this is why i played on PS4: so i could rewatch my saved films a million times until i get to play the game again.
this game is something else. watching my saved films and it feels like im still playing the game. im so immersed in the gameplay that even though i know when im going to die or when the round is lost, i still think we should have won. like what the ****. why am i infatuated with this ****.
As a Tracer who has gone 20+ kills several times... McCree is a wonderful counter, Bastion is also a pain, and Tor auto-turret can be difficult if you don't plan your route and have a plasma. @Erupt yeah, Tracer smacks Roadhog around. Junkrat has also been a big pain in my side. There are several weapons in the game that just straight up one-shot Tracer. And a Tracer with bad situational awareness will die to Symmetra's turrets SOOO often. I had to really learn to play around that. The main key about tracer is to know where everyone is, where they are going, and know which characters to apply pressure to and which to just ping to grab their attention and then run. And of course map awareness and knowing when it is a good idea to counter health pack pull. Some of my plays involve just getting to a health pack before an enemy and then running away so my team can finish them off. I REFUSE to fight a McCree up close... I've learned my lesson in my first few games. Hanzo is one that is easy to jump around if you know the environment and can time your cover blocking. I've done circles around D'Va. Oh and yeah Winston hurts... like a lot. Widowmaker is delicious though... every time I see one I get excited cuz as long as I can get to her platform it is a synch to dance around her. Lucio is actually more difficult than I expected because he has that heal over time so if you are solo and don't keep applying pressure, he can keep you tied up for a while. And Rhein is another easy target... especially since you can blink through his pin. The other characters I finally started to play were Lucio and Symmetra. Symmetra the most, because I love always having something to do. The teleporter on both Offense and Defense is sooo powerful in pushing that front line as long as you know where to put it. The idea to have it only have 6 teleports is a good one to keep it balanced. And those little sentry turrets are fun. I originally tried to get smart with them above all, but not placing turrets keeps you behind in the damage race... a few key placed ones and then a few reusable ones for temporary hot spots of action are good to have. Just keep throwing shields and dropping sentries and when you run out just start spamming balls at choke points (that felt like an awkward line).
trying to convince my girlfriend to get this game. told her im going to give the game more attention and she goes "I'm going to end up hating this game, aren't i?" not if you play it with me! with any luck she'll get obsessed with it, like how i told her about destiny during the beta and now she bugs me to play it with her all the time.
Overwatch is a TF2 copy and I love it. My friends and I had a lot of fun playing the beta and are looking forward to getting the game. For most of the beta I probably played Support roles as they're jobs I typically like and roles that my teams were usually lacking (i.e. 3 Reaper teams almost every other match). My favorite character to play was Symmetra as she has some of the best tools in the game in terms of support and her playstyle is a bit more tactical. I'm a little disappointed that her teleporter has only 6 charges given its cooldown time, but I can understand how it may be abusable on some of the maps (e.g. defending on Route 66). One aspect I'll praise Overwatch for is that all of its Support class characters feel useful at any moment as I've played games where Support roles get shafted into only doing well at one specific task. Lucio's buffs and knockback add a lot of survivability and push potential, Mercy's heal and damage buff can be relentless, and Zenyatta is the Support class for people who are more aggressive players. A great Mercy combo is Mercy + Soldier 76 as he can nuke tanks and his AOE heal can keep himself and Mercy up quite well. The levels are designed well and look great but I don't find them all memorable. Most of the time they seem to blur together in my memory and I can't remember what's what.
@ the last part: I agree that they some maps aren't super memorable, but I think that is because they changed aesthetic styles between each phase on a lot of the progression maps. That said, I definitely had favorites and least favorites, so I can't complain too much
Yea I can see that. I think one of the biggest things I do'nt like about the game is how the aesthetics on the maps change. It works for some of them - Route 66 takes you to some kind of indoor storage house, Gibraltar takes you to the Rocketship, KIng's Row takes you to an old industrial factory, etc. But on a map like Dorado which is mostly this quaint mexican town, it's very weird to go into an industrial area after that. There's also the fact that the control maps are basically several maps in one with no real connection in between them. As I mentioned on the first page, I'm satisfied with the roster. The maps were mostly easy to learn and they almost all look gorgeous. But I agree that they aren't perfect.
tried the same with Destiny a couple years ago. I'd rewatch my alpha clips waiting for the beta, but it isn't anywhere near as hype as this (probably because most of the alpha footage as just random patrol missions and I sucked at PvP back then) Those clips do make Old Russia very nostalgic though. There's a track that will play that just takes me back to the pre launch Destiny hype.
I would love to see a video from the Overwatch team discussing their design process for the maps and walk us through some of them. There is certainly a lot factors that they must take note of with such an interesting roster of characters especially with some of them having unique ways to move around the map like wall runs, jump packs, clamber, double jump, dashes, leaps, grappling hook, explosive jump, etc.
Everything is to good for me to nitpick. I am not cynical enough for this level consistency ****. I don't like some of the singular stronghold maps and the progression stronghold maps. They require to much emphasis on certain characters. Other than that this is one of those game like CE where the maps could be a big pile of dog **** and it would still be enjoyable. Sandbox and Gametypes work to well together. P.S. It does it better than CE because CE requires a certain player count and settings. This game comes out of box like that. You still have fun on maps you don't like unless you are a scrub who doesn't switch.
I have fun on every map as D.Va ^_^ I think the only map I don't play her too well on is the Lijang Tower control map that's in like an urban japanese area. It's too linear and flat for me so I usually just end up being sniped across the level or McCreed up close. I do better out of the Mech at least.