Overwatch Sniper's Nest Workshop mode is the perfect Widowmaker warm-up - Dexerto
Overwatch

Overwatch Sniper’s Nest Workshop mode is the perfect Widowmaker warm-up

Published: 7/Jun/2019 7:33 Updated: 7/Jun/2019 8:11

by Joe O'Brien

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An Overwatch player has developed a Workshop mode that helps you warm up and practice your Widowmaker aim.

The Workshop is a scripting system that has given Overwatch players the power to create a huge variety of unique game modes, from practice tools to recreations of other titles and unique new modes of their own.

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The feature has proven incredibly popular ever since its release to the Public Test Realm on April 24, and now that it’s available on the live servers all players have access to the Workshop and the game modes being produced and shared in it.

One of the Workshop’s best-known creators, DarwinStreams, has recently produced a Widowmaker “Sniper’s Nest” game mode to help players warm up and practice with the hero.

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Blizzard EntertainmentThe Overwatch Workshop has quickly become one of the game’s most popular features.

In the Sniper’s Nest game mode, the player sits high above Ilios Well as Widowmaker, while bots spawn in random locations around the map below. The player’s goal is simply to rack up as many kills as they can within the 60 second time limit.

The mode makes for an engaging means of warming up your Widowmaker shot, with the time limit and search for targets helping produce a bit of urgency to encourage proper concentration rather than simply going through the motions, and the kill counter allowing players to track and compare rounds and set goals to aim for.

Those that wish to try out this mode for themselves can do so with the share code JKW38.

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Sniper’s Nest – Widowmaker warmup [workshop by DarwinStreams] from r/Overwatch

Naturally, there are many aspects to successful Widowmaker play that aren’t covered by this mode, such as positioning, and the fact that both you and your targets are likely to be moving when you take your shots.

The mode does function well as a warm-up mode, however, allowing you to get your eye in and make sure your shots are going where you want them to, either as a precursor to more complex practice or simply to make sure you’re not going into games entirely cold.

Darwin is one of the Workshop’s most prolific creators, also being responsible for training modes for Ana and Reinhardt, as well as unique fun modes like Torbjörnball 2k19 and D.Va Racing, which is one of the top 10 most popular Workshop modes according to Blizzard.

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It’s an exciting time for Overwatch content, with a new Replays feature also currently in testing on the PTR and hints of changes to the standard summer content schedule.

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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