Overwatch - Weekly Quick Questions Thread - July 12, 2017


Weekly Quick Questions Thread - July 12, 2017

Posted: 11 Jul 2017 10:07 PM PDT

In this thread you can ask all kinds of questions you always wanted to ask without feeling like a total fool.

No matter if it's short Google-able stuff or a setting/skill in-game that you don't understand or a hardware recommendation, feel free to try your luck in here.

Trolling or making fun of people in here will be punished extra harshly! Please report such behavior.

For the purpose of helping people, make sure the comments are sorted by "new" in this thread.

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Welcome Our Initial Seven Teams OWL

Posted: 12 Jul 2017 05:15 AM PDT

Super Saiyan Mode: A new way to use Doomfist!

Posted: 12 Jul 2017 06:02 AM PDT

Doomfist "progression" is now available on PTR

Posted: 12 Jul 2017 04:03 PM PDT

Found this fanmade Orisa skin design

Posted: 12 Jul 2017 11:50 AM PDT

Jeff Kaplan: We're looking into reported issues with Reinhardt.

Posted: 12 Jul 2017 09:51 AM PDT

oh.

Posted: 12 Jul 2017 07:07 AM PDT

I drew even more Overwatch heroes in the 1950s Rockabilly style

Posted: 12 Jul 2017 08:11 AM PDT

Hey guys! Still having a ton of fun with the game so I decided to do volume 3 of the Rockabilly overwatch paintings. Some of these were highly requested so I hope I did them justice!

You can find all 15 paintings here

http://artofdat.com/#/overwatch-x-rockabilly/

Hope you like them!

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Behold, I present to you peak Reinhardt Brokenness. Shatter going through shield. Failing to pin a huge tank. Sucking in the DPS behind somehow.

Posted: 12 Jul 2017 05:45 AM PDT

"Gotta love the new crosshair"

Posted: 12 Jul 2017 12:29 PM PDT

You're walking to the point.

Posted: 12 Jul 2017 10:21 AM PDT

You're walking to the point.

There's no one around and your support is dead.

Out of the corner of your eye you spot him,

76

He's following you, about four feet away.

He leans forward and brakes into a sprint.

HE'S GAINING ON YOU.

76

You're looking for your team but you're all turned around.

He's almost upon you now and you can see there's gold on his gun.

MY GOD THERE'S GOLD EVERYWHERE!

Running for your life

(from 76)

Helix to the right

(it's 76)

Lurking round the corners,

Overwatch grandmaster 76!

Sitting at your spawn,

76

Killing for play,

76

Teabagging all the bodies,

Actual aimbotter 76!

Now it's dark and it seems he's far from you,

But you're far from the point yourself.

Stranded with an aimbotter,

You creep silently through the empty street.

A-ha! In the distance,

A point in your colour.

Hope!

You move stealthily toward it,

But your leg! Ah! It's caught in Junkrat's trap!

Waiting for the trap,

(Quiet, quiet.)

Limping toward point,

(Quiet, quiet.)

Now you're at the entrance,

Sitting inside, 76.

Reloading his gun,

(76)

But he doesn't hear you enter,

(76)

You're sneaking up behind him.

Headshotting aimbotter 76.

Fighting for your life with 76,

Wrestling some health from 76,

Melee to the kidney.

Safe at last from 76.

You limp into the dark woods,

Breathing heavily at 1 health.

But you have won.

You have beaten 76.

Wait! He isn't dead! Mercy surprise!

There's a gun to your head, and death in his eyes.

But you can get behind him!

Juking aimbotter 76!

Legendary fight with 76!

Normal Tuesday night for 76!

You try hit a shot on 76,

But ammo's draining fast from your weapon.

He's dodging every shot, he parries to the left

You counter to the right, you catch him in the head

You're headshotting his face now

You've completely dominated 76!

His body topples to the floor, motionless

You fall to your knees and catch your breath

You're finally safe from 76.

