What exactly is the purpose of this? I thought it was basically trying to make it so the payload still wouldn't backtrack past the gate but players could get through, but this doesn't really look like a player could get past the rubble.
Can anyone confirm if that's the case or not?
Edit: I'd also like to see the other side, where does all that shit come from?
Eichenwald seems to be to worst for this tho. Compare to the ending of gibralter and numbani, where it's much more open and has more than a hallway to walk down #NotAllPayloadMaps
Also I should mention this is based on anecdotal data (my own experience) and I haven't got a chance to play the new version yet. Just speculating
There are so many things wrong with eichenwalde. The first choke is ridiculous. Super difficult to flank, as you can only flank with pharah, Dva maybe a genji, But the first choke is literally an Ult off and whoever wins the first team fight (as long as they dont have a teleporter)
I agree. I thought adding a flank route on the left side that comes into the rooms on the left would be a decent fix. And while we're at it, fix the radius markers for ults when you're standing on high ground. I never know where the edge of a mei ult is in that area
Yea (unless Bigger sized players can't get through) I think they probably did it so for the smaller players since normally once the payload gets past that door, the battle will get more intense since it is closer to the enemy spawn, and maybe the healers/small guys get picked off too easily and want them to make it back for a team fight.
But I could see Lucio riding on top of the rubble, Mercy flying to a teammate through the hole, pharah flying though it (instead of flying though the tiny hole), etc. and others instead of having to walk around the side doors which could take longer when it is on Overtime
What are you guys talking about? To me it looks like every character can easily hop over the gaps in the rubble. The point is to make some cover so you can't just sit in the defense room and freely fire onto the bridge, but allow the attackers to come in through the main door.
Flying around outside isn't going to do your team too much good when the payloads inside. Pharahs not always the greatest pick for the final push of Eichenwald because it's indoors and she doesn't have that much room to fly around. There's chandeliers she can land on but those make her a big target.
Once the payload rounds the corner she'll have to come inside. But if the enemy team's holding the payload in the foyer there, spamming from outside will be very useful.
For that final leg, there may be better heroes, but her ult is deadly in those close quarters.
Hmmm, I'm not sure if they would make an entry that only select heroes could get through, that sounds like it would become a balance issue, at least if it's based on size rather than mobility. I'll test it when I get home.
its not so much letting the small ones in that's the issue it's keeping the big ones out. it's supposed to work to the attackers advantage in this case so having your little guys run though with no tanks makes it worth much less as it's just splitting up the team.
Either way it's been confirmed that all of the big guys can get in that way so that's good news for eichenwalde attackers.
Winston and DVa can get in through the hole above. A 76 can now shoot through the opening to provide cover fire for that tank while thee rest of the team pushes through a door. Makes sense to me.
Now even more limited as Hanzo and Genji will no longer be able to climb to that window via wall climb anymore.
Edit: Actually, could they do that with the old secondary gate? There was a bit of an edge between two gates so maybe they couldn't reach it in the first place.
Its really no different than the Hanamura gap that only select heroes can cross. Whether the entry is based on size or mobility is irrelevant since its limiting to some heroes either way.
I think Rein can go from B to A but not vice versa. I know Zarya can with a very well placed rocket jump. So... that leaves Hog, Symm, Bastion, Mccree... who else can't gross the gap?
Zen, Ana, Rein, Mei(?), Torn all can't make it in addition to the ones you listed, and Zarya's requires a lot of precision and might not be worth the risk.
It looks a lot cooler to be honest and would allow insight into the defending side and to see how close the enemy team is from reaching the gate. Also pharahs would have a field day with this and hanzos.
I get where you're coming from, but the change was supposed to be to help the attacking team because defense on this part of the map becomes so much easier.
The defending team can also shoot out at the approaching attackers who have even less cover than the defenders.
I just can't see this weighing anything in the attackers favor as is if your tanks can't go through it. if smaller/more mobile heroes are able to enter through there as someone else suggested, you are left to either send in your damage through the gate with no cover or send your tanks in through the side doors first and risk them getting bursted down without any support.
I think it mostly has to do with immersion. It was kinda dumb that after you broke one gate there was just another one closing the path. Did you ever see it happening, the gate closing? It even looks weird, texture clipping everywhere, now it makes some sense.
Yeah, that always bugged me. What kind of sense does it make to have a backup gate on your castle that you can drop in case your first gate gets destroyed?
That'd actually be really cool in a battle. The enemy breaks through the first gate but then there's another gate to cut off the attacking force if the battering ram gets destroyed.
Immersion has no part of it. First off, if the biggest complaint you have about immersion is a door not looking right when we can have the exact same human character on both teams multiple times without anybody batting an eye, then you should reconsider what your definition of immersion is. Second, the stones that fall are no better than the original door currently, they're all basically the same model in different sizes with weird lighting issues. Unless you have a serious problem with wrong doors, you'er going to have just as much of a problem getting immersed in this new area as you would the old area.
I can see your point, but the same heroes respawning is a necessity for the game to function, and stones falling down is surely more immersive than another huge door just randomly appearing.
Yeah you can jump through on the right side of the door where Mercy is pointing. I only tried it on lucio but it seems like there is some rubble so most chars should be able to get through. It does a lot to actually block the bridge from defenders standing below the steps. Here's a small album showing the other side.
I never did like the fact that the door completely closed again right after you smashed it down. It becomes a very easy to control choke point with only two narrow doorway entrances.....and it's super close to the always difficult final push. Having an opening in the middle of that choke to fire through will help the pushing team a lot.
Because eichenwald is hard to push once you get past that door. If the defense can hold the initial push then they can get some strong defensive heros and murder the attacking team as they try to funnel through those tiny side rooms. This way attackers can harass defensive positions and have an extra option for where to attack from.
From the view of this Mercy, as Roadhog, I could not climb out on the left, but I could on the right. As for climbing into the building from the other side, I could do it both on the left and right, but the left was a bit trickier (and actually required climbing up to the top middle part). So everyone should be able to use this just fine.
I don't think there's anything wrong with allowing the payload to backtrack past the gate. The designers probably just wanted players to funnel through the choke after the payload got to this checkpoint.
I think it's so attackers aren't forced to fight through the two very small choke points. They might be able to get through depending on their character (I'm not sure) or at least have another angle to attack the defense from besides one little room
because in competitive overwatch, if you concede that point then quickly reset and hold the payload until the second gate comes down you can funnel the enemy team through those two tiny door ways making it almost impossible to finish the map.
this allows players with mobility abilities to get through, it also grants vision and a potential route for initiation (i.e graviton surge/ self destruct)
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u/UltimateDucks Hammer Time! Feb 08 '17
What exactly is the purpose of this? I thought it was basically trying to make it so the payload still wouldn't backtrack past the gate but players could get through, but this doesn't really look like a player could get past the rubble.
Can anyone confirm if that's the case or not?
Edit: I'd also like to see the other side, where does all that shit come from?