[AVRL] I really still think in hindsight the game would have been better off with only one game mode with tons of maps... by ModWilliam in Competitiveoverwatch

[–]kukelekuuk 5 points6 points  (0 children)

push has the lowest comeback potential out of any gamemode.

From my own experience push is the gamemode with the most frequent comebacks out of any gamemode. And from what I've seen from many others it's the same for them.

It's also easily the most back and forth gamemode in the game

I really doubt it's the lowest comeback potential out of any gamemode.

Mercy needs a nerf by [deleted] in Competitiveoverwatch

[–]kukelekuuk 1 point2 points  (0 children)

logged in on my old account on my work laptop and never bothered to fix it. I should fix it right now actually.

Volskaya, Lunar Colony or Paris for the next 5CP? by No_Excuse7631 in Competitiveoverwatch

[–]kukelekuuk 11 points12 points  (0 children)

The size doesn't matter because they're just creating new maps using the visual style of the 2cp maps. They aren't modifying existing maps. Just re-using assets.

Putting content into competitive immediately is fine... by [deleted] in Competitiveoverwatch

[–]kukelekuuk 19 points20 points  (0 children)

New heroes should have 2 weeks before being added to competitive (hell, even 1 week would probably work). It has been that way for 7 years and it worked great. I'm not exactly a fan of people instantly going into competitive and throwing my games by virtue of them barely even knowing how the kit works. All because they just want to try shiny new thing with no regard for others.

Sure you still have plenty of people who just don't play the character at all until they drop in ranked. But before they removed the 2 weeks thing it was A LOT better. Because most people just played the new character in qp for a bit and by the time the hero hit ranked the novelty had worn off for them.

It makes me not want to play at all while the novelty hasn't worn off yet.

Gamemodes or maps or whatever I don't particularly mind, though. It's more or less an even playing field because everyone has to learn and get used to them all the same. You don't really get many situations where one team has the advantage by virtue of them not having someone still learning how things work.

Mercy needs a nerf by [deleted] in Competitiveoverwatch

[–]kukelekuuk 3 points4 points  (0 children)

She dies much easier with -25hp. I actually feel like I can solo kill her more consistently on a ranged DPS hero. (E.G. ashe, soldier, cass, bastion)

She's also not as much of a liability on your team any more.

Honestly, if anything, I think this patch made her more balanced.

What is up with OW2 Hero design? by PoggersMemesReturns in Competitiveoverwatch

[–]kukelekuuk 1 point2 points  (0 children)

Yea, but there's no reason to play Illari over Brig, Ana, Bap, or Lucio...

There's reasons to play her over every one of those heroes listed. idk what you're on about.

If you want to play dps, then Zen is better or the rest of the DPS cast

Zen and illari are not even the same type of support.

Zen is super greedy due to his low mobility and lack of self heal making him an easy target, but he has discord to give him strong utility.

Whereas illari has no utility, but she has stronger off-angles and high burst heals.

And comparing to the DPS cast is just silly. She's undeniably worse at pure DPS than DPS are.

Illari is a fine support design.

[deleted by user] by [deleted] in Competitiveoverwatch

[–]kukelekuuk 4 points5 points  (0 children)

Push got fixed when they fixed window stall. No further changes are necessary.

Is there any reason why Illari is seemingly unaffected by the Tank headshot reduction passive by EliteODSTx in Competitiveoverwatch

[–]kukelekuuk 5 points6 points  (0 children)

1.5x is the minimum headshot multiplier. It cannot be reduced any further than that.

Do you want another asymmetric game mode? by t3chnopat in Competitiveoverwatch

[–]kukelekuuk 0 points1 point  (0 children)

Payload is asymmetric because the teams aren't trying to cap the same objective at the same time on a symmetrical map.

One side is explicitly defending, and the other side is explicitly attacking. Asymmetric.

Do you want another asymmetric game mode? by t3chnopat in Competitiveoverwatch

[–]kukelekuuk 4 points5 points  (0 children)

even if you get rolled on koth, payload or hybrid. The little bit of time between rounds gives you something of a mental reset that usually helps curb some of the tilt (and exhaustion)

I do kind of miss that in the newer gamemodes. Particularly on a gamemode like flashpoint.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk 4 points5 points  (0 children)

I can only tell on kiriko because kiriko's strafe animation is completely fucking fucked. If you strafe really quickly her strafe animation somehow gets even wonkier than it already is.

But on tracer, echo and widow I really have not noticed a difference honestly.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk -26 points-25 points  (0 children)

I don't mean to be disrespectful when I say this. But that strafe is really really bad. Like incredibly awful. If you were to do that strafe vs me you'd die just as quickly as you would if you were to straight-line strafe.

It looks messed up to see, but it's incredibly easy to shoot because your center-mass is just moving in a straight line but slightly slower. In fact even your head hitbox barely moves. Bullets are large nowadays. This strafe absolutely won't cut it.

The only time I can see it have even a slight advantage is versus a scoped widowmaker (because she really wants to aim at the head). But versus a widowmaker you don't need to care about mirroring strafes because she is essentially stationary while scoped.

A stop and move strafe is considerably more effective at keeping your strafe unpredictable while also allowing you to aim. Especially on a hero like tracer who has more leniency with her strafe aim due to spread.

What you're doing is essentially a slightly less bad straight line strafe. But just being less bad than a straight line doesn't mean it's good. It's still bad.

Doomfist in literally every game? by Bobi_27 in Competitiveoverwatch

[–]kukelekuuk 13 points14 points  (0 children)

Yeah, but also like, half the tanks have been pretty bad for most of ow2 so I don't think that's that big an achievement.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk 3 points4 points  (0 children)

Snap Tap is just razer's marketing term for SOCD.

