On June 05 2016 08:02 Reaps wrote: Roadhog combo is hook > left click > melee. This should kill any 200hp hero.
With Mei you should have plenty of time to right click (at their head obviously) just right click straight after you see them frozen solid, then you melee right after just like Roadhog
Thank you!
Wait so left click instead of right click?
The full combo for Roadhogg is Right click -> Hook -> Left Click -> Melee. That would be the maximum damage if the target is beyond your right click range. Otherwise the right click becomes a left click. The Right/Left click before the hook is mainly for tanks though. Hook -> left click -> Melee is enough for 200 hp heroes - Lucio. Right click from Roadhogg does rather little damage, before the projectile explodes. To maximize the damage you want the black smoke effect to be right in front of the target. Which would be similar to left clicking someone right next to you.
Also interesting bit about Roadhogg vs Roadhogg. The one that hooks first usually dies unless his right click did hit really good. Since you can left click -> hook -> left click the enemy roadhogg after he hooked you. Allowing your second left click to be before his second left click.
On June 11 2016 20:28 riotjune wrote: Any audio/visual cue that indicates enemy wm has wallhack so I can start counting down the seconds? Right now I'm stuck trying to bait out the shot peeking (not) from behind the wall if I'm not sure (or just running and jumping out to see if they fire)
You can hear " Personne n'echappe a mon regard " when an ennemy widow activates her ult. And yes, the line is in French in the English client.
The annoying part is that it's not global call, so its easy for nobody to hear it.
To be fair if you dont hear it cuz she's far away its effectiveness drops a bit. Its much better when she can use it to guarantee one headshot. Other characters cant use it nearly as well to guarantee kills as she can.
On June 11 2016 20:28 riotjune wrote: Any audio/visual cue that indicates enemy wm has wallhack so I can start counting down the seconds? Right now I'm stuck trying to bait out the shot peeking (not) from behind the wall if I'm not sure (or just running and jumping out to see if they fire)
You can hear " Personne n'echappe a mon regard " when an ennemy widow activates her ult. And yes, the line is in French in the English client.
The annoying part is that it's not global call, so its easy for nobody to hear it.
To be fair if you dont hear it cuz she's far away its effectiveness drops a bit. Its much better when she can use it to guarantee one headshot. Other characters cant use it nearly as well to guarantee kills as she can.
That's a fair point, but since the ult last forever, its still annoying. I play a lot of Tracer, and sometimes, the Widow just oneshots me when I exit a corner because she ulted 10sec ago when I was on the other side of the map
So I was checking out the masteroverwatch site and was wondering if anyone else used it before? Rather confusing because I have no clue how the ranking works (since my ranking seems a bit low but if the playerpool is low, would make sense). Was curious how my tracer is compared to others and thought someone else may know more on the site.
On June 12 2016 10:57 Nilrem wrote: So I was checking out the masteroverwatch site and was wondering if anyone else used it before? Rather confusing because I have no clue how the ranking works (since my ranking seems a bit low but if the playerpool is low, would make sense). Was curious how my tracer is compared to others and thought someone else may know more on the site.
The rankings are basically the amount of time you play.
On June 12 2016 10:57 Nilrem wrote: So I was checking out the masteroverwatch site and was wondering if anyone else used it before? Rather confusing because I have no clue how the ranking works (since my ranking seems a bit low but if the playerpool is low, would make sense). Was curious how my tracer is compared to others and thought someone else may know more on the site.
The rankings are basically the amount of time you play.
Aww that is it.. damn... thought I was doing alright in that case haha. Welp, time to go cry in a corner now! lol
Do skins affect hitboxes in any way? Seems likes some of zenyatta's skins make his head much bigger, does it mean that you can shoot his head and it goes through not registering or does it usually count a headshot when shooting around the head of his default skin?
On June 13 2016 10:42 Djzapz wrote: Do skins affect hitboxes in any way? Seems likes some of zenyatta's skins make his head much bigger, does it mean that you can shoot his head and it goes through not registering or does it usually count a headshot when shooting around the head of his default skin?
They don't affect in anyway, confirmed by Blue in beta. Would be silly anyway forcing everyone to run certain skins in comp.
On June 13 2016 10:42 Djzapz wrote: Do skins affect hitboxes in any way? Seems likes some of zenyatta's skins make his head much bigger, does it mean that you can shoot his head and it goes through not registering or does it usually count a headshot when shooting around the head of his default skin?
They don't affect in anyway, confirmed by Blue in beta. Would be silly anyway forcing everyone to run certain skins in comp.
