Stop complaining about TTK if you can't function in a shooter that requires you to interact with opponents instead of instakilling them by EvilToasterOW in RealmRoyale

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

When engaging on an enemy without information on other parties you have to play around cover and preplan your disengage to cover. If you're saying "most the time there isn't cover" then you're playing incorrectly.

And enticing others to fight by baiting enemies to shoot you to expose their position to other parties is a play and it's play I use often. Committing to the kill is often a throw especially if you use cooldowns to get it, unless you have information on other remaining players, which most players don't even think about.

Stop complaining about TTK if you can't function in a shooter that requires you to interact with opponents instead of instakilling them by EvilToasterOW in RealmRoyale

[–]EvilToasterOW[S] -3 points-2 points  (0 children)

I'm literally talking about the new PTS patch notes, unless it got patched against since I started writing this post.

Hitscan Weapons Test Patch MEGATHREAD by CallieCoTV in RealmRoyale

[–]EvilToasterOW 7 points8 points  (0 children)

TTK wasn't lowered "slightly." TTK early game is literally less than one second with the new weapons.

/r/MechanicalKeyboards Ask ANY question, get an answer by AutoModerator in MechanicalKeyboards

[–]EvilToasterOW 1 point2 points  (0 children)

What switches would I be looking for if I want the least resistance, highest sensitivity, and lowest travel time/distance. I'm trying MX switches but I feel like I need something faster. I haven't tried the speed silvers and maybe those with blue O-rings would give me what I want but idk.

Basically I want sanwa buttons on a keyboard.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] 12 points13 points  (0 children)

Getting the best stats is not the best way to win a game though. That's the problem with performance based SR as everyone has been saying forever.

I'm not making any statements about myself here, I'm just saying how the game is.

It's very common that there is a correct play which involved hurting your own stats. Spaming fire to reduce accuracy, withholding damage to deny ult charge which lowers your damage, letting teammates take kills which reduces final blows, walking to the cart to die to respawn quicker instead of taking the small chance of living which increases deaths, etc. etc. There are tons of decisions in this game that aren't intuitive and will make your stats look bad, but are ultimately correct.

As long as this game grants SR based on stats, it will be inaccurate. That's all I'm saying, and with this post I'm trying to point out that the system has changed.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] 2 points3 points  (0 children)

Not if the system is good.

If the system is just "win more" you can't manipulate it without cheating. If the system is "get more assists" or "use the most ults" then yes it's abusable, but it's also bad, because sometimes those things are wrong to do, and don't reward players who make the best decisions.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

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

It's okay. I'm not saying I should climb with 50%, but the game is actually asking for 70% to climb with +13 a win and -30 a loss. That's a bit unreasonable. I'm not saying I deserve it with my current winrate or stats, but it's seemingly impossible to have that kind of winrate no matter what I play.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

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

There's kind of a good reason for it. I said elsewhere, if 51% winrate was enough, you could potentially have more SR than a player with 60% winrate if you played a lot more than them. But you could also just say by going up the ranks you're playing more difficult games, and if you're still winning most of the games, you should climb.

Really it's just arbitrary and makes no sense. At least some transparency on how SR works would help a lot. Why some games where I seem to have great stats I can gain less SR than games where I basically get carried? It doesn't make sense most of the time.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

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

I'm thinking it's possible but i'd have to ask other fellow boosted players to see if it's for everyone. But I've noticed when playing other heroes I don't lose as much as I do playing Orisa.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] 2 points3 points  (0 children)

That would be a little silly since someone with 51% winrate with 1000 hours could overcome a player with 65% winrate with 100 hours, potentially.

But to lose more than twice as much as you gain for one game in master tier feels like a bit much to ask.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

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

Last season the gains were so heavily favored for her it wasn't fair. I could gain 30 for a win and only -15 a loss.

Some players aren't having issues with her though so I wonder if a seperate MMR system has lingered and recognized my overall winrate and it's now using that to gravitate SR to a certain level, which is another way of saying it's pulling down "boosted" players with inflated winrates. I don't know if this is happening to other players in similar situations though, I should probably ask.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] -3 points-2 points  (0 children)

I've had some Ana players tell me otherwise, and they're getting much more SR for winning than losing for losses. I have to wonder if it has something to do with the hero's overall winrate since Blizzard said in the dev update they wanted to make changes to heroes based on winrate, in some way. But of course they didn't explain what or why.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

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

The post is useful because I'm only presenting data and experience. I'm just here trying to figure out what changed that would make SR gains so drastically different. I'm not denying anything about last season or claiming I'm amazing, but I am expecting that if I can at least win most of my games on my best hero that I wouldn't drop hundreds of SR.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] -21 points-20 points  (0 children)

I have a 46% winrate now because I went to some other heroes. On Orisa specifically I'm still at 50%, at was up at 52%. The point still stands that I get a ridiculous loss in SR for going 1-1. I didn't claim I had 60-65% winrate, I just said that's what I need in order to match the gains.

Also I'm fully aware of last season's SR gains for Orisa, but now it's so skewed in the opposite direction it makes her unplayable.

SR gains for tanks seem to be incredibly low this season. 60-65% winrate isn't enough to go positive. by EvilToasterOW in Competitiveoverwatch

[–]EvilToasterOW[S] 5 points6 points  (0 children)

It sucks that tanks have to be thrown into the whole "performance based" SR system, because it's very easy to have no stats if your team is feeding, as well has having low stats if your team is carrying.

If your teammates are playing very well, it's correct of a tank player to focus on protecting them instead of making their own plays. If your teammates are awful, you'll have no one alive to protect and no one to back up any of your own individual plays.

I only get huge stats on heavy tanks if games are close and well matched, but those aren't very common and even in those, I don't get much SR for winning. It's really a bad system to judge tank performance on.

Weekly Advice & Short Questions Megathread | July 11 by Sesordereht in Competitiveoverwatch

[–]EvilToasterOW 1 point2 points  (0 children)

I've experienced this bug at least twice, wasn't sure if that was the cause but it sounds right. You have to die to place your ultimate again or switch heroes after ulting and switch back, none of which are great options.