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I got on video all Doomfist progression items, including skins, highlight intros, sprays, etc

Posted: 12 Jul 2017 04:11 PM PDT

How to play Winston in Total Mayhem

Posted: 12 Jul 2017 08:14 AM PDT

Doomfist's "Cheetah" skin isn't cheetah-print

Posted: 12 Jul 2017 05:32 PM PDT

This is Doomfist's new Cheetah skin.

This is a cheetah.

This is a leopard.

Literally unplayable.

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PTR Hero Changes (July 12)

Posted: 12 Jul 2017 06:32 PM PDT

Mother knows best

Posted: 12 Jul 2017 10:51 AM PDT

When Genji gets a kill with deflect the kill feed should credit whoever shot at him with an assist

Posted: 12 Jul 2017 09:12 AM PDT

Title. I think it would be sweet to see a blue box with a little red box, I could always use more reasons to shame Junkrat mains.

/circlejerk

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(Album) Doomfist's Skins

Posted: 12 Jul 2017 04:14 PM PDT

Here are all the skins now live on the PTR. Some good and some bad in there, just like usual.

https://imgur.com/a/KcGJU

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New PTR Fix -- DoomFist "E" goes on CD when using it even if it doesn't activate.

Posted: 12 Jul 2017 04:12 PM PDT

Due to other changes, I'm updating this post with new findings, see below

When using Seismic Slam midair, if the reticle hasn't appeared and you get the error "buzz" that it can't be used, it'll still go on cooldown.

I'm assuming/hoping this wasn't intended?

Context: Was booted out of PTR for a quick update 10 mins ago.


Other New Changes
EDIT1: Distance for Rocket Punch was sliced again, from the ~22-24m to a definitive 20m.
EDIT2: Two colliding Doomfists using Rocket Punch will stun each other and knock each other down now as well.
EDIT3: Can no longer Seismic Slam to go higher vertically than your starting point, RIP mobility.
EDIT4: Can no longer "SuperJump" (holding space while Rocket Punching to extend travel distance)
EDIT5: You now see the actual damage your Seismic Slam (E) will do as you're flying through the air, a number will appear center-screen and increase as you slam.
EDIT6: I think the height of the Uppercut (Shift) was increased, using that alone is enough to jump to a second level (only if used mid-jump). Probably Blizz's attempt to compensate for removing E's mobility.

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Im glad i died, I got a front seat view

Posted: 12 Jul 2017 04:19 PM PDT

ninja capture with lucio

Posted: 12 Jul 2017 05:27 AM PDT

How to Tame Your Dragons starring Zenyatta (4834 Transcendence heal)

Posted: 12 Jul 2017 09:26 AM PDT

Tracer's rewind is sampling something... what is it?

Posted: 11 Jul 2017 08:52 PM PDT

tldr what is this a sample from, it's been bothering me for a minute and might be a small easter egg within OW

This weekend I was messing around and decided to do a bunch of Overwatch datamining for fun.

It looks like Tracer's "Rewind" sound effect is broken into 2 parts, the "pop", and the "rewind" (you can hear the 2 parts here: https://www.youtube.com/watch?v=-9TUe88zN2A ).

You can hear one of the rewinds here.

I was curious if there would be some weird Easter Egg or something, so I tried reversing the sound...

Then I slowed down the reversed clip to half speed... Sounds like music

And then to quarter speed... Now we hear something!

There's a big slowdown over the length of the clip, so I attempted to smooth it out.

It sounds like a British dude saying "Move your body/buddy over here and knock a circus" or something similar.

Does anyone know what this clip might be? Could this be an interesting easter egg/reference from one of the SFX guys at Blizzard?

Edit: For those of you datamining at home, this is sound clip 000000040AA1.

Edit 2: I'm just looking at mined soundfiles here, so I should give credit to the folks contributing to the OWLib project on github, where OverTool comes from, for making this possible for end users like myself. Additionally, a thanks to Yukimono at OWDev Wiki for writing up the instructions I used to extract the files from the game, and Kjasi for writing up how to convert the sound files from WEM to OGG format. Without you all, there's no way we'd be wasting too much time thinking about a random sample of a song in a video game.

