push a control point from one end of the map to the other. Christ thereās not even a ctf map is there? I guess when you have a character thatās basically the scout but faster, can teleport and can shoot at medium to long range, ctf would just turn into tracer vs tracer matches pretty quickly.
man, Iām really not sure if Iām going to buy this or not ā I went from being totally sold on it on the basis of one play session to being kinda unsold on it after the open beta
I think there are really cool things about every character and there are a lot of neat little design quirks that blizzard used to keep things visually legible even when shitās popping off!
it feels nice and light compared to other multiplayer FPS games, but Iām still really ambivalent about the map design. I get that itās functional on purpose to promote these skirmish areas where the interactions between the characters are prominent, but once I got over the initial coolness of each character it felt like each match was pretty much the same, regardless of the hero configuration on each team. I couldnāt name a unique thing about any map in the game except for the Temple of Anubis one, but i still did relatively well in every game I played. Iām honestly not sure what to make of that!
the issue that tulpa brought up adds to this! for me itās not just the long walk back to the action after you die, but also the fact that the action takes place in a really well structured area without much spillover outside of it. I think thatās what gets me the most ā thereās no need to worry about anything outside of the skirmish area save for a maurading tracer, and even that situation isnāt super amazing for her. TF2 has the interesting spy/engineer dynamic that keeps people on their toes even when deep inside their own base, and Splatoonās victory conditions make it so that if youāre not paying attention to your own territory you can very easily lose to a person who just runs around even as your team is getting kill after kill. haloās weapon balance and map design often means that youāre spawning literally seconds away from the action, and even call of duty has things that force you to pay attention regardless of where the frontline is
so all of this creates a dynamic where map knowledge isnāt super valued in overwatch. on the one hand, I understand the benefits to getting rid of map knowledge as a barrier to skilled play, but on the other hand why have these big maps if thatās the case?
I mentioned this earlier but this long run back to the fray makes the game feel pretty moba-like and gets people to value staying alive over getting the kill, which is totally fine! I just donāt know that I like this particular dynamic. itās a weird cross between counterstrikeās one life per round and TF2ās slogfests as the frontline closes on the spawn, and Iām not really sure to make of it ā it kind of seems like multiplayer FPS games have avoided being in that specific section of the (made-up) spectrum between counterstrike and TF2 for a reason
Firstly I think itās an aesthetic thing. Overwatch is a beautifully polished fucking ugly mess of 12 year old composition notebook sketch bullshit, just like all of modern Blizzardās games. TF2 has a much more consistent aesthetic which I think is actually also more readable.
That consistency isnāt just aesthetic though, itās also mechanical. Thereās something essentially similar about each class in TF2, where you can see the variables theyāre tweaking to generate each classā flavor. Many secondary and melee weapons are shared in common or indistinguishable. Meanwhile, OW replaces the versatility of secondary weapons with the big obvious abilities + ultimates. Itās like TF2ās cast is more like Street Fighter and OWās is more like Guilty Gear? Like when you switch heroes itās almost like youāre playing a different game. I do not like this at all.
Weird, I didnāt really get this sense at all. I actually found it super easy to switch between characters in this game (I actually wish they all had a few more abilities!). Although Iāve played way too much League of Legends and not that much TF2, so Iām probably approaching it from a different direction/background.
I mean Iāll be the first to admit I have a sort of complexity fetish and if League of Legends/Dota 2 didnāt take 40+ minutes per match and destroy relationships Iād still be playing them.
Long runs back to the action arenāt a ton of fun, but theyāre pretty explicitly there to make deaths more important without doubling respawn timers (a sleight-of-hand trick) and to make support characters like Lucio and Mercy even more valuable. Mercyās multi-res is extremely good because it not only cuts out the respawn timers, but it cuts the running-back-to-the-action timer, too, and Lucioās speed boost buff is obvious.