I have OW, and even played some games (only a few hours tho). It's fun for a while indeed, I wouldn't denie that, but people leaving Quake because of it and/or claiming that it's comparable to Quake as a competitive shooter is flat out a lie. The two games are so far apart from each other (favoring Quake ofc), that it's no longer a matter of personal opinion or preference, but a simple objective fact.
to be fair, if you didn't have a good job and relied on gaming for income, overwatch is the ideal game for a talented player to make a moneygrab in. I understand why lots of cs/quake pros are moving to it. it makes fiscal sense.
it will never be the epitome of esports, but blizz will throw $ at it for awhile no doubt. too big to fail
I don't really get the fuss. They just have basic cylinder or cube hit-boxes for the whole body as it seems and head shots are just upper part of the hit-box. It was pretty much the same in Quake before they made head hit-box smaller. The hit-boxes don't match the smaller player model anyways and we fix it by forcing tankjr on every enemy model. They can't allow it for obvious reasons.
So what? What would their feasible solutions be? They can't make the hit-box smaller because then it would be too hard to hit. They can't make the model bigger because then all the characters would be fat. They could make the ammo have more width but then they would hit corners and feels clumsy.
The hit boxes"cylindrical shapes" are very close to the actual models, so you get what you see.
In any given modern fps game design, it only should be a hitreg if a bullett actually hit the body (imo).
That's understandable, but one shouldn’t balance things with the shooting part in a shooter game, but with other design elements (health, armor, speed, weapons, etc.) It's a lot more work indeed, but I'm pretty sure Blizzard would have no difficulties pulling out something like that if they would care.
Don't headshots do more damage than bodyshots in Overwatch? If they do, then yeah, the devs definitely need to change the hitboxes to make them a more accurate representation of what the players are seeing and shooting at. The increase in difficulty in landing a headshot should be proportional to the increase in damage being done.
They also used widowmaker as their example which is a super slim model, most other hero models would have their shoulder sticking out there. I highly doubt the majority of their player base want widowmaker with a smaller head hitbox, it's a skinny hero already. Almost all games have hitbox issue's or edge cases, nothing new here. They're just using this as an outlet to complain about things, it'll die down in time. If its actually an issue people like rapha will mention it.
sometimes get an unfair kill since this is not a hitscan weapon and arrows have to travel and hit target (unlike other sniper rifles in the game, which are hitscan, meaning where you click is where the shot instantly goes).
Quake has no headshots, ow has forgiving hitboxes but you have to headshot with most classes. It is quite arguable which is harder, but what we know for sure is that being the absolute best in quake, and even bringing other tier1 quake players altogether doesnt make you the best in other game (i.e cooller+cypher+avek ow team), in fact it doesnt help you to even reach top20 which they struggle with right now, and its not just the meta or experience that they lack, from the last week tournament games ive watched they pretty much get shut down in terms of aim by every top10 team. Wish all the good luck to cooller cypher and avek, no offense intended.
The game has two problems but it ain't the hitboxes (hitboxes are the same for everyone); mcree having a very powerful all around range + OP flash and widowmaker with the wallhack, people use it to peak enemies rather than using it as a team tool to reveal enemies position for a bit; it should last less and faster ulti reload. I think balance changes are on the way as blizzard also made starcraft and they did a good job there.
I know you people need to find more excuses about this game so it makes you feel better about QL but it's pretty good mainly because it has players, I prefer this game to QL anytime because It's so fun to play with friends, and even if 40 euro looks expensive for 21 heroes and 12 maps I think this is a pretty good shooter for being the first one of the franchise... it's much more legit than call of duties for example.
Also not to mention that if hot topics in esr are about two stupid trolls.. that's the real proof that nothing is really going on in the world of quake... sadly.
Every hero is "OP" in right situation or against X hero since there are hard counters, the whole point is that anyone can play it and feel like they're doing good (press Q to win). If they intended to create a balanced team game there would be classes for a start, not heroes.
