Wyndstryker
Member
Hearing people not get legendaries make me feel bad when one of my first loot boxes got me a Zarya and Roadhog legendary...
Hearing people not get legendaries make me feel bad when one of my first loot boxes got me a Zarya and Roadhog legendary...
This is true, Even with counter characters you still need a modicum of teamwork to take out multiple turrets.
I get that and I understand its merits, but then what dissociates ranked from unranked games? If all my games end up as sweaty high-skill matches after a while, why switch between casual and unranked? Sometimes you just want to play a game and chill with a regular distribution of player skill levels. I enjoyed my time on PC games where I could just jump in a server and there would be all manner of skill levels represented.
It just reminds me of Rocket League. I enjoyed messing about and playing the game for a laugh, then I reached Gold III in ranked and every match would be incredibly intense. That in itself is fine, but at the same time, when I played casual games I would regularly be matched with Fysho, Gibbs, Kronovi, and MikeRules.
Even more of an issue is the way that these games take an average of your skill based rank when you are playing with others, therefore if you are playing with a rank 1 friend (hypothetical skill ranking range 1-60) and you are 49, then the MM places you against a ranked 25 team. However there is nothing to suggest that two players of skill 25+25 are equal to someone of skill 49+1. This often leads to frustrating missmatches and you can see this in actual games, where your entire team is outperforming there's, but your team is being undermined by a one or two weak links occupying a tank or support role.
When coupled with the lack of transparent scoring, it's a real issue, because you cannot explicitly isolate these mismatches and weak links. You also have no tangible metric to whether you're performing well (relative to team / opposition within your role).
this game man... defending like pro's then the last 10 sec everything falls down... how ? this happens way way way to much
I find this one very useful, especially at range.
Does the dot still give you the "tink" sound for headshots? And doesn't it takes away, e.g., Zarya's charge meter?
Yeah, but if Overwatch balance patches regularly hinge on slow-ass console certification, I'm going to be annoyed.
You realize that all matchmaking systems work like the bolded right? If the system is able to accurately match you with people of a similar skill level then you should only be winning about 50% of the time.
Also I don't understand how the aiming thing is a problem? The game is no counter strike. It's not just about your accuracy, but also how you team of characters with unique abilities is able to function as a team. Part of that is there will be characters where game sense and other factors are more important.
I assume that the difference will be that competitive will have a modified ruleset, and once it drops noone in casual is going to complain about your team comp. Your argument about matchmaking systems is weird. People either tend to want to do better or not care about their performance. I think very very few people will intentionally throw games to have a lower mmr.
No idea about Zarya since I don't play her very much. I think I left her's and Hanzo's (for the drop off indicator) at default for now, but those two are near the bottom of my playtime anyways.
I can see that change being viable but it I feel like it will just make him more like Mercy and Zen. His self heal is the biggest reason why he can stay on objectives and the front lines as much as he does. Due to being in the front line so much that is when the opposing team need to realize he is a huge priority target.Yeah I was going to say at 200 hp Lucio isn't exactly tanky...
With that said, he could be easier to kill. As a support it feels like he is harder to take down than most 200 hp characters like Widow, Hanzo, Mercy, etc. because of his self heal. Taking down Lucio can force you to go through 400+ HP, and with speed boost and knock back he can also get away where the others cannot.
I think the issue is that he regens health while taking damage so with the knock back and evasiveness considered, he has a lot more sustain than a support has the right to possess. This is actually more of an issue on console, where players tend to be less accurate, and a Lucio wall running around the edge of the objective can survive for much longer.
I think it might be better if there were a very brief delay before he could self-heal after taking damage. That way, if he was being assaulted by someone, he couldn't just outheal it and run around.
I get that and I understand its merits, but then what dissociates ranked from unranked games? If all my games end up as sweaty high-skill matches after a while, why switch between casual and unranked? Sometimes you just want to play a game and chill with a regular distribution of player skill levels. I enjoyed my time on PC games where I could just jump in a server and there would be all manner of skill levels represented.
It just reminds me of Rocket League. I enjoyed messing about and playing the game for a laugh, then I reached Gold III in ranked and every match would be incredibly intense. That in itself is fine, but at the same time, when I played casual games I would regularly be matched with Fysho, Gibbs, Kronovi, and MikeRules.
Even more of an issue is the way that these games take an average of your skill based rank when you are playing with others, therefore if you are playing with a rank 1 friend (hypothetical skill ranking range 1-60) and you are 49, then the MM places you against a ranked 25 team. However there is nothing to suggest that two players of skill 25+25 are equal to someone of skill 49+1. This often leads to frustrating missmatches and you can see this in actual games, where your entire team is outperforming there's, but your team is being undermined by a one or two weak links occupying a tank or support role.
When coupled with the lack of transparent scoring, it's a real issue, because you cannot explicitly isolate these mismatches and weak links. You also have no tangible metric to whether you're performing well (relative to team / opposition within your role).
It also doesn't encourage anyone to perform better, as poor performance is rewarded with easier games. So every crappy Widowmaker out there will stay crappy because she will be afforded a team and level of play that accommodates her inept skill level.
A final note, it also invalidates all of this score sharing and comparison that people are doing. Talking about their KDR and performance, when that performance is relative to an invisible skill based system. Maybe if that system was transparent, but as it is, it's hard to tell if you are performing well, or improving and that isn't very interesting in my opinion. I don't see much point in having two identical systems either. I always liked the way Halo did it, where ranked was the focus, but social games also existed. What's the point in getting better than other players, if you never get the opportunity to play anyone worse than you? while at the same time, have no metric for your performance, or category for your level of skill.