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As a Lucio/Zen Main who placed silver season 2 and is now level 716, I just wanted to share my achievement.

Posted: 12 Jul 2017 03:08 PM PDT

A special message from Shaq

Posted: 12 Jul 2017 01:37 PM PDT

When those Super Smash Bros hours finally pay off

Posted: 12 Jul 2017 05:46 AM PDT

Overwatch Hero Meta Report: A Meta Abridged

Posted: 12 Jul 2017 08:05 AM PDT

Hey Reddit, CaptainPlanet here! I sometimes write about Overwatch. Here's some pre-report housekeeping --

 

First, here's a 5 second summary of my conclusions:

This week's meta appears to point to a resurgence of Pharah Mercy, and a near unanimous consensus on a Tracer/D.Va/Lucio/Winston dive core, however it's based on a highly skewed source. I try to help tell the full story, and give reasons why it may not be in your best interests to copy what the pros do.

 

Second, Please remember that this data is taken from PC PROFESSIONAL LEVEL TOURNAMENTS ONLY. I REPEAT. PRO TOURNAMENTS ONLY. IF YOU FEEL MISLED, READ THIS A THIRD TIME.

 

The data presented isn't meant to represent overall ranked play trends, or Console trends, or anything but maybe the very top levels of Ranked Play, so please stop asking me why Junkrat is in Tier 5.

 


Finally,

Here's a link to this week's blogpost, where my full Report resides

check it out you'll love it


The Tiers

S Tier (>=95% Usage Rate): Winston (100%), Lucio (98%)

 

Tier 1 (>80% Usage Rate): Tracer (94%), D.Va (94%)

 

Tier 2 (>50% Usage Rate): Genji (59%), Zenyatta (52%)

 

Tier 3 (>20% Usage Rate): Pharah (24%), Mercy (23%), Soldier 76 (20%)

 

Tier 4 (>5% Usage Rate): Sombra (17%), Ana (10%), Reaper (5%)

 

Tier 5 (<5% Usage Rate): Widowmaker (3%), McCree (1%), Mei (1%), Zarya (0%), Reinhardt (0%), Roadhog (0%), Torbjorn (0%), Bastion (0%), Hanzo (0%), Orisa (0%), Symmetra (0%), Junkrat (0%)

 

Caution: take Tier 5 with a grain of salt ... it only represents the usage from a pro tournaments. It is not meant to tell you that your favorite Hero is garbage nor is it meant for you to use as ammo to flame people in ranked play. Let's be nice to each other.

Additionally: I do not chose the placement of heroes in a tier, only the range which defines the tier. By determining usage directly from hero time played in tournament matches, my data is objectively determined, and not subjective. I call these ranges "tiers" for SEO reasons, not because I enjoy making tier lists... Google just really loves the word "tier" for some reason


Tiers/Usage Discussion


Things don't look to great on the surface do they? This is what an "abridged" meta looks like at the summary level. After letting eight NA teams loose on just nine maps this late in a patch cycle, it was clear that they reached a similar consensus in terms of what they consider their "Core Four" heroes to play:

Image

Direct Link to Chart

LG Evil, Envision, Immortals, Tempostorm, Arc 6, CLG, and FNRGFE, all with tournament success on the line, decided to play Winston, Lucio, Tracer, and D.Va for over 90% of available time played. They also chose to play the Genji dive variant more often than the Soldier 76 dive, which makes sense given the large amount of D.Vas flying around with Defense Matrix ready to gobble up all Tactical Visors in sight. That's not to say Genji was a unanimous pick though -- at only 60% usage he was substituted out for Pharah, Soldier 76, Sombra, and even Reaper who's enjoying a renaissance of sorts:

Image

The change to Reaper's life leech has given him the an extra element of team-fight survivability, helping make him even more deadly against the now nearly ubiquitous Winstons at the pro level. Reaper is also resistant in a sense to EMP, which has contributed to an uptick in his use on offenses (where he exceeded 16% usage), especially on 2CP maps which I will get into shortly. Reaper's also seen a bump both in usage and winrate at all levels of Overwatch, if we look at Overbuff's Hero Charts

Image

This equates out to about a 1% increase in winrate and 2% increase in pick rate across all ladder tiers. Not bad for a minor change!


