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>playing swedish manlet on anubis defend >we decimate them
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>playing swedish manlet on anubis defend
>we decimate them at the first objective
>win
>i mention that the map is badly designed
>say "chokepoint: the game"
>our zarya answers
>"shut the fuck up we weren't chokepointing"
>"chokepointing"

Have you seen any other people on this level of retardation /v/?
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>>339915186
>decimate

how do you kill 10% of 6 peoples ?
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>>339915186
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>>339915186
>playing torb on defense

So how did you like that POTG?
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Attack/Defend maps need chokepoints for the defense to stand a chance of winning.

Defense is already incredibly hard compared to TF2. 6v6 is much more heavily favoured for attackers than defenders, and the Ultimate Ability system means that one successful use of ultimates to kill 4-5 of the defenders almost certainly means Attacking wins.

If anything, more of the defense maps need greater chokepoints. As it stands you have to massively outplay the Offense to win as Defense.
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>>339915470
You know Defense wins majority of the time...right?
I've never heard someone say defense was hard before. Are you literally brain dead?
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>>339915470
This is bait, right?
Defenders usually win every time I've played. Especially on Hanamura. Defending that last objective is so fucking easy.
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>>339915470
> As it stands you have to massively outplay the Offense to win as Defense.
These are the people crying for Bastion and Mei nerfs.
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>>339915559
As of yesterday offense has a 68% win rate, idk why you would think that defense is better especially with the ultimate system
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>>339915559
>>339915589
I don't mean to be rude but you must not play often or at a higher skill bracket. Blizzard has even commented that as player skill increases, Defense's ability to win massively decreases. It's usually as easy as co-ordinating all of your ults, honestly. You only have to beat them out once per objective to win.

>>339915610
The only character that needs a real nerf is Widowmaker because she is absolutely disgusting in the right hands.
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>>339915695
>As of yesterday offense has a 68% win rate, idk why you would think that defense is better especially with the ultimate system
citation needed
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>>339915470
That's understandable, and i have no problems with the second part of Anubis, but the initial gate you have to go through is atrocious. First, there are 4 separate points you could get fucked from, the two buildings on the sides, the bridge, and the staircase in the back. Only one ultimate isn't going to take out any of that if it has a good setup.

With this first chokepoint, many short-ranged characters are basically useless, and if you don't have a Reinhardt, god help you.
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>>339915802
Well, that's the thing. You can switch to Reinhardt and long-ranged characters to break through it.

Not every character is good at dealing with every situation, and the game shouldn't be balanced around them either.

A Pharah and a Reinhardt can go a long way, as can a good Widowmaker. Throw in a Winston to rush their healers and distract them so you can make a push as well.
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>>339915470
I got a 64% win rate, if I'm not high bracket I don't know who is? 1% of the player population?
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>>339915559
>>339915589
What? Defense wins maybe 1/3 of the time. Overtime is so broken that most games DF wins but the game just artificially gives the attackers infinite time to push the thing.
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>>339916425
Defense has their spawn so close to the final point it can be almost impossible to take
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>>339915559
>You know Defense wins majority of the time

The only place this is true is Hanamura
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>>339916709
>Implying Industries isn't basically impossible to take
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>>339915186
>defense maps have chokepoints
>this is something to be upset about
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>>339916772
The problem with volskaya is that every idiot wants to approach point b from the front or from the right, both of which are just bad places to be at while attacking. From the left side you can basically go into their base and fuck up every single widowmaker, torbjörn or bastion who is camping there.
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>>339915186
>Me ooga
>Team booga
>OVERWATCH
>548 replies and 234 images omitted. Click here to view
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>>339915293

You kill one black guy.
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>>339917379
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>>339917379
>the math checks out
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>>339915186
>playing defense on Volskaia
>we win after we chain rekt them in B
>enemy Zenyatta : "Nice campfest".
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>>339917379
damn
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>>339915186
>60% of wins in pro games are on offense
the maps can't be that badly designed.
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>>339917072
Why does that person take pictures of his kot and various food in the same basic set up? I mean, how autistic do you have to be to do this?
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>>339917994

I think the problem is the philosophy that the game needs to allow many characters but you can stack few, you aren't allowed public custom games to practice/PuG/have a discussion in at most one language with regulars that don't want to start a tantrum and get booted off a favourite server.

In TF2 it's a bad thing only a few classes are really seen in competitive but it makes up for it by every map being generally very solid both for casual and competitive play.

Overwatch's main problem is not only lack of map and voting for community favourites to figure out how to play X map and heroes, but also the 6v6 limit when people could otherwise learn how to play without worrying about needing to fulfill a basic role retards can't. In addition yeah the maps are pretty bad both competitively and casually.

Winston basically makes any chokepoint acceptable if there's a mobility based alternate route. Otherwise it suddenly becomes massively unacceptable. There are also a great lack of cover from snipers compared to TF2. Some heroes seem to be designed with this in mind to become essential except unlike map design you can break and disrupt them making it useless. Blizz just really needs to get a handle on basic FPS mapping with spacing, sight lines and pathing.
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>>339918019
It's kinda funny
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>>339915186
you sound like a faggit tho
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>>339915186
>"chokepoint: the game"


To retards who don't know their way around the maps
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>>339917379

This will be a >remember when
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>>339919234

To which there are a few maps that effectively have no alternate routes without requiring on average one other person to go (e.g. Reinhardt blocking a kill box)
e.g. Hanamura and Anubis
It gets noticeably worse when you remove KOTH maps that aren't so linear.

Hanamura A is particularly bad with any competent defense since that "alternate route" through the wooden wall can be covered by any defender along with the only ground level entrance.

It's dogshit mate. Doesn't matter what Blizzard or "competitive" says, because they have the other problem with predictable, boring multi-ult light show and pyrotechnics usage that Blizzard wants to make eye candy for EEE SPURTS without any of that tiresome, tedious solid gameplay design thing underneath.
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>>339919785
>Anubis

There's a few ways to hit point B from the side.
Same for Hanamura.
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>>339920081

For Anubis I also mean A, with the archway. There is a hidden side entrance for the left and a not so hidden side entrance to the right paths but both require going through the kill box in the middle so you need something like a Reinhardt just to open a path or Reaper's ability.
However the path to the right, though better designed so it sticks out and is along the natural flow of the map so it's intuitive, just leads back into the open shortly after, meaning two solid chances to get sniped with a personal I'M FLANKING OFF TO THE RIGHT wall sized shield. The left is basically completely unknown and a great way to flank, but the problem is getting there and not bumbling into a defender on the way.

Hanamura and Anubis B are technically okay on paper with the choke points being spread far enough apart you can't watch them all with peripheral vision and they're out of some character's effective ranges. Still, the point itself has virtually no cover for miles and both the defenders being able to access important points and respawn close to the action unlike the defenders who have an extremely long spawn-run distance makes it simply unfun in most games. It's not the chokepoints, it's just other aspects of the game that are terrible.
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>>339915186
The map design in this game is absolutely terrible. If you want example of fluid level design while keeping a player character overpowered, look at half of Titanfall's maps. So many clever and well thought-out routes for a player to parkour, run flags, and evade enemy Titans. Meanwhile in Overwatch it's set-up so you get to hold down M1 as Bastion or press Q down a hallway to get some COOL!!! play of the game. You give lots of areas to attack from but barely any room to move. What the fuck?
Thread replies: 37
Thread images: 11

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