A Hero shooter isn't the same as an FPS

I’m not about to bump this thread for the sake of discussing what is and isn’t a good comeback because that’s ridiculous…have a swell day.
:wave: :rofl:

all of those characters are played in first person though

Except you did, again. See, you just can’t seem to get much straight can you? Have a sarcastic good day too.

Aim isn’t the only part of skill, obviously. Aim is part of mechanics, and it can lean heavily or not depending on the hero. Is it the hardest? Arguable, but it certainly leans towards an infinite skill ceiling. The more you approach an aimbot (players like Carpe, Pine, for example) the higher the value. Movement is also a part of mechanics, and it can be important or not depending on the hero: take Doom Fist and Genji, they don’t need that much aim but they require very high level of skill usage, map awareness, reaction time, etc etc. Same as the examples you mentioned with Mercy, Winston an Rein.

Thing is, some heroes in overwatch doesn’t even require THAT much aim NOR mechanics, and really only gamesense. Mei is an example, you pretty much get value by just spraying whatever is in your tank’s face. Her right click is of course high skill ceiling, but you don’t need it much to get value. This is where it becomes a problem. I took Mei as an example here just because of how overpowering she is currently, she’s getting a fair nerf in the next patch.

The problem isn’t that some heroes rely more on gamesense, it’s when you have way too much value from said heroes that picking the “harder” mechanical heroes become pointless. Winston is arguably mechanically the hardest tank to play alongside Ball, yet he sees no play time at all because of how powerful Mei is.

paladins is more RPG-y with talents and character cards.

Some of the replies here just straight up show everyone why we gets so many bad players in our matches.

Good aim = Good results is a gross over-simplification, like, one of the most simplified over-simplifications I’ve ever heard. maybe if we were talking csgo, only ak-47s, standing still maybe you could say that, but even a game like csgo has a ton of other aspects to it other than aim, like b-hoping, movement as a whole, buying guns, etc.

another example I like to give when people say Good aim = Good results is Quake, although Quake is an Arena-Shooter, which is a sub-genre of FPS, kind of like Overwatch and other Hero-Shooters cough cough the game is actually mostly about movement and map awareness/item control, and even tho that seems simple (wait 30 seconds, rocket jump back to big armor) quake has arguably the highest skill sealing in all of the FPS genre.

ya, most tf2 is still kinda shooterish, as the design balance are all around guns, but the sub classes like demoknight is not traditional fps alrd. those are more like first person fighting game in a sense. medic’s gameplay most of the time also not shooterish, just like mercy, engineer too, you can be combat engineer or most of the time just turtle somewhere and focus on building, spy’s gameplay not too, pyro most of the time not, as flame thrower is not traditional fpsish.

tf2 is really fun compare to other traditional fps because it include alot of non fps element and make the game feels really different, let any cod or csgo player play tf2, they either hate it alot, or they like it alot. depends on their mindset.

Every time a support is usable, the one-trick DPS players whine until they are nerfed into obscurity.

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no, nobody said overwatch wasn’t an fps.
but some people want it to literally be call of duty and have aim be the only thing that matters ever.

it is a first person shooter, correct, but OP is correct in saying that it is a game where you don’t and shouldn’t win just by shooting.

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because you never really invested alot in moba so i will try to make it simple. most moba has a hero with different basestat among other different heroes, with item, skill trees, subskills or talents being different, the heroes’ playstyle and role can be completely different, so unlike overwatch heroes that all abilities being lockdown, it can be really, really, really complex in a sense. so i will just pick their most common impression.

fps emphsize on gunplay, you can swap your weapon and change your gameplay style completely as long as you are being lethal. positioning may be important too, but most of the time which role is at where is not that important at all as they all have almost similar lethality if they are good with their gun. you can slap different skills on them but the gun is still the main play. most of the time there is no stats for the character, but rather on the weapon. most character have the same base stat to provide gameplay that is more fair.

moba emphasize on different positioning for different role, relying on teammate, strategizing base on different heroes, item choices on both team, ult ecnonomy, skill cd, target priority. alot of fps dont do this, just positioning can be really different and alot of strategy can come out with each role on where will be crucial, just like chess. sometimes it is good that to bait someone out with a support and win the game. some roles relies heavily on other roles as they can perform 1000% better when a different perfect their playstyle and create a combo with skills. take out the character’s skill and it is a completely different charater. stats is important for the characters.

TANK - generally shorter effective range, provides cc, have self-sustain abilities, and alot more beefy in BASE STAT. generally not that good at getting kills or it has long setup.
e.g.

dota2 - omniknight - 1 heal, 1 immune(like zarya bubble), one aura that slow enemy, ult provides protection and heal allies, beefy basestat.

dota2- tidehunter - one cc+damage, one beefy skill, one reduce enemy damage, one aoe cc. beefy base stat.

dota2 - axe - taunt, slow+dot, counter attack, finisher move. beefy base stat.

LoL - Alistar, braum, chogath, dr mundo, garen, shen, singed, trundle, zac
Hots - malganis, blaze, johanna, anubarak, arthas, diablo, muradin, E.T.C., stitches.

