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Stretch616

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Everything posted by Stretch616

  1. An upgraded VoG would really entice me back into playing Destiny again. Far and away the best thing they did with the game, it's just such a shame that the numerous updates since promised so much but never really delivered. Will be watching this with interest
  2. She really does look interesting and like it would really help bridge a bit of a gap in team selection as she's a bit of a Jack of all trades. However reading up so far it seems like this could make Winston all but redundant. 900hp shield for Orisa which starts 12 sec cool down at time of planting vs a 600hp bubble that begins 12 sec cool down when destroyed. Plus the fortify ability looks awesome when you really need to dig into a position
  3. There better be some form of an update for the FF7 remake!! Also intrigued to see if there's any information relating to the new cod and whether it actually boots on ground
  4. Changes are live on PTR already for bastion. They've nerfed the ironclad resistance down from 35% to 25% I don't doubt that they'll rush this out to live very, very quickly. As far as placements go this season it's just been stupid. We've all played together and had reasonable runs on the placement games. I just can't fathom out what's the point in the matches if it doesn't affect the eventual placement. I've got my diamond already so I'm going to tank a bit over the next few days so we can make sure that we can all play together.
  5. That's awesome dude. Well and truely into plat now. I hope we'll see this ult in the next pog hog episode??? What level is @tronic44 now then? He surely can't be lower than @Diddums?!!
  6. I think the next season will place everybody alot higher so we shouldn't get any issues with teaming up again. It's awesome to see the progression we've all made this season in getting to or nearly getting to the next level of SR. I'm just a bit pissed that they limit the amount a 3000+ can do with people not in that frame. Might just have to spend an evening tanking the rating all over again!!
  7. Go on Lincoln!! Absolutely magic, makes the cup feel special again. I'm going out to buy a Lincoln shirt for the qtr finals!!
  8. Any time you get tempted to pre-order just repeat these 3 words "No man's sky".
  9. Isn't this available in beta form on the ps store? I've been tempted to take the plunge on this as robot dinosaurs is right up the little man's Street!!
  10. Passive mode, passive mode and passive mode. If you ain't using it and you're bitching about being killed then I don't really know how else to help you!!
  11. As the online portion of this garden doesn't actually explain a fat lot I thought it would be good to have a point of reference to make sure we're getting the full experience. Heists are unlocked by buying an apartment and doing the Lester introduction missions. Then you'll get intermittent phone calls from Lester asking you to go for a heist. As the heist leader you'll have to front the cash for the set up but you get to choose the cut for the final mission. Once a heist is completed it looks like it can be repeated as you wish I'll update more when I've got a bit more time but I wanted to get the ball rolling. Feel free to put bits below and I'll update the op as I get chance
  12. I had a quick bash on the beta and I quite enjoyed some of the sword fighting (or axes as Vikings are the best!). I just wasn't convinced in my short time that it had enough longevity to it for a full price release. What's the general feel so far? Plus are the randoms as bad as I encountered? Mine might as well have used a balloon sword for what it was worth!!
  13. We can do it buddy. If we have another session like last night it'll be a breeze. Kinda looking forward to a nequipment set of placement matches as I'm sure it'll place you guys alot higher than where you are now.
  14. Good few sessions recently which are hopefully all putting us towards a season high after the past few weekends of tanking. We're getting a really solid team together now and I'm looking forward to next season and how far we can push the rankings
  15. Great job again dude. Was really good to have a longer video too. Showcases alot of variety in characters. Can't believe I won the award this time ahead of Crispy "Bastion" Morgan!! I'd firstly like to thank God............... Edit: Really liked the intro. Something simple but centred around the logo. Top marks!!