I think people are entirely overreacting to this notion of a 50% win rate. If matchmaking is working properly, no matter your skill level, then you should approach a 50% W/L. Attempting to achieve a 50% W/L for all players is a commendable goal and shouldn't be shat on because high skill players consistently shitting on lower skill players is a terrible, discouraging experience for lower skilled players.
Win rate at 59%. Although I'm sure it's only a matter of time before that goes down if that theory about the game forcing 50% maximum is true.
Why game why, dammit
The game definitely does not "force" a 50% win rate. It is designed to match you with equally skilled players and parties so you are naturally winning roughly half of your games once you're at your true MMR.
Obviously stomps happen but not because the game wants you (or the other) team to lose.
Damn, I am jealous...
Why aren't we on OT 3 yet?
Yes, yes, and yes! Given that headshots count double, you would pretty much have to be missing 50% more of your shots as a result of going for the head for it not to be worth it, and that just won't happen in practice, especially since all three engage at super-close ranges.While playing around with this I am wondering if it's worth it to aim for the head with characters like Reaper, Roadhog, and Tracer. There's a decent amount of spread (like their default reticle indicates) and if you aim for the body you might land additional bullets, but miss out on the critical head shots. I'm guessing that aiming for the head is always the correct answer though, right?
You know your game was shit when the POTG goes to your girlfriend building a turret, throwing scrap and picking it up then shooting a few bullets at a distance.
You edited this while I was replying so about the final note...
I'll use Destiny as a comparison because I think it makes sense. Destiny MM is based on your Combat Rating which as far as I can tell is based around the number of points you score in a match over some magic numbers and time. Oversimplified, it's score divided by time spent in match. It's entirely possible to have a very high K/D while having a very low CR and likewise you could have a high CR but low K/D.
So forget about K/D, it's meaningless. What matters is, do you win? If so your hidden rating is raised. You compete against people with a similar, hidden rating. Keep winning and you will keep raising that hidden rating and competing against others with similar rating until you reach an equilibrium...or you never do because you're truly the best.
Damn, I am jealous...
Why aren't we on OT 3 yet?
Really cool but I feel in an actual game you will just get killed the second the realize you are there. I guess you can run but you leave your team with no heals for a while.
I love those. I always feel so proud that my death alone gives PotG lol.My fave POTG last night was basically a Winston who killed me. No other kills. My group was like "he got that for one kill?" LOL
Really cool but I feel in an actual game you will just get killed the second the realize you are there. I guess you can run but you leave your team with no heals for a while.
Yes, yes, and yes! Given that headshots count double, you would pretty much have to be missing 50% more of your shots as a result of going for the head for it not to be worth it, and that just won't happen in practice, especially since all three engage at super-close ranges.
It makes a huge difference with all three, but Tracer most of all, I find.
Here's which weapons headshot or not: http://www.furiouspaul.com/overwatch/basics/headshots.html
And that's great, but that rating remains hidden, so regardless of whether I win or lose it feels inconsequential. Even if I'm playing better players, I wouldn't know it, because in theory I should be progressing too. There's no sense of development of your own skills within that system.
I love those. I always feel so proud that my death alone gives PotG lol.
Guys, B.VA or JUNEBUG?
Roadhog legendary makes me jelly. Zarya, not quite as much.Hearing people not get legendaries make me feel bad when one of my first loot boxes got me a Zarya and Roadhog legendary...
Volskaya one is the freaking best, I swear I haven't run into anyone expecting it yet. I have captured points with the help of a Pharah just by using that.
Really cool but I feel in an actual game you will just get killed the second the realize you are there. I guess you can run but you leave your team with no heals for a while.
I love those. I always feel so proud that my death alone gives PotG lol.
And in regards to winning and increasing your invisible rating, that's great but that rating remains hidden, so regardless of whether I win or lose it feels inconsequential. Even if I'm playing better players, I wouldn't know it, because in theory I should be progressing too. There's no sense of development of your own skills within that system. It's like being Ronaldo (not saying I am, just an example) but only being able to play anonymous equally skilled players for no tangible reward. It feels like all your effort is a waste of time.
Guys, B.VA or JUNEBUG?
For sure, some of those are really good. Or a 6 man Lucío comp can rush point. xDSome of them might work on an opening rush but I think these are more for getting back to your team once you have died on the hill. At that point everyone is focused on the hill so you can drop back in without everyone noticing.
And in regards to winning and increasing your invisible rating, that's great but that rating remains hidden, so regardless of whether I win or lose it feels inconsequential. Even if I'm playing better players, I wouldn't know it, because in theory I should be progressing too. There's no sense of development of your own skills within that system. It's like being Ronaldo (not saying I am, just an example) but only being able to play anonymous equally skilled players for no tangible reward. It feels like all your effort is a waste of time..
Sometimes I seriously have to wonder about some people's aiming. Does bastion have a slow turn rate or something? I killed so many of them today just jumping around like an asshole and shooting them with lucio or mechless D.VA.
Lots of people have real basic aiming skills. Jumping is a perfectly viable strat to escape.Sometimes I seriously have to wonder about some people's aiming. Does bastion have a slow turn rate or something? I killed so many of them today just jumping around like an asshole and shooting them with lucio or mechless D.VA.
Sometimes I seriously have to wonder about some people's aiming. Does bastion have a slow turn rate or something? I killed so many of them today just jumping around like an asshole and shooting them with lucio or mechless D.VA.
Guys, B.VA or JUNEBUG?