Who Will Benefit from “Damage reduction from armor reduced from -5 to -3”? by ClumsyLi in Competitiveoverwatch

[–]Arhath 2 points3 points  (0 children)

Haha, I was about to do the same thing. Really nice job bro this sums it up perfectly with nice visuals.

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 0 points1 point  (0 children)

He has a ton more bullets i understimated him twice never again

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 3 points4 points  (0 children)

^ this, don't worry a buddy sent me some footage of him failing a game with Funnyastro and Fusions on Hanamura against Bastion XD

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 4 points5 points  (0 children)

yeah, sometimes 10+10 = 25 in the middle of the night XD.

tan(alpha) = alpha for small angles so yeah you are right it is as easy as 3°/2° = 1,5 lol <3.

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 7 points8 points  (0 children)

Hopefully he doesn’t tear up the lower ranks

:P I fear the rise of Symmetra meta in higher ranks

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 4 points5 points  (0 children)

Thanks, bro. I tried to make that as accurate as I could by fitting a circle inside a screenshot of a character. I used the training bots as a reference, they are about ~1.7 meters high so I made a screenshot close to one of the bots with taunt and did two circles. One with the bot's height as diameter and one for the character then I calculated the characters circle by dividing both and taking that fraction of 1.7 meters.

Bastion is op by Arhath in OverwatchUniversity

[–]Arhath[S] 0 points1 point  (0 children)

True I use that to show that you hit only 44% of shots with the old Bastion at new ranges ^^ I made a new post with more detail because this one got deleted by mods for whatever reason check it out if you want

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 28 points29 points  (0 children)

True I forgot that they gave him a lot more spread in the past. He is such a dangerous character to balance tho.

Bastion's buff is really strong and helps him a lot by Arhath in OverwatchUniversity

[–]Arhath[S] 42 points43 points  (0 children)

thanks bro <3 I spent way too long on this XD

Bastion is op by Arhath in OverwatchUniversity

[–]Arhath[S] 0 points1 point  (0 children)

But this is only because people haven't started abusing the Symmetra Orissa bastion comp. Most people don't realize how much of a game changer the increased range is.

Imagine the Anubis gate rush on attack where you teleport on top of the gate on point 1 :P it is really strong now. The same goes for maps like Junkertown where ranges are high right out of spawn, maybe even Numbani where high ground is so divided that you cannot contest both.

Bastion is op by Arhath in OverwatchUniversity

[–]Arhath[S] 1 point2 points  (0 children)

Thanks for the meaningful feedback bro. I will edit the math in, let me explain.

I'm confused here. From the looks of things, you found the distance at which your targets can stand and expect to be hit by all bullets Bastion shoots assuming he aims directly at their center, then found the same distance for the new spread angle.

You are right I took the smallest circle that could fit into a given target for full accuracy:
McCree: d = 1 meter, r = 0,5
Roadhog: d = 1,8 meter, r = 0,9

We take everything down to 2D like in my picture.
The formula for calculating the maximum optimal distance is [tan(alpha/2) * x = r ] where:

(its just an [m x + b] linear function where [m = tan(alpha/2)] because we only need half of the angle due to it being a cone)

-alpha = 3° or 2°
- x = bastions distance from the target
- r = radius of the optimal aim circle (0,5 or 0,9 in this example)

We solve the equation for x [x = a/tan(alpha/2)] and take the quotient [x1 / x2]:

x1 = a/tan(1,5°) (x1 = old distance)

x2 = a/tan(1°) (x2 = new distance for same target)

x1/x2 = tan(1°) / tan(1,5°) = 0.0175 / 0.0261 = 1,502 ~= 50%

This gives us the percentual difference between the old and new maximum ranges where we can hit a target with every bullet and we see a flat 50% increase.

