Insane Overwatch replay shows how Junkrat spam can instantly kill tanks - Dexerto
Overwatch

Insane Overwatch replay shows how Junkrat spam can instantly kill tanks

Published: 14/Jul/2020 22:40

by Michael Gwilliam

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Overwatch players looking to avoid random deaths at the hands of Junkrat spam should probably stay far away from ledges, and a new clip shows exactly why.

Junkrat’s grenades are extremely dangerous, dealing 130 damage for a direct hit. They also have some knockback potential, and as one player found out, this can be super deadly.

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In a clip posted to Twitter by ‘BigLoadBen,’ the player showcased a series of events from an Overwatch match on Eichenwalde.

With some help from the replay viewer, the player showed how some random Junkrat grenades from all the way near the beginning of the second point found themselves behind a Roadhog near the castle.

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As you can see in the clip, the Junkrat grenades bounced off some of the castle walls and made another couple hops until they found themselves behind the tank.

The Roadhog was likely fishing for an environmental kill of his own and had no idea he would end up being the victim of a random grenade that happened to traverse the entire map and result in a miracle hit.

The crazy thing is that, because of the projectile’s knockback and where the Roadhog was positioned, it ended up knocking the Hog off the map and to his death completely out of nowhere.

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Junkrat stares at his grenade
Blizzard Entertainment
Junkrat’s grenades have knockback properties.

While the Junkrat player was already at 95% to his Riptire Ultimate, had he been something like 40%, the environmental kill credit onto the Roadhog would have been even more significant – and would have likely resulted in a ton of Ultimate charge going his way.

Next time you’re in a match, you should be extremely careful about enemy projectiles. This is exactly why.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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