Meanwhile you already have Matrix code, that has an event hook associated with projectiles.
All they need to do is change what the on_Matrix(projectile) function does.
No need to reinvent the wheel.
Meanwhile you already have Matrix code, that has an event hook associated with projectiles.
All they need to do is change what the on_Matrix(projectile) function does.
No need to reinvent the wheel.
D.Va (at high level) gets played in goats primarily to block Ana’s nade and sleep, not to block random trash damage. When there is no Ana on the enemy team (like that ever happens) you can swap the D.Va for Hog.
Also you’re tunneling goats so hard you’re not even looking at the bigger picture. D.Va will no longer be able to consistently save allies if there is a friendly shield between them, be it in goats or any comp. For a tank whose job is to protect that’s a gigantic nerf.
Also I don’t know if you realise but there is always a Zarya in goats who happens to love spam damage. They will simply speedboost into your team and kill everyone with a high beam Zarya before you can spam them to death.
Your nerf will basically make DM inconsistent and feel bad to use with no gain.
D.Va is fine, stop with the hivemind witchhunt.
You don’t even know if this is what they use. Or even if that’s how it works. Or what all the coding is within the function if they do use it like that.
Which could result in a bug where it calls the wrong thing and results in triggering a self destruct explosion every time it interacts with a projectile.
Given D.Va’s history with bugs this would actually not be surprising at all.
Obviously it’s triggering some function whenever it matrixes something.
Currently the function is just doing the equivalent of
function on_Matrix_collision(projectile_object):
{
Delete(projectile_object);
return;
}
Lets stop pretending any one of us know how the heck they actually code things.
Just because some people here have dabbled with coding, doesn’t mean you’ve ever coded a game like overwatch or you work for blizz and code stuff for them. That’s a fact.
If coding OW was so insanely simplistic, we would not have so massive amount of bugs still littering the game. Or how every time they fix rein, they give him like 5 more bugs. It’s very arrogant to think any one of us has the capacity or knowledge to code anything in OW.
Personally, I think nerfing a Support hero’s healing is never the answer. That’s the defining trait of the class. Nerfing their ultity, damage or mobility is usually a safer option
Not only is her sustain a major part of why GOATs works, but Lucio had this same issue at launch. And he was mandatory until it was fixed.
You just can’t have a healer who doesn’t have to make tough choices about who to heal. Brigitte doesn’t really have to do that because inspire’s radius is huge and it is easy to proc.
Repair Pack is like a pre-emptive rez on 200 hp hero. Between it, and her healing, her supports are very easy to keep alive even when she isn’t actively defending them.
The reason she can be so aggressive is that the decision making that is inherent to making a healer skillful just is not there to nearly the degree it should be.
Brigitte should be good at healing in close range and useless at healing when zoned out. This is not currently the case.
This reminds me: an ally’s ability actively hindering yours consistently is really clunky and not really fair. There are flukes but this is ridiculous, especially when it involves the really crucial synergy between the main tank and the off tank.
Okay fine, but you don’t know what Delete(projectile_object); entails or how complicated that is.
Just imagine the fun times on team chat when your team’s rein plops down a barrier when you try to eat zarya’s ultimate. It’s already bad enough dva’s matrix makes it so bullets cant hit zarya’s shield and thus give her charge.
Truly, fun times. It would be so atrocious.
Okay fine, but you don’t know what Delete(projectile_object); entails or how complicated that is.
And that wouldn’t matter, because they wouldn’t be using that part anyways.
function on_Matrix_collision(projectile_object):
{
#Delete(projectile_object);
set_attribute(projectile_object,[‘enemy_damage’:‘False’])
return;
}
Bubble-DM actively hindering each other is one of the only non-fluke examples of this tbh. It’s kind of unfortunate. But they’re both off-tanks so it’s not nearly as awful.
Just…
Please stop pretending you’re an actual blizzard coder or how you could magically code dva’s matrix interactions. You are not. This is getting silly.
Dva’s code is so spagetti she is very difficult to code, they’ve said it themselves. She is not simple to code and that’s a fact.