  16. Just a small thread to explain the difference between white, yellow and blue health. Health - White Standard health that does not regenerate and takes 100% of all damage dealt Armour - Yellow Armour does not regenerate. But negates 5 points of damage for each tick of damage dealt by an enemy. So helpful against somebody like soldier who does 28 damage per ticket but less so against high impact shot like Pharah’s Rocket at 100 damage on a direct hit. Shields - Blue Shields take 100% of damage like standard health but will begin to regenerate after 3 seconds out of combat at a rate of 25 per second back up to 100% of their original value
  17. First caveat to this thread is that these are not live changes but more often than not these changes make their way through to the live servers. So there's 3 characters that have been affected this time round: Anna A significant nerf for Anna on the healing grenade. Although the initial heal value is still the same the "amped" healing has now been nerfed from a 100% increase down to 50%. I can't see this affecting her viability as much but it will aid in breaking down the tank heavy choke points D-Va Ratio of armour to health has been changed from 400/200 (in favour of armour) to be 400/200 now in favour of standard health. This should make her not quite the monster she was but still probably the must pick tank. This just means more care needs to be taken when you have a flanking soldier (I'll do another thread explaining full difference between health/armour/shields). She's also had a change to her fusion cannons. The max damage per pellet has now been taken down to 7 from 9 but they have increased the total pellets in a shot to compensate. The idea of this is getting a more consistent damage output rather than a "roll of the dice" affect when not at point blank range Roadhog This is a buff/nerf so I'll go with the good news first! The hook will now bring all characters up to point blank range as smaller characters would previously end up slightly out of 1 shot range. This should give a more consistent damage output when hooking. They've also amended how point blank hooks work and it won't put the target further back as it used to. Also wall clipping issues have been solved too, so really good news on this front Now for the nerf! The hook now has 2 line of sight checks to ensure that it can work. The first line of sight check happens when you initially cast the hook and it lands then 2nd check happens when you begin to reel them in (about 0.5 secs later). You must have a visible line of sight to the target in both of these cases to get the full use. This means that it should eliminate all the bullshit round the corner hooks that we've all been experiencing, but will result in quite a few missed hooks that would normally have been successful before. On the whole this patch will open things up a bit as it just tones down how awesome D-Va and Anna currently are and there can be some potential counters. Plus Roadhog is now going to be even more of a squishy killing machine with the improved consistency. However the knock on affect of the amp healing and the D-Va armour changes means that Solider is now even more of a threat than he was before.
  18. Stretch616

    POG HOG

    Nice work Greeboth. Really looking forward to many more of these. Can almost start to see a mini series coming from this
  19. Developer notes/talks on the Redesign. Sounds like really positive stuff and this could be a really viable choice for team comps now
  20. PATCH HIGHLIGHTSNew Hero: Sombra (Offense)One of the world's most notorious hackers is stepping out of the shadows: Sombra, a mysterious infiltrator who uses information to control those in power. Sombra is a master manipulator who can hack her enemies, temporarily blocking their abilities. In addition, she can hack health packs and Torbjörn's turret, making them useless to her opponents. She uses her fully automatic Machine Pistol to take out her enemies, getting into position using her Thermoptic Camo, which allows her to become invisible and move more quickly for short periods of time. This gives her the ability to slip past enemy defenses undetected, but she's instantly revealed if she takes damage or attacks an enemy. She also has a Translocator, which can be tossed like a grenade. When it’s activated, Sombra is teleported to its location (even while it’s in flight).Sombra's ultimate ability, EMP, discharges electromagnetic energy in a wide radius, hacking anyone caught within range and destroying enemy barriers and shields. To learn more about Sombra, click here. New Feature: The Arcade!Discover brand new ways to play Overwatch in the Arcade. Choose from a variety of regularly rotating game modes, maps, and rulesets that don't quite fit into Quick Play or Competitive Play. Whether it's 1-on-1 duels, 3-vs-3 skirmishes, our alternating selection of brawls, or special rulesets like “no hero switching,” you should have no problem finding a game that fits your mood. Experience is earned just like any other mode, but you can also earn Arcade-specific rewards, like Loot Boxes!New Arena Map: Ecopoint: AntarcticaBundle up for a journey to Ecopoint: Antarctica, the former Overwatch installation where climatologist Mei-Ling Zhou was once stationed. While researching severe weather anomalies in the region, the station was hit by an intense polar storm. Running out of options and low on supplies, the team decided to cryogenically freeze themselves until the storm passed. They believed that it would only be for a few months, but Mei awoke nearly a decade later. Ecopoint: Antarctica is a compact new Arena map that features multiple new game modes, including a 3-vs-3 battle and 1-on-1 duel. Check it out in the Arcade.Season 3 of Competitive PlayCompetitive Play's second season will end on November 23 at 4PM PDT (November 24 at 0:00 UTC), and the third season will begin on November 30 at 4PM PDT (December 1 at 0:00 UTC). During the