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  3. Jetsetlemming

Posts by Jetsetlemming

  • Overwatch

    • Jetsetlemming
    • August 18, 2016 at 6:18 AM

    Oh nice, the Season 2 PTR is already available. Reading over the patch changelog, here's the hero related notes:

    The reduction in hitbox size of projectile weapons was reversed, woot!

    Ult meter drains over the course of .25 seconds instead of 1 second when first triggered. Previously it was pretty generous for letting people keep their ults if they got shutdown trying to use it.

    McCree's ult now works like everyone else's as far as meter is concerned. No 50% refund if he doesn't shoot or dies.

    D.Va's block takes slightly longer before starting to recharge (1 sec instead of 0.5)

    Hanzo moves 10% faster than before with an arrow nocked, and his arrows are 30% faster.

    Mei's ult projectile goes through barriers and the radius is now 10 meters (from 8), exactly like they said they would.

    Mercy's heal rate has been buffed 20%, and resurrected heroes end their recovery animation and are able to move and attack sooner (2.25 seconds instead of 3)

    For Genji:

    Double jump doesn't reset on wall climbs, dashing doesn't damage Widowmaker and Junkrat's traps and no longer skips over Junkrat's trap (he'll get grabbed by it mid-dash now). His dash can't cancel animations on his other attacks, a technique "pro genjis" used to do way more damage than intended. Finally, his ult is 6 seconds long instead of 8. I like these changes, they're more peripheral nerfs to make him more challenging than direct debuffs on his damage or skills.

    Lucio's speed boost is now only +70%, instead of +100%.

    Roadhog's hooks now more easily break when the the grab's invalid (through walls, around corners, etc) and returns the hooked player to where they were standing instead of sliding them around walls and shit.

    Finally, Zenyatta's Orb of Discord was indeed nerfed in damage bonus from 50% tp 30%... but in exchange his regular m1 attack has been buffed from 40 to 46 damage. I'll take it!


    Also for like the fifth patch in a row they have a note in bugfixes about preventing Reaper's shadowstep from letting him go out of bounds, lol

  • Overwatch

    • Jetsetlemming
    • August 18, 2016 at 5:42 AM
    Quote from Vaya

    9 hours ago, Vaya said: Yes but it's in no way trivial adding more server farms. Back to my original point...take it from an infrastructure engineer. :)

    There's structural issues with adding more servers beyond cost? Like routing players to the right places or something? I've never done any net programming, I assumed it would be like threaded processing: Going from 1 to 2 is really goddamn hard, going beyond 2 once you're there is nbd. :P


    Season 1 is officially over. I wish I had realized they were granting the "bonuses" based on the highest point you got to, I thought that was for season 2+ only, because I had a couple bad games, dropped to the bottom of rank 50, and haven't played comp in two days bc I didn't want to drop to an even further rung, lol. Instead I got the prize for reaching 59, way back in the very first week of the season.

  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 7:52 PM

    Right, that's why server farms exist. :P Bandwidth and server time is cheaper than it's ever been and constantly getting cheaper.

  • Counter-Strike: Global Offensive

    • Jetsetlemming
    • August 17, 2016 at 7:24 PM
    Quote from dux

    16 hours ago, dux said: The demo of my vac headshots expired because I didn't download it soon enough, derp.

    Got a nice awp shot earlier, was having a terrible game until that point.

    pew

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    In those CSGO Overwatch videos on youtube this would absolutely be called hax by the dumbass commenters

  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 7:22 PM
    Quote from Vaya

    7 hours ago, Vaya said: 20kb/s * number of active connections + infrastructure/ddos support etc etc. It all adds up, it's in no way trivial to be going from 10-20kbs when you're talking on this scale.

    It's a twelve player game, 240KBps is still trivial, even on a home connection, let alone a server. The increased processing time of processing all those updates might be more significant, which is why it's a PC only thing, at least for the time being, but it seems to have gone over perfectly fine. Client side, making 3x the updates to send to the server doesn't seem to have impacted performance in the slightest.

  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 5:34 AM

    Maybe because of the confidence boost of the tickrate news, maybe because a christmas in august miracle, but I'm apparently good at McCree suddenly??? I just played and won three rounds in a row, getting gold in kills each time, when before I couldn't shoot worth shit. I've also discovered the delight of shutting down arrogant tracers and genjis by baiting their dodges/reflects, stunning them, and FtHammering them. With all my other main heroes they're always my worst enemy! Now I WAS THEIRS! :o

    I am, however, ironically bad at shooting Pharahs, because I got so used to leading them to account for the travel time of non-hitscan weapons.

