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  1. #3331
    On a fait une super partie en ranked avec Tahia hier d'ailleurs sur Rialto.
    On se fait rouler dessus sur le premier round, les gars terminent avec 4 min 33 la map. Je crois que j'ai jamais fait ça aussi rapidement, malheureusement du mauvais coté (un df non contrôlé entre autre).
    Au retour on change un peu la composition, les rôles (bon en passant par un début presque full dps avant de revenir à la raisonnable). On réussit à terminer la map avec 1min30 je crois.
    Retour à l'attaque, je passe entre autre dps, et on est en mode bastion/torbjorn (la finesse). Du coup on a fait une France vs Chine en poussant le payload jusqu'au bout du circuit. 6-3 donc.
    Il s'en suit finalement une dernière attaque de leur part qui va s'achever au milieu du deuxième point il me semble et qui a faillit s'achever au premier point.

    Ne jamais s'arrêter sur une défaite rapide.

    De même sur holywood en défense avec un combo Hammond (le tank que je maîtrise le plus, ou le moins pire selon les point de vue ) et Winston, on se fait rouler dessus sur le premier point. Puis ils ont jamais vraiment dépasser l'arche, avec une compo assez atypique (et un winston et une Ashe bien reveillé).

    Le jeu offre des choses un peu improbable parfois .
    "Les faits sont têtus."


  2. #3332
    Citation Envoyé par Laya Voir le message
    On a fait une super partie en ranked avec Tahia hier d'ailleurs sur Rialto.
    On se fait rouler dessus sur le premier round, les gars terminent avec 4 min 33 la map. Je crois que j'ai jamais fait ça aussi rapidement, malheureusement du mauvais coté (un df non contrôlé entre autre).
    Au retour on change un peu la composition, les rôles (bon en passant par un début presque full dps avant de revenir à la raisonnable). On réussit à terminer la map avec 1min30 je crois.
    Retour à l'attaque, je passe entre autre dps, et on est en mode bastion/torbjorn (la finesse). Du coup on a fait une France vs Chine en poussant le payload jusqu'au bout du circuit. 6-3 donc.
    Il s'en suit finalement une dernière attaque de leur part qui va s'achever au milieu du deuxième point il me semble et qui a faillit s'achever au premier point.

    Ne jamais s'arrêter sur une défaite rapide.

    De même sur holywood en défense avec un combo Hammond (le tank que je maîtrise le plus, ou le moins pire selon les point de vue ) et Winston, on se fait rouler dessus sur le premier point. Puis ils ont jamais vraiment dépasser l'arche, avec une compo assez atypique (et un winston et une Ashe bien reveillé).

    Le jeu offre des choses un peu improbable parfois .
    Les joies de l'open Q ! Pour le presque full DPS, bien évidement quand tout le monde a fait son boudin pour choisir DPS, j'ai insta pick mercy pour remettre de l'ordre dans tout ça !
    Citation Envoyé par Noël Lagoia

  3. #3333
    Blizzard a repensé le mode 2cp et le teste sur le labo :
    https://us.forums.blizzard.com/en/ov...me-mode/532354

    Spoiler Alert!
    Hey folks!

    Tomorrow we’re scheduled to launch an Experimental mode featuring pretty significant changes to the Assault game mode. This experiment is a bit different than previous tests – we are not planning to move these changes over to live game modes. We look at this as more of a “failed experiment” with some great learnings and interesting data that we can use for this or other game modes in the future. We’d love to hear your thoughts!

    What are we trying to address?

    We frequently talk about the Assault game mode internally and we’ve tried a few things over the years to address some of the issues. While most of these never made it to the live game, we thought this iteration was interesting enough that we should allow everyone to try it out within the Experimental mode and give feedback. When experimenting with this new version of the mode we focused on the following topics.

    Snowballing – If Point A is captured quickly and aggressively, the attacking team tends to be better equipped to quickly capture Point B as well. The attacking team will be equipped with higher ultimate charge after an overwhelming offense on Point A, and is more likely to be able to carry this advantage to also quickly overtake Point B. Since the defending team was not able to charge their ultimate abilities after a quick defeat, they will be less prepared to defend Point B.
    Short matches/Blowout matches – This usually results from snowballing and is more pronounced in Quickplay, losing in just a few minutes never feels good and is technically impossible in our other game modes, whose mechanics force a more balanced pace to a match.

