Overwatch Uprising: Tips and Tricks for Legendary Difficulty
Finally, a new update that isn’t specified around a specific seasonal occasion that instead drives its focus toward building upon Overwatch’s past while providing a whole new slew of lootbox goodies in the process. Overwatch: Uprising is a new event that takes place seven years ago when Overwatch was tasked with liberating Kings Row of a terrorist group known as Null Sector. With this new event comes a new gamemode where you get to play through the liberation of King’s Row mission as Tracer, Reinhardt, Torbjorn, or Mercy in normal mode or just play the mode with all heroes which results in only being capable of getting one achievement. With different levels of difficulty ranging from Normal to Legendary, this game mode could be a chill time to just scrap a bunch of bots or it could become the fight of your life that requires the upmost of precision when dealing with certain waves of elite bots. In my quest to gather all the achievements as every character I’ve noticed a few exploits and tricks certain heroes can use when dealing with each massive wave so I decided to throw them all together into a single guide which will only include the four main heroes included in the normal version of the event.
Blink as much as humanly possible. It confuses bots that you blink in front of rendering it impossible for them to fire since they’re too perplexed trying to contemplate what exactly they just witnessed. This is a great tool to distract bots from firing toward your teammates which allows them to survive longer. As Tracer your main goal is to focus down those troopers so make sure to kill as many of them so there’s less of them for your team to fret about. When dealing with Eradicators just blink behind their shield and shoot off their left arm. This will remove their shield from all of existence, rendering them practically useless and an easy target to take down. Make sure to save that pulse bomb for the Bastion bots to knock them out quickly since they can become a huge problem when not dealt with as soon as possible. Be prepared to die often; all Tracers die in this gamemode so it’s nothing to stress about.
Listen to Captain Amari; don’t just charge in there on your own. During the payload portion of the map your main goal is to simply hold your shield up to defend the payload from the ever annoying, godawful lices or as I call them the scum of the Earth. There are only certain times when you can charge in as Rein which is limited to:
Charging back detonators
Charging down Bastions to follow up after a Tracer pulse bomb
Charging Eradicators to get rid of that pesky shield
That is all. Your shield is essential to the survivor of Torb’s child (his turret) and could either mean life or death for one of your teammates. When a teammate is dead your shield can be used to block incoming damage while another teammates revives them. On a more important note just don’t charge in there by yourself. Also don’t charge in on your lonesome. Along with that I wouldn’t recommend charging in there alone. DON’T CHARGE IN THERE.
Ah yes, the only legendary skin I’ve gotten as of yet throughout this entire update happened to be for torb. Wonderful. Whether you enjoy playing torb or not you’ll be stuck playing as him one time or another. Place your turret on the payload so Rein’s shield could be as useful as possible. Throw armor everywhere; especially at your Mercy. With that shield up you won’t have to keep constant watch over your turret, but its good to keep an eye on it at times. Other than that feel free to run around and act as if you were a dps. The only other useful thing to do would be to use your molten core when reviving other players. With all the armor provided by the molten core you’re practically invincible which would allow you to get that clutch rez in.
Since Tracer is the team’s main source of damage damaging boosting her would prove to be the most beneficial unless torb happens to be using molten core at the moment. Ensure that all your team is properly healed when not damage boosting. Most importantly of all don’t worry about getting a huge rez; you won’t get POTG no matter what you do. Solo rezing could still be useful since your Tracer will die often. Other than that have fun farming lootboxes until you get the new Mercy skin!
In 2012, a surprising thing happened. Not only did the world not end as predicted, but Valve spontaneously added a player-versus-enemy mode to Team Fortress 2.
It was called Mann VS Machine, and it was rather interesting in that nobody really saw it coming. For five years prior to that, Team Fortress 2 had predominantly been a 12-vs-12 multiplayer game. With almost no warning, we were suddenly introduced to an almost entirely new game where six players had to work together to fend off hundreds and hundreds of robots. At release, there was no enemy list, no class suggestions, and no strategy guide. The only way to discover the new gamemode was to assemble a team and delve right in.
That was the other thing that was notable about Mann VS Machine. You needed a team of six people. You couldn’t do it with just five. And not only that, but your six people generally needed to fill different roles and work together like a well-oiled machine.
When the gamemode first came out, I tried playing it with a lot of different friends - usually whoever was online, or whoever wanted to come. In time, though, I began to gravitate toward one group in particular. The six of us made a decent team, and this sort of silent agreement formed between us: every time new maps came out, we’d play them together. They became my “core” Mann VS Machine group.
The Engineer and Sniper were two friends I had known since middleschool. It was pretty common for the three of us to play games together, so they were pretty much a shoe-in for any core group.
