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Widowmaker Hopping Mechanic. (Jumping and Scoping

Forum Index > General Games
Post a Reply
Clonage
Profile Joined May 2016
2 Posts
Last Edited: 2016-05-08 14:03:12
May 08 2016 05:15 GMT
#1
Here's a litle mechanic i've discovered while playing Widow. I'm not sure if it's already known to most of you.
Randomly using it:

Backwards/Escaping:

When done properly you can charge Sniper Shot up to 50% power while jumping and scoping without loosing movement speed.
How usefull do you guys think this is?

Also please up pote my reddit post if you didnt know about this mechanic :D
https://redd.it/4ibchz
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2016-05-08 05:58:44
May 08 2016 05:57 GMT
#2
Am I understanding right? you are saying that you don't lose running momentum when you are in the air and the ultimate bar continues to charge even when not in combat when jumping up to 50%?
Smile
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
May 08 2016 10:32 GMT
#3
I'm confused too, haven't played widow too much to understand what's going on.
In the beginning there was nothing... and then exploded
Clonage
Profile Joined May 2016
2 Posts
Last Edited: 2016-05-08 13:43:19
May 08 2016 13:31 GMT
#4
Sorry, don't mind the ulti! Widows Sniper Shot charges when you're scoped up to 100% power(In overwatch.gamepedia.com says its 175 damage). If you normally zoom and walk you will charge your shot but you will loose speed. This mechanic allows you to Scope -> Jump and Charge your Sniper Shot up to 50% power before landing at full speed. Normally if you try to jump when Scoping she will un-scope. Hope it helped :S
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
Last Edited: 2016-05-08 14:57:11
May 08 2016 14:55 GMT
#5
In general widows scope power is only tied to time spent in scope (this includes the scoping animation itself).

So quickscoping charges to 100% charge power the same as just staying in scope.

Movement is only impaired while in scope.

So what the OP is saying is if you use a movement ability (jump or grapple or falling) you will maintain the same momentum while entering your scope.

This is actually a really big part of widowmakers kit. Quickscoping provides a touch more mobility while strafing and shooting down range especially vs other widows. Being able to grapple and fire mid air is another great widow skill.

Of cpurse shoulder peeking bastions/turrets you want to have the full charge when you peek so dont do these movement abilities vs them

Also jumping in thesebkinds of games vs good players is usually not advised as its really predictable where you will fall . So jumping around a corner to scope is good for surprise but i wouldnt do it while in combat.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
OuchyDathurts
Profile Joined September 2010
United States4588 Posts
Last Edited: 2016-05-08 15:54:44
May 08 2016 15:54 GMT
#6
So, essentially its like a heavy jumping around a corner in TF2? The minigun took time to spin up and you walked slow as shit which meant going around corners as a heavy was certain death. But if you jumped around a corner and spun up your gun mid jump you could get around a corner quickly and your gun would start firing by the time you landed the jump. It was the only way to round corners if you didn't want to just get roasted instantaneously. Similar concept.
LiquidDota Staff
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
May 08 2016 16:05 GMT
#7
On May 09 2016 00:54 OuchyDathurts wrote:
So, essentially its like a heavy jumping around a corner in TF2? The minigun took time to spin up and you walked slow as shit which meant going around corners as a heavy was certain death. But if you jumped around a corner and spun up your gun mid jump you could get around a corner quickly and your gun would start firing by the time you landed the jump. It was the only way to round corners if you didn't want to just get roasted instantaneously. Similar concept.


Pretty much yes! Except that sometimes you want to spin up before rounding the corner and come around shooting

And you can hyper jump with him too!
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
everythingllbeok
Profile Joined October 2015
18 Posts
Last Edited: 2016-06-14 03:41:17
June 14 2016 03:41 GMT
#8
May I suggest adding another element to this mechanics -- release the scope just before issuing the jump command. This allows you to re-scope instantly, meaning that if you do it flawlessly you can have twice the charging time in air compared to the method in this thread.

I made a demonstration here.
NEOtheONE
Profile Joined September 2010
United States2233 Posts
June 15 2016 01:53 GMT
#9
Well, the patch just nerfed the begeebus out of this mechanic as you can no longer repeatedly quick scope de-scope and re-scope as you have to wait for the entire animation to finish.
Abstracts, the too long didn't read of the educated world.
everythingllbeok
Profile Joined October 2015
18 Posts
June 16 2016 01:47 GMT
#10
On June 15 2016 10:53 NEOtheONE wrote:
Well, the patch just nerfed the begeebus out of this mechanic as you can no longer repeatedly quick scope de-scope and re-scope as you have to wait for the entire animation to finish.



Actually, this mechanic is not nerfed at all, because cancelling the scope with jumps have always required the entire animation to complete. However, it completely negated the mechanic that I mentioned (see the post above).
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