Everything you are complaining about is something that game knowledge and gaining experience will combat for the most part though, so do keep that in mind and make some friends in game to play with
QQ / Rage thread - Page 5
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ZeromuS
Canada13372 Posts
Everything you are complaining about is something that game knowledge and gaining experience will combat for the most part though, so do keep that in mind and make some friends in game to play with | ||
NEOtheONE
United States2233 Posts
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Emnjay808
United States10625 Posts
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Velr
Switzerland10416 Posts
On May 10 2016 08:10 ZeromuS wrote: I know this is the QQ thread but we are supposed to you know vent a bit, be frustrated, then have some discussion about how to handle it. Its generally how QQ threads go. This isn't a place to just flat out call something retarded, ignore all the advice being given then continue complaining about design. Thats not what this thread is for dude. It was a factual Statement ^^. Bastion and Torbjorn are the Colossi of Overwatch. The game would be plain better if they wouldn't exist. It's not about them being not counterable, overpowered or whatever, it's about them being B A D concepts. | ||
FeyFey
Germany10114 Posts
Torb has some snowball going on when attacking though, where he can provide armor to make every fight uneven. Not that important on defense since you can peel away the armor from most heroes. But yeah its like Nova QQ in heroes threads. The heroes are fine, just hard for newbies to deal with, since they stop frontal assaults and feeding. | ||
Djzapz
Canada10681 Posts
On May 10 2016 13:15 ZeromuS wrote: To be fair djzapz, the servers are only 20tick client sided for now, they are 60 tick server sided, and its entirely possible theyll make pc 60 tick client side as well eventually. Everything you are complaining about is something that game knowledge and gaining experience will combat for the most part though, so do keep that in mind and make some friends in game to play with Well the 60 tick client side remains to be seen and until then the consequences are pretty major at least for the hitscan stuff. As for everything else, I respectfully disagree. Experience will help and it has tremendously - not as much as teamwork, and yet it still feels the same way. For all you say, my friends and I are SMFC/Global CSGO players who quickly got to manage bastions and many of the other problems. A bunch of people will never be able to manage what I call bullshit. Bastion is already game-breaking at low levels so those players are quitting, and other stuff is super annoying at higher levels so they're just quitting to go back to games where randomness is less egregious. As for playing with randos ingame, meh. Probably won't happen. | ||
NEOtheONE
United States2233 Posts
On May 10 2016 22:26 Djzapz wrote: Well the 60 tick client side remains to be seen and until then the consequences are pretty major at least for the hitscan stuff. As for everything else, I respectfully disagree. Experience will help and it has tremendously - not as much as teamwork, and yet it still feels the same way. For all you say, my friends and I are SMFC/Global CSGO players who quickly got to manage bastions and many of the other problems. A bunch of people will never be able to manage what I call bullshit. Bastion is already game-breaking at low levels so those players are quitting, and other stuff is super annoying at higher levels so they're just quitting to go back to games where randomness is less egregious. As for playing with randos ingame, meh. Probably won't happen. Except Bastion suffers from serious tunnel vision and most maps offer an alternate route which lets you get behind him. It's not game breaking when a basic knowledge of heroes offers you several counters. Not like this is LoL or DotA2 where if you don't pick a counter and now Bastion is fed so you're screwed. At low level play any Bastion gets hard countered by a Genji using reflect.and that is just the easiest counter. If people aren't willing to take 30 min or so to try a bunch of heroes in target practice to learn skills, then clearly this game is not for them. The game requires you to be willing to respond to ever changing team compositions, and therefore takes a little more thought and planning than some people seem to be willing to put forth. | ||
Djzapz
Canada10681 Posts
