Overwatch: Crossplay is causing a lot of confusion right now

Overwatch: Crossplay is causing a lot of confusion right now

Overwatch

Blizzard Entertainment recently gave the go-ahead for a beta version of the crossplay function in the online shooter Overwatch. It is now possible for players to compete with or against players from all over the world beyond the limits of their own platform. However, the new feature is currently not exclusively a source of pure joy, but often just a lot of confusion.

However, this is not due to the technical implementation of the crossplay function. According to initial reports, this works quite well so far - after all, it is a beta version. Rather, many players are confused because it is not (always) possible to see exactly which players from which platforms are active in the current game. So it is only possible for console players to get into the matchmaking pool with PC players if they join a group with a PC user beforehand. A team that is exclusively equipped with PC players ends up automatically in the "PC pool". The information and displays in the game itself are also rather poor. To see whether you are actually competing against crossplay opponents, you first have to go to the social menu and look for the crossplay symbol, which can be found right next to the names of the players. This symbol also does not indicate on which platform the respective player is active. It just says that it is not the same platform as its own.

Hopefully Blizzard Entertainment will take this feedback from players seriously and make changes to the crossplay during the beta phase -Function of Overwatch (buy now 59.95 €). How are your experiences with the new feature so far? Let us know in the comments!

Source: Reddit.com




Overwatch’ Experimental Patch Notes: Nerfs For D.Va And Hitscan Heroes

D.Va's latest nerf might actually have a bigger impact on Echo players.

Blizzard Entertainment

It’s been an... interesting week in the world of Overwatch, with a skin challenge starting up and cross-play finally rolling out. But those aren’t the only things Blizzard had up its sleeves. There’s a new Experimental patch, which is focused on hitscan heroes.

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There’ll be greater damage falloff for hitscan heroes Ashe, Baptiste, Bastion, McCree, Soldier: 76, Widowmaker and Wrecking Ball. Their damage scales to 30% at the maximum falloff range, down from 50%. In other words, those heroes will be less effective outside of their intended optimal range.


That spells good news for the likes of Pharah players who like to pepper in rockets from a distance. However, the Experimental patch has extended the range at which Widowmaker’s damage falloff comes into play, from 60-85 meters to 70-100 meters. That means you can be 69 meters away and Widowmaker can still land shots at full power.


In case you're wondering about the other hitscan heroes' damage falloff ranges, they're as follows:

  • Ashe: 20-40 meters for hip fire and 30-50 while aiming down sights.
  • Baptiste: 25-45 meters
  • Bastion: 25-45 meters in Configuration: Recon (aka run and gun) and 30-50 meters in Configuration: Sentry or turret mode
  • McCree: 20-40 meters
  • Soldier: 76: 30 to 50 meters
  • Wrecking Ball: 15 to 25 meters
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    Meanwhile, Soldier: 76 has a Tactical Visor buff in the Experimental patch. The Heavy Pulse Rifle’s damage falloff won’t be in effect while the Ultimate ability is active. Bastion got a buff too, with a weapon spread reduction from 1.5 to 1.2 for better aiming while in Configuration: Recon.


    Elsewhere, there’s a nerf for D.Va, but in reality, it’s probably going to affect Echo more. The Call Mech ability, which now deals way more pain than it used to when it falls on an enemy, has a smaller area of damage effect, down from 3 meters to 2.5 meters. More interestingly, D.Va will no longer generate ult charge between the time she activates the Self Destruct ability and the time the mech detonates.


    The reason for that is because Echo, with her accelerated Ultimate charge when Duplicate is active, was often able to get back into her mech before the previous one exploded. The change should also mean Echo can’t use Self Destruct as often when she duplicates D.Va.


    As always, there’s no guarantee these changes will make into the live build. They’ll be available in the Experimental card for at least a few days before Blizzard decides whether to roll them out permanently.


    Here are the full Overwatch Experimental patch notes, including developer comments:


    General


    Hitscan damage now scales to 30% at maximum falloff range, down from 50% for the following heroes:

  • Ashe
  • Baptiste
  • Bastion
  • McCree
  • Soldier: 76
  • Widowmaker
  • Wrecking Ball
  • Developer comments: This change may be difficult to notice immediately as it scales damage over a range slightly more than before, but it will lower the impact of hitscan damage outside of their intended optimal ranges.


    Bastion


    Configuration: Recon

  • Weapon spread reduced from 1.5 to 1.2
  • Developer comments: We’re making Bastion’s Configuration: Recon weapon more reliable to help strengthen his run-and-gun gameplay when moving between spots he wants to post up with Configuration: Sentry.


    D.Va


    Call Mech

  • Damage area reduced from 3 to 2.5 meters
  • No longer builds ultimate charge while using Self Destruct until after her mech detonates
  • Developer comments: No longer building ultimate charge in the window of time between using Self Destruct and when it detonates is targeted at Echo’s Duplicate ability when copying D.Va. Echo’s accelerated ultimate charge enabled her to have Call Mech available before the Self Destruct explosion went off, making it very difficult for enemies to find a safe place to hide.


    Soldier: 76


    Heavy Pulse Rifle

  • Damage falloff is disabled while Tactical Visor is active
  • Developer comments: This will make Tactical Visor effective for more than just the aim assist, which slightly loses some value as player aim improves.


    Widowmaker


    Widow’s Kiss

  • Damage falloff range increased from 60-85 to 70-100 meters
  • Developer comments: We’re adjusting Widowmaker’s optimal range to be slightly further out to account for some map locations where counter-sniping was common but just barely outside of the effective range with the damage falloff. For Widowmaker, the sniping damage falloff is mainly in place to restrict the lethality of mid-air grapple shots at the extreme distances possible on some maps.