    What is the mode?

    See below for a description of how the reworked Assault game mode flows.

    The game mode has been changed into a shorter set of rounds where after each point capture, the round ends and teams switch sides. The game will begin with Team 1 attempting to take Point A. Once Team 1 either succeeds or fails to capture Point A, Team 2 will then attempt to capture the same point. If both teams successfully capture Point A, the game will move to Point B, where both teams will then repeat this process to attempt to capture the same point. The team who succeeds in capturing more points wins the game.
    Each team has 6 minutes on the clock. Extra time is not awarded on point captures.
    The Assemble and Setup times have all been dramatically shortened for rounds 3 and above.
    When a team defends Point A for the 2nd and subsequent times they will spawn in a new spawn room just off the point. This spawn room deactivates when the round starts. The intention here was to reduce setup time as much as possible.
    Attacker and Defender respawn times have changed. Most notably, the defenders take longer to spawn when defending Point B.

    What was the outcome?

    There are a lot of really great things happening with these changes. For example, snowballing is eliminated. Additionally, defending teams no longer need to make a decision as to whether giving up Point A is advantageous – with only one point, you’ll always want to fully commit. Focusing on a single objective per round is really refreshing. Also, blowouts can feel less drawn out in this mode: after losing Point A on defense, if a team can’t retake that same point, the match is over. An interesting side effect of the changes was that many of the matches felt paced better than standard Assault. There would be several minutes of intense action, followed by a short break for setup between rounds and then both teams would go at it again.

    Even though we had some great results from these changes, it’s important to reiterate that they will not make it to the Retail environment, at least not in their current form. The biggest single problem with the mode is really short rounds causing the match to feel disjointed and choppy. It was too difficult to build ultimate charge with certain heroes and the game just didn’t feel like Overwatch in these cases. There are also issues with understandability of the mode. It can be confusing to switch sides so many times in a match, and there were many cases where the round would reset on Point B and the defending team would just run by it out of habit.

    We’re hoping that you view this as a behind-the-scenes look into our development, share your thoughts, and have fun playing the mode. It is a lot of fun! As always, we look forward to hearing what you think of these Experimental changes.

    Origin et EGS : CPC_ZapaN ; BTag : ZapaN#21692 ; Steam : http://steamcommunity.com/id/ZlapataN

  4. #3334
    Citation Envoyé par OciN Voir le message
    Blizzard a repensé le mode 2cp et le teste sur le labo :
    https://us.forums.blizzard.com/en/ov...me-mode/532354

    Spoiler Alert!
    Hey folks!

    Tomorrow we’re scheduled to launch an Experimental mode featuring pretty significant changes to the Assault game mode. This experiment is a bit different than previous tests – we are not planning to move these changes over to live game modes. We look at this as more of a “failed experiment” with some great learnings and interesting data that we can use for this or other game modes in the future. We’d love to hear your thoughts!

    What are we trying to address?

    We frequently talk about the Assault game mode internally and we’ve tried a few things over the years to address some of the issues. While most of these never made it to the live game, we thought this iteration was interesting enough that we should allow everyone to try it out within the Experimental mode and give feedback. When experimenting with this new version of the mode we focused on the following topics.

    Snowballing – If Point A is captured quickly and aggressively, the attacking team tends to be better equipped to quickly capture Point B as well. The attacking team will be equipped with higher ultimate charge after an overwhelming offense on Point A, and is more likely to be able to carry this advantage to also quickly overtake Point B. Since the defending team was not able to charge their ultimate abilities after a quick defeat, they will be less prepared to defend Point B.
    Short matches/Blowout matches – This usually results from snowballing and is more pronounced in Quickplay, losing in just a few minutes never feels good and is technically impossible in our other game modes, whose mechanics force a more balanced pace to a match.

    What is the mode?

    See below for a description of how the reworked Assault game mode flows.

