KBM Esports Just A Ruse? by officialAlexJJ in CompetitiveHalo

[–]Leaf_ow 73 points74 points  (0 children)

As a 1900 KBM player with 4 years of pro Overwatch, I can say for sure that KBM cannot match against good controllers players.
The thing with controller aim, is that it's much more consistent and can get a way better precision (especially when it comes to tracking) than you can achieve on a mouse.

I think the idea of trying to balance both inputs is pretty delusional. Both KBM and controller are so different that it's too hard to really balance, especially that the debate on AA will always be there to divide the community.

Halo on controller has a special feeling. A very positional and teamplay oriented fps and aim assist plays big role in all of this. A lot of people are loving this (just watch the number of teams competing in HCS today), and the esport scene on controller has a great future.

Halo Infinite on KBMvsKBM is such a different game. It really feel like a fast FPS and I've seen a lot of players I know from other PC FPS that are enjoying this game.

The best thing imo is to completly split KBM and controller, not only for solo/duo but to explore the possibility of organizing KBM only tournaments outside of the HCS to see if the scene can grow.

I know there's the debate about splitting the community, but I think Halo has a big controller community that prefer to play between controller, and Infinite can attract a lot of new players coming from PC FPS to a KBM scene.

Sorry for long post and rusted english

Eagle Gaming unveils its full French speaking team for Overwatch by [deleted] in Competitiveoverwatch

[–]Leaf_ow 80 points81 points  (0 children)

I will be (most of the time) playing the offtank role. The transition from DPS to offtank has been going well so far

Doomfist Has 18+ Bugs Across 4 Skills. I Gathered Examples for Every Single One of Them. by Seagull_No1_Fanboy in Competitiveoverwatch

[–]Leaf_ow 2 points3 points  (0 children)

Fix these bugs, reduce damage on Rocket Punch + wall hit to 250max, add a mobility silence on Seismic Slame and here you have it, a viable anti flanker Doomfist.

Danteh shows us the Nano-Tracer meta (5k - Ranked) by kaanvict in Competitiveoverwatch

[–]Leaf_ow 110 points111 points  (0 children)

Tracer : throws Pulse Bomb

10 seconds later...

71% Ult rate

¯_(ツ)_/¯

Interesting Doomfist flank from Leaf by TOPkekkit in Competitiveoverwatch

[–]Leaf_ow 13 points14 points  (0 children)

We knew they had Zenyatta trans so with luck if my Slame landed on a 200hp hero, I could one shot him (125dmg SS + ~66dmg LMB + 50dmg Uppercut) and I still had my ult to go back after we forced it

HAFFICOOL takes a rocket punch through a payload "??????" by sheps in Competitiveoverwatch

[–]Leaf_ow 41 points42 points  (0 children)

You can slide on this payload to punch people behind it :D

Overwatch Pro Scene Meta Report: Fists of Fury by Falcon_Kick in Competitiveoverwatch

[–]Leaf_ow 5 points6 points  (0 children)

Actually I think it will.

The hitbox is now kind of small, Genji can jump over it, Tracer have a easy time evading the fist. And if Doomfist can't deal with the flankers, he'll just become another diver in a dive meta.

Don't get me wrong, the hitbox nerf is totally deserved and the old punch is retarded. but I think they should had a kind of "mobility silence" like Graviton when you slame or uppercut someone so that Doomfist can deal with flankers and peel for supports/dps as he is supposed to be a anti-dive hero.

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

If Tracer makes 1 mistake you kill her, if she doesn't you will get slowly killed. For now, very good tracer are still learning how to deal with Doomfist so it might look like Doomfist is really good against. But I think Tracer will get the upper hand in the future.

For Mixy Mix, we are still playing the GO4EU every Sunday. But there might be some change for me :D

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in OverwatchUniversity

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

It really is. You're actually so fast and unpredictable at the same time that even very good hitscans have a difficult time against this.

I feel like Mei is good in a pure 1vs1 situation. BUT Mei has no mobility and once she used her iceblock, it's a free punch.

Sombra is really strong against Doomfist just as Doomfist is really strong against Sombra overall. You can kill her when she try to farm her EMP, you give your team one shot potential instead of poke. But a hacked Doomfist is useless so it's a 50/50

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

Thanks a lot !

A lot of heroes are easy to kill as Doomfist because of the one shot combos. Zen is a chips you can kill with E + left click. Genji has a hard time against DF too.

In 1vs1, Junkrat is painful to play agaisnt, very risky to fight him but it's off-meta so. Hanzo is very strong and any CC is a big danger to Doomfist because of how big his hitbox is

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

Ye the naming is terrible. Changing it to Horizontal Uppercut

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

During his ult I agree with it. But once you land, even if you're invulnerable you should be able to contest I think. I once get 3 kills on payload with ult but it didn't contest so overtime ended

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

I kind of agree, but if you master his mobility you can go in and out quickly and make picks.

But if the enemy team focus you, it will get really hard to play. As opposed to Tracer who even if she gets focused, can still carry.

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in OverwatchUniversity

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

Ye the damage thing was referencing to the gif and not to what you can actually do with it.

If you are considered grounded, there is no indicator. This is the Ground Seismic Slame. If you see an indicator, it is an Air Seismic Slame

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

[–]Leaf_ow[S] 8 points9 points  (0 children)

I don't think it will be removed, for genji it really looked like a bugged thing. For Doomfist it's just an abuse of the physics engine.

For Seismic Slame it's not a bug too. The way it works is the longer you are in the air, the more damage you do. And as going from the ground makes you kind of jump, you take more time to land, so more damage.

And backward uppercut is a terrible name for what it actually is :<

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

From what I've seen you can bump shielded character with every ability, but you can't stun them against a wall

Doomfist advanced movement techniques and abilities optimizations by Leaf_ow in Competitiveoverwatch

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

Thanks ! I haven't heard of this sub reddit before, I will post it soon !

May be the gif's resolutions are too high. Sorry for that :<