week-long off season, you'll still be able to queue for matches using the Competitive Play ruleset, but your skill rating will not be affected and no Competitive Points will be awarded. We've also made a few adjustments to the skill rating system for season 3. Players will be distributed more broadly across the skill tiers, which means that your season 3 rating will probably be lower than the previous season. Developer Comment: When season 2 started, we had more players in the Gold and Platinum skill tiers than we originally intended. This meant that skill levels varied widely for players within those tiers, and some players were achieving inappropriately high rankings during their placement matches. These players typically began the season by having their skill rating adjusted downwards after their first few matches. For season 3, skill ratings will be slightly lower after your placement matches, allowing them to increase as the season begins. After you play enough matches, your skill rating changes will return to normal. GENERAL UPDATESGeneral [PS4] Added PlayStation 4 Pro support Made a number of data format improvements, which should decrease load times and reduce the game’s storage space requirements Made several adjustments to the amount of experience needed to level The amount of experience needed to reach levels 2 through 13 remains unchanged The amount of experience needed to reach levels 14 through 100 has been slightly reduced The amount of experience needed to reach levels after 100 is now constant (20,000 XP) and will no longer reset after each promotion Developer Comments: With the way our experience curve works right now, players move fairly quickly through the first 23 levels of each tier (1-23, 101-123, 201-223, etc.). This is because when a player is promoted after 100 levels, the experience curve resets. While this reset has worked pretty well so far, it’s also encouraged some people to stop playing the game after they’re promoted—hoping to save those first 23 levels for a seasonal event. To help address this, the experience needed for all post-promotion levels (any level after 100) is now consistently 20,000 and will no longer reset. The total experience required to gain 100 levels after a promotion is roughly unchanged, but the total experience required to earn the first 100 levels (before the first promotion) has been slightly reduced. Quick Play matches are now restricted to one of each hero per team Developer Comment: We’ve been monitoring your feedback to the 1-hero limit in Competitive Play. Overall, we believe the game is in a better place in terms of balance and stability with the hero limit in place. For this reason, we have decided to add the 1-hero limit to Quick Play. We understand that there are a lot of players who enjoy the ability to play multiples of the same hero, so we have introduced a new mode to the Arcade called “No Limits.” This mode uses Quick Play’s original ruleset, which allows for hero stacking.Spectating The number of observer slots in Custom Games has been increased from 6 to 12 HERO BALANCE CHANGESGeneral Dealing damage to things other than players (like Torbjörn's turret or Symmetra's teleporter) no longer charges ultimate abilities Ultimate costs have been increased by 25% for all heroes Developer Comment: Game-changing ultimate abilities were coming up a bit too frequently. This change helps keep them in check while still allowing them to be powerful.Ana Nano Boost No longer increases move speed Developer Comment: The increased speed from Ana’s Nano Boost made the ability feel unstoppable and forced Ana players to select targets that could really take advantage of the speed boost. Removing the speed boost means that Ana has a reason to apply Nano Boost to a larger variety of heroes, and enemies can fend off the attack more easily. D. Va Call Mech Ultimate cost has been decreased by 20% Mech health increased to 200 (formerly 100). Armor remains at 400 Movement speed while firing has been increased by 25% Developer Comment: We reduced the cost of the Call Mech ultimate ability to compensate for the increased ultimate cost across all heroes (detailed above). D.Va players shouldn’t experience a noticeable change. The rest of these changes help D.Va’s withstand attacks, which will allow her to keep pressuring enemies.Lúcio Amp It Up Healing per second has been decreased by 10% Developer Comment: Lúcio’s overall healing output has always been on par with (or even higher) than Overwatch’s other healers, and his other benefits made him an almost mandatory pick.Mei Blizzard Ultimate cost has been increased by 15% Developer Comment: Mei’s ultimate was recently given a much larger radius. Now it’s coming up too frequently, considering the impact it can have.Mercy Passive health regeneration now activates when Mercy avoids taking damage for 1 second (formerly 3 seconds) Developer Comment: This change allows Mercy to survive more easily by evading enemy fire. Pharah Rocket Launcher Minimum explosion damage has been increased by 13% Minimum explosion knockback has been decreased to 0% Jump Jets Lift increased by 35% Developer Comment: These changes will make the explosions from Pharah’s Rocket Launcher more deadly, so hitting multiple targets should feel better. Her Jump Jets are also getting a boost to increase maneuverability while hovering. Soldier: 76 Pulse Rifle Bullet damage increased from 17 to 20 Maximum bullet spread increased from 2.2 to 2.4 Developer Comment: Soldier: 76’s damage felt a little low when compared to similar heroes. This increase affects both his normal fire and his ultimate. Torbjörn Scrap is now automatically generated over time The amount of scrap collected from a fallen enemy has been decreased by 40% Forge Hammer Swing speed increased by 25% Damage decreased by 27% Developer Comment: Armor Packs have always been a powerful tool in Torbjörn’s arsenal, but it was often difficult to gather enough scrap to give your team a