    The game mode has been changed into a shorter set of rounds where after each point capture, the round ends and teams switch sides. The game will begin with Team 1 attempting to take Point A. Once Team 1 either succeeds or fails to capture Point A, Team 2 will then attempt to capture the same point. If both teams successfully capture Point A, the game will move to Point B, where both teams will then repeat this process to attempt to capture the same point. The team who succeeds in capturing more points wins the game.
    Each team has 6 minutes on the clock. Extra time is not awarded on point captures.
    The Assemble and Setup times have all been dramatically shortened for rounds 3 and above.
    When a team defends Point A for the 2nd and subsequent times they will spawn in a new spawn room just off the point. This spawn room deactivates when the round starts. The intention here was to reduce setup time as much as possible.
    Attacker and Defender respawn times have changed. Most notably, the defenders take longer to spawn when defending Point B.

    What was the outcome?

    There are a lot of really great things happening with these changes. For example, snowballing is eliminated. Additionally, defending teams no longer need to make a decision as to whether giving up Point A is advantageous – with only one point, you’ll always want to fully commit. Focusing on a single objective per round is really refreshing. Also, blowouts can feel less drawn out in this mode: after losing Point A on defense, if a team can’t retake that same point, the match is over. An interesting side effect of the changes was that many of the matches felt paced better than standard Assault. There would be several minutes of intense action, followed by a short break for setup between rounds and then both teams would go at it again.

    Even though we had some great results from these changes, it’s important to reiterate that they will not make it to the Retail environment, at least not in their current form. The biggest single problem with the mode is really short rounds causing the match to feel disjointed and choppy. It was too difficult to build ultimate charge with certain heroes and the game just didn’t feel like Overwatch in these cases. There are also issues with understandability of the mode. It can be confusing to switch sides so many times in a match, and there were many cases where the round would reset on Point B and the defending team would just run by it out of habit.

    We’re hoping that you view this as a behind-the-scenes look into our development, share your thoughts, and have fun playing the mode. It is a lot of fun! As always, we look forward to hearing what you think of these Experimental changes.
    OOOOOH ça m’intéresse !
    Citation Envoyé par Noël Lagoia

  5. #3335
    Chien Prodige du KLJV Avatar de HereZy
    Ville
    Guet des Orfèvres
    Citation Envoyé par OciN Voir le message
    Blizzard a repensé le mode 2cp et le teste sur le labo :
    https://us.forums.blizzard.com/en/ov...me-mode/532354

    Spoiler Alert!
    Hey folks!

    Tomorrow we’re scheduled to launch an Experimental mode featuring pretty significant changes to the Assault game mode. This experiment is a bit different than previous tests – we are not planning to move these changes over to live game modes. We look at this as more of a “failed experiment” with some great learnings and interesting data that we can use for this or other game modes in the future. We’d love to hear your thoughts!

    What are we trying to address?

    We frequently talk about the Assault game mode internally and we’ve tried a few things over the years to address some of the issues. While most of these never made it to the live game, we thought this iteration was interesting enough that we should allow everyone to try it out within the Experimental mode and give feedback. When experimenting with this new version of the mode we focused on the following topics.

    Snowballing – If Point A is captured quickly and aggressively, the attacking team tends to be better equipped to quickly capture Point B as well. The attacking team will be equipped with higher ultimate charge after an overwhelming offense on Point A, and is more likely to be able to carry this advantage to also quickly overtake Point B. Since the defending team was not able to charge their ultimate abilities after a quick defeat, they will be less prepared to defend Point B.
    Short matches/Blowout matches – This usually results from snowballing and is more pronounced in Quickplay, losing in just a few minutes never feels good and is technically impossible in our other game modes, whose mechanics force a more balanced pace to a match.

    What is the mode?

    See below for a description of how the reworked Assault game mode flows.

    The game mode has been changed into a shorter set of rounds where after each point capture, the round ends and teams switch sides. The game will begin with Team 1 attempting to take Point A. Once Team 1 either succeeds or fails to capture Point A, Team 2 will then attempt to capture the same point. If both teams successfully capture Point A, the game will move to Point B, where both teams will then repeat this process to attempt to capture the same point. The team who succeeds in capturing more points wins the game.
    Each team has 6 minutes on the clock. Extra time is not awarded on point captures.
    The Assemble and Setup times have all been dramatically shortened for rounds 3 and above.
    When a team defends Point A for the 2nd and subsequent times they will spawn in a new spawn room just off the point. This spawn room deactivates when the round starts. The intention here was to reduce setup time as much as possible.
    Attacker and Defender respawn times have changed. Most notably, the defenders take longer to spawn when defending Point B.

    What was the outcome?