DAMAGED - generally either do sustain damage or burst damage in short to long range, most of the time have better mobility, and most of the time also pretty weak at surviving. generally it is not hard for them to get kills.
e.g.
dota2 - drow ranger - shoot from middle range, have high sustain damage, weak when enemy is too close. all 4 skills emphasize on killing.

dota2- tinker - all 4 skills emphasize on getting kills and heightening dps output more and more

dota2 - queen of pain - 2 burst, 1 cc + dot, one mobility

LoL - ashe, caitlyn, draven, exreal, graves, jhin, vayne etc
Hots - kelthuzad, zuljin, guldan, liming, kaelthas, sgt hammer, valla.

SUPPORT - most of the time have some sort or skills that sustain teammate or themselves, prolong fights, create more value in term of health generation when teammates are fighting or provide utilities or cc. but has low damage output and not that good at surviving. generally hard for them to get kills.
e.g.
dota2 - IO - tether to provide regen, attack speed, and durability to teammate. he himself is a pretty weak hero, also able to shift to teammate. has a very niche damage ability. just like mercy.

dota2 - chen - cc, global heal, lack of damage.

dota2 - dazzle - cc, teammate immune, heal + niche damage, debuff enemy and buff teammate, lack of damage.

LoL- sona, soraka, lulu, janna, bard, ivern, leona, nami, rakan, taric, tresh, zilean etc
Hots - deckard, stukov, auriel, Lt.morales, brigtwing, LiLi, Malfurion, Uther etc

moba’s different hero if dont count item or talent progress, they have a fix playstyle that require them do to something, and not auto attack enemy to dead. sometimes not attacking enemy and do something else is much more better than attacking enemies for themselves and their team.

you can play alot of fighting game in first person, even minecraft is in first person lol

Enough with this nonsense; that isn’t the point of the debate. The statement that Overwatch is an FPS is a smokescreen to try to walk it in line with traditional FPS’s. These debates are an attempt to stagnate the genre and prevent any kind of evolution within it. These players may only be trying to change Overwatch but it seems to be influencing further attempts at a proper Hero Shooter.

Note: Keep this up and the industry will only make straight forward “point and shoot” FPS’s for next gen (Far Cry being the most deviation players will get). After all, there are only two Hero Shooters that have achieved “notable” fame and one of them is because it became a cult classic.

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The MOBA genre, just like the fps genre, has evolved over the years in many different ways. There are hundreds of different fps games that all play differently and add and take from other genre’s. But no, it’s the MOBA that has to be a carbon copy every single time. If it’s not exactly identical to LOL, it in no way is a MOBA, amirite?

Stop. Overwatch has taken plenty of inspiration from MOBA’s. Not a single tactical shooter is so heavily reliant on team coordination like Overwatch is. Even in quick play, the team that works together is the winner with very few exceptions. Your idea of a role selection is the equivalent of a load out more often than not. Objective based game play is in every genre, going as far back as table top games, where the objective was to win the end game condition. However the way overwatch’s objectives play, with the game play that circulates it, is vastly differently from rushing b.

You’re doing the same exact thing as DVS and Squid. So i’ll copy and paste the same awnser:

Though every fps doesn’t need to consist of this, there are ones that do. Every moba on the other hand, the objective is essential.

Replace objective with each game play element you want to pick apart, and the statement is still true.

Never mind the fact literally the developers have admitted to taking inspiration from MOBA’s and FPS games alike to create Overwatch. Why would the creators of the game opinion matter? Never mind the fact people who study video games for a living have broken down the reason for Overwatch’s success, intentionally blending genre’s and bringing together fans of both while maintaining both hardcore tactical team play as well as being able to appease the casual crowd.

You can downplay it all you want, the fact remains, Overwatch was inspired by both Genre’s, literally verified by it’s creators. Overwatch did in fact take elements from both. And yes while the game plays in fps style, the strategy, resource building and team coordination to complete objectives with counter picking, counter abilities, multiple styles of game play goes way beyond your typical rush b and click heads gameplay.

You can watch a team fight from every MOBA tournament ever, and even the casual quick play match in Overwatch plays out very similar. This is only further exemplified with the new game mode that’s supposed to be coming with Overwatch 2’s release, Push.

Don’t forget about blind jump corner shots! Top tier strats.

People desperately trying to justify game systems that are the equivalent of pressing down a button and getting reward like a toddler game, but i guess some people never grow out of their diapers in life. Frankly find it pathetic, these people even arguing is even more laughable. Looking across their competitive game history they have probably been bottom feeders in every single one of them.

This is such an untrue statement, considering at launch: Reinhardt, Zarya, Winston, Hog and Dva were the only tanks, and Dva was a DM bot that took 0 skill, Winston never has taken skill except don’t dive in stupid, Reinhardt’s never changed, Hog and Zarya I suppose are the only ones that took any mechanical skill.

Supports: Lucio, Zen, Mercy, Symm… skill? omegalul

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you sounds like you one trick those no skill heroes to top 500 in different account :joy:

Just wanted to chime in and say TLDR this thread lol

Call this game whatever you want, the distinction is irrelevant at this point anyhow.

My opinion is if people want to call it an FPS-Moba that’s fine, we should be getting MORE Moba elements honestly.

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On the contrary, the argument that Overwatch is not a “traditional” FPS is the smokescreen to try to walk it out of line with FPS genre. These debates are an attempt to dumb down the game with simple mechanics and prevent any kind of mechanical skill expression, sometimes even game sense expression.

Having to aim does not “stagnate the genre and prevent evolution” of FPS. That’s like saying having to react in real-time “stagnate the RTS genre and prevent evolution.” It’s an absurd notion.

Overwatch is a HERO FPS, there is plenty of potential for innovation in designing the abilities of characters.

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