I've seen suggestions that the scripted movement is necessary to synchronize the gate's closing animation with the payload passing through, but there are maps that disprove this. For example, the gates on Junkertown close once the payload passes through without relying on any scripted movement. I should have included this in the voiceover 🗿
This is true, but probably an oversight based on older maps, since Junkertown is a 'newer' map. The new OW2 maps doing this is completely beyond me though since the doors don't close...
The voiceover probably would have helped, but it's not your fault people comment garbage like that without even checking, let alone understanding the engine :/
The Eichenwalde closing animation does not really make sense if it can be delayed. Like why would the gate collapse a minute after the door was broken? The one on Dorado however does not really make sense. Why would that door have to close immideately? You'd think it could stay open for a while, and then close once the payload is through.
@@Eknoma Yes, but it also conveniently waits for the cart to get through as it is so its not massively farfetched. I imagine the dorado door closed because without it there's a major sight-line right though the main entrance into that part of the map, its required for cover.
Good point. Thought the same. My idea why they only fixed the Route 66 thing is that the bug took to much effort to properly fix. Before the launch some dev did fix it for one map, but after the game launch they didn't find the time to fix an others. Maybe at some point, fixing them was even too hard, because it might affect other behaviour, messing up competitive or some backend game tracking which would make stats harder.
Bro, I am so happy that after 6 years, someone actually started to talk about the video game mechanics. If you didn't play old overwatch and looked into it yourself then you wouldn't know anything about this stuff
We were in the trenches in the old days trying to figure out mechanics and data lmao, I remember spending a lot of time in custom servers with friends trying to figure out the actual damage per bullet from various characters and what kinds of damage gave Mercy ult charge for boosting them. Blizzard could’ve done a lot for the game if they’d been more public about the exact mechanics and numbers of the game - a big part of why I’m hesitant to get back into it is that it’s hard to get caught back up to where all the patches have left all the characters beyond piecing it together from wikis.
@@Joe_Payne I think what Myseglis means, is the possible automatically triggered Overtime. If everyone's dead on the attacking team but the payload moves during overtime without being pushed, the attackers can possibly regroup during those ~20 seconds.
@@chiichen5322 Yep, exactly what I meant, I feel like the payload pushing itself for that long will allow attackers to regroup in OT to touch the payload again even though the entire team died.
Should just be determined by best out of 4. if there's a tie make it by best time. if both are tied by defends only make the tie breaker be by who pushed the payload the furthest on attack.
Although this is a fair point, the way this actually comes up in high level play in my experience is just that players know to not bother trying to contest the playload at certain points on the map. The very rare circumstance you mention requires the attackers on the previous side to have lost the playload during that sequence *and the extra overtime*. Ie, they basically need to die right when the scripting sequence hits, and they need to all die at once. That's pretty rare! Should be fixed ofc, but after years of playing OW, I've never seen this bug
It's not really a bug, and it doesn't really affect the competition. It's just some mild visual inconsistency. The thing is, both teams get that scripted sequence, and for both teams the point isn't playable during it, so there's no unfairness. If you make it to the checkpoint, you automatically get that extra 6m. If the cart instantly teleported those 6m instead, nobody would complain, despite being functionally the same.
So what would really fix the problem would be if they added another 6 meters onto the payload track. That way, it isn't a question of "are there any attackers on the cart after the scripted movement" but instead becomes "can the attackers push the cart the remaining 6 meters after the scripted movement." Would make things look... A lot less stupid.
I really like the longer scripted movements in overwatch 2 because it gives players more time to realize they need to back up since they can’t contest the payload anyway
Once, when I was playing Rain on a defenders team, I snuck behind the payload with enemy team contesting it right before is was to pass the gate. I shattered enemies at the payload and was instantly killed by rest of the team. But thanks to the scripted movement, payload C9'ed itself leaving enemies previously contesting it behind.
This is especially going to be a problem in Push maps after making a comeback in overtime. The speed the robot moves when it's not pushing the barrier, it's almost the same as the player, I could barely keep up. I can imagine this exact scenario when you shatter or grav the whole enemy team from the side without contesting the robot, it just leaves you xD
@@X1erra Not really an issue, because win \ loss in push is determined by furthest distance, not current robot position. If you stop touching the robot for any reason then your current push has ended (and you can still get graved off point in any other mode anyways.)