  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 4:04 AM
    Quote from 2d-chris

    1 hour ago, 2d-chris said: overwatch on public is 20 and competitive is 60, nvm, it was 20 lol D:

    It's now 63 even on quick play and vs AI. Also, the player update ticks dynamically lower to match your fps and internet speeds, so it's not actually updating faster than your refresh rate. Most people get "just" 60. Sorry AlexM


    The weird thing, imo, is that the 63 tickrate is 20KBps of upload bandwidth. That seems trivial for any modern internet connection, so why is it still something so avoided? This OW update makes it sound like a no-brainer, at least for games that don't have 64 player servers and shit like that.

  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 1:01 AM

    According to this youtube video, Overwatch's netcode on PC has been updated to give every server a 63hz tick rate, and optimized other factors to reduce the average delay between player action and other player reaction to sub 50ms, better than basically any other online game.

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  • Overwatch

    • Jetsetlemming
    • August 17, 2016 at 12:42 AM

    Like a few maps, it's hard to figure out what the hell the defender team's motivation is here. "We can't let them... bury this old dead guy, I guess!"

    The map does look gorgeous though, and I can see this maybe being an implicit Bastion buff as he can hide among all those scrapped bastions.

    PS I hope it has a Wolfenstein easter egg

  • Overwatch

    • Jetsetlemming
    • August 15, 2016 at 7:52 PM

    Those changes sound pretty good. A big problem that wasn't explicitly mentioned is that, as more people started playing comp in the first week, it massively shifted the scale of the skill rankings so a bunch of people dropped MASSIVELY. Hopefully the way he describes tier titles being "sticky" helps with that, because it was fucking awful feeling.

  • Deus Ex: Mankind Divided

    • Jetsetlemming
    • August 15, 2016 at 6:02 PM
    Quote from Thrik

    3 minutes ago, Thrik said: The black-and-white 'megacorps' are bad approach is definitely old hat and boring

    And yet more applicable to the present day than ever :o

  • Deus Ex: Mankind Divided

    • Jetsetlemming
    • August 15, 2016 at 5:51 PM

    I only just finished DXHR last month, despite being a top tier Deus Ex fanatic. I got really annoyed at the ending, tbh, because of the choices, one is "some regulations" and one is "no regulations", and they portray "some regulations" as this really dark choice that will hamper human progress and set up discrimination against augs (like in Mankind Divided), which is fucked up imo. Cyberpunk is supposed to be distrusting of megacorps, not distrusting of regulating megacorps! This is an area Deus Ex got completely right: The government is bad because it is fully controlled by the corporations it's supposed to be policing, via the Illuminati. But since the Illuminati are barely visible in DXHR, and you're a private employee for the whole game, it ends up portraying your employer as sympathetic, despite them making WMDs and shit, and the government is portrayed as doing the bidding of anti-science nutbags who don't deserve respect.

  • Overwatch

    • Jetsetlemming
    • August 15, 2016 at 9:54 AM

    https://www.rockpapershotgun.com/2016/08/14/ove…i-mercy-buffed/


    Glad to hear they're looking at helping Mei and Mercy, but really annoyed by the idea of nerfing Zenyatta. Sure, he's powerful, but he's not OP. He's just not getting sniped anymore like he used to, because the meta has totally shit all over the snipers thanks to McCree. Similarly, Pharah gets rarer as you get higher in rank, because McCree. Basically, McCree's the entire reason Zenyatta can go on tears right now. Maybe don't ignore all that in favor of targeting Zenyatta, Blizzard.

    Plus nerfing Zenyatta will make Lucio's position as an absolute irrefutable requirement to every fucking team an even more ridiculous situation. We've technically got 22 heroes, but only like eight actually get played! That's not great, and the solution isn't to nuke those eight!