    There are a lot of really great things happening with these changes. For example, snowballing is eliminated. Additionally, defending teams no longer need to make a decision as to whether giving up Point A is advantageous – with only one point, you’ll always want to fully commit. Focusing on a single objective per round is really refreshing. Also, blowouts can feel less drawn out in this mode: after losing Point A on defense, if a team can’t retake that same point, the match is over. An interesting side effect of the changes was that many of the matches felt paced better than standard Assault. There would be several minutes of intense action, followed by a short break for setup between rounds and then both teams would go at it again.

    Even though we had some great results from these changes, it’s important to reiterate that they will not make it to the Retail environment, at least not in their current form. The biggest single problem with the mode is really short rounds causing the match to feel disjointed and choppy. It was too difficult to build ultimate charge with certain heroes and the game just didn’t feel like Overwatch in these cases. There are also issues with understandability of the mode. It can be confusing to switch sides so many times in a match, and there were many cases where the round would reset on Point B and the defending team would just run by it out of habit.

    We’re hoping that you view this as a behind-the-scenes look into our development, share your thoughts, and have fun playing the mode. It is a lot of fun! As always, we look forward to hearing what you think of these Experimental changes.
    Je viens de tester un peu. Ca casse totalement le rythme et je trouve que le mode perd son intérêt joué comme ça. Et c'est sans compter les personnes qui ne se tiennent pas au courant et qui du coup concèdent le premier point quand c'est trop mal parti...
    Citation Envoyé par CptProut au KLJV
    Faut pas passer devant moi quand je bande !
    Un CPC gift du KLJV

  6. #3336
    Citation Envoyé par OciN Voir le message
    Blizzard a repensé le mode 2cp et le teste sur le labo :
    https://us.forums.blizzard.com/en/ov...me-mode/532354

    Spoiler Alert!
    Hey folks!

    Tomorrow we’re scheduled to launch an Experimental mode featuring pretty significant changes to the Assault game mode. This experiment is a bit different than previous tests – we are not planning to move these changes over to live game modes. We look at this as more of a “failed experiment” with some great learnings and interesting data that we can use for this or other game modes in the future. We’d love to hear your thoughts!

    What are we trying to address?

    We frequently talk about the Assault game mode internally and we’ve tried a few things over the years to address some of the issues. While most of these never made it to the live game, we thought this iteration was interesting enough that we should allow everyone to try it out within the Experimental mode and give feedback. When experimenting with this new version of the mode we focused on the following topics.

    Snowballing – If Point A is captured quickly and aggressively, the attacking team tends to be better equipped to quickly capture Point B as well. The attacking team will be equipped with higher ultimate charge after an overwhelming offense on Point A, and is more likely to be able to carry this advantage to also quickly overtake Point B. Since the defending team was not able to charge their ultimate abilities after a quick defeat, they will be less prepared to defend Point B.
    Short matches/Blowout matches – This usually results from snowballing and is more pronounced in Quickplay, losing in just a few minutes never feels good and is technically impossible in our other game modes, whose mechanics force a more balanced pace to a match.

    What is the mode?

    See below for a description of how the reworked Assault game mode flows.

    The game mode has been changed into a shorter set of rounds where after each point capture, the round ends and teams switch sides. The game will begin with Team 1 attempting to take Point A. Once Team 1 either succeeds or fails to capture Point A, Team 2 will then attempt to capture the same point. If both teams successfully capture Point A, the game will move to Point B, where both teams will then repeat this process to attempt to capture the same point. The team who succeeds in capturing more points wins the game.
    Each team has 6 minutes on the clock. Extra time is not awarded on point captures.
    The Assemble and Setup times have all been dramatically shortened for rounds 3 and above.
    When a team defends Point A for the 2nd and subsequent times they will spawn in a new spawn room just off the point. This spawn room deactivates when the round starts. The intention here was to reduce setup time as much as possible.
    Attacker and Defender respawn times have changed. Most notably, the defenders take longer to spawn when defending Point B.

    What was the outcome?

    There are a lot of really great things happening with these changes. For example, snowballing is eliminated. Additionally, defending teams no longer need to make a decision as to whether giving up Point A is advantageous – with only one point, you’ll always want to fully commit. Focusing on a single objective per round is really refreshing. Also, blowouts can feel less drawn out in this mode: after losing Point A on defense, if a team can’t retake that same point, the match is over. An interesting side effect of the changes was that many of the matches felt paced better than standard Assault. There would be several minutes of intense action, followed by a short break for setup between rounds and then both teams would go at it again.

