「Overwatch Character Guide: Reaper Bastion And Mercy」の版間の差分
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Blizzard wanted "Project Titan" to be unlike other superhero-themed MMOs, such as City of Heroes and Champions Online, with new elements like forcing players to alternate between superhero activities and the day-jobs of their secret identities . The project struggled, was completely rebooted, and eventually dissolved, with Blizzard concluding that the game simply wasn’t fun to play . This led to a new design philosophy for [https://Overwatchtactics.com/articles/my-brigitte-stadium-experience-transforming-into-an-unstoppable-force-in-overwatch-2.html Overwatch 2 Stadium Builds] : above all, everything has to be fun. If reviews are any indication, it seems like the game lives up that philosophy and then some, by cutting out unnecessary chores and leaving only the exciting core beh<br><br>Zarya's weapon, the Particle Cannon, has two distinct firing modes that both gain additional attack power based off her use of her two defensive abilities. Her main firing mode is a short-range laser that maintains a straight line of fire and consistent output, which is outstanding for doing a great deal of damage to those who get within range. The bad news about this firing mode is that it's completely ineffective once an enemy gets too far, though Zarya's secondary allows her to fire an energy grenade in a fairly shallow arc. Both of her abilities allow her to create damage absorbing energy shields, which then directly increases the power of her Particle Cannon based on the amount of damage absorbed by said shields. The Particle Barrier allows Zarya to protect herself from oncoming fire, and it lasts significantly longer than her Projected Barrier, which can be placed on a nearby ally. Finally, her ultimate, the Gravitron Surge, pulls all nearby enemies into its aura and does a small amount of continuous damage to everyone trapped inside. The best Zarya players charge right into battle, activate their Particle Barrier and then stay behind one other ally, allowing for the simultaneous use of the Projected Barrier.<br><br>Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.<br><br>Yeah, we realized that we didn't want to have power progression in any part of [Overwatch]. We want everyone to be even on the battlefield, and it's not going to be about how long you've played Tracer or how long you've played on your account. The whole point is to hop in and find out how good you are.<br><br>Now, it is possible to instantly balance the game and remove these annoyances: don't allow duplicate characters on one team in quick play. Were players forced to choose someone else, the balance and counterbalance that all of the characters bring would suddenly become pertinent. The ability of a team sectioning off and controlling the entire map with one character type is removed. Suddenly, players don't have to choose someone for the express purpose of knocking out one type of hero, and can instead work as a team (read: what the game is supposed to be about).<br><br>Ignoring a required Day One patch that's larger than the actual game, it seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways to counteract this character. The most obvious being attacking from the rear. However, one cannot attack from the rear when the enemy converts into a turret, his back to a wall. In turret form, this thing can chew through a shield and tank in seconds, and take down most players before anything can be done. Should the opposing team be controlling every avenue of ingress with multiple Bastions, the situation devolves into hopelessness.<br><br>With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you're as prepared as possible to help your team dominate. Overwatch's main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you'll need to understand how every character works. Throughout the week, we'll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes that you'll be able to recognize certain patterns on the battlefield.<br><br>It's tough to make maps during development. Now it's easy to make maps, since we have all of our heroes. The first map that we built was Temple of Anubis, and it was built while we were designing our first hero, which was Tracer. We were probably four or five maps into the game by the time we went to our first BlizzCon and had twelve heroes. It can be really tricky designing maps for heroes that are unknown.<br> | |||
2025年12月4日 (木) 21:10時点における版
Blizzard wanted "Project Titan" to be unlike other superhero-themed MMOs, such as City of Heroes and Champions Online, with new elements like forcing players to alternate between superhero activities and the day-jobs of their secret identities . The project struggled, was completely rebooted, and eventually dissolved, with Blizzard concluding that the game simply wasn’t fun to play . This led to a new design philosophy for Overwatch 2 Stadium Builds : above all, everything has to be fun. If reviews are any indication, it seems like the game lives up that philosophy and then some, by cutting out unnecessary chores and leaving only the exciting core beh
Zarya's weapon, the Particle Cannon, has two distinct firing modes that both gain additional attack power based off her use of her two defensive abilities. Her main firing mode is a short-range laser that maintains a straight line of fire and consistent output, which is outstanding for doing a great deal of damage to those who get within range. The bad news about this firing mode is that it's completely ineffective once an enemy gets too far, though Zarya's secondary allows her to fire an energy grenade in a fairly shallow arc. Both of her abilities allow her to create damage absorbing energy shields, which then directly increases the power of her Particle Cannon based on the amount of damage absorbed by said shields. The Particle Barrier allows Zarya to protect herself from oncoming fire, and it lasts significantly longer than her Projected Barrier, which can be placed on a nearby ally. Finally, her ultimate, the Gravitron Surge, pulls all nearby enemies into its aura and does a small amount of continuous damage to everyone trapped inside. The best Zarya players charge right into battle, activate their Particle Barrier and then stay behind one other ally, allowing for the simultaneous use of the Projected Barrier.
Bastion is different from most of Overwatch's heroes in that his main ability alters his main weapon. His standard configuration, Recon, allows him to move freely and gives him a moderately powerful assault rifle designed for medium range encounters. His Sentry configuration is his most useful, and potentially most frustrating, setup. In this mode, Bastion is completely stationary, but has a turret that can do insane damage at close, medium and long range. Needless to say, running straight into Bastion when he's hanging out in his Sentry configuration is straight up foolish. Add this to the fact that his other ability, Self-Repair, allows him to heal himself, and it's easy to see how Bastion can be frustrating for those who just bumrush an objective without thought. Oh, and let's not forget that Bastion's ultimate, Tank Configuration, not only makes him more mobile and gives him a powerful rocket launcher, but it also decreases the size of his hitbox significantly.
Yeah, we realized that we didn't want to have power progression in any part of [Overwatch]. We want everyone to be even on the battlefield, and it's not going to be about how long you've played Tracer or how long you've played on your account. The whole point is to hop in and find out how good you are.
Now, it is possible to instantly balance the game and remove these annoyances: don't allow duplicate characters on one team in quick play. Were players forced to choose someone else, the balance and counterbalance that all of the characters bring would suddenly become pertinent. The ability of a team sectioning off and controlling the entire map with one character type is removed. Suddenly, players don't have to choose someone for the express purpose of knocking out one type of hero, and can instead work as a team (read: what the game is supposed to be about).
Ignoring a required Day One patch that's larger than the actual game, it seems best to acknowledge a major flaw right at the outset: Bastion. Yes, there are many ways to counteract this character. The most obvious being attacking from the rear. However, one cannot attack from the rear when the enemy converts into a turret, his back to a wall. In turret form, this thing can chew through a shield and tank in seconds, and take down most players before anything can be done. Should the opposing team be controlling every avenue of ingress with multiple Bastions, the situation devolves into hopelessness.
With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you're as prepared as possible to help your team dominate. Overwatch's main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you'll need to understand how every character works. Throughout the week, we'll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes that you'll be able to recognize certain patterns on the battlefield.
It's tough to make maps during development. Now it's easy to make maps, since we have all of our heroes. The first map that we built was Temple of Anubis, and it was built while we were designing our first hero, which was Tracer. We were probably four or five maps into the game by the time we went to our first BlizzCon and had twelve heroes. It can be really tricky designing maps for heroes that are unknown.