The Soldier and Heavy were two Prequel fans who had been following me into public TF2 games for the last few months. I hadn’t known them for long, but I knew they liked Team Fortress 2 and were able to play pretty much any class that was needed.
And then, there was the Pyro.
I didn’t actually know the Pyro that well. He must have added me on Steam at some point, since he was on my friends list, but he had never communicated with me beyond that. One day, when we needed a sixth player for a Mann VS Machine match, I picked a random name off the top bits of my alphabetical friends list: “Frosath”. I asked him if he wanted to join, he responded “sure why not”. And that was how I met the Pyro.
Something was different about the Pyro. You see, in a Mann VS Machine mission players get credits that they can spend on either passive character upgrades or expendable, one-time-use “canteens” that give a temporary effect like invincibility, critical hits, or an ammo refill. Personally, I’ve never been big on canteens - the notion of an expendable item that can only be used once doesn’t sit well with me, and like spell scrolls in an Elder Scrolls game I tend to horde them forever “just in case”. Frosath, though, had a different tactic: he constantly used invincibility canteens.
When facing a large enemy, he’d slam on an invincibility canteen and fight them solo. When faced with a large group, he’d slam on an invincibility canteen and charge straight in. When the attackers’ bomb was near a pit, he’d slam on an invincibility canteen to ensure he could safely push it in. He’d go through dozens of these expensive canteens, throwing them away at any moment that he might need a little invincibility. And yet, it worked amazingly well.
The rest of us started calling it “Frosathing”. Like, this practice of just saying “fuck it” to long-term passive defense upgrades and pouring everything into canteens. I never managed to pull it off successfully - I’d always hold onto my canteens for too long, fearing the waste of using them at the wrong moment. That’s probably why I liked Demoman - with the defensive bonuses from his shield, I could slowly stack defensive upgrades until I achieved a nice, passive almost-invincibility that would never wear off. I didn’t like dealing with the expendability of canteens, and I couldn’t pull it off like Frosath did.
As time went on, I grew closer to the other members of our group. The two fans who had followed me into games and struck up conversations with me ended up becoming moderators on my fanart page. The two childhood friends continued to work with me here and there on my weird projects. My relationship with Frosath, though, remained pretty distant. Every once in a while, when Valve released new Mann VS Machine missions, I’d get the team together and send him a message. He’d join, and we’d fight our way through the robot hordes before parting for another six months.
It was a very professional relationship and I didn’t think much of it. The most personal it ever got was probably around Christmas, when I gave him an in-game Axetinguisher with a red ribbon around it, accompanied by the touching message “here”. He wielded it for the remainder of the games we played together.
I also didn’t think much of it when I was later reading a Prequel thread on 4chan and someone made a joke about how, with my webcomic’s update rate, they were probably going to die before it was finished, and another anon responded with “I know I will. But it will be fun for as long as I can read it.”
So, skip forward to last Saturday. It’s been a long while since any new Mann VS Machine maps have been released, but it’s also October, where it is tradition for us to get together and play Mann VS Machine Wave 666. By “tradition” I mean we did it when the map first came out, and again in 2013. That’s not really much of a tradition, but the group’s Soldier was adamant. He asked me to check with the others.
The Sniper was in. The Engineer was in. The Heavy, sadly, had a test today he needed to study for. We could still get a 5/6, though: all we needed was the Pyro, Frosath. Sadly, it seemed like he wasn’t online. And hadn’t been online in two months.
That was pretty unusual for someone with 2000+ hours in TF2, so I began to check around. His last Steam activity was July 9th. His Tumblr was pretty easy to find with Google, and its last post was on July 21st.
On July 5th, there was a post about being in a hospital’s intensive care unit.
I began digging for information. Sorting Google results for his name by date, the last mention of him I could find anywhere was a Tumblr post by a someone reading “That’s a heavy feeling”, and tagged “Frosath”. I added her on Skype, hoping I could get more answers.
While I waited, I checked with another mutual friend.
And 40 minutes later:
We ended up going on with the planned Mann VS Machine game anyway, sort of dedicated to Frosath. We took turns running his loadout and trying to do the thing with the invincibility canteens, and learning that most of us couldn’t pull it off as well as he could.
As sad as it was to realize he was dead, I don’t think any of us took it horribly hard. We just weren’t that close to him. It’s a weird feeling, which sort of puts me where I am now.
Looking back at it, I realize how much I didn’t know Frosath.
Did he respect me? He added me on Steam for some reason, and he never said no to a game. In all the times we played, he was using that axe I gave him. He never spoke to me much; was it because he was shy, or just as succinct as I was? Were our games something he looked forward to, and did he want me to invite him to more of them, and I never did? Or was he apathetic; a stranger on my friends list who joined games because a stranger asked him?
