Overwatch gets new Oasis map, plus Roadhog hook fixes

Overwatch [official site] aka The Shooter You Watch From Afar With An Increasingly Disturbing Intensity, has got a new map, the high-tech paradise city of Oasis. The map has been in public testing for a while but it went into the full-fat game yesterday. You can see how shiny and new it looks in a trailer below. In other news, tanky hero Roadhog will be soon getting his slightly-broken hook ability fixed, says one of the game’s designers.

Firstly, here’s some moving pictures of the new map.

As for Roadhog, he’ll be undergoing some work very soon, possibly hitting public testing this week. It’s all about his hook, which is normally supposed to grab folks and pull them toward the hulking shotgunner but sometimes acts wacky and pulls them through walls, or deposits them beside or behind the hero instead of right in front of him. The upcoming changes hope to fix all this by reworking the cogs behind it all, said designer Geoff Goodman in a response to forumites clamouring for the fix. If you want to look at it in more detail, here’s how he explained it will work:

Firstly, the hook victim will now move in to the position directly in front of Roadhog, rather than just a straight line towards him. There is a cap on how far ‘to the side’ you can be pulled, so you can’t just hook someone, spin 180, and dump someone off a cliff. This part (along with some other bug fixes) should generally make the hook feel more consistent as to where the victims get pulled.

Secondly, the line-of-sight check to see if a hook should connect or not is now checked from Roadhog’s position, instead of the hook’s position. This basically means the hook can’t connect to targets that Roadhog himself can’t see.

Lastly, there is a new persistent line-of-sight check back to Roadhog once the hook has landed. If this check fails, the hook breaks off and returns to Roadhog. This means if you get hooked and move out of LOS quickly (either you dashed, were falling, were pushed, etc), the hook will now break early and not pull the target.

Sounds good to me. I fear and loathe the sight of a Roadhog when I’m zipping around as Lucio the healz king, or lurking in the air as Pharah. There’s not much that feels unjust in Blizzard’s laser-focused team shooter, but being snatched through solid walls and shot in the head is certainly enough to make a Bastion twitch with robotic rage.


  1. MikoSquiz says:

    I just want them to nerf jumping. I can just about deal with Genji disappearing off my screen vertically whenever I’m trying to shoot him – I suppose it’s fair enough for a ninja – but Widow’s weird squatty jumping pose basically means whenever you get close enough to attack one she starts to rapidly jitter up and down like she’s glitching out. It’s infuriating.

  2. Person of Interest says:

    This will probably further complicate the absurd twist-and-shuffle dance Roadhog has to do in order to position a hooked Ana within striking distance.

    Roadhog’s become much less useful in pickup games anyway, since the Symmetra shield generator is in vogue and its extra shielding prevents Roadhog from one-shotting most other players.

    • Seafoam says:

      Actually the need for a roadhog suffling dance will also be removed. Since the new system makes it so that the hook works from roadhogs perspective, not the hook itself.

  3. Lyrion says:

    The only thing that won’t be possible anymore I think, is that if a Roadhog gets pushed in the Ilios well he can’t pull anyone along anymore since the LOS will be broken because of him falling.

  4. int says:

    New map is fine, I guess. Nothing special, but nice with a new map.

    I wish they’d go for something a bit more exotic in terms of how the map works, like the epic (pun) Unreal Tournament map with two fast moving trains traveling side by side as you jump back and forth while fighting.