How Blizzard's upcoming shooter Overwatch will handle the competitive formats has been a hot topic on the official forums and other mediums since players first got their hands on the beta version of the game. Specifically, many are hoping for a point based format over stopwatch when it comes to the payload and attack/ defence maps because it encourages teams to go after objectives causing the flow of battle to work its way across the entire map.

With payload currently, or any attack/defend map including Temple of Anubis and Hanamura, I think the main issue stems from the fact that there is insufficient reward for completing the objective faster than the opposing team, thereby leaving any tie at the mercy of a single king of the hill point. This unfairly stacks the deck of the competitive scene in favor of teams that excel at king of the hill and makes teams that emphasize skill at payload inferior strategically, since as long as the match ends there is no difference in completing the objective in 3 minutes or 7 minutes or for advancing the payload further than the opponent if both teams fail to complete the obejective. The end result is the same, which strips away a lot of strategic diversity between teams who could excel at different game modes.

Despite the fact that many agree with this game plan, there are some who feel that it doesn't go far enough in creating a competitive and engaging experience. Christopher Mykles has written up a great post on the subject and how he feels the competitive format should be configured on Medium that is definitely worth the read. Take a look below or hit the link. 


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Last Updated: Apr 14, 2016

About The Author

A man of many hats, Greg divides his precious gaming time between competitive games like League of Legends and Dota 2 and Action/ Adventure Games like GTA, and Destiny. At Ten Ton Hammer he specializes in making guides for new and veteran players alike.

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