Overwatch player demonstrates how to tell if Ashe's hip-fire will be accurate - Dexerto

Overwatch player demonstrates how to tell if Ashe’s hip-fire will be accurate

Published: 23/Nov/2018 21:02 Updated: 23/Nov/2018 21:09

by Joe O'Brien


An Overwatch player noticed a cool detail about how Ashe’s character animation relates to her hip-fire accuracy.

Ashe is the most recent addition to the Overwatch hero roster, having been released to the live servers on November 13.


As players get more hands-on time with the new hero, they’re discovering more and more details about her and how to get the most out of her kit. One such detail relates to how the hip-fire recoil resets on her Viper rifle.

Ashe’s hipfire has a perfectly accurate first shot – therefore making it perfect for hitting her dynamite for an early detonation – but after that it will go immediately into a less precise pattern, with each shot instead landing within a certain radius if fired in quick succession.


Blizzard EntertainmentAshe and her companion/ultimate ability B.O.B. have proven very popular.

There’s a short cool-down before the hip-fire will shoot straight again, but as u/Bullgrit noticed, there’s a visual cue that lets players no exactly when this happens.

When Ashe fires rapidly from the hip, she keeps her hand to the side of the rifle as she pulls the trigger in quick succession. When the recoil resets, however, she moves her hand back to gripping the stock.

By keeping an eye on the animation, it’s therefore possible to know exactly when a hip-fire shot will once again fire with perfect precision.


via Gfycat

Awareness of this little detail might have limited use in-game, as the faster fire-rate is the primary benefit of the hip-fire over the more precise, higher-damage aim-down-sights shots.

However, it’s an interesting little detail to note in itself that Blizzard had the attention-to-detail to line up the precision reset of the weapon with the animation of Ashe taking full control of the rifle by gripping the stock.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


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. 


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. 

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.


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.”


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.