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Showing posts from 2018

Fat Thoughts

I was told I should start writing some of my ideas about Overwatch down, specifically on upcoming changes.  While I missed calling the shots on the torb re-work, I did want to think about Roadhog and the changes they could have in store for him.  All we were told is that they needed an animation for the change.  As always i threw out a couple guesses, like a one handed reload so he could heal and hook while shooting, it doesn't bring to light some of the core issues I have with him. I'll start off saying i'm a huge fan of hog, always have been and always will.  The main reason?  Shotguns.  I've always enjoyed the super shotgun from Quake 2 and the double barrel from doom.  It was always super satisfying to get a meaty shot and take someone out in one hit.  The trick was never the shotgun itself, it was how you moved and positioned yourself that made the weapon so great.  Roadhog has this Wimpy (from popeye) philosophy.  You'll trade a kill today for an ultimate to

The Great Irony

This will be more of a blog post, less paper like.   It's finally starting to happen more often, an event that I saw coming for years is now happening in OWL.  Teams are beginning to run a scout such as Boston Uprising’s Striker who ran Sombra to scout the enemy team composition and then teleported back to spawn to change their line-up.  It seems unremarkable in every way so What’s the big deal about this?   One of the inherent advantages the offense has over the defense is that they have the ability to change their hero picks with little to no drawbacks.  Spawn is usually closer for the attackers and in most cases, attackers are the one who initiate combat.  This means that defense cannot up and leave the point to go to spawn due to threat of an attack at any time.  After a death would be the only good time they are able to change heroes.  Ideally, the offense should always have an advantage over the defense when it comes to composition. They will always run a “counte