But you think bliz will change the fundamentals after years of design and internal testing, months(?) of beta and weeks of release because someone is butthurt due to misunderstanding mobas or how to switch heroes? ;D
Furthermore you believe that a game with wallhacks, aimbots, stuns, bullet magnetism, as well as hitboxes and lag compensation more generous than cpm willl ever be balanced? :DDDDDDDDD
>It's so fun to play with friends
Literally everything is fun with friends.
Mcree can stun and kill TANKS faster than anything else, it's the only offensive hero who can destroy tanks. And the wallhack would be cool if it lasted as much as soldier's aimbot, a fucking WH is unacceptable in a shooter, that's why it shouldn't be that long.
>Furthermore you believe that a game with wallhacks, aimbots, stuns, bullet magnetism, as well as hitboxes and lag compensation more generous than cpm willl ever be balanced?
I have completely no idea what this means but teamwork is what balances the games out, not the heroes, as you said "every character is OP in the right situation", it's down to the team to figure out what fits better against who and in which maps.. 6v6 might look so chaotic to balance out with so many heroes, but it's the player's knownledge and choices what trully brings to the table what counters what and how, as well as strategies.
I don't know why you bring cpm up in 2016 anyway, CPM is mainly 1v1 where both players have exacly the same movement and weapons, the only difference is the individual skill and this extends to the rest of the gametypes except NTF, but it doesn't really change much, lets say it's a "capped" CTF. Also, it's dead.
and what i was implying is that my friends DO play OW, they never got into quake, while they played mobas or minecraft... but I didn't play those longer than 2 weeks either, this is a game we all are playing so far.
yeah and that's something ow is doing nice because so many different gamers are playing it, not just the "fps ellite". And who knows maybe those guys end up picking harder classes with practice.
So that's 14 out of 21. With every other character I didn't mention it helps to be able to aim too, but they all have something significant that they can contribute to a team that is not dependant on aim. With every character I listed you become significantly more effective as your aim increases.
sorry, when I said aim what a really meant is a mid/high aim level. Reaper, bastion, roadhog, dva, zarya, mcree (half of the time), tracer are not in since a potato with a malfunctioning brain could do well with them.
I don't agree on some of those at all really, especially Tracer. People with weak aim who play Tracer do absolutely nothing, they get outhealed by Lucio aura. Unless we're setting the criteria for doing "well" incredibly low then I really think you're overstating how easy most of them are to use.
I'm looking forward to ranked. Not being in a team or a regular stack i still would like to play a more serious mode. I'm really tired of playing with all these useless hanzo and genji pickers.
You'll never get the exact same feel of sensitivity, you'll just need to adjust it slightly.
I've played a handful of games and it's taken a little while to get used to everything. You don't really need to aim as "hard" as you do in quake. Just play play play and you'll get it soon enough!
Plus, different games require different sensitivity settings. Overwatch doesn't require as much precision as Quake, so might as well use a higher sensitivity to react faster.
During beta one of the devs said we could expect to see the ability to set exact sensitivities in the future, but didn't give any hint to how long it would take. I certainly hope it comes with one of the first patches, I have the same issue with my sens where its just not possible to get it quite right.
i play at 1800dpi and doesn't plan to change that :D
i have synapse installed idd and can change the dpi, but i won't ever do that. I'm used to 1800dpi for years now, and i dunno, it just feels perfect for me, so no point to change the dpi settings just to get a sens that is closer by 2cm.
I prefer playing with ~25cm@1800dpi rather than ~23cm@400dpi, for example. Also my quake sens is ~23cm@1800dpi, almost the same for reflex (maybe 23.3cm or something). I don't mind too much 2 cm difference, cause i can still play quite good with 25cm, but i have the feeling that with EXACT same sens as quake or reflex i could be better, because like i said i'm using ~23cm for years now :)