Neat "Trapjump" Overwatch trick lets tanks leap to high ground with ease - Dexerto
Overwatch

Neat “Trapjump” Overwatch trick lets tanks leap to high ground with ease

Published: 5/Aug/2020 21:25 Updated: 5/Aug/2020 21:26

by Michael Gwilliam

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Many of Overwatch’s tanks lack the vertical mobility needed to access high ground on certain maps with the press of a single button. However, a newly discovered trick can make use of enemy Junkrat traps to negate those limitations.

For tanks such as Orisa, Sigma, Reinhardt, Zarya and Roadhog, getting to the high ground on maps can be a time-consuming process, forcing those heroes to run around to pathways or stairs.

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Gaining access to said high ground is important, however, as it gives you a good vantage point to attack your opponents and ultimately give them a lot less to shoot at.

That said, Reddit user ‘Rakaxd’ has discovered an interesting little technique that tanks can use to get to the high ground under very particular circumstances.

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Orisa fires on Ilios
Blizzard Entertainment
Tanks such as Orisa can easily access high ground with a Junkrat trap.

If the enemy team is running a Junkrat and he places a trap barely on the edge of the high ground platform so it’s visible from below, tanks can actually jump into it and find themselves higher up.

Obviously, this does mean that tanks will need to suffer the 80 damage that Junkrat’s trap deals, but you know what they say: No pain, no gain.

As you can see in the video, the Orisa player sees the trap on the Volskaya Industries high ground and jumps into it from ground level. After getting stuck, he’s free to move, shoot, and redeploy his barrier.

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TIL : You can Trapjump™ to get highground from Overwatch

While this trick is cool, Rakaxd doesn’t feel like this will be very common. “I don’t think this is something you ever see in-game twice,” he wrote, noting how the high ground needs to still be low enough and the trap has to be on the edge.

“I see it more as something where you say ‘oh right this exists,’ rather than real tech,” he added.

The Redditor has a point. It’s extremely rare that players will ever be able to use this trick in a game, but as he said, it’s cool to remember in the off chance that an opportunity ever presents itself.

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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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