yeah, i mean, overwatch is absolutely a flawed game like any other, but i 100% feel after stupid hours of playtime that there’s a sweet spot to be found in the meta, various levels of player experience, skill, awareness, etc. and when it hits that spot it can be goddamn good.
Look I just wanted to rocket jump to higher ground but their maps are all designed so there are only predetermined generic-optimized spots of higher ground and if you land on anything else you slide off and fall back to earth. It put me off the game immediately
Well, that, and having to run for 30-60 seconds after respawning to get to a chokepoint.
The main reason I only play heroes with movement abilities.
Yeah, being able to only do exactly what Blizzard wants you to do is like the criticism you can apply to all their games. Their designers are way too prescriptive.
Also in TF2 your teammates spawn in waves with you, but in Overwatch everyone’s spawn is relative to when they died. What this means practically, in low/mid skill games, is that the first team to desync spawns loses because people have no patience to wait for the rest of their team before they go in.
I do not like Overwatch because after a while everything felt so floaty and weightless, like MMO characters running around Arathi Basin, and once my brain latched onto that the game was permanently ruined for me, forever. Everyone just spamming jump while they moved around was, I think, what did me in.
Also Ranked mode was making me too angry because the game is so team-dependent that it simultaneously feels like you have no individual contribution to the way a match is going AND like you aren’t performing well enough. There was just no positive feeling to be extracted at all for me.
To satisfy that urge I just played Siege, which is Overwatch for people who like door breach games, single-pixel headshots, and winning 1v5 fights.
I do not like Valorant because Riot spent ages on this game prototype and it’s just CS1.6, with hero skins for your nades, and ults. It even plays canned CS animations. It’s like I booted up a WON server with custom models in 2001.
It feels like the most “fuck you, we know you’ll play this, you have no self control” design, market-tested Dreamworks character fucking game. It repulses me to my core. Ahem.
Speaking of awful hero shooters, I played Crucible, Amazon’s foray into the genre. It is exactly as awful as I thought it would be. It feels like design-by-committee in that exact way where you know people involved had passion and ideas, and somehow they made yet another one of these goddamn bland-as-shit sassy character hero shooters.
The dialog is quirky! There’s characters you can latch onto! Check out our blend of PvEvP which makes neither fun!
I also played Hunt Showdown with my friends. We got up to mischief, had fun, panicked a little. One of them was nervous to play but once we actually got into it we had a good time (and picked fights with other players!)
I didn’t really like Hunt when I bought it in Early Access, the performance was piss-poor and the people played like monsters. But, after playing a couple Trios, I had a really good time actually. Matches are relatively short if you fuck up or lose a fight - like 5-10 minutes - and there’s just so much going on at all times.
The original Monday Night Combat was pretty fun but then they fucked it all up with Super Monday Night Combat because for some reason they thought the PvE should take 5x as long and people had more health and it just turned into stunlock: the game and the whole flow was fucked.
true, the desperate need for mobility is one reason why lucio is my favorite. totally fair. and i can definitely accede to the point that it’s kind of an over-designed game… but still, i find great enjoyment in playing within those confines to pull off maneuvers and out-play other players.
being annoyed at overwatch because players spam the jump key (…not always, really?) seems odd to me when you look at like literally every other versus multiplayer fps. i could never get into any of the games where constant bunny-hopping was basically expected. my hands do not enjoy that.
I adored MNC, fantastic game. I think what made people angry about it was the grapple. Which I was fine with, but I also played the only character who can’t die to an Assassin grapple at full health.
I miss being able to make macros to automate bunnyhopping. Felt like strapping a rocket to my back when I played quake 3
Yeah, I too played Tank with a couple health boosts and Assassins would just get spun and burned when they tried that shit, haha.
is there already an extremely racist irish guy overwatch character and if not can they add one
let’s design a multiplayer shooter where the feel of b.hop movement is just the default way of moving in these games, constant infinite acceleration but turning too sharply cuts your speed down to near nothing. Then make all the weapons projectile-based rather than hitscan based.
Play my grappling hook game in Dreams it does exactly this! You keep momentum from the hook even if you’re just running on the ground. It’s really fun!
I was using it as an illustrative point. For me, in other shooters, jumping is an impactful decision on your mobility. In Overwatch, it felt like the capsule collider moving up and down. Completely destroyed what holds me to a shooter.
I think that’s fair. Bhopping isn’t for everyone. Heck, unless it’s simplified (like in Quake Champions) it’s not for me either. It’s a rigorous execution requirement that can be automated or simplified in some way. Like Tribes skating.
teamwork OP
Fuck teamwork if I’m playing a team game there should always be a chance that I can still win even if the rest of my team blows. This is what Heroes of the Storm did not understand.
If Dreams ever lets you make multiplayer games, I will try to adapt this into a competitive thing.
sorry, but what is a capsule collider and can you elaborate on that? i googled and i gather it’s a graphics thing, but i don’t really understand what you’re saying. my guess is you’re saying that jumping doesn’t have enough of an effect on your hitbox, or something?
i want to say that for overwatch specifically, jumping being mostly just a way to navigate terrain rather than a sort of avoidance mechanic (unless you’re, like, junkrat or pharah, etc) is a good call.
that sounds great, whenever I get Dreams that will be the first thing I try
Siege just seems… stressful.
It’s the fun kind of stress to play as the roamer type characters and while your team is holding down the fort to try to come in behind the enemy team and clear rooms and roll the dice on which ones have potential death in them
jumping is still an impactful decision on your mobility because 99% of the OW cast has no air control and you come face to face with the issue faced in a large chunk of shooters where suddenly you are no long an unpredictable cluster of hitboxes but a slowly falling target
god help you if you decide to jump and your head pokes over a shield (this literally happened in an OWL match, a healer got picked from behind a shield because they were spamming jump and the whole push got aborted)