Game Updates

Overwatch 2 Closed Beta Update Patch Notes Today (April 26th, 2022)

April 26, 2022

Overwatch 2 Closed Beta has kicked off today and players are wondering what are the patch notes of the update released on the launch day.

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Overwatch 2 is one of the most anticipated games, and fans are finally getting a chance to get their hands on it. From new game modes to maps, there is plenty to look forward to in the game. Here are the complete patch notes of the update.

Overwatch 2 Closed Beta Update Patch Notes Today (April 26th, 2022)

  • New Game Mode- Push Push is a new game mode available on two brand-new maps: Toronto and Rome. Gameplay unfolds with two opposing teams fighting over control of a single shared objective, the Treadweather TS-1 Large Utility Robot, that starts in the middle of the map.
  • Each team fights to take control of TS-1 as they would a payload: by having teammates located next to TS-1 with no enemies nearby. When a team takes control of TS-1, it slowly pushes their team’s barricade towards the opposing team’s start location along the predetermined path. If TS-1 and the barricade reach the goal at the end of the path, then the team controlling TS-1 wins the game.
  • When the opposing team takes control of TS-1, it leaves the first team’s barricade in place and reverses its direction. TS-1 then quickly moves back along the path until it reaches the opposing team’s barricade, which then pushes towards the first team’s spawn.
  • Midway between TS-1’s starting location and each team’s end goal, there is a forward checkpoint objective along the path. When TS-1 pushes a team’s barricade to their forward checkpoint, that team activates a closer respawn location. This respawn location deactivates if the other team retakes control of TS-1, then moves TS-1 to a point on the path before the forward checkpoint.
  • Players have 8 minutes to push their team’s barricade to the end goal and win. If neither team’s barricade reaches its end goal after 8 minutes, then the team who pushed their barricade the farthest distance AND has control of TS-1 wins. The game enters overtime if control of TS-1 is contested, or the team who currently has control of TS-1 does not have the farthest distance pushed. Overtime ends when the team with TS-1 loses control of it, or when the team with control of TS-1 pushes their barricade to a distance exceeding the opposition’s.
  • Assault Maps Being Removed With the addition of the Push game mode and its new maps to Overwatch, we’ve decided to remove all the maps using the Assault game mode from both the Quick Play and Competitive map rotations.
  • After examining all our maps and game modes, we noted that the Assault game mode has always been a source of discontent for many members of our community. We believe many of the issues for the Assault maps could only be solved by making major changes to the game mode and major reworks to the maps, resulting in complete level rebuilds. We’ve shifted our focus to create maps in exciting new locations across the world such as Toronto and Rome.
  • Although Assault maps will no longer be in standard rotations, all Assault maps (Hanamura, Temple of Anubis, Volskaya, Paris, and Horizon Lunar Colony) will still be available for use in custom games and the workshop. We’ll also look for future opportunities to bring them back into Quick and Competitive map rotations, as well as special events and arcade game modes.
  • 5v5 For the Quick Play and Competitive Role Queue modes, the team composition now consists of 1 Tank, 2 Support, and 2 Damage heroes. For Quick Play Classic, Open Role Queue, and arcade modes such as CTF or Mystery Heroes, the number of players on a team is now 5 instead of 6.
  • With one fewer player on each side, individual contribution means more to the overall success of the team. Fewer players on the map also changes gameplay in a host of positive and sometimes subtle ways. Players have more space to spread out, and the battlefield is easier to understand with fewer visual effects and sounds happening around you.
  • The removal of one Tank hero in restricted role queues has allowed us to rework all our Tank heroes to be even more impactful and fun to play. This change increases gameplay clarity for all hero roles, and makes matches play more fluidly.
  • Tab Score Board We’re making a large change to the Scoreboard screen by displaying key statistics in real time for all the players in the game, including eliminations and deaths. They’ll be presented in a new layout that mirrors other competitive games and sports. This new layout should provide players with an overall more accurate view of the game.
  • As a result of this change, we are retiring the Fire and Medal systems. Both systems are no longer as necessary with the new Scoreboard providing a more accurate and easier to read view of each player’s performance-related data. We do plan on revisiting the Fire system in the future, as it can provide excitement and positive feedback around awesome plays made by you or your teammates. These changes are a work in progress, and we are looking forward to hearing what the community thinks about these updates!
