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Overwatch

Platform(s): Nintendo Switch, PC, PlayStation 4, Xbox One
Genre: Action
Publisher: Blizzard
Developer: Blizzard
Release Date: Spring 2016

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Overwatch' (ALL) Closed Beta Adds New Map, New Play Mode, New Features

by Rainier on March 23, 2016 @ 7:26 p.m. PDT

Overwatch is a pick-up-and-play 6v6 team-based shooter set on a near-future earth, featuring an amazing cast of heroes and set in an all-new Blizzard game universe.

The action of Overwatch. takes place in a technologically advanced, highly stylized future earth. In a time of global crisis, an international task force of soldiers, scientists, adventurers, and oddities known as Overwatch. had come together to restore peace to a war-torn world. After many years, the group’s influence waned, and it was eventually disbanded. Overwatch. might be gone now . . . but the world still needs heroes.

With an emphasis on accessibility and pure fun, Overwatch. brings Blizzard’s signature easy-to-learn, hard-to-master gameplay to the FPS genre. Harnessing the power of their hero of choice, players will join forces in teams of six and battle each other across a range of futuristic global locations, from the hologram-lit streets of London to a bazaar in the shadows of a high-tech Egyptian pyramid. Every battlefield is iconic and built to highlight each character’s unique abilities, and fights can shift from streets to rooftops to open skies within the span of a breath.

While each hero represents a formidable force on their own, players can amplify their potential by assembling into a well-balanced team and creatively combining powers. No matter which hero or playstyle they prefer, players will be able to team up and accomplish the incredible in Overwatch.

Blizzard has updated Overwatch with a massive content patch to Closed Beta!

New Escort Map: Route 66
Though the travelers and road trippers who used to cross the US on historic Route 66 are gone, the Main Street of America still stands, a testament to a simpler time. The gas stations, roadside shops, and cafes have gone into disuse, and the fabled Deadlock Gorge is mostly seen from the comfort of transcontinental train cars. But amid the fading monuments of that earlier era, the outlaws of the Deadlock Gang are planning their biggest heist yet.

New Play Mode: Weekly Brawl!
Similar to its namesake feature in Hearthstone, Weekly Brawls are a fun, alternative way to play Overwatch. Each week, we’ll rotate in a different Weekly Brawl featuring a set of unique (and sometimes crazy) rules from our Custom Game system. 

For example: In one Weekly Brawl, you’ll only be able to play Soldier: 76, while in another Weekly Brawl, a random hero will be selected for you each time you respawn. Other Weekly Brawls will restrict you to Support heroes only, or Tank heroes only, or Defense heroes only—and more! 

New Feature: Highlights
To complement our Play of the Game feature, personal gameplay “highlights” may now be surfaced to players via the main menu after they’ve completed at least one match. The game can currently store up to five of the most recent highlights from your active gaming session. 

Updated Feature: Play of the Game
Overall, the Play of the Game feature has been a lot of fun and well-received by the community. However, there are still a lot of improvements we’d like to make so that the gameplay highlighted at the end of each match is more varied and interesting to watch. 

We will now be capturing different types of gameplay during a match—based on four new categories—and then comparing those moments against each other to find the best Play of the Game for that round of play. The new Play of the Game categories available in this patch are as follows:

  • High Score: This category is intended to feature large multikills and quick killstreaks. The larger the multikill, the quicker the kill streak, and the closer one is to an objective will all increase a player’s “High Score” score. (Note: This is the category under which all existing Plays of the Game would fall.)
  • Lifesaver: This category is intended to feature situations where one player is able to save another player (or players) from imminent death. For example: If a Reinhardt has an enemy pinned, and that enemy’s teammate stuns or kills the Reinhardt, the teammate would be awarded a large amount of “Lifesaver” score.
  • Sharpshooter: This category is intended to feature difficult or skillful kills. For this category, the game will be looking at factors like movement speed, the distance at which the attack occurred, whether or not the attack was a headshot, and if the victim of the attack was in the air at the time, etc. Each of these variables will increase a player’s “Sharpshooter” score.
  • Shutdown: This category is intended to feature moments in which one player kills another player (or players) right as they were about to do something particularly impactful. An example of this would be if a Widowmaker snipes a Lúcio in the middle casting Sound Barrier for his team. In this instance, the game will predict how impactful that Sound Barrier would have been and then award the Widowmaker player an appropriate “Shutdown” score in return.

The player who has the highest score in any one of these four categories at the end of the match will receive the Play of the Game. If the winning Play of the Game category is Lifesaver, Sharpshooter, or Shutdown then the category name will be called out during the highlight intro. If the winning category is High Score, however, no callout will be provided. 

GENERAL

Player Progression

Achievements have been added
All available and unlocked achievements can be viewed in the Career Profile > Achievements tab
Select achievements will now unlock general and hero-specific sprays (which can be equipped in the Hero Gallery)
Players will now unlock a new portrait frame every 10 levels, instead of only at levels 10, 25, 50, and 100
Promotions have been added
Players will now receive a promotion every 100 levels
When a player receives a promotion, they will unlock a new portrait frame theme
With each new promotion, the player’s level (and the EXP required to level) will be reset
New Legendary skins have been added for several heroes:
"Antique" Bastion
“Junker” D.Va
“Stinger” D.Va
“Jester” Junkrat
"Hip Hopper" Lúcio
"Riverboat" McCree
"Vigilante" McCree
“Nevermore” Reaper
"Stunt Rider: 76" Soldier: 76"
“Barbarossa” Torbjörn
“Blackbeard” Torbjörn
"Cybergoth" Zarya
Plays of the Games have received a polish pass (see above)