You are easily one of my new favorite RUclipsrs. I like this technical kind of talk, but could only listen to it if it was about something else I loved. Hope you get some good content out of OW 2 when it releases.
I imagine the reason why these scripted movement scenes exist and aren't considered a bug is because after the payload moves forward a certain amount the gates behind them close and it's easier to have the payload automatically move past these points then to have it stop midway and force the gates to stay open. Although, the same thing happens in Route 66 so I'm not sure why that one in particular was considered a bug.
@@godsturf8210 I'm pretty sure they don't close until the payload moves through, it's just weird that this one instance isn't scripted when all of the others are.
There is no real reason for this. If u want to make this fair, create second script point on route. Like it doesn't count for checkpoints so it doesn't count in score. But it cut down route till this coordinates and launches needed animation once reached. Worst thing they forced to do is split animations on halfs(open/close; break gates/crash entrance). I would say that it's evening of work. IMHO it's not harder than cut footage for youtubers( this can do even retards( I mean look on some of YT makers))
The payload on Route 66 change was a bug because, at one point in development, the doors did close. The payload movement was left over from that change on accident. The reason Junkertown and R66 don't close but Eichenwald and Dorado do is a result of sightlines. Eichenwald had an issue on release (can't remember if it was full game or just PTR) where snipers could shoot at spawn from the choke with a ton of cover due to the downwards slope. The devs added the rubble to counter these sightlines, and the payload movement so it wouldn't clip through the rubble. The rubble has to fall as soon as you capture because there would be no point to it otherwise. What good is rubble letting you get out of spawn, if it only falls down to help you after you've pushed past where you actually need it? Dorado has a similar issue, with near direct sightlines to attacker spawn on 3rd point. Junkertown and R66 fix this in another way, though. They both have harsh L turns right after the choke which cuts sniper sightlines more naturally, as well as much more direct high ground access for flankers to make use of.
I’d guess it had to do with intentional map design instead of a bug. The devs want those sections to be closed, whereas they’re fine with the non-scripted points being open until the payload is pushed. This would explain why it was a bug on r66 but not dorado. They want the dorado door closed for some reason so they auto script it. Or on eich they want the crumbling door animation to trigger so it’s auto scripted (this makes some sense bc of the cover the crumbled door provides to the attacking team).
i agree with this reasoning of it is easier to have the movement script but is it better for a competitive game where that script can ruin a lot of games for people in comp and even regular play but that's just my thought also nice comment Damian Lego
Yo man you’re the goat!!! I love the technical nature of your videos, it’s soo good and refreshing rather than saying what you think the cause may be. You dedicate time to scripting in the workshop, finding map origins and stuff like that. I appreciate you deeply for that lets get you to 1 mil xD you got this
I believe that in some maps the payload is forced to move through the gate is when there's a long sightline from defenders place, because if it stops in the middle of the gate keeping it open it will create a new choke point and give the defenders an advantage as long as it remains there allowing snipers to spawn kill attackers
ever since the dva video you made, I've been watching all of your videos and I gotta say there's nothing else like this in the overwatch RUclips community and you're really filling a hole rn. The quality of your videos are always top-notch as well, something I would expect from someone like KarQ. Please keep making these informational style videos, I love watching them. ❤️
I had a very similar hypothesis about how payloads worked, especially during scripted moments, but it's 100% appreciated and great to have someone explain it in an entertaining manner with factual information.
Someone watched some of shounic's videos and was taking notes. Feel a heavy amount of inspiration might have come from his video style. What makes this even funnier is how shounic made videos on how you can cap the final point on payload maps in TF2 while the cart is being contested and a video on scripted cart movement on payload race maps.
Went into this video thinking it was going to be similar to an edge case in Team Fortress 2 where the payload can be capped while contested because an attacker touching the cart applies an unstoppable acceleration force that can sometimes be just enough to inch the payload past the checkpoint. Glad to see that's not the case for OW at least.
I've seen some of your content, and you remind me of Shounic who does TF2 videos about gameplay, such as bugs, exploits, and overall code. Keep it up, very interesting stuff!