Much Ado about 7ish Maps in North America

The Overwatch Beat Invitational was primarily made up of Bo3s and Bo5s, with map pools of five and seven maps respectively. Only the Grand Finals included nine maps, adding Hollywood and Hanamura, meaning that the majority of this weekend's matches were played on just half of the current Overwatch map pool. The remaining seven maps were as follows:

  • Lijiang Tower
  • Ilios
  • Dorado
  • Route 66
  • Volskaya Industries
  • Temple of Anubis
  • King's Row

Oasis was additionally played a single time as a tiebreaker. Ultimately, most of the map play was concentrated in seven of these maps, with >10% of the 56 maps played. You can see all of maps played below:

Image

This, along with NA's particular regional hero bias, has combined to create a skewed "Abridged Meta". This means that it would be misleading to draw summary conclusions from the highest level without realizing where this data comes from. What we see above represents the hero usage choices of eight NA Overwatch teams on seven maps...and that's it. Since we have such a concentrated set of NA's Overwatch data, why not take a dive into the hero usage on some of these maps:


Direct Link to chart used below


Lijiang Tower and Ilios

Ilios

Lijiang Tower

The aforementioned "Core Four" heroes of NA pro Overwatch were in full effect on all stages of Lijiang Tower, however that was the least interesting thing that happened last weekend. Lijiang, it appears, is now considered an excellent Pharah/Mercy map in the pro community for two of its three sub-maps, Gardens and Night Market. Gardens provides long sight lines and bridges to knock people off while Night Market has high walls to hide behind and similar edges. Pharah is decidedly not used on Control Center, likely because of the closed in spaces and lack of edge control. Genji eats into that usage and we saw many Genji/Pharah players like Agilities, Jaru, and Hydration make the quick Pharah->Genji swap as soon as Control Center loaded in.

A similar story played out on Ilios, where Pharah and Mercy duos were common on Well and Lighthouse due to their gigantic pits of death. Ruins may have been the most interesting KotH map however, due to the large amount of Sombra and Widowmaker play by players like Bani and Buds respectively. Sombra can get lots of work done due to Ruins' many nearby mega health packs, and Widowmakers shut down many avenues of point-attack from distances that are difficult to overcome.


Temple of Anubis and Volskaya Industries

Temple of Anubis

Volskaya Industries

The two assault maps played exhibited the joys of hero diversity and the pains of potentially overpowered abilities. For the former, we saw a much higher usage rate of Ana on defense (22% on Temple, 41% on Volskaya) relative to her overall rate, as well as a very high rate of offensive Reaper usage (43% on Anubis, 27% on Volskaya) relative to his overall rate. Much of this new-found Reaper usage can be attributed to Arc 6's Zza, who played nearly 18 minutes worth of offensive Reaper across three Temple of Anubis matches, but also to many other flex players across the invitees. Reaper has become a "point-clearer", a hero that can clean up lingering contesters quickly to prevent stalling. He is resistant to Sombra because he still dishes out large amounts of life-stealing damage after being hacked and his Death Blossom can also help wipe an entire team at once so that teams cannot straggle in one-by-one.

Speaking of Sombra, EMP was on full display thanks to players like unKOE and Custa who seemed like they had charged it to full for every attacking push. On 2CP maps, Sombra has access to convenient mega health packs and will force teams to deal damage to her by stealthing into their backlines and attempting to murder their Zenyatta repeatedly. Wise teams try not to poke the defense too much lest they charge her EMP faster, but these repeated assaults by "Assassin" Sombras seeking to either pick off supports or take significant damage before Translocating has left many offenses with an unsolvable problem. Tempostorm was one of the few teams that tried to directly counter this strategy with a hero pick by putting Dreamkazper on McCree to Stun Grenade the de-Stealthing Sombra, but the strength they gained from warding off Sombras was less than the weakness of the McCree to diving D.Vas and Winstons. It seems like the pros still need some more time to determine how to fully counter Sombra on 2CP defense.


