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  1. #1
    Administrator Klaus's Avatar
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    I think I should just stick to Lucio.

    ScreenShot_16-09-25_18-45-21-000.jpg

  2. #2
    Cynic Jomama's Avatar
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    2-1 in my first 3 ranking games..

    And got to try (what I assume is the buffed version) Bastion on a 6v6 random player match. Its seems way more playable with the bump to transform speed and the way the repair ability was changed. I did well, but it didn't come off as OP to me. Did the type of damage one should expect from a fixed-def based character.. But one good flanker(s) around to his side and its over... I'd rather see them working on balance this way than leaving weak characters weak...

  3. #3
    Administrator Klaus's Avatar
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    3:1 this week so far. It really is a luck of the draw at this level. I got in with a 5 person team (pre grouped) all with Mics and talked like they knew what they were doing.... game starts and it's a clusterfuck of epic proportion. Just running in with no waiting etc..... At least it was a quick loss.

  4. #4
    Administrator Klaus's Avatar
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    I just can't get over the 1800 pt barrier... I have been within 10 pts twice but lost both times. Have you noticed that you seem to lose more pts with a loss then you gain with a win.... Like you need to win 2 games to make up for one loss?

  5. #5
    Cynic Jomama's Avatar
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    I think its fair to play a class you're still working on. I know I've been forced into a roll I dont know well regardless with some teams comps. I definitely agree its better "training" as the competition and coordination is better/focused.

    I play Rhein quite a bit. He is all bout tactically keeping a charge on your shield (dropping it enough to keep a good charge).. A bit moreso than Dva as you dont get the luxury of the ranged attack. I'm always trying to find a position where I can duck in and out of cover. On Defense I like to cover the main choke point off to one side, and try to do a charge across the front of the choke when attackers try to push through. Instead of pushing straight at them where you will ultimately range your healer.. If anyone gets close its swing away while trying to juke around and not take too much damage yourself.

    I climbed 100 or so points over the weekend. its not impossible.

  6. #6
    Administrator Klaus's Avatar
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    On Saturday night I got into a 6 man group and we did really well (4-1). They mentioned that when you are in a 6 man group you only get matched against other 6 man groups (which it looked like we did). Not sure why yesterday we got put up against a 6 man group as just a 2 person group and a bunch of randoms.

    I have been Lucio 100% of the time in season 2 since I realized at my level (1700) healers are terrible... But yesterday I decided "screw that" I will wait until everyone else picks and if Lucio is picked I am going Dva (20-1 on that map we played on) or another DPS class. I like Lucio but I like to kill stuff and it is hard staying alive and getting into the middle of the action.

  7. #7
    Cynic Jomama's Avatar
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    Another good Rhein tip. Is have a fireball ready when you use your ultimate smash/knockdown ability as a follow up... If you can knock a group down in a nice line-ish fashion, and then follow with a fireball across the tops of all the downed opponents, you can easily get a multi-kill, and if anyone isn't dead at that point, I try to charge right down the same line an take out whoever is left.
    Last edited by Jomama; 03-20-2017 at 02:30 PM.

  8. #8
    Administrator Klaus's Avatar
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    Quote Originally Posted by Jomama View Post
    Another good Rhein tip. Is have a fireball ready when you use your ultimate smash/knockdown ability as a follow up... If you can knock a group down in a nice line-ish fashion, and then follow with a fireball across the tops of all the downed opponents, you can easily get a multi-kill, and if anyone isn't dead at that point, I try to charge right down the same line an take out whoever is left.
    I am terrible at Rhein. Tried a bit last night after no one would play tank (gotta love comp matches with all dps....) I will try your tips.

  9. #9
    Administrator Klaus's Avatar
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    HERO BALANCE CHANGES

    General

    • Dealing damage to things other than players (like Torbjörn's turret or Symmetra's teleporter) no longer charges ultimate abilities
    • Ultimate costs have been increased by 25% for all heroes


    Developer Comment: Game-changing ultimate abilities were coming up a bit too frequently. This change helps keep them in check while still allowing them to be powerful.

    Ana

    • Nano Boost
      • No longer increases move speed


    Developer Comment: The increased speed from Ana’s Nano Boost made the ability feel unstoppable and forced Ana players to select targets that could really take advantage of the speed boost. Removing the speed boost means that Ana has a reason to apply Nano Boost to a larger variety of heroes, and enemies can fend off the attack more easily.

    D. Va

    • Call Mech
      • Ultimate cost has been decreased by 20%

    • Mech health increased to 200 (formerly 100). Armor remains at 400
    • Movement speed while firing has been increased by 25%


    Developer Comment: We reduced the cost of the Call Mech ultimate ability to compensate for the increased ultimate cost across all heroes (detailed above). D.Va players shouldn’t experience a noticeable change. The rest of these changes help D.Va’s withstand attacks, which will allow her to keep pressuring enemies.

    Lúcio

    • Amp It Up
      • Healing per second has been decreased by 10%


    Developer Comment: Lúcio’s overall healing output has always been on par with (or even higher) than Overwatch’s other healers, and his other benefits made him an almost mandatory pick.

    Mei

    • Blizzard
      • Ultimate cost has been increased by 15%


    Developer Comment: Mei’s ultimate was recently given a much larger radius. Now it’s coming up too frequently, considering the impact it can have.

    Mercy

    • Passive health regeneration now activates when Mercy avoids taking damage for 1 second (formerly 3 seconds)


    Developer Comment: This change allows Mercy to survive more easily by evading enemy fire.

    Pharah

    • Rocket Launcher
      • Minimum explosion damage has been increased by 13%
      • Minimum explosion knockback has been decreased to 0%

    • Jump Jets
      • Lift increased by 35%


    Developer Comment: These changes will make the explosions from Pharah’s Rocket Launcher more deadly, so hitting multiple targets should feel better. Her Jump Jets are also getting a boost to increase maneuverability while hovering.

    Soldier: 76

    • Pulse Rifle
      • Bullet damage increased from 17 to 20
      • Maximum bullet spread increased from 2.2 to 2.4


    Developer Comment: Soldier: 76’s damage felt a little low when compared to similar heroes. This increase affects both his normal fire and his ultimate.

    Torbjörn

    • Scrap is now automatically generated over time
    • The amount of scrap collected from a fallen enemy has been decreased by 40%
    • Forge Hammer
      • Swing speed increased by 25%
      • Damage decreased by 27%


    Developer Comment: Armor Packs have always been a powerful tool in Torbjörn’s arsenal, but it was often difficult to gather enough scrap to give your team a legitimate boost when they needed it. Conversely, if a team held on long enough, the scrap collected from fallen enemies was often able to generate so many armor packs that enemy teams had a difficult time turning the tide. Automatically generating scrap over time helps smooth out these differences and makes Torbjörn more viable. His hammer swing speed was increased to help him construct level 2 turrets more quickly.

    Widowmaker

    • Venom Mine
      • Explosion no longer damages the player who placed the mine

    • Widow’s Kiss
      • Charge rate increased by 20%


    Developer Comment: These changes allow Widowmaker to be more flexible and reactive.

    Zarya

    • Particle Barrier
      • Power gained from barriers decreased by 20%

    • Projected Barrier
      • Power gained from barriers decreased by 20%


    Developer Comment: Considering her potential damage output, Zarya was starting to feel like a mandatory pick in most situations. Rather than reduce her damage output, this change makes achieving her maximum power and damage output slightly more difficult.

  10. #10
    Administrator Klaus's Avatar
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    Yeah that was noted as a huge buff in a review I watched. No knock back anymore on the rockets but more splash damage.

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