Every time I watch one of his videos it's like my brain sitting down for a lesson from a cool teacher that I actually like and knows how to make a lesson fun.
Have been getting your videos in my recommendations lately, these videos are really great and you explain the mechanics really well, please keep them coming more with overwatch 2.
While Eichenwald has the whole breaking down the door segment and small bit of rubble to create a small wall, that is still at a checkpoint, Dorado's scripted segment does not occur at a checkpoint, it is a brief ways into the third and final portion of the payload route, and I wonder if this has something to do with the scripted sequence behaving differently. More importantly, the fact that a team can push the payload beyond the distance set by the first team during a scripted sequence even when contested must mean that in the first round, the round had ended while the payload was still in motion, meaning that someone still has to be there to "escort" the payload during one of those sequences at the end of the round or during overtime, else the distance will be cut short before the full scripted segment is finished.
Also it is cool on how the second check point on Junkertown the gate will stay open until the payload goes through. I think it is because it’s newer than the two maps mentioned in the video.
It's unrelated to how new it is. Junkertown has a massive bend that blocks sightlines, as well as stairs up to the high ground, so there is no need to close the door. This is also why the door on Route 66 doesn't close. It did close at one point during development, but due to the attacker's spawn location and the shack creating a sharp bend right before choke it didn't need to close, and so they scrapped it. This is why the payload movement was classified as a "bugfix", because they had forgotten to remove the scripted movement trigger when they made the doors stay open, not because the trigger was never meant to be there.
Marblr, Eichenwald one kind of makes sense as the door frame breaks and blocks it from moving backward. If the animation is to play after the checkpoint but is contested, the payload would be stuck behind the rubble of the door.
I don’t necessarily think that this is a problem, the scripted movement pushing the payload into the victory area may FEEL undeserved and bad but in the end it’s perfectly fair because in competitive both teams will have access to the scripted movement. If a team wins via scripted movement then that means that the last team got it too, they both got the movement and technically both benefit from it. From how you talked about it I think it seems like the issue where the movement would push the payload beyond the checkpoint and make it impossible to win the game was patched, and that’s good cause that’s a genuine problem, but yeah I don’t think the forced movement is a bad thing
@@mineinmonkey9787 They didn't "fix" it on Route 66, the reason they called it a bug is entirely unrelated to the content of this video. Early in development the doors DID close. When they changed the doors to stay open, they forgot to remove the scripted movement, hence why when they fixed that missed detail they called it a bug. The doors closing and the automated movement on Dorado or Eichenwald are INTENTIONAL, I can't stress that enough. They even ADDED it to Eichenwald, with the express purpose of closing off sightlines between the choke and attacker spawn. Notice that Route 66 and Junkertown both have an L bend right at the choke for this same purpose, to break sight between spawn and choke, but Eichenwald and Dorado don't if you remove the doors. The devs have talked at length about this, the fact yall're even talking about it like it's a bug is braindead AF.
I’ve recently gotten into Overwatch after Team Fortress 2 being unplayable and I am so glad there is an Overwatch channel dedicated to explaining these kind of nuances in the game. I love seeing this kind of stuff that teaches me about why something I probably never noticed happens! Amazing work!
I think the payload moves in Dorado and Eichenwalde because in Dorado the gate closes after a while of its opening, and the rocks fall down in Eichenwalde, so the payload must move before that, unlike Route 66.
i believe they may have fixed this in overwatch 2 after the controversial match result on OWL on eichenwalde! the lack of consistency is kinda crazy though
because the doors on Eichenwalde and Dorado have a second animated script that plays immediately after the payload passes through the door, it literally cannot stop after the doors open or else the animations would not properly play and would obstruct the payload. although this could be logically explained on eichenwalde as it is a collapse of the structure, dorado is an easy fix that should allow the door to stay open until the payload advances
Nice catch. But I don't understand how the first round on XQC game (or the other examples) could progress LESS than what it's the minumum scripted, resulting in their team to loose at the next round..
the bitrate in the xQc clip is bad, but both teams push to 28.92m. it's possible that older versions of the game used a greater-than-or-equal-to comparison (ATTACKERS >= DEFENDERS) to determine if the attacking team should win, rather than a greater-than comparison (ATTACKERS > DEFENDERS). this is something I would have explored in the video, but we don't have access to old versions of OW
@@Marblr So in the current live service, we should find no longer possible such a weird happening, both in Eichenwalde and Dorado? That'd be a good news to me.