Yes it would because it still needs to prevent the damage to allies, all while recognizing where the object is in 3D space, whether or not the object can be DM’d, then whether or not that object will hit a barrier and not a player, then somehow get a variable attached to literally every form of projectile damage…etc.
The fact of the matter is, we don’t know if Rein shields are a separate object from Zen or Sym or Zarya shields. And we also don’t know what language they are coding in.
So it’s really not fair to say that the answer is simple and you just need to do x, y, and z. Sure, the function you described may work in some languages , but we don’t know if they use the languages where that sort of syntax or function would be applicable. They could have Rein’s shield be the same as Zen’s shield and just attached to Rein for all we know. We don’t know. Because we can’t see the code.
So in all honesty, it’s unfair to say that it’s going to be easy, and it’s more likely to assume that it’d be difficult, and require a lot more code than what the change is really worth.
Yes it would because it still needs to prevent the damage to allies, all while recognizing where the object is in 3D space, whether or not the object can be DM’d, then whether or not that object will hit a barrier and not a player, then somehow get a variable attached to literally every form of projectile damage…etc.
If they can stack 3x damage boosts, and a discord, dynamically on the fly, to projectile calculations.
Why can’t they add one more variable?
Her old DM was broken because it could literally hold and delete half the ultimates in the game as well as all but 4 heroes primary fire (excluding melee only)
her uptime on dm was insane
how bout you just take the counter and either bait it her knock her out of the meka instead of crying for an unnecessary change
Rein’s shield vs. Zenyatta’s shields. Are they assigned to different objects? We don’t know.
I am gonna piggy back off of this. The whole thing about code is KISS, keep it simple stupid.
If this game is programmed in an Object Oriented language (which I really hope it would be) like C++ or Java (leaning toward C++) then the way I personally would do this would be have an abstract class called “Shields” that any shield inherits from and modify it to meet their needs. It’d have an HP stat, and a recharge stat, and position (on person/deploy-able/ect) .
Keep in mind this is just for identifying who is okay to block damage on, and who isn’t.
Zenyatta would inherit this and say 150 hp for the shield and recharge starts xhps after 3 seconds after not getting damaged.
Zarya would have something similar for her HP shields but her bubbles would have things that link their damage taken to her gun’s charge and their CD and that sort of thing.
Then Rein would inherit it for his wall shield and modfiy it to meet the needs of his shields, same with Winston and Orisa.
Now, if we were to just say “if shield in matrix don’t block” that’s fine and dandy for Rein, Orisa, Winston and a part of Zarya, but it sucks for Zen, Sym, Wreckingball, and parts of Zarya because they are still inheriting from the shields class. Okay, so what if we put conditionals for every shield that’s 11 different shields (I might’ve missed one). That’s 11 chances (at least) for a bug.
This is just how I would do it. I don’t have access to their codes, and I am probably dead wrong because even this is buggy in of itself. If my simple solution for identifying what is good to block, and what isn’t is this buggy, and assuming since I am looking at this in a vacuum of smaller instances Overwatch’s code is a lot more complex than this, then I think it’s safe to assume my “simple” solution with 11 possible bugs isn’t what they’re doing.
Sure we can also look at if the object has HP or not, and that could solve some of this issue, but again if we’re just looking at “if shield no block” Zen, Sym, Zarya, and Wreckingball come back true on the shield question. then is we look at HP “Okay does this shield have hp?” that’s gonna be buggy since shields are basically recharging HP. They block no additional damage compared to HP they just come back. Just by how they act.
tldr; I have no idea how blizz is coding anything but like, even if I sit here and make my own dummy code to try to differentiate what gets blocked and doesn’t I am faced with a lot of “well…this conditional could come up with a bug” and if my “simple” code has many bugs, I think it’s safe to assume that blizz’s code is a lot more complex and will have even more bugs.
Thanks for coming to my ted talk
Why can’t they add one more variable?
Prolly cuz adding more variables to dva spagetti makes it spagetti bolognese with liberal amounts of ketchup and a broken plate to boot. And trying to fix it is just shredding more parmesan cheese on top of it, except it’s all on the floor now too. All you wanted is dva spagetti code with one more extra spagetti.
I doubt it will going to change anything and even if so she can easily be swapped with another tank and nothing changes.