Rare Overwatch trick gives Sigma the high ground on Hanamura - Dexerto
Overwatch

Rare Overwatch trick gives Sigma the high ground on Hanamura

Published: 29/Jun/2020 4:00

by Andrew Amos

Share


Overwatch League star Choi ‘ChoiHyoBin’ Hyo-bin has stunned Sigma players around the world by sharing a neat bit of tech on Hanamura to get onto the high ground on Point A, and you can replicate it in your own games too.

Sigma has been out in Overwatch for almost a year now, but players are still finding new and innovative ways to get the full potential out of the tank hero.

Advertisement

While he can get an extra kick of mobility with his Gravitic Flux ultimate, it’s not the most ideal way of reaching the high ground. After all, it’s a pretty expensive cooldown.

Sigma attacking in Overwatch
Blizzard Entertainment
Sigma’s Hyperspheres can be used to get him onto high ground.

However, there is a neat technique that can get you to tricky places, as shared by San Francisco Shock off-tank ChoiHyoBin in their match against the Philadelphia Fusion. The best part? It only costs you a left-click.

Advertisement

The Sigma “sphere jump” is pretty simple to pull off to just get that little bit of elevation to bridge the gap. By firing a couple of spheres beneath you just before you launch, when they explode they’ll propel you up onto the high ground.

ChoiHyoBin used this to his advantage to get a better angle down onto the Fusion attack. He was able to block them out from that top chokepoint in Hanamura, and while the Shock’s defense eventually fell down, it helped stall time to eventually win the map.

“That’s such cool little tech,” said Robert ‘Hexagrams’ Kirkbride on cast, marvelling at the all-star off-tank’s genius.

Advertisement

However, the tech wasn’t necessarily the idea of the OWL 2019 champion. Instead, he got it off NA Contenders player John ‘iCy’ Kazura, who shared a clip of him doing the strat in a scrim against the Shock.

This isn’t the only place you can use the tech as Sigma. Any place you need to jump but just fall short of reaching your intended target, it can come in clutch to bring you back up.

It’s been used on Temple of Anubis before, however, this little trick on Hanamura is the first time it’s been seen in the Overwatch League ⁠— which would inspire many fans to try it out for themselves.

Advertisement

If you want to try it out without making a fool of yourself first, jump into a custom game and run around Hanamura ⁠— or any map of your choosing ⁠— and get the right angles. Once you nail down the basics, this tip should help you get out of sticky situations in a pinch, or help you push the advantage.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

Share


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. 

Advertisement

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. 

Advertisement
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.

Advertisement

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.”

Advertisement

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.

Advertisement