I mean, if the capture happens during the scripted sequence, it means current attackers got to the endpoint of the scripted animation in less time then the opponent. that is equivalent to the cap being on the trigger point of the script, but on a delay. As long as the cap is registering correctly, it doesn't break balance, just becomes a novelty deciding criterium, right?
I've seen suggestions that the scripted movement is necessary to synchronize the gate's closing animation with the payload passing through, but there are maps that disprove this. For example, the gates on Junkertown close once the payload passes through without relying on any scripted movement. I should have included this in the voiceover 🗿
This is true, but probably an oversight based on older maps, since Junkertown is a 'newer' map. The new OW2 maps doing this is completely beyond me though since the doors don't close...
The voiceover probably would have helped, but it's not your fault people comment garbage like that without even checking, let alone understanding the engine :/
The Eichenwalde closing animation does not really make sense if it can be delayed. Like why would the gate collapse a minute after the door was broken?
The one on Dorado however does not really make sense. Why would that door have to close immideately? You'd think it could stay open for a while, and then close once the payload is through.
@@Eknoma Yes, but it also conveniently waits for the cart to get through as it is so its not massively farfetched. I imagine the dorado door closed because without it there's a major sight-line right though the main entrance into that part of the map, its required for cover.
Good point. Thought the same. My idea why they only fixed the Route 66 thing is that the bug took to much effort to properly fix. Before the launch some dev did fix it for one map, but after the game launch they didn't find the time to fix an others.
Maybe at some point, fixing them was even too hard, because it might affect other behaviour, messing up competitive or some backend game tracking which would make stats harder.
Bro, I am so happy that after 6 years, someone actually started to talk about the video game mechanics. If you didn't play old overwatch and looked into it yourself then you wouldn't know anything about this stuff
We were in the trenches in the old days trying to figure out mechanics and data lmao, I remember spending a lot of time in custom servers with friends trying to figure out the actual damage per bullet from various characters and what kinds of damage gave Mercy ult charge for boosting them. Blizzard could’ve done a lot for the game if they’d been more public about the exact mechanics and numbers of the game - a big part of why I’m hesitant to get back into it is that it’s hard to get caught back up to where all the patches have left all the characters beyond piecing it together from wikis.
this isn’t even the first video essay on this topic lol
Reminds me Shounic, he’s doing the exact same thing but with tf2
If we could read the source code then these bugs would be a lot more obvious.
What a powerfully confident and ignorant statement lmao yah sure know one has made these kinda vids before
dude you literally showed up of nowhere and started doing the most interesting content ever. I absolutely enjoy your videos keep it up
And in the most professional way lol
@@borndrago dude sounds like a PBS voice over talking about the animalistic nature of overwatch monkeys 😭
this content reminds me of a tf2ber that makes the EXACT same kind of content, indepth mechanics, code spaghetti and other fun facts and bugs
@@arkhaic1792 yup shounic, I'd assume they were inspired by their style and applied it to overwatch. Tbh it's a good style, I don't blame them
@@heretichazel
Especially when the deadpan delivery of jokes hits just right
After 56 years i now learn the payload "wheels" turn red when its moving backward wow
I would’ve never noticed
i didn't notice until you pointed it out lol
56 years?
Why have you subjected yourself to 56 years of overwatch?
@@quantumtwinspark283 because he is mentally ill
Oh wow, the Paraiso one is very long indeed, can't wait to see how that plays out in competitive games or OWL.
The play will just be push up while the point moves itself
@@Joe_Payne I think what Myseglis means, is the possible automatically triggered Overtime. If everyone's dead on the attacking team but the payload moves during overtime without being pushed, the attackers can possibly regroup during those ~20 seconds.
I haven’t played a single match in Paraíso 😭
@@MrHdog111 it's not in the map pool. They literally forgot to add it as a playable map, it's only available in custom games for now
@@chiichen5322 Yep, exactly what I meant, I feel like the payload pushing itself for that long will allow attackers to regroup in OT to touch the payload again even though the entire team died.