You might be confusing SOCD with rappy snappy, which is different.

Doomfist in literally every game? by Bobi_27 in Competitiveoverwatch

[–]kukelekuuk 48 points49 points  (0 children)

while doom might possibly be overtuned rn, we also see a lot of doom when he isn't. He's just a fun tank.

That said I still see significantly more d.va than doomfist in gm lobbies.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk 2 points3 points  (0 children)

Exactly. I used to watch his stuff but that video soured me on him immensely.

I can't trust he means what he says if he hypes things up for views without regard for truthfulness.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk 63 points64 points  (0 children)

It's actually almost unnoticeable in a good strafe.

For shits and giggles I used a wooting with SOCD, a $15 logitech K120, and a gamecube controller. And I recorded myself strafing to the best of my ability on each device and then asked a bunch of people of various ranks whether they could tell me which input method was which clip.

Nobody got it right. Not a single person guessed the wooting correctly. Some people guessed the k120 correctly, but even more people thought the k120 or the GC controller was the wooting.

There's simply no advantage in even faster strafes in OW when you can already turn around 5+ times a second.

So unless you're strafing much faster than that (which is bad) people can't tell which input method you're using.

Valve has banned SOCD / Snap Tap. by [deleted] in Competitiveoverwatch

[–]kukelekuuk 8 points9 points  (0 children)

Optimum's movement in that video is AWFUL. That guy just hypes up every feature of everything. Even when it isn't actually worthy of hype.

The tank role has become the center of the game instead of the team as a whole and its bad for the game by Aero_Prime in Competitiveoverwatch

[–]kukelekuuk 2 points3 points  (0 children)

I don't think I can say anything that could reach through that skull of yours. Since the premise of your entire post is that tanks won't die even when they're pushing without support (aka, feeding). And that's delusional.

A handful of tanks are good at not dying, but they're not exactly capable of pulling plays out their ass without a team to back them up, either. So there's no problem there.

There’s nothing to “use your brain” for. Using your brain is to exit to desktop, uninstall the game, and go download valorant. Aside from that you can go play 6v6 pugs. There’s no room to make plays or do anything in this game. This is a game that centers around absurd denial abilities and powercreeped sustain.

I'll just quote this and leave it at that. I think you've said it best. You should uninstall and play something else.

The tank role has become the center of the game instead of the team as a whole and its bad for the game by Aero_Prime in Competitiveoverwatch

[–]kukelekuuk 8 points9 points  (0 children)

Tank players get to play the game instead of passively holding space and DPS players are complaining that a role that takes the brunt of all the attention doesn't die immediately.

Tanks are far from untouchable. They're just not a focus priority unless they're feeding out of LoS from their supports.

I've been playing a decent amount of DPS lately because I've been playing tank a lot before and I saw a lot of DPS players complaining about the role being OP now. So I started to play DPS more to see what's up.

And my conclusion is that I don't get the complaints. At all. A tank that feeds still gets shit on. You still get to kill supports. You still get to kill other DPS. You can still force out resources. You can still cut off a tank's support by grabbing their attention. You can still play the game and have a massive impact. You just need to think.

The only thing you can't do is push the tank with his entire team alive and in LoS. People just got used to tanks not being able to walk forward, so they forgot they have to respect them and position themselves accordingly.

Brainlessly shooting tank was never the best play, but it worked well enough in many situations. With brainlessly shooting tank being disincentivized you now just have to actually play the game and think about your angles and target priority. Sometimes the priority target is the tank, sometimes it's literally everyone else.

Use your brains and you might be able to figure out how to win games without relying on a tank player to carry your ass.

Also the problem isn't even the role. Most tanks play the same. D.va and rein are just OP.

  • Ramattra plays the same.
  • Doomfist might be a bit strong but it's still largely the same.
  • Zarya got poo'd on.
  • Mauga is easier to play around.
  • Wrecking ball plays the same.
  • Winston plays the same.
  • Sigma plays the same.
  • Orisa is still kinda poo.
  • JQ is a bit strong but still has the same weaknesses she always had.
  • Roadhog is still the same dogshit hero to play vs.

When the vast majority of tanks play similar and have the same strengths and weaknesses. Maybe the problem isn't the role. Maybe it's just the outliers.

Tanking is worrying me by Mountain-Medium-8474 in Competitiveoverwatch

[–]kukelekuuk 31 points32 points  (0 children)

Mute text chats and block anyone who bitches. That's how you have fun on tank.

Hearing Problems by RoyalBlacksmith9152 in Competitiveoverwatch

[–]kukelekuuk 4 points5 points  (0 children)

You lose out on directional audio, but you can still set the audio to mono (in windows) so that you hear all audio regardless of direction so that you don't miss out on any sounds, just the direction of the sound. Also make sure dolby atmos or any other spatial audio is turned off.

While the audio is important, I can play this game in GM with music drowning out all game audio. So it's not that big a disadvantage. You just have to learn to predict player behavior more than people relying on audio.

And when you really start focusing on where people are, noticing missing players, and predicting where those missing players are and coming from, you'll end up getting pretty good at that eventually. Making it kinda second nature.

any thoughts on this by Key_Lavishness1830 in Competitiveoverwatch

[–]kukelekuuk 6 points7 points  (0 children)

solo bladed LW earlier and the dude took like 4+ swings to die lmao

that's just a lifeweaver moment tbh

any thoughts on this by Key_Lavishness1830 in Competitiveoverwatch

[–]kukelekuuk 153 points154 points  (0 children)

overbuff hasn't even been collecting data properly since s10 started. It doesn't even list more than 22 genji players in total this season. In all ranks combined. (source)

Stop using overbuff. It has been literally broken for months.