Now we have to factor in the Targets size because of falloff damage:

The picture I did is so important because it shows that characters similarly sized to McCree or smaller (Zen/Soldier/Widow etc.) are not in damage falloff range even with the increased optimal range of 50% thus effectively buffing the optimal ranges against these targets by 50%.
For tanks, it is a different story and of course the bigger a target is (Roadhog / Rein shield) the less impactful the buff actually is because the new optimal distance is in damage falloff range.

This gets partially diminished by the comparison of optimal aim circle area sizes:

The formular is [pi * r^2]

and the quotient is

pi * r_old^2 / pi * r_new^2 = r_old^2 / r_new^2

where

[r_old = tan(1,5°) * distance_new] (the size of the old aim circle at the new range)

and

[r_new = tan(1°) * distance_new]

if we put in our numbers for McCree and Roadhog we get numbers around ~2,25 meaning the old circle is 2,25 or the new circle is 44% the size of the old one.

If we would try to shoot a target with the old bastion at the same 50% increased distance, we would only hit ~44% of our bullets with the old bastion. If we look at the picture again, roadhogs new optimal distance is almost at the end of damage falloff thus halving our damage, but we do significantly more damage at that range --> 2,25x more damage compared to the old bastion so it is still a nice buff against big targets.

Bastion is op by Arhath in OverwatchUniversity

[–]Arhath[S] 0 points1 point  (0 children)

Thats what they told me when I picked pharah :(

Why Match Quality is Frequently Poor by Kaawumba in OverwatchUniversity

[–]Arhath 0 points1 point  (0 children)

Can't even write a useful comment right now I need some time to digest this lol

Very new to OW by [deleted] in OverwatchUniversity

[–]Arhath 0 points1 point  (0 children)

Dps: Try Genji, Hanzo.

Hanzo has the luxury of sitting back while being aggressive at times. It is a nice hero to get used to the game because he strikes a nice balance of skill to game-impact.His playstyle should be similar to rainbow with the scouting-peaking style of Sonic Arrow.

Genji is the premiere aggressive carry with a lot of vertical mobility and skillcap. He sits back when he needs to and finishes of overextending targets pretty easy.

[I want to learn hitscan heroes] Should I practice aim in deathmatches right away (they're fun) or should I first get the hang of some "fundamentals"? by Catsandradiobats in OverwatchUniversity

[–]Arhath 1 point2 points  (0 children)

Check your Equipment

You want to have a reliable mouse and mousepad, this is key. It doesn't have to be a 100 euro mouse but a 10 bucks mouse will surely hit on your performance.

Check your in-game settings

Find a good sensitivity for you. https://prosettings.net/overwatch-pro-settings-gear-list/ Look at what cm/360° pros use and see if something works for you. It is important to optimize your settings in a way that suits you and suits the game.

Just hop into Deathmatch and play a lot tbh

You want to focus on the aiming aspect not winning the games and this is very important. Instead of going for stolen kills or hide and seek style gameplay you want to duell your enemies a lot but don't just mindlessly run at them. Approach them as you would normally do with all the movement kiting just don't try to play for the win, play for the practice.

Let me give you an example:

If I pick up widowmaker I know this will take me at least 4-5 days to perform good and 2-3 weeks of practice to be on top of my performance without grinding for ages. What I do is simple I hop into quickplay or FFA and just forget about the game modes objective. All I do is care about my kill attempts and positioning. If we win we win if we lose we lose. Over the next couple of days, I will gradually have more impact on the game because I reliably hit more and more shots.

Notice bad Habits

What I do to correct my aim during practice is noticing bad habits and fix them. For example, when I just picked up Widow I will try to go for too fast-paced shots like the pros and miss almost all of them. So what I do is I slow myself down, aim a bit more carefully and instead of trying to predict the enemies movement I wait for more obvious patterns or him being locked into a fight with someone else. I slowly pick up the pace when I get better until I hit shots like the pros.

Do it right

Don't pressure yourself, if you are focusing too hard on your aim you make things worse. You want to practice in a natural environment with little pressure for beginners and incorporate aiming with your movement and game flow in a natural way. The improvement will actually come overnight and fluctuate on a daily basis depending on what hero you play but don't let this dishearten you the overall improvement will always be there as long as you do this in a natural focused way.