Great videos, keep em coming
Pog
agreed
hi Andrew
Likewise :)
omagaa issss andreww
these overwatch videos are amazing man, highly appreciate this content
Scripted movement is used on some maps to balance the sightlines, so that the defending team doesn't have a huge advantage
Should just be determined by best out of 4. if there's a tie make it by best time. if both are tied by defends only make the tie breaker be by who pushed the payload the furthest on attack.
Although this is a fair point, the way this actually comes up in high level play in my experience is just that players know to not bother trying to contest the playload at certain points on the map. The very rare circumstance you mention requires the attackers on the previous side to have lost the playload during that sequence *and the extra overtime*. Ie, they basically need to die right when the scripting sequence hits, and they need to all die at once. That's pretty rare! Should be fixed ofc, but after years of playing OW, I've never seen this bug
It's not really a bug, and it doesn't really affect the competition. It's just some mild visual inconsistency. The thing is, both teams get that scripted sequence, and for both teams the point isn't playable during it, so there's no unfairness. If you make it to the checkpoint, you automatically get that extra 6m. If the cart instantly teleported those 6m instead, nobody would complain, despite being functionally the same.
@@aolson1111 IKR! But it's a payload, not a cart! C:
"*and the extra overtime*. 'le'."?
@@Sushie55
Payload cart
So what would really fix the problem would be if they added another 6 meters onto the payload track. That way, it isn't a question of "are there any attackers on the cart after the scripted movement" but instead becomes "can the attackers push the cart the remaining 6 meters after the scripted movement."
Would make things look...
A lot less stupid.
I really like the longer scripted movements in overwatch 2 because it gives players more time to realize they need to back up since they can’t contest the payload anyway
These videos are so clean, what a shame there are so few videos cause I finish them almost instantly after they come out.
Keep up the amazing work!
Right, I always check profile to see if i’ve missed any somehow.
@@The1andonlysharpshooter so relatable hahaha
This reminds me of shounics content, but instead of tf2 it’s overwatch. I love it! Wish there was more similar content for other games
OMG THIS WHOLE TIME I WAS LIKE “did shounic switch to ow content” bc I didn’t remember his name so I thought it was the same guy
Theres Decino for Doom 1 and 2,
What's TF2?
@@Sushie55 TitanFall 2
@@Sushie55 Team Fortress 2
“Jeff, why!?” Had me fuckin weak, man. 😂😂😂
Always enjoyable to watch these informative Overwatch videos thank you!
0:15 live reaction: 🗿
Once, when I was playing Rain on a defenders team, I snuck behind the payload with enemy team contesting it right before is was to pass the gate. I shattered enemies at the payload and was instantly killed by rest of the team. But thanks to the scripted movement, payload C9'ed itself leaving enemies previously contesting it behind.
_Play of the Game:_
This is especially going to be a problem in Push maps after making a comeback in overtime. The speed the robot moves when it's not pushing the barrier, it's almost the same as the player, I could barely keep up. I can imagine this exact scenario when you shatter or grav the whole enemy team from the side without contesting the robot, it just leaves you xD
@@X1erra Better let the bot push you along. 😴
@@X1erra Not really an issue, because win \ loss in push is determined by furthest distance, not current robot position. If you stop touching the robot for any reason then your current push has ended (and you can still get graved off point in any other mode anyways.)
who's rain?
You are easily one of my new favorite RUclipsrs. I like this technical kind of talk, but could only listen to it if it was about something else I loved. Hope you get some good content out of OW 2 when it releases.
I imagine the reason why these scripted movement scenes exist and aren't considered a bug is because after the payload moves forward a certain amount the gates behind them close and it's easier to have the payload automatically move past these points then to have it stop midway and force the gates to stay open. Although, the same thing happens in Route 66 so I'm not sure why that one in particular was considered a bug.
@@godsturf8210 I'm pretty sure they don't close until the payload moves through, it's just weird that this one instance isn't scripted when all of the others are.
