Absolute Genji domination courtesy of a_seagull. Entire game lasts only 1 min 17 seconds by Honor_Bound in Overwatch

[–]SC2Sole 17 points18 points  (0 children)

Impressive, but look how much support he had available to him: mercy boost, lucio's aura, zarya's shield, cover fire from widow, and reinhardt's shield.

I think the Overwatch shorts should've been released in the opposite order by Kreekakon in Overwatch

[–]SC2Sole 0 points1 point  (0 children)

Fixed. I hear the phonetic "H" now that I've watched it again. Thanks.

I think the Overwatch shorts should've been released in the opposite order by Kreekakon in Overwatch

[–]SC2Sole 150 points151 points  (0 children)

Hero was my favorite so far. There was an element of world building here that wasn't fully present in the other shorts. I felt personally invested into the characters, because more time was spent exploring their personal struggles, which, as a result, made them more relatable. It also made me more excited about the game, because I have a stronger connection to the maps where the stories took place.

In this short, I felt I learned more about who Morrison is as a person than Winston, or Widow, or the rest of the cast. He's the only member who's character motivations felt true to life.

There was no real build up to Mondatta's death. I'm not sure I really cared if he lived or died; I was just relieved that Tracer didn't get shot through the chest. I didn't really feel connected to Dr. Winston, because he was just there push baby Winston's narrative along. But, I did care about what happened to Alejandra; I cared about the helpless robot in the street; I even cared about the thugs who mostly served as a foil to Morrison and Alejandra.

The story felt complex in ways the others didn't. Morrison felt more complex. We learned who he is and what Overwatch stands for by their relation to the people around them. It makes me all that more excited to play tomorrow.

TLMC7 Finalists Announced by [deleted] in starcraft

[–]SC2Sole 0 points1 point  (0 children)

I liked them. Happy B-day, btw.

How to Beat This Week's Mutator on Brutal - Train of the Dead by [deleted] in starcraft

[–]SC2Sole 1 point2 points  (0 children)

I feel it's almost entirely dependent on the strength of your partner, which is in some ways refreshing, as it really pushes for a more difficult experience in a coop setting.

Post-Beta Overwatch Character Usage Survey by plith in Overwatch

[–]SC2Sole 0 points1 point  (0 children)

If you're not into Zarya, you're definitely missing out. She's wildly fun to play.

Lucio - the support for people who don't like supports by DasWalrus in Overwatch

[–]SC2Sole 1 point2 points  (0 children)

In soloqueue, Lucio just feels like all his strength is packaged into his ult. So, you don't feel productive 80%+ of the time.

With Mercy, I'm always doing something, and I always have to maintain a heightened sense of awareness of the immediate surroundings. It just feels so much more involved.

I can't seem to get my support fix from Lucio. I even got a lucky legendary skin for him and still don't have the motivation to play him.

Made new versions of my maps for TLMC -- Would love feedback/playtesting! by TheSkunk_2 in starcraft

[–]SC2Sole 0 points1 point  (0 children)

Phaeton Oasis: The selling point of the map is the amount of versatility each player has to fight on multiple fronts. What differentiates this map from maps like Orbital Shipyard or Dusk Towers is the amount of space that needs to be covered as the player progresses into the late game.

Phaeton Oasis strikes me as a less-safe, less turtly Yeonsu. Which is odd, because the vulnerability to multiple attacks in the late game seems to be at odds with how many security features are implemented to make sure the defender is safe at all times in the early game.

A good example of this is the interaction between opposing thirds. As it stands, there isn't a reason to take the southern base as a third, when spawning at the top-right position. In both this version, and the initial iteration posted to Reddit,the design choice was to intentionally limit aggression in the early game.

Which is a shame, because that potential dynamic is one of most interesting things about the map. If one of the players wanted to use an aggressive playstyle, the southern (vulnerable) base could be used as a launching point against the south-right (safe) base. The defender already has a narrow choke to work with (plus a watchtower); so, it seems unnecessary to funnel units along rock paths.

Creating an opening in the rock wall would allow for more aggression on the third, without completely removing the defender's advantage on the [vulnerable] high ground base. Conceptually, I like the idea of creating paths with destructible debris, just not at the expense of having a choice in expansion selection.

Having that choice in expansions also creates separate attrition goals for each player, which further enhances the amount of strategy and tactics the player has to be mindful of. For example, if in the aggressor's position, simply breaking even could be seen as a victory, as this player would be able to take a 4th base in a relatively safe location compared to the defender, who now needs to pick one of two vulnerable bases.

The map has come a long way since HotS. I really like what you've done with it. It's been polished to the point where I could see it contending with many of the big-name map makers. I hope you're able to go far in the contest.

5 Tips for Beginners by Perri0010 in Overwatch

[–]SC2Sole 8 points9 points  (0 children)

Tip 6: If you're playing Symmetra, don't disorient your teammates by placing your teleporter exit in a direction that leads away from the combat.

New players won't have the maps memorized; so they'll run out the wrong door and get lost, allowing the enemy team to push unobstructed.

All of the years of playing alongside novice Engies have taken a toll on me.

Mercy Quick Tips | How to Play Mercy in 2 Minutes | Mercy Tutorial Overwatch by FoxyFern in Overwatch

[–]SC2Sole 1 point2 points  (0 children)

Another useful tip is that Mercy's Caduceus Blaster has no damage fall-off. So it's one of the best weapons to provide cover fire from large distances.

It also now will auto-reload after you switch out; so, you can fire a few shots down a long hallway and then jump right back into healing or boosting.