I guess that makes sense but now I wonder what the hitboxes look like. Are the hitboxes smaller than the character skins that are bigger than the original skin, meaning if you shoot in the side of the head nothing happens? I assume that's what happens, and it's a bit weird.
On June 13 2016 10:42 Djzapz wrote: Do skins affect hitboxes in any way? Seems likes some of zenyatta's skins make his head much bigger, does it mean that you can shoot his head and it goes through not registering or does it usually count a headshot when shooting around the head of his default skin?
They don't affect in anyway, confirmed by Blue in beta. Would be silly anyway forcing everyone to run certain skins in comp.
I guess that makes sense but now I wonder what the hitboxes look like. Are the hitboxes smaller than the character skins that are bigger than the original skin, meaning if you shoot in the side of the head nothing happens? I assume that's what happens, and it's a bit weird.
Posted this in another thread
The hitbox's are huge, even more so when you're using a projectile weapon hence the "Tree logs" comments about hanzo.
On June 13 2016 10:42 Djzapz wrote: Do skins affect hitboxes in any way? Seems likes some of zenyatta's skins make his head much bigger, does it mean that you can shoot his head and it goes through not registering or does it usually count a headshot when shooting around the head of his default skin?
They don't affect in anyway, confirmed by Blue in beta. Would be silly anyway forcing everyone to run certain skins in comp.
I guess that makes sense but now I wonder what the hitboxes look like. Are the hitboxes smaller than the character skins that are bigger than the original skin, meaning if you shoot in the side of the head nothing happens? I assume that's what happens, and it's a bit weird.
On June 12 2016 10:57 Nilrem wrote: So I was checking out the masteroverwatch site and was wondering if anyone else used it before? Rather confusing because I have no clue how the ranking works (since my ranking seems a bit low but if the playerpool is low, would make sense). Was curious how my tracer is compared to others and thought someone else may know more on the site.
The rankings are basically the amount of time you play.
Aww that is it.. damn... thought I was doing alright in that case haha. Welp, time to go cry in a corner now! lol
if you click on a hero, you get your score per min ranking as well.
So I've been getting into the habit of unscoping and instantly re-scoping with Widow after most shots to get a short better look at my surroundings. Does anyone know if that's inefficient after the nerf to re-scoping? Because it certainly seems like you get your shots charged faster if you stay scoped now Edit: After testing myself it seems like by staying scoped you reach 100% charge about half a second earlier.
Have a feeling this is one of those "not so simple" questions. What determines which DPS heros a team would want to run in a composition? I feel like I have a some idea of what situations you would want one support over another or one tank over another, but don't have a good feeling for DPS. For example: when would you prefer to have a 76 over a mcree, or when would you prefer to have a junkrat over a hitscan based character?
On June 16 2016 19:48 sheaRZerg wrote: Have a feeling this is one of those "not so simple" questions. What determines which DPS heros a team would want to run in a composition? I feel like I have a some idea of what situations you would want one support over another or one tank over another, but don't have a good feeling for DPS. For example: when would you prefer to have a 76 over a mcree, or when would you prefer to have a junkrat over a hitscan based character?
I think it depends on the enemy class composition and picking the right counters, for example if they have tracers and genji's then a mcree would be better over a 76, if they have a lot of tanks then maybe a reaper would be good, etc etc.
A class like junkrat completely depends on the map for me, a good example would be attack on temple of anubis.
I am sure there are guides that explain it a lot better but that's what i gathered from my experience with the game so far.
What determines how much health a hero has after using an ult that changes health? Such as when a Winston is at 100hp uses his ult to go up to 1000 hp, takes some damage down to 750hp, and then his ult ends. Does his health go back to the starting 100, or is reset to 500, or is proportional to his ult health (500*0.75=375)? Same question towards torbjorn and his turret.
On June 20 2016 07:16 DCLXVI wrote: What determines how much health a hero has after using an ult that changes health? Such as when a Winston is at 100hp uses his ult to go up to 1000 hp, takes some damage down to 750hp, and then his ult ends. Does his health go back to the starting 100, or is reset to 500, or is proportional to his ult health (500*0.75=375)? Same question towards torbjorn and his turret.
Some ults like Torbjorn and bastion give you bonus armour instead of increasing your health IIRC.
From what I remember, torbjorn turret health stays proportional after the ult ends, although I could be wrong..
Because Reaper and Pharah ult are super random. I've had Pharah ults on a single target (not a Roadhog obviously) for almost the full duration and they've survive, and survived Reapers ulting me almost point-blank. Deflect only works on the shots that would hit you.