Overwatch

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Cybsled

Naxxramas 1.0 Raider
17,086
13,608
Some pretty good Tracer play. Play of the Game was legit...can skip to end to see it

 

Cybsled

Naxxramas 1.0 Raider
17,086
13,608
I would like to evaluate that statement myself. Beta invite please
wink.png
 

Mist

REEEEeyore
<Gold Donor>
31,192
23,343
I feel like most of the side areas are useless and the chokepoints are dumb.

TF2 had way better maps.
 

slippery

<Bronze Donator>
7,910
7,732
Some of the choke points are awkward but I think they are necessary on the payload maps or else the games would just result in steam rolls.

I'm terrible with map names but one of the ones where you defend A > B is really terrible in my opinion. The attacking team has to go through a choke point and then out into the snowy/crane area, then point b is in the factory type place. I hate that map a lot.
 

Pyros

<Silver Donator>
11,217
2,364
That one's not even that bad cause you can go on the sides if you have movement skills, and once you enter the large gate in the mid you can instantly go left, and around and flank the capture point from the left. The desert one is a lot worse imo because it uses the same systems, but designed way worse.

The side narrow path doesn't have the health pack like on the zvaraya industries(or whatever the name is) so it's a death knell especially since you can have snipers on the towers in the middle covering the entire thing, you can jump to the right without movement skills to flank the capture point but you end up in some sort of shit hole right after exposing yourself from jumping and then have to come to the point through a small passage so you're probably getting owned by people who saw you making the jump.

The middle way is way worse because it's thicker than the gate, turning right goes nowhere other than healthpack but is way less protected than the healthpack on the other map and turning left forces you into the side passage that leads straight into the enemy spawn, is long without cover and the middle exit ends in some shit trench that you have to run all the way to the other side to get back up

The spawn point is closer to the capture point, there's a health pack right on the capture point along with some good cover right across the middle path for turtling, and the whole area is more or less an open field where anyone on the capture point or on the walls or better yet the pillars can see every attacker at all times.

Might not make much sense, but overall the desert one is way more retarded I find. Both are kinda bad though and it's not uncommon to stomp the game really hard on first point and even on the first rush to 2nd point, but not manage to cap it initially, and then lose the game after 8mins of trying to brute force it again.

I like the payload maps overall. King's End one is a bit rough on the last push, but it can be done, there's a bunch of flanking options and pushing a payload I find is easier than capping anyway.
 

slippery

<Bronze Donator>
7,910
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My problem with it is the path to the flanking points take a lot longer to travel because of how the paths are unless you go through that center choke which if the defensive team is playing well should get you mowed down

It's really easy to defend with like Reinheart and Bastion, but if you don't get setup to defend quick it's one of the easiest maps to win absurdly fast on.

Edit: I agree with you that the payload maps are pretty well done.
 

Amzin

Lord Nagafen Raider
2,917
361
There's some irony in the fact that the only console version you can buy comes with non-console bonus content, while giving PC gamers the option of skipping that bonus content for cheaper.
 

Xexx

Vyemm Raider
7,742
1,810
There's some irony in the fact that the only console version you can buy comes with non-console bonus content, while giving PC gamers the option of skipping that bonus content for cheaper.
Still early on and those are likely the disc based versions - why make 2 different disc based versions? They may have a digital only variant that is just the same as the PC $40 for same price - it would make sense.
 

Arch

Lord Nagafen Raider
1,036
25
The 2 maps I really dislike are the desert one (Temple of Anubis or w/e) since every game I have played on it ends in like a 4 minutes stomp for the attacking team always and Gibraltor (or London maybe?) maybe? It's a payload map with that with a bigger open space at the end, seems really easy to get to the end and then really hard to finish. Although, in fairness it seems like that map always comes down to the wire on both sides with some overtime play as well.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
2Fort was my home in TF2. I don't buy the excuse for CTF in Overwatch. There's many solutions they could implement, like flagholder can't use any special abilities, or gains different abilities, or just disables blinking abilities.
 

Neph_sl

shitlord
1,635
0
The problem with 2Fort and other CTF games, IMO, is that both sides have a flag to protect. The game had a tendency to devolve into deathmatch or just outright end without anyone trying to stop the Scout in the sewers.

I like that the maps in Overwatch are attack/defend, it gives a different goal for both teams that can be managed by time. Instead of traditional CTF, I'd think that a one-sided attack/defend map could work. Attackers would need to go in, get the flag, and get it out. But I could see that being hard to balance against the defenders turtling around the flag.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
The problem with 2Fort and other CTF games, IMO, is that both sides have a flag to protect. The game had a tendency to devolve into deathmatch or just outright end without anyone trying to stop the Scout in the sewers.
I was one of those Engineers that would sneak behind enemy lines to setup base at enemy flag. So fun. You're right the double CTF usually resulted in DM mode, still fun as hell, and it comes down to map design. 2Fort was heavily fortified, easy to defend... new maps can put flags in more open spaces.
 

Pyros

<Silver Donator>
11,217
2,364
2Fort was my home in TF2. I don't buy the excuse for CTF in Overwatch. There's many solutions they could implement, like flagholder can't use any special abilities, or gains different abilities, or just disables blinking abilities.
Meh it could work if you changed the abilities of the carrier, but otherwise it wouldn't. Disabling stuff feels just wrong, and wouldn't fix all that much other than artificially making sure Tracer can't carry(but 2 Lucio with speed boosts would still work or Mercy shifting to people at good ranges really quickly). And 2fort was mostly a DM map in pubs, which is kinda not the design they want to go with I assume. Unlike TF2 where you picked a server so you could decide "eh I'm gonna go 2Fort for a bit" or "I'm gonna do some payload maps rotations now", you'd be randomly put in matches with CTF/DM shit while playing in this.

I think King of the Hill and stuff like that would be more interesting. They're fairly DM-ish but there's an easy to complete objective while doing so.
 

Needless

Toe Sucker
<Silver Donator>
9,388
3,408
Speaking of the engineer.. i really, really don't enjoy playing Torbjorn at all in this game. I hate how his scraps system works and how god awfully long it takes to upgrade his sentry. It seems like if you lose your early sentry you're forced to build one really far back, and play offensively to collect scraps until the team pushes the payload back to where you setup his sentry.

Except by the time you collect all the scraps and go back to upgrade your shit, it's usually close to being too late lol

Not being able to pickup 'scraps' in set locations (ammo bags etc in TFC/TF2) screws him over quite a bit.
 

Tenks

Bronze Knight of the Realm
14,163
607
The Well was my favorite map in TFC. 2Fort seemed to be the Dust of TF2. I think it may be the only map I actually played.
 

Tenks

Bronze Knight of the Realm
14,163
607
Speaking of the engineer.. i really, really don't enjoy playing Torbjorn at all in this game. I hate how his scraps system works and how god awfully long it takes to upgrade his sentry. It seems like if you lose your early sentry you're forced to build one really far back, and play offensively to collect scraps until the team pushes the payload back to where you setup his sentry.

Except by the time you collect all the scraps and go back to upgrade your shit, it's usually close to being too late lol

Not being able to pickup 'scraps' in set locations (ammo bags etc in TFC/TF2) screws him over quite a bit.
A common strategy with him is to build the turret at the start, upgrade to level 2 then repeatedly commit suicide to gain scrap (I think you get 30 when you respawn.) Its a dumb system. Blizzard should look into it.