  • Overwatch

    • Jetsetlemming
    • August 14, 2016 at 5:57 PM

    Watching high level streams, pros don't seem any more immune to 'autopilot' than us normies. :P

  • Overwatch

    • Jetsetlemming
    • August 14, 2016 at 4:13 PM

    These days I tend to place the teleporter as a lure to kill Tracers and Genjis, more than I expect it to survive to transport people. That's just a bonus. Drop it indoors close to your team (behind point A in London works extremely well), flank it with sentries, and ambush whoever comes for it. Kill one, and since they'll call out the location, multiple people will divert towards it next. It's like building waves in a tower defense game. Thankfully with Symmetra's damage output, it only takes like 20 seconds of fighting to charge it up again. Four charged alt-fires shot through a Reinhardt's shield, for example (or sometimes just one as it hits three people hiding behind Reiny, lol).

  • Overwatch

    • Jetsetlemming
    • August 14, 2016 at 4:01 PM
    Quote from Taylor

    2 hours ago, Taylor said: At high level play where McCree is some twitchy teenager on his 10th can of Red Bull I don't think Pharah being able to fly above things is such a great advantage.

    I don't really see Symmetra hard countering Genji because he can just peace out with his dash. I also think Symmetra is probably the overall weakest hero because she gets dumpstered by people like Winston.

    Winston easily kills her turrets, but actually he's easily killed by Symmetra: they're both range limited, and she has WAY higher DPS. He'll die before her, especially since he's a big boy and attracts way more extra damage from other people.

    Genji *can* run away from Symmetra, but in my experience the only people who ever do are Mercies. Everyone else ignored her, or assumes they can take her. Mei, McCree, and Reaper definitely can take her, if they actually pay attention to her (another advantage of her beam is that people frequently don't know where they're being hit from), but for everyone else Symmetra stands a fair chance at melting their face off if they get in her range, even Reinhardt and D.Va. D.Va especially, they never try to fly away, they'll instead put up their deflection shield, not realizing Symmetra's beam goes right through it. Reinhardt can kill a Symm in two hammer blows, so I stay back from them, but if the team's shooting his shield? Rush through it, zap him, and if he drops to swing at you the focused fire from your team takes him down before he can hit you. If he doesn't, he's dead in three seconds.

    Symmetra definitely needs teamwork to help her survive, but can be very effective at specialized tasks like that. :)

  • No Man's Sky

    • Jetsetlemming
    • August 13, 2016 at 12:41 AM
    Quote from Steppenwolf

    1 hour ago, Steppenwolf said: It's quite an interesting situation with this game. On the one hand it's most likely a big financial success for such a small team and their first game, on the other hand with the mediocre reviews and user backlash it's gonna be a tricky situation for whatever their next project is.

    I would say the best thing they could do is continue working on the game with some patches that add more gameplay and meaningful content and perhaps release an enhaced edition at some point.

    They made the "Joe Danger" games before this, but those were much smaller. :P

  • Overwatch

    • Jetsetlemming
    • August 12, 2016 at 10:36 PM
    Quote from Tisky

    58 minutes ago, Tisky said: I like Ana but i hate when i almost kill a sniper but a teammate walks past me and i end up healing a fully healed hero instead of killing that sniper, and then dying. Fml feeling

    Yeah I really wish they would make shots pass through fully healed heroes. It's not like fully dead enemies stop the shots!

  • Overwatch

    • Jetsetlemming
    • August 12, 2016 at 7:40 PM
    Quote from (HP)

    11 hours ago, (HP) said: If i were to guess it's because Mercy is always the prime target of any encounter. She has her dodge, but usually when people see a mercy they all focus on her until she's dead, for obvious reasons.

    At least when i play her, i find that I'm constantly getting shot at, way more than any other class, or if i play any other hero. Being the best healer, which she deffo is, kind of plays against her.

    Ana can actually heal faster than her if she's accurate with her needle shots, incredibly. The most common hero that is hunting and murdering me as a healer, at my level of play, is Pharah, because she can fly over the heads of the frontline to shoot past them. She's really uncommon in that pro chart, though... huh. I'll see if I can find videos of some of these matches. Genji's the only really common flanker, and he's great in really skilled players' hands obv, but in my experience Symmetra actually hard counters him because he can't reflect or dodge her beam.

  • Overwatch

    • Jetsetlemming
    • August 12, 2016 at 2:16 AM

    Maybe I should put more qp time into McCree. I find aiming with him to be a lot more difficult than Soldier, but the pros seem to think he's roughly 100x better.

    My most played hero is Zenyatta and I totally see why he's so common, though. Enormous damage output, healing, relatively small target, he's perfect. <3


    Shocking that Mercy is completely unused. I know she's the weakest healer, but I figured the clutch value of revive would at least get a few token uses.

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