Overwatch

Overwatch Dev Tracker




23 Apr

Comment

Originally posted by Rayluxx

He starts talking about rust at 5:25. For anyone who can't watch the video at the moment he says he has 1926 hours in rust and plays on facepunch and rustafied servers. He is also the Game director of Overwatch.

oh, no... i've been outed. here's what i am up to now:

https://i.imgur.com/TsfFp3c.png


22 Mar


21 Feb

Comment

Derek Duke, Adam Burgess and Neal have all created amazing music for Overwatch. We're super proud and lucky that we get to work with them! Thank you so much for recognizing their talents!


09 Jan

Comment

Chris C. just checked in the ability to transfer lobby ownership in patch 1.33.


20 Nov

Comment

it wasn't removed. it's just a bug. it shows up in data but not the build. we'll get it fixed.

Comment

Currently, if you play Ashe on PC and have higher than 60 fps, the aim down site (ADS) animation can look choppy or "stepped". There is no lag going on. The ADS still happens at the correct speed. But the animation looks can feel a bit off.

In an upcoming patch, the ADS is smoothed out regardless of how high your fps is and should feel much better.

Unfortunately, right now, the patch that it is fixed in is 1.32 (1.31 is on the PTR right now). We're looking into pulling the fix forward but it's unlikely. It's a lot of code and needs a fair amount of testing so we don't want to rush it and risk breaking something else.

Apologies for the issue.


04 Nov


02 Nov

Comment

Unfortunately, this early version of the viewer doesn't include any of the elements from the broadcast (commentary, play-by-play, analysis etc.). We really want to include features like that in the future.

The main goal of this world cup test is to make sure the technology works at scale and to collect feedback for future feature iterations. Seeing the requests for the broadcast incorporated is refreshing because it aligns with our instincts.

The big next steps after this test (and I really want to re-iterate that this weekend is really a test, a true beta) are:

  • make it so that the viewer does not require a separate client download
  • get it working on console
  • get replays working for individual players, not just sanctioned events (this is the really big feature that will benefit every single OW player)

All of these things are pretty large tasks but we've been working on them for months (some for over a year). We hope...

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31 Aug

Comment

This is inaccurate. This is either misquoted or poor translation.

  • Profiles will not be public unless a player sets their privacy option to public.
  • I mentioned that we were open to exploring an option in the LFG system for a party leader to set their group to requiring public profiles.

The rest of the questions/answers are also mistranslated or misquoted as well.


13 Jun

Comment

This is just a mistake on the website. Thanks for pointing it out. Apologies if it led to confusion.


12 Jun

Comment

Originally posted by PhoustPhoustPhoust

Thank you, sir.

I'm hearing that we believe the issue was fixed around noon Pacific Time today. Are folks still experiencing the issue?

Comment

We'll check it out. Thanks for reporting. Apologies that it's not working.


24 May


19 May


06 Mar

Comment

Here are offensive hero win rates in competitive play since 1.5.

Offensive Hero Win % Comp Mode since 1/5

Note: Ignore the weird spikes/dips that happen at the end of the season (this is just weird data reporting during the lull)

Sombra = Brown Reaper = Pink Tracer = Blue McCree = Blue/Green (wtf is with these colors) Soldier = Mauve? Doomfist = Yellow Genji - Green

Also, here is the same data with Sombra emphasized but only at Diamond and above (because I knew you'd ask)

Sombra Win % Comp Mode since 1/5 - Diamond and Above


28 Feb

Comment

Thanks for bringing this to our attention. We'll get it fixed.


04 Feb

Comment

Sorry if I missed it in this thread but can someone post a link to the clip of whoever is throwing? It's very easy to action people if there is video evidence. We just need to see it.

Again, sorry if I missed the link in here if it's already posted but it's Sunday and I am not at the studio right now.


17 Jul

Originally posted by Whamboozled

Hey. My only concern with spam is that I can build my ultimate off shields. I want to always be aiming for that for a quick build up and a tank trying to prevent ranged poke and spam against his team could actually be helping the enemy team. How do you feel about placed shields (not the ones attached to heroes) charging ults, and is there any consideration to tweak it? or leave as is?

Well we've recently been experimenting back and forth with this mechanic. In our latest builds hitting shields doesn't generate ult for either party.

But even with the way it was, both the shield owner and the attacker gain ult equally (and even then only at a 20% rate), so if you were firing into an enemy barrier to charge your ult you're also charging his/her ult as well.

Just to clarify: We do actually have damage fall off for certain weapons in the game, but Soldier: 76 doesn't currently use any. We tend to reserve fall off for weapons that are intended to be close range weapons, such as Tracer's Pulse Pistols or Reaper's Hellfire Shotguns.

For example, In a game of upward in TF2, I can spam the doors with soldier but I can only deal 30-40 damage (if they even hit the target). To dish out the real damage I have to get close to the enemy and take risks

As far as spam is concerned, there's a few things to keep in mind comparing Overwatch to TF2. Firstly, we're only 6v6, whereas TF2 can range from 8v8 to 16v16, so they tend to have a lot more stuff flying through the air at any given time.

Secondly, our tank role heroes are generally very good at shutting down spam like this. If your team is being locked down by a bunch of Pharahs firing rockets into a choke, a single friendly Reinhardt pushing out ...

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