I think the majority of players (especially the lower ranked ones), will have growing pains in OW2.
Players were spoiled with shields in OW1, that is definitely not the case in OW2.
A lot of the posts I see on the forums could be solved if people actually used cover and grabbed health packs, but ppl are just used to sitting behind shields.
I wish I could post the King of the hill meme where Hank and Bob are showing a paper to the class and he says “If those people could read, they’d be pretty upset”
Yeah. I did that stuff since Halo 2. And I’m pretty sure everyone I play with gets that. It’s about the attention 2 tanks required not the shield. Stuff gets heavy on the battle? Ranged hitscan hunting you bounce behind cover let the tanks draw aggro.
Now. A support takes cover and any dps with half a brain will fish you out no problem.
The problem has ZERO to do with staying out of line of sight. People learned that with fps in the 90s.
There is no hiding from dive and OW2 is basically always rush down/dive.
Right right, mhm, and how about that Widow on the high point having a perfect cover of all the angles? Also the remaining members of her team? How about 2 hitscan pointing at the payload?
It’s rather stylistic to be honest, “just take cover”, yeah, I’m here to play an FPS, not hide and seek. I’ve played FPS games since they were called Doom clones, my first multiplayer was with Duke Nukem 3D on serial cable. Overwatch’s hero design is at times flawed, particularly when it comes to hitscan. Widowmaker in particular since she has so much vertical mobility that she can get on a vantage point pretty easy. Rialto per example has so many sniper nests that it should be called Sniperwatch.
So you’re behind the payload to get away from the widow, while you have to try to dodge the Roadhog on the other side, meanwhile the S76 is blasting away holding M1. Your team is dead because there simply isn’t enough room behind that 1 payload to cover up behind. But sure, “take cover”, perfect plan. Lets just sit there for 5 minutes while the defending team wins on default because they happened to draw the best hitscan on the team. How is that for stellar game design?
With just one tank it’s rather difficult to, the counter pick is to have an equally good widowmaker on your team. Else you leave your team vulnerable
Open maps were rather normal in Quake and Unreal Tournament, but you didn’t have pre-defined sniper nests all over the map with a pre-defined sniper with hyper mobility on the vertical plain. It’s a reason why snipers in FPS games are designed around stealth rather than open warfare like in Overwatch
Mirror matching is rarely a counter
Again, rather stylistic, it’s a dynamic match, not a match of chess
Hardly, other shooters are designed around strength and weakness. You don’t give your demo guy a sniper rifle or your assault a mounted machine gun. Overwatch is flawed in the design of heroes in that some have more strengths than weaknesses. Particularly hitscan has too few draw-backs given how the maps are designed.