King's Row, Route 66, and Dorado

The three most played Payload maps included varying degrees of Genji vs Soldier dive comps, as well as some swapping that occurred among supports. Starting with King's Row, we see that teams were doing a lot of swapping after the second point was reached, to better assault and defend the indoor track on the way to the final point:

King's Row Swaps

Direct Link to Chart

These swaps tended to be Soldier 76 for D.Va, D.Va for Genji, and Zenyatta for Ana, primarily due to Rogue's inclination to defend this final point with a very specific team composition. Moving to Route 66, there was an imbalance in Solder 76 and Ana usage on offense and defense, the former thanks to aKm who played a successful Soldier 76 offense two out of three maps, and the latter thanks to Custa and Fahzix who each played Ana once on successful attacks:

Route 66

Finally, let's look at Dorado: the map I thought had the most interesting divide in offense/defense strategy. Comparing Genji and Soldier 76, we can see that teams valued Genji much more on offense than defense, and Soldier 76 vice versa:

Dorado

Most teams went about this split by moving their Genji player to Tracer and their Tracer player to Soldier 76 to create a Soldier/Tracer defensive counter dive in order to abuse Dorado's many high grounds from which Soldier 76 can shoot down onto an enemy diving into the main defending body. Also of note was Ana's large defensive usage, which ate directly into Lucio's usage as teams rolled out with Zenyatta/Ana long range healing team compositions to make use of the same advantages as Soldier 76.


3 Reasons why copying the "Pros" may not be the best decision

By now you all have read it, agreed with it, complained about it, or complained about the complaints about it: Jeff made an extremely lengthy and detailed post about his personal position on the idea of "meta" and balance in Overwatch. In case you don't fall into any of the above categories, you can find his post here:

https://us.battle.net/forums/en/overwatch/topic/20757706588?page=2#post-24

Since this is a meta report -- and an extremely skewed one this week to boot -- I feel like I should make it known that I generally agree with Jeff, especially with regard to my own work. I try make it abundantly clear that this data represents professional Overwatch in tournament play -- not ladder, not GM, not masters, not anything else. To drive the point home, here's a quick set of reasons why copying the "Pros", or flaming players for not "playing the meta" may not be the best way to climb the ladder:


1. You're just not that good

When asked how to make it as a pro, Surefour recently explained his thoughts on stream and his explanation went like this (paraphrased):

"You need three things: mechanical skill, situational awareness, and team play ability. To get to GM, you need to be amazing at one of these. To get to top 500, you need to be amazing at two of these. And to make it as a pro, you need to be amazing at all three"

Many people can claim one, or even two of the above, but very few can claim all three. Team compositions that the pros utilize often require levels of coordination and practice that are simply impossible to execute in ranked play. If you are hoping to climb the ladder, why copy the heroes that pros playing in for all intents and purposes is a completely different game? Hell, why even copy players at GM, when you are still in Platinum? If I were you (and I am, as I'm in Platinum), I would fire up Overbuff's Heroes tab, sort by competitive, and look at the differences in hero usage between your current tier and the next tier above. As an unashamed Platinum scrub, judging from what I'm seeing below, I should consider improving better at Ana and Winston if I want to climb to Diamond:

Image

They also enjoy a boost in winrate, in addition to pickrate. Alternatively, if you think you are now going to face more Winstons at your tier, you may want to practice anti-Winston heroes like Reaper. Or anti-Ana heroes like D.Va. Or anti-D.Va heroes like Zarya. It should be more worth your time to tailor your play near to the level you are currently reside, rather than the highest level in Overwatch!