  • SOUND Weapon Sound Updates New weapon fire audio for all heroes Environmental Audio Updates New “Convolution Reverb” System – more realistic environments 3D Reverb – can hear the environment your enemies are shooting in, giving more gameplay information Weapon and Explosion Tails –decaying of weapons and explosions now reflect the environment in which they occur Debris Updates – a more complete pass to have weapon impacts and explosions react to the surface that they impact Whiz-by Updates – new bullet pass by audio for ballistic weapons Speed of sound adjustments for very long-range impacts and explosions UI Sound Updates Added a “Kill Stinger” sound for final blows Added a “Teammate Down” sound to help you know when you lose a teammate in battle Get Hits Performed a consistency pass across all damage sounds Added different impact sound for different types of health (regular, armor, shields, overhealth) Home Theater Mix Enhanced use of the subwoofer/LFE channel Enhanced multi-channel panning Sound Options Teammate and Enemy Eliminated optional sounds There are two new settings in the sound options to turn on sound when a teammate or an enemy are eliminated Audio Mix Options We have added audio mix options for various common settings (home theater, TV, headphones, etc.). They are still in the early stages of tuning and will likely change as we develop them through the betas.
  • Unit Impacts We have added unit impact sounds that now corelate with the type of health pool you are impacting – for example you will get armor impact sounds on Reinhardt until his armor is depleted, and flesh impact sounds when in his default health pool. This is true of all heroes regardless of what material type they are made of.
  • FEATURES Ping System This highly requested feature is finally making its debut in Overwatch! Bound to middle mouse, G, and D-pad left by default, the Ping System arrives with a suite of new communications options. Ping allows players to place waypoints anywhere in the world to strategize with their allies or suggest which enemy heroes to attack. Tapping the Ping button will fire a contextual Ping that highlights a location, marks enemies, confirms allied Pings, objective Pings, or even tells injured allies to group up with you if you’re playing Support! Pressing and holding the Ping button opens the Ping Wheel, where you can select from a variety of pings that can be placed in the world or on your hero. Double-tapping the Ping button places a Warning ping, for when you can’t see an enemy hero but want to let your team know about potential danger. Many of the Ping System’s parameters can be modified in Options>Controls. Please share your feedback about the Ping System and any improvements you’d like to see in the future! We will continue to adjust the Ping System as we progress throughout testing, but here are some current work in progress elements:
  • Enemy hero ping icons are using temporary art Controller support is in progress There are text-to-speech placeholders for some pings while we finish the recording process Localization is only partially complete for a few languages. Read About the ping system in our blog: An inside look at the ping system in Overwatch 2.
  • Heads-up Display (HUD) Visual updates to some Hero HUD items and in-game HUD elements Some elements of the HUD have not been addressed yet MAPS Control Ilios
  • (NEW) Evening Lighting Lijiang Tower
  • (NEW) Dawn Lighting Oasis
  • (NEW) Night Lighting Escort (NEW) Circuit royal
  • Circuit royal, the stunning future playground of the mega-rich, is Overwatch’s brand-new Escort map. Protect the payload as you battle up the gilded promenade through the marble archways of luxurious Monte Carlo towards the majestic Hotel Arche. Dorado
  • (NEW) Evening Lighting Route 66
  • (NEW) Night Lighting Hybrid (NEW) Midtown
  • Midtown, New York City, the site of some of the fiercest fighting in the Omnic Crisis, and our newest Hybrid map! Drive your enemies back through the shadows of skyscrapers. Then, lay claim to the payload and escort it through the thriving heart of Manhattan to its destination in historic Grand Central. King’s Row
  • (NEW) Evening Lighting Eichenwalde
  • (NEW) Evening Lighting Push (New) New Queen Street
  • New Queen Street, in post-reconstruction Toronto, is one of our new Push maps! Fight for control of your rob
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Md Armughanuddin
@armughanuddin

Md (He/Him) is the Head of Content- India for DualShockers. He is pursuing Computer Science Engineering and is really passionate about gaming and technology. You can find him cracking complex coding problems during the day, and covering the latest happenings in the industry at night.

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