    Even though we had some great results from these changes, it’s important to reiterate that they will not make it to the Retail environment, at least not in their current form. The biggest single problem with the mode is really short rounds causing the match to feel disjointed and choppy. It was too difficult to build ultimate charge with certain heroes and the game just didn’t feel like Overwatch in these cases. There are also issues with understandability of the mode. It can be confusing to switch sides so many times in a match, and there were many cases where the round would reset on Point B and the defending team would just run by it out of habit.

    We’re hoping that you view this as a behind-the-scenes look into our development, share your thoughts, and have fun playing the mode. It is a lot of fun! As always, we look forward to hearing what you think of these Experimental changes.
    Testé ce matin, une horreur, comme dit plus haut ça casse totalement le rythme du jeu et la dynamique que tu réussis (voire galère à avoir) à instaurer au sein d'une équipe.

  7. #3337
    On ne fera jamais assez de prévention pour alerter de ne pas poster en état d'ébriété.
    How can I be lost, if I've got nowhere to go?

  8. #3338
    Citation Envoyé par Minot Voir le message
    Nan mais je vais pleurer. Ca fait rien qu'à me dire :"ébriété, prends pas le volant refré".

    Je dis pas que quelqu'auparavant jours, vous n'eussiez pas touché juste sauf que...

    Keski a de dur à admettre que qqn (en l'occurence, moi, je précise, détaille, découpe au vu et au sisisusu que vous êtes moins malins, globalement, que je ne le supputtais) est en phase maniaque. Aloooo , Bipolaire ? PMD ?
    Meeeeeerde, les gars shiiiiiit. Faut sortir...
    Notamment car je n'exige pas que tous connaissent par coeur la posologie avant même que je ne les aies agressés, mais : logorhée (nooooon), et idéation incontrôlable, donc, ton alcool, t'es gentil, tu te le gardes. QUand je me cartonne, voilà voilà, c'est bien monsieur, tout va bien, la sirèèèèèène ? euh, c'est pour appeler les Gatchan , bien sûr, faut être logiCAL
    Pourrais-tu arrêter ton spam ici s'il te plait, c'est déjà assez lourd dingue de déchiffrer tes post ailleurs.
    Citation Envoyé par Noël Lagoia

  9. #3339
    Parce que tu penses qu'il y a quelque chose à déchiffrer ?
    Laisse, de toute façon d'ici peu il sera en dégrisement do forum.
    How can I be lost, if I've got nowhere to go?

  10. #3340
    Greatshot ?


  11. #3341
    Ah ça y est, c'est les jeux d'été.

    Le skin de Pharah est pas mal, mais Echo, euh...

    How can I be lost, if I've got nowhere to go?

  12. #3342
    Citation Envoyé par ExPanda Voir le message
    Ah ça y est, c'est les jeux d'été.

    Le skin de Pharah est pas mal, mais Echo, euh...

    Ouais, j'suis d'accord, c'est pas fou

  13. #3343


    patch 1.51

    summer games 2020

    attention, athletes: It’s time for the 2020 summer games! Test your mettle in lúcioball remix, an all-new, even crazier version of your favorite ball-based sport. Sharpen your skills in the cutthroat competition of copa lúcioball season 4. We’ve made major updates to our busan and sydney arenas, along with a variety of small updates to lúcioball gameplay. Once you’ve worked up a sweat, hit the beach with legendary skins including lifeguard pharah, surf’s up echo, and tropical baptiste. Unlock these and more, along with summer games items from previous years!



    Lúcioball remix

    lúcioball remix is the wildest way to play lúcioball yet. With two balls in play at once, plus periodic bonus balls worth three points each, scores will skyrocket and astounding plays will be made. Will you keep up, or will the barrage of balls break your brain?

    Lúcioball gameplay updates

    lúcio moves faster
    lúcio has faster cooldowns
    lúcio punch and boop range increased
    lúcio punch and boop are now partially affected by your facing, to improve ball control
    lúcio can crouch in the air to drop down to the ground
    added new custom game options for lúcioball


    general updates

    priority requeue for backfilled games

    if you join a game after it has started to replace a player who has previously left, you are considered to have “backfilled” into that game. After finishing a game where you backfill, you are now granted a priority requeue the next time you queue to play. You will see a small icon on the interface to denote this status. When you queue for a game with priority requeue status, the matchmaker tries to prioritize finding an appropriate game for you. This normally results in significantly lower times waiting in queue.