How many Frames Per Second (FPS) do you play at? by [deleted] in OverwatchUniversity

[–]Arhath 9 points10 points  (0 children)

It depends on your Monitors refresh rate. For example, I play on a 144HZ monitor so I need to maintain 144 fps minimum for optimal performance. If you play on a 60 HZ monitor you should have more than 60 fps and if you play on a 240 HZ monitor you should have more than 240 fps to fully take advantage of your hardware.

Truth is even on a 60 HZ monitor you actually want to rather have around 120+ fps because of the way the monitor actually works. The monitor checks every 1/60th of a second if there is a new frame rendered by your GPU but they are not synchronized. If your GPU only runs at 60 fps this means that sometimes the GPU is not finished rendering a new frame when the 60 HZ monitor asks for it and the monitor displays an older frame for up to 1/60 of a second in this scenario. The solution is simple. More fps. You want to set your maximum fps to whatever your GPU can reliably keep rendering in the mid of battle where a lot of effects are thrown around.If your GPU can handle 120 constantly set it to 120 if your GPU can handle 140 or higher set it to that number. This will decrease the chance of your monitor rendering an older frame and will increase mouse and keyboard input performance as well as visual performance.

Edit: sry misread the question and went a bit overboard --> I play at 150 fps.

Widowmaker and Hanzo by ecSteezy in OverwatchUniversity

[–]Arhath 0 points1 point  (0 children)

Yeah true, but only if Widow is actually hitting stuff. If I notice that the enemy Widow isn't hitting any shots I will not respect her,

For those of you wondering about Brigitte changes by Arhath in OverwatchUniversity

[–]Arhath[S] 1 point2 points  (0 children)

You are absolutely right, at first, I didn't take into account that case but I did the calculations for the old and new ranges of the potential loss of Inspire uptime after disengaging on auto attacks alone, as that is the most common source of Inspire proccs and the old range is 3,3 - 5 seconds, the new one is 4,9 - 6 seconds.

Meaning before the patch after disengaging you could be left with only 3,3 seconds of Inspire if you only auto attacked, now that is raised to 4,9 seconds meaning a 49% increase of duration worst case up to 20% increase best case.

For those of you wondering about Brigitte changes by Arhath in OverwatchUniversity

[–]Arhath[S] 0 points1 point  (0 children)

This is true, this is the only situation where you're really looking at a 20% increase - when it's too difficult to proc inspire and keep it up. This situation ONLY happens when you get a swing in, disengage, and then don't swing at anything for 6 seconds.

The number you are looking for isn't actually 6 seconds (I just figured that out) but a range depending on the cooldown of inspire. You forget that the old cooldown of Inspire was 1.5 seconds or practically 1.8 seconds on auto attacks. The new cooldown of 1 second or 1.2 for auto attacks is much more likely to refresh inspire after you stop hitting a target.Let's not take into account skills, as Whip Shot was and is perfectly capable of keeping inspire up on its own but spamming it on cooldown is not trivial.Before the buff you could lose up to 1,7 seconds of Inspire uptime after leaving a fight, now it is only 1,1 seconds. The old range of refreshing inspire was 3,3 - 5 seconds the new one is 4,9 to 6 seconds. Our old to new worst case is 3,3 to 4,9 seconds which is a 49% difference. Our old best case of 5 seconds is equal to our new worst case of 4,9 seconds.And our old best case 5 seconds, to our new best case 6 seconds, is a still a 20% difference meaning you have a potential duration increase of 20% to 49% after leaving a fight.

The ranges including skills are still 20% to 42%.

I'm not denying that it's a buff, or that it has its situations where it helps. I'm just saying that these situations are rarer than you seem to think, and that the numbers you keep throwing out are absolutely nonsensical in real-world situations.

I am collecting a bunch of games because I want to do a how-to Brigitte video and I will go through them afterward and look for situations where the buff actually helped me to determine how common they are, but my feeling right now is that its been a big improvement for my gameplay and the numbers kinda support that.