He rarely used voicechat when we played. Was he just a quiet person, or was he in some kind of pain? His Tumblr mentions coughing blood. I don’t know what kind of cancer that is symptomatic of. I know I had seen offhand mentions of it before, but I never broached the topic with him. Was he glad I didn’t, or hoping I would?
Was he the 4chan anon who said they would die before Prequel was finished? I knew he visited the site; /v/ was one of the groups listed on his Steam profile. Was he really that aware that it would happen, that he would just enjoy every moment in a serial webcomic for what it was?
I don’t know the answer to these things. However, looking back at it I feel there is one thing I understand: why he meshed so well with canteens.
I think Frosath knew he was going to die. Every game we played, he knew he was drawing from a very limited pool of days that could be used once before they were gone forever. Every moment was an expendable item for him - and yet, he knew how to hit that Use Canteen button without fearing that it would be a waste. Sometimes it would be, sure, but other times it would make it all worth it.
I play the long-term game. I’ll invest everything in passives, trying to slowly build my way toward being unstoppable in the endgame. Frosath, by contrast, played the game like there was no future. He expended his resources to the fullest in that moment. I’ve never found another player who could do it as well.
I guess that’s really what gets me the most about this. Posting this story to my Tumblr might be the most people exposure Frosath ever gets, and it’s coming from someone who barely knew him as anything more than the Pyro player who could use expendable items well.
At the same time, I guess I’m glad I actually have a platform where I can say it. If there is an afterlife then I hope he got one with videogames, and I hope his friends can find some comfort in the fact that a group of five near-strangers remember him, and will probably use the term “Frosathing” for a long time to come.
Also, let’s take a moment to appreciate that the first Google result for “Frosath” shows a Deviantart post from 2013 that opens with “Okay so no im not dead”.
In the Pact fleet tragedy, the sylvari members did in fact turn against their allies.
Glint has left a secret inside the jungle, for Tyria’s adventurers to find.
New region of zones, striving deeper into the Maguuma Jungle, the Heart of Maguuma. This is composed of the Core, the ground floor; the Roots, the underground; and the Canopy, the treetops and the ruins of the Pact fleet. New boss battles, enemies, storylines and group events.
Account-wide Mastery system, available to all level 80 characters. Points are rewarded through completing the new content within the expansion, such as missions, group events and map exploration. These points can be spent on new abilities that will be available on all of your level 80 pve characters.
New hang-glider that allows you to access areas that are at first inaccessible, such as greater heights or wide gaps. You will get better at using your hang-glider as you gain Mastery points.
Mastery points will also allow you to understand the ancient languages found inside the jungle, as well as collection trees that will reward you with precursor weapons.
Specializations: New specialty versions of classes which offer new weapons and utility skills.
Ranger: Druid, staves. Shows a root-based line attack.
Necromancer: ???, greatswords.
Mesmer: ???, shields. Shows a pullback AoE.
Engineer: ???, hammers. Shows flying turrets.
New Profession: Revenant: A new third heavy armor profession that is able to channel the power of the Mists in order to enhance their weapons and skills. They will channel the legends of Tyria’s history, such as Dwarven king Jalis Ironhammer and Margonite overlord Mallyx the Unyielding.
New WvW borderland map: Each keep has its own distinct theme, and controlling the objectives surrounding it will give the controlling team new special abilities within WvW. Examples: Controlling the earth keep’s objectives will make stone walls raise to defend the keep when attacked by enemy armies. Controlling the fire keep’s objectives will allow allies to summon magma pools to teleport about the map.
New PvP gamemode, Stronghold: Teams fight for control of supply, and use it to build defenses, weapons, and hire troops. There will also be heroes that can be won over to your side to aid in the battle. The game is won when one team’s army defeats the enemy team’s stronghold lord.
Guild teams: New PvP tie-in to guilds introduced with Stronghold maps, allowing individual guilds to compete in a PvP leaderboard.
Guild Halls: A home base for you to house and build your guild. As you build upon your guild hall, it will unlock new adventures for your guild to experience.
Evident in the trailer:
White Mantle, big golden city they live in with the Mursaat.
New Mordrem minions and (lesser) dragons.
A new (possibly) polearm weapon type was held and used by Rytlock, (1:36 in the trailer) fending off a Mordrem.
The short and simple version: It’s the best community update we’ve had. Why? Well look at what we got with the past two, End of the Line and Boogaloo.
Boogaloo being the first completely community created update was all hat reskins. Now, this again, was Valve’s first shot at doing so, so they needed somewhere to start. Needless to say while we got a few cool robotized hats out of it, there wasn’t much substance at all and was definitely the most lack luster.
