One thing that annoys me about Mauga is that he has 2 guns, but there is no real decision making on which to use if not in range to use both. If they’re not on fire, left click, if they are on fire, right click (but stop to left click every now and again). I think the character would be more interesting if the right guns special effect was something that was useful independent of the right gun and you actually had to make a decision of which to use
I think making Cha-Cha more accurate when single firing than Gunny would be interesting, lets him actually get that on-crit overhealth with headshots instead of JUST on fire enemies.
lets maugas with good tracking get rewarded more for risking less consistent damage (from burn) for more overhealth.
as it stands the only situation you would do this in is against a winston or dva with their huge head hitbox, trying it anywhere else is suicide (and even against those two just using both is still usually the way to go)
100%. He is the overwatch incarnation of The Heavy (TF2) but he falls flat because OW2 is a complex game.
I really hate the point &click, stand and shoot modus operanti of Mauga. It’s far too “dumb”.
You’re either subjected to stuns, headshots, debuffs or enemies can instantly get into a corner, dash away- so you do nothing. Or you delete the enemy in 1s.
Unfortunately I have no idea how to improve it without making him lose identity.
I’d say the heavy has more skill to him. Like he is super slow while firing his minigun, his minigun has a huge windup time but he’s allowed to rev it up before then, he is completely stationary during his self heal, and he can donate his self-heal to teammates. I don’t completely hate mauga but I think heavy is a lot more strategic because of these factors
Idk the devs really want it, because it was clear throughout those patches that the devs want to lower the skill floor as well as skill ceiling so that skill doesn’t really matter. I think it’s partly because people complained about stomping games so much and partly because they should lower the entry barrier.
OW is in a weird state imo. They wanted to be different than the traditional hardcore FPS but it seems OW actually became as much hardcore as they. Also, the hardcore part of OW(knowledge of ALL maps, ALL heroes, the team compositions and etc.) has inherently much higher entry barrier than that(just mechanical skill) of the traditional FPS.
I think the real problem are too many maps, way too high team dependencies, counter relations and etc. but it seems the devs think these parts are the core identity of OW, where they become really stubborn and never compromise. So they pretend the requirement of mechanical skill is the only problem, but mechanical skill is not really an entry barrier for most beginners in reality who want to play a competitive FPS.
Just throwing out a fun idea
What if one gun had no spread, but recoil (similar to soldier) and one gun had spread but no recoil (similar to tracer)