Neat Overwatch jump trick allows Sigma to reach new heights - Dexerto

Neat Overwatch jump trick allows Sigma to reach new heights

Published: 12/Jan/2020 0:38

by Bill Cooney


Overwatch players have figured out how to take advantage of the knockback from Sigma’s primary fire to boost his jumping abilities.

Sigma’s “Hyperspheres” (aka Orbs) serve as his primary weapon dealing damage on a direct hit as well as splash damage, and apparently, a tiny bit of knockback.

As Reddit user Toddeh_ shows in a new video posted to the Overwatch subreddit, the orbs can be utilized to get the tank hero to higher ground, at least on Hanamura.

The user shows that normally, Sigma can’t reach the high ground by the upper door in the first choke point on Hanamura – like a lot of other heroes he can’t make the jump.

But, by sending primary fire straight down while jumping they’re able to keep him in the air long enough for him to clear the gap and reach the high ground.

This spot gives the hero a good view of the choke point, and could even allow him to get off a sneaky rock or two, depending on how attentive your opponents are.

A similar move can be done with Sigma’s rock by also aiming it straight down during a jump, but the orbs don’t require a charge up, and you won’t be wasting your Accretion cooldown in the process.

His primary fire does deal a small amount of damage to himself if he’s hit by them, but the amount you take while jumping over the gap shouldn’t be enough to really worry about.

There’s only one spot where this move is shown in the video, but it does have the potential to be used on multiple maps in similar situations.

Blizzard EntertainmentSigma could pop up where you least expect him now.

Sigma didn’t get any updates in the January 9 PTR patch which mainly focused on Orisa, Baptiste, Mei, and D.Va.

Even though the tank didn’t get any updates, he’ll probably still be around in plenty of matches, but it will be interesting for players to see how other heroes changes affect him as well.


Blizzard changes Overwatch Priority Pass again to stop system abuse

Published: 16/Jan/2021 2:04

by Andrew Amos


Blizzard has implemented more changes to their Overwatch Priority Pass program to stop players from abusing the system to get their preferred role more often.

The Priority Pass system in Overwatch has been a successful addition so far. Giving players the option to jump the queue for high-traffic roles by sacrificing a few games has helped tackle the game’s long queue times.

However, it hasn’t been without its flaws. Game quality has been pulled into question, with people playing off-role for these passes. Also, people have been abusing the current system to just stack passes quickly by intentionally losing.

The Priority Pass system in Overwatch
Blizzard Entertainment
Priority Passes have been a hit with Overwatch players, but it’s not perfect.

Blizzard are looking to crack down on the latter issue with their latest changes to Priority Pass on January 15.

“Our data indicates that the Priority Pass is functioning as intended, generally providing shorter queue times for those who use them. The goal of the Priority Pass is to improve player experience and get players into matches quicker,” community manager Josh Nash told players.

“In the same vein, we don’t want this feature to have a negative impact on the quality of matches for yourself or others. We want to do our part to discourage players from intentionally losing and ruining matches for the sake of earning priority passes.”

If you lose a match while playing for passes, you’ll only gain one pass instead of two. This will stop players from just inting their games for the ticket.

Blizzard are also refunding passes to players if they queued up for a role using Priority Pass, but then had to wait longer than the estimated time for it.

Oni Genji Overwatch skin
These changes mean you won’t burn through your passes as quickly.

These changes are active immediately, so you can make use of them straight away. Blizzard are continuing to tweak the system as time goes on, and are “ looking into how we can better communicate when you are rewarded passes after playing a match.”