Regarding lag complaints, I wonder if ND is going to tell us about the tickrate values...
http://www.eurogamer.net/articles/2...d-a-wall-why-isnt-overwatchs-tick-rate-higher
"The tick rate is how often a server updates every second. Generally the higher it is, the more responsive the game. In Overwatch it is
the tick rate that's responsible for you sometimes taking damage even though you've run behind a wall"
IMHO, the community should be more vocal about it. But yeah, levels are more important...
"The beef the community has is that Overwatch's tick rate is 20.8hz, which is comparatively low when compared with online games of a similar ilk, such as Counter-Strike: Go and Battlefield 4, which have tick rates of around 60hz.
And it's not that Overwatch isn't capable: you can raise the game's tick rate to 62.5hz - but you can only do it in Custom games via a High Bandwidth option in the settings."
Honestly, I'm shocked that the "Competitive" (FN et al) community hasn't asked for this feature... stripping down the game mechanics is obviously more important. What a joke. Then again, most of them are obsessed with TDM, while in other games objective modes are the go to place for competition (i.e. Domination in Battlefield).
http://www.eurogamer.net/articles/2016-06-07-overwatch-blizzard-answers-the-big-questions
"We put out a 17-minute video with our lead gameplay engineer and our network engineer, who wrote the netcode for the game, explaining exactly how the game works, to try to educate people on which parts of gameplay issues were latency-related vs. netcode-related. Trying to give everybody more transparency and understanding of how the game works so they can help comment intelligently on what is and isn't a problem. That video is widely available and I would encourage people to watch it."
More transparency and less secrecy, ND... take a note from Blizzard.
ps: Previous ND games (including TLOU Remastered) have 15 Hz tickrate. It's probably the same here.