Bad guy Multi doesn't try to learn healers so Ace is forced to because Ace likes to win. Also, if you're not having fun as a healer your team is either really bad, or you don't appreciate anything in the game but elims. --- Double Post Merged, Apr 14, 2017 --- Well those are tanks, which serve quite a different role than the supports.
I was referring to the term itself, not by the game's logic. Although I could see how that can be easily mixed up. Alow me to try again... Tank Support, I enjoy playing Tank Support and Frontline Defense roles.
i like the fact that the skill in overwatch comes from team coordination whereas in a shooter like halo or destiny i prefer it to focus on individual skill because everyone has the same kill potential
Thanks to @straymorais and @Ascend Hyperion, and all the testers who joined them, for testing my 3 blockouts this week. I really appreciate it. Here are my main takeaways from the tests: The weapon sandbox in this game is terrible, and I still have no idea what weapons to put on a 2v2 map. There were simultaneously complaints of there being too many many power weaopns on the map, and too many pistol battles. I think a big part of the issue was that most people totally ignored the power weapons, which led to one person picking up most of them and slaughtering the other team. It was honestly hard to take much away from the tests when it comes to weapons, other than the fact that I still don't like any of them. I'm terrible at building maps to the correct scale for the player count I want. When someone thinks a 2v2 map (that was originally meant to be a 1v1 map) is for 4v4, and that a 4v4 map is for 2v2, there's probably a problem. @NOKYARD has bad memories of prison. Going into some details on each map: Spoiler: Winsome Melody It's too damn big The window at Sniper is awkward The areas with lots of overlap saw very little action, while the more linear areas saw much more. Conclusion: The map doesn't play the way I want it to, and it doesn't play well. It would require a rescaling. It would require a better balance of overlap vs linear play spaces. So, a redesign and rebuild. There's still a good concept in there somewhere. I don't have any interest in working on it at the moment, though. It'll probably get scrapped for this game and possibly revisited in the future. Spoiler: Eventide Needs to be scaled down Tele's are kind of trolly, but I think they're necessary Weapon set needs adjusting Need to better highlight pickup location (Damage Boost and Sniper were largely ignored, I think because people didn't realize they were there.) Need to better highlight clamber locations (players were confused by areas they thought were dead ends, not realizing there were clamber ledges Conclusion: I don't see this being an elite map without some changes, but I'm not entirely sure what those changes should be. It plays decently in it's current state, and would probably be solid if it was re-scaled. I'm not sure if I want to invest the time in it right now. This one may have the same fate as Winsome Melody, though it definitely plays better than Winsome Melody at the moment. Meh. Spoiler: Crab Grab Someone said they spawned almost directly on the opponents flag. I double checked, and the spawn zones are correctly setup as far as I can tell, so I'm not sure what to make of it... Overall pace of play was pretty good Weapon timings may need to be adjusted slightly Doesn't have a lot of H5 movement options (I'll take that as a positive, though I don't think it was intended that way ) Conclusion: I'm quite happy with how this one played, especially for CTF. There's room for improvement, but it's a solid design that seems to offer some interesting battles, especially in the center of the map. I'll make some small adjustments, and then see if I can con someone into giving it a proper appearance.
Except Overwatch allows for both, which is a big part of why I like it. I remember watching this live. I love this game.
Yeah, like I said...I'm not sure what to make of that. I believe I have the spawn zones setup correctly, and tested them as thoroughly as I could on my own ahead of time without any issues. I'm not sure what caused it. Does doubling up on spawn zones do anything in this game?
I decided to change the color scheme a bit. For one, forging on Glacier is aids because of how ugly the skybox is, but this will also let me get some dried vegetation on the structures in place of block detail, which will most likely not be possible due to the design of the map. I'm just about done with Forge's limitations. It's stupid that we have to change canvases to remove the skybox. But this should turn out well despite those compromises. The original's shadows for the purples were really nice though, but it's still the same color palette. I just shifted the blacks from the structure itself onto the asteroid rocks, and then i shifted the whites from the alpine rocks onto the castle. It's a different mood obviously - the difference between sunset at 7pm and twilight at 8pm - and I still prefer the original. But I think the new one will be more flexible. I'll keep playing with the lighting before I start blowing it up.
Worthy was remade in CS:GO. Pretty dope! http://steamcommunity.com/sharedfiles/filedetails/?id=344237615
Not the same I have more fun playing characters with 250+ health or self healing, unless they're fast enough to ***** health packs.
McCree, Junkrat, and Hanzo are the only character that don't fall into one of those categories Edit: and you can even make an argument for Hanzo since he can walk climb
Looks like that map nearly made it into CS:GO matchmaking or did it? A lot of high praise, still neat to see that original creation ported into some other platform.
Is that really your layout? I'm having a hard time seeing the map you made in Reach unless the author took some liberties with the design. Some big ones perhaps.