End of the Line ties in heavily with my opinion on Invasion due to the almost EXACT SAME reaction the community and players have given it. Let me just state this, Invasion is NOT an EXACT EOTL 2.0.
“But Skymin, we didn’t get new weapons, just reskins!” So back in the hype of End of the Line, we were told/heard rumors that we’d be getting 3 new weapons and a map in this update. Naturally, this hyped people up for what was suppose to be. However, and this is the thing that pissed me off the most, Valve at the last minute decided to pull the map (Snowplow) from the update and save the weapons for their own update (Love & War). Valve screwed over the EotL team and it seems they mostly learned about not doing that anymore, or at least keeping things under closer wraps.
“But Skymin, we have to pay to participate!” No, you don’t. The ticket is only so you can get a chance for the update crates to drop, something that is OPTIONAL and NOT mandatory. You can still play on the maps without having to spend money! The thing is, the ticket goes to support the team who went into creating this update. Do I agree with putting the crates behind a paywall even further? No, in fact I think it screws both players and creators over, because players won’t necessarily want to pay for both a ticket or a chance to drop and a key. The creators get screwed over, because that means people won’t be paying as much as they may normally and won’t get a decent revenue back, from what little they already are getting.
“But Skymin, there’s so little cosmetics and they suck!” Wow…this is the first time I’ve heard this one…the thing is, due to the drama around the cut everyone would be getting, some people pulled out and took the cosmetics with them (Take this with a grain of salt). That and Valve just wasn’t accepting as many as the 128 items submitted for this update. Seriously though, I can’t believe people are complaining about so few cosmetics. Yeah they aren’t the best, but usually people complain that there’s TOO MANY. There’s no pleasing people…
“But Skymin, this update has so little content to it!” This. Is. A. Community. Update. Everything you see in this package was all created by people who took times out of their lives to create something for a game they loved. They were not employed by Valve, although they do get a cut for what they’ve done. Invasion was NOT these people’s jobs, so of course community updates will NOT be as big and fleshed out as ones created by Valve. And little content? I think people are seriously forgetting that it’s a community update by comparing it to something like Love & War. Compare this to the other community updates we’ve gotten. Boogaloo was strictly cosmetic reskins, EotL had a Bonus Duck gimmick, some awesome cosmetics, a fantastic SFM, which a lot of people forgot that’s what even sparked this update, and a melee reskin. What does Invasion have? 4 “NEW” maps, including one with a different spin on robot destruction, effectively making it a new gamemode, a damn good SFM short, some new cosmetics and 4 weapon reskins that in all honesty look pretty damn good. Invasion is the BEST community update we’ve gotten content wise.
Now there’s two things both these updates suffer from, which was caused by the community: hype. Both updates we’re hyped to hell, which is a huge reason as to why people are saying Invasion is EotL all over again. THIS IS THE COMMUNITIES FAULT! Look, I love the TF2 community, but we do NOT know to slow the hype train down. You think we would have learned from the unfortunate disaster EotL turned out to be, but most people didn’t learn.
There’s something I’ve been seeing people say that is incredibly disrespectful to the team that created this update and they all fall under the same boat, but are presented in different ways, “screw the creators of this update, this is a failure.” Again, I’m going to restate that THIS ISN’T THESE PEOPLE’S JOBS. Yes they do get some money out of it, but considering the amount of percent Valve takes, it’s kind of pitiful. Besides, the creators have to go through Valve approval for what they want put in.
So when you look at the content we got compared to the other Community updates, Invasion is by far the best. We weren’t given false hopes, like EotL and it wasn’t purely cosmetics either like Boogaloo. We knew about what content had the chance to make it in. The community was aware of the 4 maps that were scheduled to be in the update (which yes, were playable before Invasion) and we knew it would be weapon reskins.
Yes I am defending this update, because it doesn’t deserve the hate it’s getting, and I know I’m not the only one that believes that. People are crapping on the creators and contributors, when they did their damned best. Yes, there was some drama, but that’s something we need to get passed, because even after it, we still got a pretty decent update? Am I saying this is one of the best TF2 updates? Oh heck no. I love everything everyone has done for it and it turned out fairly nice, but there’s only so much Valve will allow with a community update. Again, I do not agree with having to pay for crate drops and that’s the one thing I majorly dislike in the update.
Overall, no, this update does not deserve all the hate it’s getting. Most of the complaints are fairly unjustified and honestly, they’re just people who can never be satisfied and are greedy. There are several factors to think about when criticizing this update and people either don’t know them or choose to ignore them. I’m hoping this post helps clear some of this up, but it is very opinionated, so take it how you will.
To everyone that worked on Invasion, I thank you for all the hard work you put into it and I wish you guys well on whatever you all work on in the future, whether that be TF2 or not!