There is no real reason for this. If u want to make this fair, create second script point on route. Like it doesn't count for checkpoints so it doesn't count in score. But it cut down route till this coordinates and launches needed animation once reached. Worst thing they forced to do is split animations on halfs(open/close; break gates/crash entrance). I would say that it's evening of work. IMHO it's not harder than cut footage for youtubers( this can do even retards( I mean look on some of YT makers))
The payload on Route 66 change was a bug because, at one point in development, the doors did close. The payload movement was left over from that change on accident. The reason Junkertown and R66 don't close but Eichenwald and Dorado do is a result of sightlines. Eichenwald had an issue on release (can't remember if it was full game or just PTR) where snipers could shoot at spawn from the choke with a ton of cover due to the downwards slope. The devs added the rubble to counter these sightlines, and the payload movement so it wouldn't clip through the rubble. The rubble has to fall as soon as you capture because there would be no point to it otherwise. What good is rubble letting you get out of spawn, if it only falls down to help you after you've pushed past where you actually need it? Dorado has a similar issue, with near direct sightlines to attacker spawn on 3rd point. Junkertown and R66 fix this in another way, though. They both have harsh L turns right after the choke which cuts sniper sightlines more naturally, as well as much more direct high ground access for flankers to make use of.
I’d guess it had to do with intentional map design instead of a bug. The devs want those sections to be closed, whereas they’re fine with the non-scripted points being open until the payload is pushed. This would explain why it was a bug on r66 but not dorado. They want the dorado door closed for some reason so they auto script it. Or on eich they want the crumbling door animation to trigger so it’s auto scripted (this makes some sense bc of the cover the crumbled door provides to the attacking team).
i agree with this reasoning of it is easier to have the movement script but is it better for a competitive game where that script can ruin a lot of games for people in comp and even regular play but that's just my thought also nice comment Damian Lego
Yo man you’re the goat!!! I love the technical nature of your videos, it’s soo good and refreshing rather than saying what you think the cause may be. You dedicate time to scripting in the workshop, finding map origins and stuff like that.
I appreciate you deeply for that lets get you to 1 mil xD you got this
Anyone else remember when something similar happened to Super?
I WAS JUST THINKING THAT!!
yea
ruclips.net/video/QXj9HHIQpOM/видео.html
i love your videos
I believe that in some maps the payload is forced to move through the gate is when there's a long sightline from defenders place, because if it stops in the middle of the gate keeping it open it will create a new choke point and give the defenders an advantage as long as it remains there allowing snipers to spawn kill attackers
youre like the shounic of overwatch, and i appreciate it
im loving the content, the rate of upload, the quality of the videos
thank you
This man is the Pannen of Overwatch. All he needs is the SM64 File Select BGM and he'll be my favorite Overwatch YTer ever.
Seeing high quality Overwatch content makes me incredibly happy
Your videos are so well made!! Keep it up please we all love you
Bro just spawned outta nowhere with some of the highest quality, in depth and most educational content from any game on the platform
ever since the dva video you made, I've been watching all of your videos and I gotta say there's nothing else like this in the overwatch RUclips community and you're really filling a hole rn. The quality of your videos are always top-notch as well, something I would expect from someone like KarQ. Please keep making these informational style videos, I love watching them. ❤️
For the older maps: I assume it’s because the gate and the debris are also scripted events and they don’t want to program it separately
Wow this is SO well Edited. I knew a little bit about scripted events that couldn't be stopped but this is such a good expansion on how it works.
I instantly thought of that Ster clip when I clicked on this video and I'm so glad you included it :)
I did know about this bug but I watched the whole thing anyway because your visuals and script are great, that was a perfect way to end the video!
these videos are so well made!! always a pleasure to watch your content :)
WAKE UP BABE NEW MARBLR UPLOAD LETS GOO
I cannot express how much I fuckin love these videos.
Man I haven't even played overwatch in years nor have the interest to play again, but I love watching these mechanic vids
I had a very similar hypothesis about how payloads worked, especially during scripted moments, but it's 100% appreciated and great to have someone explain it in an entertaining manner with factual information.
I love your videos, very well made! Keep up the great work, it’s refreshing to see some amazing content on Overwatch.
Love the background music, such a classic!
Someone watched some of shounic's videos and was taking notes.
Feel a heavy amount of inspiration might have come from his video style.
What makes this even funnier is how shounic made videos on how you can cap the final point on payload maps in TF2 while the cart is being contested and a video on scripted cart movement on payload race maps.
