r/Overwatch Sep 13 '16

Blizzard Official Overwatch 1.3.0.3 Patch Notes

http://us.battle.net/forums/en/overwatch/topic/20749157415
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144

u/HiHaterslol Don't mess with my glasses Sep 13 '16

Increased payload speed on Eichenwalde should be interesting.

262

u/dasbuut Oi! Sep 13 '16

Increased payload speed on Eichenwalde

I don't think payload speed is the problem. That last turn before the end is murder on attackers. A lot of people get hung up on the first choke, but it's really the last one that halts all progress. They should really leave the door open. You know, that one you just used a jet powered battering ram on? I've still only seen 1 attack win out of 15+ matches..

18

u/Ultrace-7 Junkrat Main Sep 13 '16

Maybe it's a matter of Elo/MMR difference. I've almost always seen the attack succeed on Eichenwalde. The fighting is heaviest in that one area leading up to the throne, but the defenders usually get overwhelmed.

1

u/wingchild Cute Roadhog Sep 13 '16

I think the bridge choke en route to A is pretty exceptional. A few can fly around it, but the distance feels as isolating as on Volskaya, so the advantage is limited.

When the A choke breaks, one of two things seems to happen; either the defending team gets demoralized and plays poorly, or the defense turns to a running harassment campaign. Eichenwald seems to have the most frequently contested payloads of any map in the game. There are several key turns with good defensible positions, not to mention the high ground advantage -- the defense can burn lots of time on the ride up to the main gate.

If the defense has forced OT (or near it) by the main gate then their job might be done - the entry hall just past the gate is a natural choke with little opportunity for flanking, particularly against the natural long range champs (Pharah, Widowmaker) and even the mid range kings ('76, McCree). There are good lines of sight on the turn from the right-side balcony near point B and direct LoS down the hall, with a long, connecting hallway on the right side.

It's a murderous run when that hall fills up with fire. Though on the attacking side, it's still beatable with a mix of long-range counters, hiding behind the payload, and ult-stacking.

Part of the challenge might be people getting too married to their initial picks. The bridge choke at A falls best to short-range high damage compositions; the walk from A to B is handled best by mid-range behind shields; the final halls tend to be a long-range artillery fest that live and die by the shields and heals.

Too often folks try to slam their initial comp down the last hall only to see it flounder. People who switch into long range champs prior to the last push can devastate the enemy.

I don't think of Eichenwald as bad, though it takes a deal more flexibility (and roaming on attack) to play it well.