On May 10 2016 23:15 NEOtheONE wrote: Except Bastion suffers from serious tunnel vision and most maps offer an alternate route which lets you get behind him. It's not game breaking when a basic knowledge of heroes offers you several counters. Not like this is LoL or DotA2 where if you don't pick a counter and now Bastion is fed so you're screwed. At low level play any Bastion gets hard countered by a Genji using reflect. If people aren't willing to take 30 min or so to try a bunch of heroes in target practice to learn skills, then clearly this game is not for them. The game requires you to be willing to respond to ever changing team compositions, and therefore takes a little more thought and planning than some people seem to be willing to put forth. I don't play at super low levels but if you've been reading you see that a lot of people complain about Bastion and they tend to be the people who won't play the game because Bastion is annoying. I'd be surprised if low level Genjis even had the awareness and the control to reliably deal with similarly low level bastions. That's why many people are quitting. Seems simple to us, it's deceptively difficult to people who don't have FPS experience and people who solo Q and all that. Nonetheless I only was mentioning bastion in passing to say that the game is uncomfortable to people on many levels because of these annoying cockblocks that seem unjustified. Anyway it's a matter of my personal preferences and that of most of my friends. No point in discussing this further. I won't be posting about this anymore unless someone talks to me directly. | ||
NEOtheONE
United States2233 Posts
Though honestly the one shot knifings combined with the sprint perk were worse. Those mechanics ruined console FPS for me. Well, that and X-box live. XD | ||
JimmyJRaynor
Canada15564 Posts
On May 10 2016 13:15 ZeromuS wrote: To be fair djzapz, the servers are only 20tick client sided for now, they are 60 tick server sided, and its entirely possible theyll make pc 60 tick client side as well eventually. Everything you are complaining about is something that game knowledge and gaining experience will combat for the most part though, so do keep that in mind and make some friends in game to play with actually this was covered in that video i posted in the original giant thread. you can make your custom games 60 Tick on both Client and Server with a checkbox entry. here is that video again. | ||
Djzapz
Canada10681 Posts
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JimmyJRaynor
Canada15564 Posts
me? half the time i just hit "quick play" and fuck around. guys like me don't deserve 60 Tick. for super serious guys the option can be used and this is a great way for Blizzard to allocate precious server resources to those willing to put in the extra effort and allocate less resources to lazy, spray and pray guys like me who just like blowing shit up. 60 tick client side puts more strain on the servers because they'll only buffer 1 command from the client at a time as opposed to 4 when operating under 20 Tick and higher latency. | ||
Djzapz
Canada10681 Posts
To say you don't deserve 60 tick is a bit weird tho, even 60 tick is really low x_x. It might be adequate for Overwatch though and I'd definitely take that over 20. | ||
ZeromuS
Canada13372 Posts
In serious competition 60 tick both ends is possible in customs. Maybe theyll also being it to comp play as well when they re release that too | ||
Emnjay808
United States10625 Posts
If that's the case, I'd rather they keep it at 20. I don't mind it at all. | ||
Djzapz
Canada10681 Posts
On May 11 2016 04:40 Emnjay808 wrote: Will making client side 60-tick reduce performance? If that's the case, I'd rather they keep it at 20. I don't mind it at all. It takes more processing power server side because if I understand it correctly, the servers will process 720 incoming ticks per second (12 players * 60 ticks) instead of 240 (12 players * 20 ticks), so it's less economical for Blizzard, but it results in significantly better hit registration, which in my experience has been fairly mediocre when playing hitscan characters like Widowmaker and McCree. Also it's part of why you'll die when you've run behind a wall because your position is significantly different server side, and it's also why you'll interp back from a good distance away when you get stunned by McCree. It also explains why some of the decisions you take will sometimes be rolled back. As Tracer sometimes you'll throw your sticky bomb and die, but since your client takes like 50ms to even send out the packet saying "sticky bomb was thrown", if you've thrown the bomb right after a tick, it means that if you die within the next 50ms your bomb is rolled back and it was never thrown. 50ms is a very significant amount of time when playing a twitchy game. Maybe it's not easy to notice but I've played FPS all my life and while I've seen worse, it's still very jarring sometimes. I'll admit that I'm impressed it works at well as it does with 20 tick though, but it does feel shitty a lot of the time. Nonetheless if you increase the client side tickrate to 60, the longest possible time for your action to be sent to the server is 17ms, plus whatever is the latency. You may not even notice your action being rolled back because it may happen significantly faster, giving the impression that you hit your key after you died. Also the hitscan will be a lot more reliable and to me that is the most important thing. | ||
OuchyDathurts
United States4588 Posts
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ZeromuS
Canada13372 Posts
http://i.imgur.com/ltTxcG4.gifv | ||
craz3d
Bulgaria856 Posts
That and hearing his Kameia-meia ultimate sound and promptly having a dragon jump at you through the wall. | ||
Djzapz
Canada10681 Posts
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