    Custom games updates

    lopsided teams

    further customize how many players can be on each team in a custom game. While games are still limited to 12 players in total, you are now able to choose any number of slots on team 1 and team 2. For workshop users, this affects how many dummy bots can spawn on each team. If the total number of player slots is 12, that defines how many dummy bots can spawn on each team (e.g. A 4v8 mode would allow for 4 dummy bots on one team and 8 on the other). If the total number of player slots is less than 12, additional dummy bots may be added to either team as long as the total number of players is within 12 (e.g. A 4v0 mode would allow up to 8 additional dummy bots on either team). We’re excited to see what asymmetrical game modes you all come up with!



    Competitive updates

    modification to high sr grouping restrictions

    to match the new maximum sr of 3900 a player can achieve after finishing placements, you can no longer queue for competitive play in a group with more than 2 players if any player in the party is 3900 sr or higher.



    Workshop updates

    new workshop actions

    set ammo
    set max ammo
    set weapon
    set reload enabled
    disable game mode hud
    enable game mode hud
    disable game mode in-world ui
    enable game mode in-world ui
    disable hero hud
    enable hero hud
    disable kill feed
    enabled kill feed
    disable messages
    enable messages
    disable scoreboard
    enable scoreboard
    set ability charge
    set ability resource
    set jump vertical speed
    disable nameplates
    enable nameplates
    start forcing player outlines
    stop forcing player outlines
    enable movement collision with environment
    disable movement collision with environment
    enable movement collision with players
    disable movement collision with players
    start modifying hero voice lines
    stop modifying hero voice lines
    add health pool to player
    remove health pool from player
    remove all health pools from player
    set player health
    new workshop values

    ammo
    max ammo
    weapon
    is reloading
    event was environment
    current array index
    input binding string
    ability charge
    ability resource
    mapped array
    workshop setting toggle
    workshop setting integer
    workshop setting real
    last created health pool
    developer comment: The workshop setting values allow you to expose tunable values of your script to their own special section in the custom game settings. With these settings, you can specify the min, max, default, and types of data (integer, real, toggle) you’d like to expose to users. If one or more of these values are used in your script, a new autogenerated workshop settings card will appear in the settings menu, allowing you to tweak these value overrides prior to launching the game mode.



    Bug fixes

    heroes

    doomfist

    fixed a bug that could cause two doomfists to trade rocket punches and both get knocked back
    echo

    fixed a bug with cloned hero health bars not displaying status effects properly
    fixed a bug with movement sounds not being reduced when crouching
    fixed a bug that prevented echo was having flight canceled after being hacked
    mei

    fixed a bug that caused heroes with movement abilities to pass through mei’s cryo-freeze ability
    mercy

    fixed a bug with guardian angel speed after triggering the valkyrie ultimate ability
    reinhardt

    fixed a bug that allowed two reinhardt’s to collide during charge and not knock each other down
    sombra
    fixed a bug that allowed sombra to reach unintended places when using her translocator ability
    fixed a bug that would cause sombra to get into a bad state if she lost her target just before hack completes
    winston

    fixed a bug that allowed winston to trigger primal rage for a short duration when recovering from a stun effect
    wrecking ball

    fixed a bug that allowed wrecking ball to launch out of a teleporter at high speed when using grappling claw
    workshop

    fixed a bug causing disable built-in game mode completion to fail in elimination
    fixed a bug causing set max health to apply the percentage change to your current health unnecessarily
    fixed a bug preventing ashe’s self-knockback from coach gun from triggering dealt/received knockback events
    if the last of value is given an input value that is not an array, it now returns the value given to it instead of 0 (matching the behavior of first of)

  14. #3344
    Il n'y aura que deux skins ?

  15. #3345
    Il y 5 nouveaux skins légendaires, et 3 nouveaux skins épiques (en plus des skins Summer Games des années précédentes).