Went into this video thinking it was going to be similar to an edge case in Team Fortress 2 where the payload can be capped while contested because an attacker touching the cart applies an unstoppable acceleration force that can sometimes be just enough to inch the payload past the checkpoint. Glad to see that's not the case for OW at least.
I've been playing since beta and never once thought about this mechanic. Awesome video!
another Marblr banger
these are so unbelievably fun to watch, ty so much man
I've seen some of your content, and you remind me of Shounic who does TF2 videos about gameplay, such as bugs, exploits, and overall code. Keep it up, very interesting stuff!
OMG Blinx: The Time Sweeper music!! HELL YEA!
Great Video!
I know it's ment to be educational but I died laughing at "WHY WHY WHY JEFF WHY?"
Is that Blinx the time sweeper in the background?? :>>> love it
This is the only channel being informative for both ow players and devs in 6 years.
I HEAR THAT BLINX MUSIC AT 4 MINUTES U CANT FOOL ME 😭😭😭💖💖💖💖
I cannot believe that I'm actually watching Overwatch content in 2022, it feels nostalgic
Love the Blinx The Timesweeper background music
My dude, I loooove your analytical videos about ow.
U have the most interesting OW content, love it .
When mom says "we have shounic at home!"
Every time I watch one of his videos it's like my brain sitting down for a lesson from a cool teacher that I actually like and knows how to make a lesson fun.
Have been getting your videos in my recommendations lately, these videos are really great and you explain the mechanics really well, please keep them coming more with overwatch 2.
I hear Blinx: The Time Sweeper music in the background. Good choice 👍
Why jeff??? WHYYYYY?????
This is a fantastic channel that deserves way more Subs
He’s the Shounic of overwatch
If you don’t know who that is he’s a guy that covers TF2 source spaghetti and bugs
Your videos reminds me “how it’s made” shows lol. I love it.
love this kind of videos
your channel is so underrated
Aye ngl…I fw the music, gives me throw back PC game vibes.
While Eichenwald has the whole breaking down the door segment and small bit of rubble to create a small wall, that is still at a checkpoint, Dorado's scripted segment does not occur at a checkpoint, it is a brief ways into the third and final portion of the payload route, and I wonder if this has something to do with the scripted sequence behaving differently.
More importantly, the fact that a team can push the payload beyond the distance set by the first team during a scripted sequence even when contested must mean that in the first round, the round had ended while the payload was still in motion, meaning that someone still has to be there to "escort" the payload during one of those sequences at the end of the round or during overtime, else the distance will be cut short before the full scripted segment is finished.
Also it is cool on how the second check point on Junkertown the gate will stay open until the payload goes through. I think it is because it’s newer than the two maps mentioned in the video.
It's unrelated to how new it is. Junkertown has a massive bend that blocks sightlines, as well as stairs up to the high ground, so there is no need to close the door. This is also why the door on Route 66 doesn't close. It did close at one point during development, but due to the attacker's spawn location and the shack creating a sharp bend right before choke it didn't need to close, and so they scrapped it. This is why the payload movement was classified as a "bugfix", because they had forgotten to remove the scripted movement trigger when they made the doors stay open, not because the trigger was never meant to be there.
BABE WAKE UP, OVERWATCH CODE GUY UPLOADED!
Enemy:stop right there criminal scum!
Payload:nuh uh🗿
This man's content is underrated.
You're like the Shounic of Overwatch. Good stuff mate!
Your videos are so well made, keep up the great work
The shounic of overwatch. Love this form of content, keep it up
I'm so surprised this guy isn't getting as much recognition as he deserves. He kinda reminds me of Asumsaus, with his editing and tone.
I haven't played ow for 3 or 4 years, but after these videos I kind of want to play it again...
this guy is the shounic of overwatch, i love this videos
New vs old devs. Just like the Ashe Bob "bug"
Calm, precise, informative. You should do audio books.
Holy, a ster clip? Also, completely forgot how crazy that clip was.
LOVE these well edited segments and infographics! Your videos help me improve every day!
Marblr, Eichenwald one kind of makes sense as the door frame breaks and blocks it from moving backward. If the animation is to play after the checkpoint but is contested, the payload would be stuck behind the rubble of the door.
