![]() But personally I've never had any issues with it, nor have I had friends complain about it (which is something that happens often in other games tbf). The game also isn't as twitchy as other shooters, so it's less prone to stick out. And I'd be super jealous of friends living closer to the data centers as they had a couple of ms less delay, lol.Īnyway, I don't think I've ever really noticed anything messed up with the netcode in OW. In those days connecting (and pulling host, omg) was pretty much a conversation you had with every game. Overwatch 2 will continue to evolve and expand with regular seasonal content rolling out every nine weeks. ![]() Whether youre a Tank, Damage or Support, Overwatch 2 has a hero for you. I've always been extremely critical of net codes in shooters, especially since I've been playing pretty netcode depended games like Halo or CoD hyper competitively since Halo 2. Team up with friends in Overwatch 2, an always-on, free-to-play experience with 30+ incredible heroes, 20+ global maps, six distinct modes and more. Like it just does not care, lol.īut no, I think the netcode in OW is pretty stellar. If I unplug my cable and play wirelessly I'm lagging out the wazoo playing a game like CoD or Halo, but playing OW with the same setup is fine. Anyway, love the game mostly.įeel like this is all in my head and just wanted to survey other players.Ĭlick to shrink.Overwatch has the strangest netcode. But they fixed whatever was going on there for release. Then the Overwatch 2 beta felt very sluggish and inaccurate. OW1 was pretty good near its end, connection wise. I think at some point they must have added a data center closer to where I live, because 30ms certainly did not used to be my typical connection. I think at some point they raised the server tick rate-it's hard to find news about this, but I think I remember it happening (20Hz to 60Hz tick rate?)-which fixed that kind of thing (feeling wise anyway). ![]() I still remember Junkrat tires exploding on the incorrect side of shields all the time in OW1. reliable, accurate? (early Siege had major issues though).ĭon't get me wrong, Overwatch's netcode feels better than it ever used to. CSGO, Apex, Valorant and Siege feel more. Overwatch certainly doesn't have bad netcode, but even with a 30ms connection it still feels like 70-90ms in other shooters. I've never had anyone to talk about this with, and the thought has always been in the back of my head. ![]() Playing in a real match feels like playing on the moon comparatively. I have always felt that if Overwatch felt as good as it does in the Shooting Range, it would be a marvel of engineering. This was designed using as much Overwatch 1 data that could be mustered to identify how players approach the game, and how a person may have very specific roles that cater to their playstyle.Thanks for answering. They also made mention that there is a system in place for ‘Character Challenges’, that are designed to focus on unlocking a specific character that best suits your playstyle. I’d also argue that there are more egregious examples of character-based locking (I am looking at you, League of Legends) and they don’t seem to suffer for it as much as one would suggest. It makes a great deal of sense to perhaps keep the newer characters at arms length during their initial release window, if only to make sure that any strange kinks that could impact the serious ranked scene are quarantined to a more casual gameplay experience. While I understand the criticism from most, it was also mentioned by Blizzard that their deployment strategy for new characters – particularly within the competitive scene – could mean that the casual unlock period for players does not even align with the existing season duration for a ranked player. ![]()
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