  16. #3346
    Lúcioball gameplay updates

    lúcio moves faster
    lúcio has faster cooldowns
    lúcio punch and boop range increased
    lúcio punch and boop are now partially affected by your facing, to improve ball control
    lúcio can crouch in the air to drop down to the ground
    added new custom game options for lúcioball
    Ah ben ça doit changer un peu, c'est bien ça.
    How can I be lost, if I've got nowhere to go?

  17. #3347
    Chien Prodige du KLJV Avatar de HereZy
    Ville
    Guet des Orfèvres
    Citation Envoyé par ExPanda Voir le message
    Ah ben ça doit changer un peu, c'est bien ça.
    Le nouveau Lucioball est vraiment sympa, surtout dans les stades avec des obstacles. Par contre c'est toujours aussi unidirectionnel soit tu roules sur l'équipe adverse, soit c'est l'inverse...
    Citation Envoyé par CptProut au KLJV
    Faut pas passer devant moi quand je bande !
    Un CPC gift du KLJV

  18. #3348
    Citation Envoyé par HereZy Voir le message
    Le nouveau Lucioball est vraiment sympa, surtout dans les stades avec des obstacles. Par contre c'est toujours aussi unidirectionnel soit tu roules sur l'équipe adverse, soit c'est l'inverse...
    C'est marrant, je trouve plutot l'inverse moi. On a jouer toute la soiree hier soir en team de 3 et on avait des matchs hyper serré qui finissait avec 1 ou 2 points d'ecart et tres peu de stomp.
    Frag or frag not, there is no try.

  19. #3349
    Citation Envoyé par Minot Voir le message
    Quant à déchiffrer, vous seriez bien inspiré.e d'introduire des tirets dans « stp », d'écrire « lourdingue » en un seul mot et d'accorder « posts ». Vous pouvez également retourner en CE2 ou y tourner tout court si dès le CE1 vous jugeâtes que l'Ecole n'avait plus rien à vous enseigner.
    Je ne saisis pas bien pourquoi vous vous infligez de pareilles avanies (déchiffrer mes posts ailleurs). J'ai assez à faire avec mon propre masochisme pour ne pas me soucier de celui d'inconnus.
    Il manque aussi un point d'interrogation après votre « s'il-te-plaît » indélicat – je ne vous autorise pas à me tutoyer – et amputé de ses tirets.
    Quand tu as juste répondu "bien" c'était suffisant. Maintenant t'es gentil, va voir ailleurs.
    Citation Envoyé par Noël Lagoia

  20. #3350

  21. #3351
    Chien Prodige du KLJV Avatar de HereZy
    Ville
    Guet des Orfèvres
    Citation Envoyé par XWolverine Voir le message
    Ah oui, quand même ...
    C'est récurrent. Au bout de quelques jours les messages disparaissent et ça devient un casse-tête pour comprendre la discussion
    Citation Envoyé par CptProut au KLJV
    Faut pas passer devant moi quand je bande !
    Un CPC gift du KLJV

  22. #3352
    Citation Envoyé par Minot Voir le message
    Précoce Eugénie aka Taille-Toi, si vous envisagiez des relations intimes avec des membres décédés de votre parentèle, je n'élèverais pas d'outrées protestations. Votre vulgarité, technique pour vous adresser à moi comme si vouzémoi partagions quoi que ce soit à part ce moyen d'expression et Overwatch... Votre premier message exprimant une lassitude générale à l'égard de mes posts dans ce topic (effacés depuis) et de mes posts ailleurs (en nombre effacés)... Cerbère disposait de trois teu-tê : tentez de vous procurer un cerveau avec d'encore oser me tutoyer – cela ne nuit jamais. Quant à apprendre à en user... Ma foi... Gardez espoir, Taille-Toi...

    En guise de nouvelle signature, je vous suggère : « Taille-toi, je ne te hais point car tu es pathétique. » Envisagez de trouver un autre cinglé ou un autre sdf pour passer vos nerfs.* Qui sait ? Sur un malentendu et un type suffisamment rébou, vous pourriez prendre l'ascendant, le temps d'une réplique. Je vous souhaite avec sincérité une journée ensoleillée si tel est votre bon plaisir ou nuagée si vous vous sentez de spleen.