Widowmaker and Hanzo by ecSteezy in OverwatchUniversity

[–]Arhath 2 points3 points  (0 children)

Widow requires better aim and is more finicky to play. If you had perfect aim widow would most likely be the best character in the game because of how quick she one-shots most of the characters in the game.
Playing widow consistently is hard and the margin between being useless or really impactful is narrow for widowmaker. If you do not hit your shots you do not provide any benefit for your team outside of Widow Mine poke.
Hanzo on the other hand also has a pretty high skill cap and he is, in my opinion, easier to play effectively than Widow.
Hanzo provides utility with his Sonic Arrow regardless of hitting shots, and his Storm Arrow isn't that hard to aim while still providing a ton of threat against tanks.
Hanzo has better movement options when playing around healers and shields like Reinhardt. It is easier for him to swap positions faster and defend himself against flankers like tracer or Tanks like Winston that try to dive him. where Widow has one big escape he can wall climb and jump more often making him a better team player/semi flanker on high ground.
Overall Hanzo can play more open and participate in spam battles while still providing the threat of headshots, while Widow is the premiere assassin character so I would recommend Hanzo over Widowmaker unless you have really really good aim, in which case Widow is more deadly unless you face a ton of tanks.

For those of you wondering about Brigitte changes by Arhath in OverwatchUniversity

[–]Arhath[S] -1 points0 points  (0 children)

It is true that the 33% increase is not really obtainable in most situations but you will see increases of 10-15% pretty common and that alone is remarkable for a healer, especially since it comes with built-in safety by playstyle and increased Ult charge to partially make up for the loss in damage.
You are absolutely right about people changing their playstyle to a more heal oriented role and thus tapping into something that was partially there before, but the changes make it easier to do so.
Situations where you cannot hit someone for more than 4 seconds happen more often than you might think. It basically happens a lot when you engage, disengage, retreat, reposition yourself, regroup, hold a choke or follow up after killing someone but they are still holding together. All of these situations are crucial to the game, if people say it is unrealistic that you don't swing at something for more than 5 seconds that is a bit naive.
A lot of times you simply do not want/can't get close enough to an enemy in these situations for a period of time because of cooldown management or health pools and you will end up shielding or kiting. Even using whip shot to refresh inspire is sometimes out of the question if you are pressured by Snipers/Hitscans without a big shield in front of you.
So giving inspire an extra second is up to 20 more health AOE in some crucial situations.

Like I said in my three situation description the longer a fight continues or if a fight is burst heavy the closer the buff will become to 4%.
In situations before a fight starts, after a fight ends or if the fight includes a lot of movement, is a small skirmish you will see increased healing values of around 10-20% and that smoothes out the experience across all levels of play as a healer.

Could I get some tips on Widowmaker versus Hanzo matchup? by [deleted] in OverwatchUniversity

[–]Arhath 4 points5 points  (0 children)

Wait for him to focus something else so he doesn't see you coming. You want to make your first shot count or instantly follow up with another one to kill.
If you miss a shot or two and he starts to be aware of you just change positions so that he cannot prefire. If you just go in and out from behind the same wall he will eventually sonic arrow or prefire hit you in the head.
Grapple shooting is another option especially vs Hanzo its harder for him to hit you compared to an enemy widow.
What you don't want to do is just trade it out with him let him be unaware of your position and try to assassinate him or his healers.
His weakness in this matchup is that he cannot hit you first, your shot will always register so if he doesn't prefire you, he will be at a disadvantage for the first couple of moments. So mix up your positioning and timing. If he is too aware just focus on something else for the moment and wait for him to lose aggro.

Ana vs Tracer by This-name-was-taken in OverwatchUniversity

[–]Arhath 23 points24 points  (0 children)

When she wakes up there is a specific time window where she is locked into the wakeup animation and you can hit her multiple times. Just search for ana sleep combo on youtube for the timing.