![]() Included in the package are "Half-Life 2" and "Half-Life 2: Episode One" as well as the new "Half-Life 2: Episode Two," "Portal" and (whew!) "Team Fortress 2."Īt the tail end of a four-night-long marathon, having plumbed the depths of "The Orange Box," I can't remember having a better time gaming. She’s a lot of fun to play, and I hope she’ll be added to the live game sooner rather than later.With "The Orange Box," developer Valve Software offers a bountiful collection of previously-released and brand new game material for both PC and next-gen console gamers. She’s somewhere in between Reinhardt and Zarya in terms of how difficult she is to play, but she has a huge range advantage over most of the other tanks, outdistancing all but D. Orisa seems like a cross between a Tank and an Attack character, especially if you can land headshots with her Fusion Driver. The drum lasts about ten seconds, less if the enemy team prioritizes destroying it, though it does seem to have a reasonable amount of hit points. If you leave the sightline (by going around a corner, for instance) the buff will remain for a moment, but you’ll have to be able to see it to maintain the buff. As Jordan said, positioning this correctly is the key to getting value out of it, since the drum needs line-of-sight to boost a team member. The drum provides all team members within 25-30 meters a damage boost, similar to the alternate fire on Mercy’s staff. When it’s ready, she takes the drum apparatus off of her back and sets it down wherever she’s standing. ![]() Think of it as sort of a tank version of Reaper’s wraith form, though she can continue firing and use other abilities while it’s active.įinally, Orisa’s ultimate ability is Supercharger. If you’ve already been frozen solid, knocked down or otherwise incapacitated Fortify won’t help you, so knowing when to use it is vital. This is extremely powerful, and testing showed that it can be used to shake off the effects of Mei’s Blizzard or even walk right out of Zarya’s Graviton surge. Fortify also makes her immune to stuns, sleep darts, movement impairing effects, and anything that would bounce her around, like Pharah’s concussive rocket or Lúcio’s sonic blast. The sheen recharges ten seconds after use, and you can tell when it’s active because she’ll hold her left arm up in a protective gesture. When she uses this ability, her character model gains a golden sheen for five seconds and she takes significantly less damage while it’s active. In addition to the barrier, Orisa can use Fortify to avoid crowd-control effects. As always, try to take the high ground and you’ll have a much better chance of success. The shape does leave the team somewhat vulnerable to aerial assaults, but does a great job of protecting chokepoints or allowing the team to advance by providing temporary cover. The current barrier’s remaining hit points are shown on your heads up display, and it gets cracks in it when it has half HP or less remaining. The barrier is thrown a bit like Junkrat’s trap, but it has better range so you can place it more or less wherever you like. This means Rein’s Fire strike and Symmetra’s alternate fire will pass through, but not much else will. The barrier has 900 HP, and acts the same as Reinhardt’s shield or Winston’s barrier. Once it’s down it can’t be moved, and you’ll have to wait 12 seconds to send out another one. This can be thrown a fair distance away, and is shaped something like a soccer goal. The main ability that makes Orisa a tank is her deployable protective barrier.
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