legitimate boost when they needed it. Conversely, if a team held on long enough, the scrap collected from fallen enemies was often able to generate so many armor packs that enemy teams had a difficult time turning the tide. Automatically generating scrap over time helps smooth out these differences and makes Torbjörn more viable. His hammer swing speed was increased to help him construct level 2 turrets more quickly.Widowmaker Venom Mine Explosion no longer damages the player who placed the mine Widow’s Kiss Charge rate increased by 20% Developer Comment: These changes allow Widowmaker to be more flexible and reactive.Zarya Particle Barrier Power gained from barriers decreased by 20% Projected Barrier Power gained from barriers decreased by 20% Developer Comment: Considering her potential damage output, Zarya was starting to feel like a mandatory pick in most situations. Rather than reduce her damage output, this change makes achieving her maximum power and damage output slightly more difficult. USER INTERFACE UPDATESGeneral Loading screen now displays the name of the chosen game mode when playing in the Arcade BUG FIXESGeneral Fixed an issue that sometimes prevented the PC client from closing properly, making the Battle.net application think the game was still running Fixed a bug preventing players from receiving credit toward the Most Healing Done commendation Fixed a bug that caused the columns on Recent Players to slightly overlap each other Fixed a bug preventing the fourth column on the friends list from being displayed properly Fixed a navigation error that could occur when attempting to adjust video options using a controller Players will now be removed from the Practice Range if they are AFK AI Fixed a bug that caused McCree bots to Combat Roll into the well on Ilios Fixed a bug that could cause bots to get stuck in a wall near objective B on Temple of Anubis Fixed a bug that prevented bots from moving through certain locations on Volskaya Industries Competitive Play Fixed a bug that could cause overtime to continue indefinitely on Assault maps Fixed a bug that could cause matches to begin with only 11 connected players Heroes Fixed a bug that prevented Ana’s healing stats from showing up in the Career Profile page Fixed a bug that prevented Ana’s custom crosshairs from displaying while zoomed Fixed a bug causing irregular placement of the pumpkin on Genji’s “Pumpkin Carving” highlight intro with certain skins Fixed a bug preventing Mercy’s staff from showing up in the “Guardian Angel” highlight intro with her Cobalt skin equipped Fixed a bug preventing Reaper’s “R.I.P.” victory pose from animating correctly when the game client isn’t in focus Fixed a bug that allowed Tracer to use Blink while rewinding with Recall Fixed a bug preventing some of Tracer’s voice lines from activating with her Punk skin equipped Fixed a bug preventing Zarya from gripping her gun’s handle in the “Deadlift” highlight Intro Fixed a bug causing Zarya’s Graviton Surge to eject Reinhardt at high velocity Maps Fixed a typo on the bakery blackboard in Eichenwalde Fixed a bug that allowed certain heroes to stand on unintended pillars on Ilios Fixed a bug on Lijiang Tower that allowed heroes to reach unintended locations Fixed a bug allowing Reaper to Shadow Step to unintended locations on Nepal Fixed a bug that allowed players to contest the payload from a protected area above the gas station on Route 66 Fixed a bug that allowed Pharah to reach unintended locations on Volskaya Industries Fixed a bug on Watchpoint: Gibraltar that allowed players to reach an unintended location near the final objective Spectating Fixed a bug that occasionally produced incorrectly colored health bars when spectating Custom Games
  21. Totally agree, but I wonder even more about her standard hack. Most defend maps involve a wall of dps behind a Rein shield. If a Sombra teleports behind the wall and hacks the shield then the floodgates can open. This could really change the way the game is played. However i imagine it will be high risk/reward as the kit looks quite tricky get that scenario to play out. Really excited to give it a go though and to see where the game progresses from here.
  22. From Kotaku: The new game mode is also an answer to fans’ criticism that the Brawl mode didn’t click. “We were hearing feedback that our weekly Brawl didn’t have enough umph to it and that you also wanted a reward for the weekly Brawl,” Kaplan explained. Players can earn 3 loot boxes a week from winning Arcade games. This is how the new Arcade mode will work: Mystery Duel: A 1v1 best-of-five duel where a hero is randomly selected for you and your opponent—the same hero for both. Overwatch’s new “Eco-Point Antarctica” map, which is smaller than other maps (and Mei’s home base), will make it easier for heroes to face off one-on-one. Elimination: A 3v3 best-of-five brawl where, when your hero dies, they are dead—with a single-hero limit. Make sure you have a Mercy! Mystery Heroes: A 6v6 brawl that takes place on normal Quick Play maps, with regular rules, but you’re not allowed to pick which hero you have. No Limits: Here, you can have the six-Genji battle you always wanted. And I won’t have to deal with it. It’s basically Quick Play, as it is now. And I will avoid it. All Brawls: “Super Shimada Bros.,” “We’re All Soldiers Now,” and other old and new Brawls will be available here as a “playlist.” My favorite is the one that only takes place on Ilios’ Well point with Roadhogs and Lucios. The Brawl mode still exists and will be called “Total Mayhem.” This sounds awesome and will really add to the longevity of the game. Good job Blizzard
  23. Well she's finally here!! There's a lot of offensive utility in her powers and it will be interesting to see how she fits in the current meta. From what I have read so far, she should be released for public play at some point next week Also here's the cgi vid in full
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