    P. S. – Je note avec gourmandise que vous passâtes, motorisé.e ou pas, de plusieurs fautes et barbarisme par phrase à une sentence correctement orthographiée : aucun espoir ni Bescherelle n'est perdu. Voyez avec le CNED concernant vos tentatives (que j'espère fructueuses) d'accéder au niveau CE2, je ne vais pas non plus vous apprendre à vous torcher. Les parfums psychiques que vous distillez oscillent entre Le Grand Nulle Part et Insipide dans ta bouche. Un liquide dans ton gosier. Amer.

    P.S. 2 – Il est sans doute préférable de rompre là, madame ou monsieur, d'aucuns pourraient soupçonner quelque chose entre nous et nous enjoindre de rejoindre toutes affaires cessantes un hôtel, le cas n'échéant.


    https://vignette.wikia.nocookie.net/...20120416232317


    * Je ne m'en formaliserais pas, parole.
    Pour info personne ne lit tes post passé la troisième ligne donc insiste pas !
    Citation Envoyé par Noël Lagoia

  23. #3353
    Citation Envoyé par Tahia Voir le message
    Pour info personne ne lit tes post passé la troisième ligne donc insiste pas !
    Si, la première fois, après on s'arrête direct au pseudo...

  24. #3354
    Citation Envoyé par XWolverine Voir le message
    Si, la première fois, après on s'arrête direct au pseudo...
    Citation Envoyé par Noël Lagoia

  25. #3355
    Non, on lit pas du tout, parce que c'est pas intéressant (et en plus je comprends rien à ce qu'il dit).
    Sinon, j'ai testé le Lucioball Remix. C'est... un peu plus rigolo que le mode de jeu original, mais c'est : beaucoup trop bordélique. C'est dans tout les sens. Peut être du Lucioball Remix en 4v4 serait une meilleure option, parce que en 3v3 c'est une torture
    Citation Envoyé par nAKAZZ Voir le message
    Canards -> Cannes
    twitter : nagui fan account

  26. #3356
    Chien Prodige du KLJV Avatar de HereZy
    Ville
    Guet des Orfèvres
    Citation Envoyé par Cannes Voir le message
    Non, on lit pas du tout, parce que c'est pas intéressant (et en plus je comprends rien à ce qu'il dit).
    Sinon, j'ai testé le Lucioball Remix. C'est... un peu plus rigolo que le mode de jeu original, mais c'est : beaucoup trop bordélique. C'est dans tout les sens. Peut être du Lucioball Remix en 4v4 serait une meilleure option, parce que en 3v3 c'est une torture
    Je décroche pas du mode Remix moi, je suis presque à 200 parties pour 65% de victoire. Une fois que t'as compris que tu dois marquer une balle et pas un adversaire ou en tant que Goal qu'il ne faut pas sortir du tout des cages tant que tu n'as suffisamment d'avance pour te prendre d'un coup tous les points sur le terrain sans perdre ton avantage ça devient facile. J'aime bien le fait qu'au mieux il y a 2 secondes de temps mort et que tu peux toujours remonter aux points même s'il ne reste qu'une minute et que tu es mené de 9 points.

    J'aurais bien aimé un mode compétitif Remix juste pour voir où je me serai placé
    Citation Envoyé par CptProut au KLJV
    Faut pas passer devant moi quand je bande !
    Un CPC gift du KLJV

  27. #3357
    Citation Envoyé par Minot Voir le message
    blabla jdis que d'la merde que personne a lu
    ptdrrrrr c'est quoi ce guignol à QI à 2 chiffres
    Jeu(x) du moment : Helldivers 2; Valorant; Yakuza : Like a Dragon.

  28. #3358
    je viens de voir le Patch Note du 31 Août :

    https://playoverwatch.com/en-us/news/patch-notes/

    Les bons gros nerf à la truelle...

    Le plus gros changement que je note, c'est que Widow ne peut plus OS à longue portée, c'est quand même considérable.

  29. #3359
    T'inquiète, dans 2 semaines ils vont encore complètement renverser l'équilibrage
    Biendébuter.net : les guides de la commu CPC || Guide SoT | Guide Overwatch 2
    Screens : FFXIV | Star Citizen || Bnet/OW : Howii#2999 || Discord : Howii#1000

  30. #3360
    C'est moi ou c'est n'importe quoi tout ça ?

    Scoped shots now have up to 50% damage falloff from 60-85 meters
    Ils veulent que ce ne soit plus un sniper, ou c'est quoi l'idée ?
    How can I be lost, if I've got nowhere to go?

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