2. Your teammates just aren't that good.

Okay maybe your ego is a little bruised now. Maybe you want to strive to be the best there ever was. So, here's another reason why copying the pros may be unwise. If you are reading this report on competitive Overwatch, there is a very good chance you have spent time on the competitive ladder. If you have played ranked, there is a very good chance you hve played with a teammate or teammates who was...not that good. How likely is it that in every game you play, you will get one player who is confident in playing Winston, another who is a competent D.Va, a Tracer carry, and someone willing to play Lucio? Depending on your distance from GM, it becomes less and less likely. So why waste the energy complaining that your group of PUG teammates does not adhere to a strict dive comp? Your teammates may not be able to even understand what that means in the first place. A good ranked play team composition should play to your current team's hero strengths -- within reason of course. Just because Immortals runs a Tracer/Genji dive 90% of the time does not mean that you have to too, but maybe ease off on the Hanzo/Widowmaker compositions as well. Of course, there will always be one-trick ponies, no matter the skill tier. How about we agree on just one Hanzo or Widowmaker per team...can we compromise?


3. Your opponents just aren't that good.

Here's where things get fun. If you know that the players you will be facing do not have the aim or situational awareness that pros do, you can use this knowledge to make their lives hell. This is why heroes like Junkrat, Symmetra, and Mei can be deadly at lower SRs: you can surprise your fellow scrubs and prey on their tendency to panic when they hear the telltale sound of a microwave beam, an endothermic blaster, or a steel trap clamping shut. Banking on your opponent's inability to aim consistently can make your Pharah seem nigh invincible, as if you have an extra ability that bends their hitscan bullets around you. You can also take advantage of their poor situational awareness. Is a Silver Mercy who just exited spawn going to expect the spawn-camping Reaper to be hiding in wait, ready to prevent her from getting that game-winning Resurrect?

Smart spawn-camping is just one of many small strategy decisions that you can make that do not require aim or skill but that can still win games. All you need is an understanding of the tendencies of your fellow SR tier-mates. So think to yourself: what are the things that your opponents do that cause you the most annoyance? Can you replicate it? What is the behavior that you hate about your teammates the most? Can you exploit that same tendency in your opponent? Not to sound like a broken record, but it might not matter that you have a one-trick Hanzo on your team, because the enemy you face has just as good a chance of having a Genji player who un-bound Shift and hasn't realized it yet. Or maybe they have a really good Widowmaker, but she refuses to swap no matter how hard you counter her. Find that weakness, and attack it relentlessly. It may not be entirely possible to carry in Overwatch, but you can absolutely make simple steps to improve your chances at any level with a small bit of introspection.


To conclude, the pro community absolutely has legitimate concerns about the game that they play, but the level of Overwatch that they experience is completely different than what 99% of the community experiences. Their concerns need not be your own. Jeff has correctly noted this trickle-down complaining is a source of major tension in the casual community right now and tried to address it. But, Jeff's priorities lie with the truly broken abilities and the Overwatch team has done a decent job at addressing these abilities. It may have taken some time, but Nanoboost was retuned, Hook isn't a six second CD 1-shot ability anymore, Discord Orb is only a 30% increase now, and D.Va isn't as invincible as she used to be. Hell, Pharah's rockets used to be able to headshot. The game has improved over time. As for me personally, in terms of "broken" abilities, Sombra's ultimate charge rate and Defense Matrix's ultimate shutdown-ability may need a closer look -- as well as whatever is going on with supports' SR gains and losses -- but I am not a game developer or designer and it's ultimately up to Jeff and his team to decide.


Final Thoughts and Shoutouts

Shoutout to Beat Invitational for giving us a Grand Finals for the ages, where Immortals nearly completed the reverse sweep against Rogue in a best of seven that actually went to seven games. I can't remember the last time that happened in Overwatch, and all it does is get me more excited for Overwatch Contenders Season 1, where these teams will face off once more. Also shoutout again to Jeff for continuing to be the forum warrior that we all know he's been since his Everquest days. I just feel bad that things got to the point that he felt he needed to respond. Don't worry Jeff, Doomfist is coming, and hopefully he brings a new meta with him <3

 

Until next time,

 

CaptainPlanet

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