Joining and Leaving Games

Consecutive Match Bonus
Players will now receive an EXP bonus for playing multiple matches in succession
Player Backfill Match Bonus
Players who backfill into a match will no longer receive a loss for that match (even if it ends in a defeat), but can still receive a win
These players will also receive an additional EXP bonus for the match, if completed
Leaver Penalty
Players who leave an in-progress match will now receive an automatic loss
Players who repeatedly leave in-progress matches will also receive a temporary penalty on EXP gained from future matches (this penalty will persist as long as the player continues to repeatedly leave in-progress matches)

Developer comments: The consecutive match bonus, along with the leaver penalty, should hopefully incentivize players to complete the matches they begin. Unfortunately, many players have been leaving in-game matches at the first sign of difficulty, even in games where their team could still win. As a result, the leaving player’s team would be at a large disadvantage until a backfill could be found. Speaking of backfills: We want the process of joining an in-progress match to be a positive experience, even if you happen to enter right as the game ends. To assist with this, players who backfill matches will still receive a notable amount of experience, regardless of how long they played.

Group Improvements

Players can now request to “Join a Group”
When a group leader leaves a game, he or she will now have the option to leave with the group intact
Expanded preferences for groups have been added to the Options menu:
Option to allow current group members to invite other players to the group
Option to allow “Anyone,” “Friends,” or “No One” to join your group without an invite

Miscellaneous

The new player experience has been updated
The Tutorial and Practice Range have received a polish pass
Dialogs will now guide new players through the Tutorial, Practice Range, and Practice vs AI modes before recommending Quick Play
Players can now browse the main menu while queued for Quick Play, Play vs AI, or Weekly Brawl! games
“Healing Done” has replaced “Final Blows” as an available end-of-match medal
End-of-match commendations have received another tuning pass
AI heroes will now melee and use Health Packs

MAP BALANCE CHANGES

Nepal

New routes have been added for the first and second control points
Removed some walls around the second control point

HERO BALANCE CHANGES

General

The following hero abilities will now ignore payloads during Line of Sight checks:
Lúcio > Crossfade and Sound Barrier
Mei > Blizzard
Reinhardt > Earthshatter
Soldier: 76 > Biotic Field
Zenyatta > Transcendence

Developer comments: We’re relaxing the line of sight restrictions payloads can cause for certain abilities, where it makes sense. This change should hopefully make these abilities feel more consistent when playing on Escort maps.

Zenyatta

Orb of Harmony and Orb of Discord
Now automatically return if their targets are out of line of sight for more than 3 seconds

Developer comments: We realize this is a pretty major change, but it’s one we’d like to test and see how it plays out. The “fire and forget” playstyle that many Zenyatta players utilize for orb placement not only has caused several balance issues, but also made the hero a lot less interesting to play. With this change, instead of putting Orb of Harmony on a single person and leaving it on them until they die, Zenyatta players will now need to move the orb around more frequently to effectively heal their team. This change also allows for enemies to be able to shake off an Orb of Discord if they disengage for some time.

USER INTERFACE

Options Menu

Gameplay
Players can now choose to skip “Skirmish Mode” while in queue
Control
Players can now save/set hero-specific keybindings
Sound
Support for Dolby ATMOS Headphones has been added
For optimal performance, use regular headphones and change the default playback device to stereo. For USB headphones that emulate 5.1 or 7.1, you may need to turn off any surround emulation in the headphones drivers.
Any recording or streaming done with ATMOS Headphones setting enabled will contain the same ATMOS encoded mix. The viewing audience should also be using headphones for optimal viewing.
Switching the ATMOS mode while music is playing will kill the music that is playing until new music is retriggered. This is a known issue and we are investigating a fix.

In-Game UI

The payload progress bar now shows checkpoints as well as the distance to upcoming checkpoints (if < 5m)
Capture point UI art has been updated

Social Menu

All social menu screens have been updated with new art
A “Recent Players” list is now available
The ability to “Rate Players” has been moved to the social menu (from the end-of-match screen)
This means that players can rate their teammates at any time via the social menu, rather just at the end of a match
Note: “Rate this Match” can still only be accessed via the end-of-match screen
Players can now report other players through the social menu

BUG FIXES

General

Keybindings should now always save and carry over between sessions correctly
Players with full health, but less than full shields will now appear to have “taken damage” to healers (when looking at their hero outlines)
It is no longer possible for some AoE weapons to deal damage to an enemy player if that player is on the other side of wall they’re partially clipping into
Heroes

Ultimate charge should no longer reset whenever a player selects a different hero and then cancels while dead
Lúcio’s Crossfade buff should now properly reapply to all allies after a round transition on Control maps
Mei’s Cryostasis and Ice Wall should now always display the appropriate team colors
Symmetra’s Sentry Turrets should no longer acquire targets from inside Mei’s Ice Wall
Scoped shots against enemy turrets should no longer count as “misses” when calculating Widowmaker’s “Scoped Accuracy” statistic
Fixed several issues where the slow effect applied by Mei’s Endothermic Blast and Blizzard were being reset
Fixed an issue where Reinhardt’s Charge would sometimes knock back a target that should have been pinned
Fixed an issue where Symmetra Sentry Turrets couldn’t be placed in select (but otherwise intended) areas
Fixed an issue where some damage sources prevented by Zarya’s Particle Barrier weren’t increasing her Ultimate charge

User Interface

Left Mouse Button and Right Mouse Button icons should now render in the F1 help menus
UI notifications for objectives should no longer persist on screen


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