![]() But it’s commendable that Blizzard has recognized that 2CP maps are not something the fans are keen to keep in the game, so it’s shifting attention to other game modes, such as Push. It’s a bit of a shame, since Temple of Anubis and Hanamura (one of my favorite maps) have been part of Overwatch since Blizzard announced the game in 2014. In hindsight, it seems that the team was stretching for different ways of making the map type work, but ultimately the developers have decided to throw in the towel and move onto something new. ![]() It allowed players to try out what it described as a “failed experiment” for Assault maps with revised rules. Last summer, Blizzard used the experimental card for an interesting purpose. But what makes Radeon ReLive stand out is the option to create Instant Gifs in Overwatch 2, which is a feature thats exclusive to this program. They haven’t made it back into the rotation, and it now seems unlikely that they ever will. Although the team later revamped the map, it (and the universally disliked Paris map) were both removed from the Overwatch competitive mode last year. Fans were unfortunately not impressed by Horizon: Lunar Colony when it debuted. ![]() There are some players, however, who are welcoming the change.Overwatch’s Assault maps have proven a tricky issue for Blizzard over the years. Reddit user Derkki, for instance, posted a gif showing a round lasting a matter of seconds as all the team needed to do was push the objective past 1%. In Point Capture the two teams of six are divided into attacking and defending sides and must. With this new system, however, some are concerned that this becomes unfair, unbalanced, or just too quick. In the second part of our guide to the maps of Overwatch, we’re going to take a look at Hanamura, Temple of Anubis and Volskaya Industries all of which are dedicated to the Point Capture game mode. "Competitive play is available with both Hanamura and Eichenwalde, so when you play on PTR you'll definitely get a map where the new tiebreaker system could be the difference between winning and losing! We're looking forward to feedback on how it all works, from the feel of the new system to how the UI can be improved," Mercer finished by saying. Defenders, for example, will need to contest the objective by having a player in it much more often, as the smaller differences in capture percentage are now relevant, meaning getting held to 0% is "now a really big deal." He then gives some examples of how this can happen, before explaining what this all means to players. We show the maximum capture% with an orange triangle placed around the capture circle." The three "pie pieces" still function as before, so if attackers take 50% of a map but wipe out then the minimum capture% decays down to 33%. This is not based on the progression points at every 33%, but is on a completely granular scale of 0-100%. The team with the highest capture% on that objective wins. If both teams have the same score and run out of time, we now compare the maximum capture% of each team on the last objective they were both trying to complete. He then outlined what was being changed: "A team no longer has to completely capture one more objective than their opponent to gain a win. We decided on trying a very aggressive method of tiebreaking on the PTR to create as few ties as possible." This is especially true for more defensible Assault maps such as Hanamura, which saw the most ties of any of our maps. Currently on live, these maps result in a tie score more often then we would like. "This includes Assault maps such as Hanamura or Volskaya, and the first objective of Assault/Escort (aka Hybrid) maps such as Eichenwalde and King's Row. "On PTR we're testing a change to victory conditions for maps that have capture objectives," he explained. ![]() Overwatch's principal designer Scott Mercer has detailed some PTR changes via, and has revealed that changes are being made to competitive so that draws don't happen as often on certain maps.
0 Comments
Leave a Reply. |