Broo , it gave me so much nostalgia that binx ost.
I’m proud to see my juicer in this video 🥲
It's a weird and pretty unjust situation but seeing it happen to xqc made it a little bit better.
I'm so proud of our local marble roller, he has come so far
Very logical explanation, it really tells you that the juvenile players don't know how the game works.
Always appreciate these well put together in-depth videos. Also thanks for putting Blinx music in your videos.
I'm convinced the dev team is just 3 box turtles and they just forgot to feed them, so they never fix bugs.
I don’t necessarily think that this is a problem, the scripted movement pushing the payload into the victory area may FEEL undeserved and bad but in the end it’s perfectly fair because in competitive both teams will have access to the scripted movement. If a team wins via scripted movement then that means that the last team got it too, they both got the movement and technically both benefit from it. From how you talked about it I think it seems like the issue where the movement would push the payload beyond the checkpoint and make it impossible to win the game was patched, and that’s good cause that’s a genuine problem, but yeah I don’t think the forced movement is a bad thing
Thing is they fixed it on Route 66 and explicitly called it a bug but the other 2 aren't for some reason
@@mineinmonkey9787 They didn't "fix" it on Route 66, the reason they called it a bug is entirely unrelated to the content of this video. Early in development the doors DID close. When they changed the doors to stay open, they forgot to remove the scripted movement, hence why when they fixed that missed detail they called it a bug. The doors closing and the automated movement on Dorado or Eichenwald are INTENTIONAL, I can't stress that enough. They even ADDED it to Eichenwald, with the express purpose of closing off sightlines between the choke and attacker spawn. Notice that Route 66 and Junkertown both have an L bend right at the choke for this same purpose, to break sight between spawn and choke, but Eichenwald and Dorado don't if you remove the doors.
The devs have talked at length about this, the fact yall're even talking about it like it's a bug is braindead AF.
@@ImInForAWuppin Whoa calm down bro its just a game
AIN’T NO WAY
IS THAT BLINX MUSIC? 👀👀👀
I’ve recently gotten into Overwatch after Team Fortress 2 being unplayable and I am so glad there is an Overwatch channel dedicated to explaining these kind of nuances in the game. I love seeing this kind of stuff that teaches me about why something I probably never noticed happens! Amazing work!
Coming from TF2 Marblr is the Overwatch equivalent of a RUclipsr named Shounic, who showcases this kind of stuff in a very similar fashion.
I think the payload moves in Dorado and Eichenwalde because in Dorado the gate closes after a while of its opening, and the rocks fall down in Eichenwalde, so the payload must move before that, unlike Route 66.
So high quality content, congrats!
2:43 "I have already won..."
"WHAT?!"
*DEFEAT*
i believe they may have fixed this in overwatch 2 after the controversial match result on OWL on eichenwalde! the lack of consistency is kinda crazy though
because the doors on Eichenwalde and Dorado have a second animated script that plays immediately after the payload passes through the door, it literally cannot stop after the doors open or else the animations would not properly play and would obstruct the payload. although this could be logically explained on eichenwalde as it is a collapse of the structure, dorado is an easy fix that should allow the door to stay open until the payload advances
Nice catch. But I don't understand how the first round on XQC game (or the other examples) could progress LESS than what it's the minumum scripted, resulting in their team to loose at the next round..
the bitrate in the xQc clip is bad, but both teams push to 28.92m. it's possible that older versions of the game used a greater-than-or-equal-to comparison (ATTACKERS >= DEFENDERS) to determine if the attacking team should win, rather than a greater-than comparison (ATTACKERS > DEFENDERS). this is something I would have explored in the video, but we don't have access to old versions of OW
@@Marblr So in the current live service, we should find no longer possible such a weird happening, both in Eichenwalde and Dorado? That'd be a good news to me.
I find it funny how you said that it’s even in overwatch 2. Proving even more that overwatch 2 is just an expansion
I mean, if the capture happens during the scripted sequence, it means current attackers got to the endpoint of the scripted animation in less time then the opponent. that is equivalent to the cap being on the trigger point of the script, but on a delay. As long as the cap is registering correctly, it doesn't break balance, just becomes a novelty deciding criterium, right?
Kinda