Second point was designed to be sniper/McCree dream defence station. It is just awful. Every entrance is just a doorway you can either get sniped through or flash/fanned through. It is the dustbowl 3 of Overwatch. It's probably the only a/d map where I regularly see the defence win. And it's always a 2 McCree minimum.
I have a couple of things I I think would benefit Hanamura. The first: If the left side of the map had an entrance further back so your high-mobility flankers didn't have to enter the center of the arena in the same line of fire as the main entrance, it would be a much more attractive spot. As it stands you're not really going to get behind or beside anybody sniping at your frontline because you have to go through the doorway and then charge them head-on.
The second: If the right side of the map didn't have stairs on the defender's side from the spawn to the high ground, but a sheer drop. High mobility defensive characters could still get up there, but it would offer a route for low-mobility offensive characters to get the drop on enemies (if they didn't get spotted in the very open overhang on the way in).
Wow, yes, truly this caused for such a passive aggressive dickish response.
I typed a more detailed response but frankly you're not worth my time.
I basically never see the offense win anymore unless it's a total roll, tbh. But then I'm a defensive hero specialist so it's trivially easy to lock down Volskaya A (with symmetra)/B, Anubis B, Hollywood A (with symmetra), Numbani A (with symmetra). In fact Hanamura B is one of the points I see go down the most because, while it's the absolute worst point to approach, once you're inside the building it's the hardest to defend because it's the most spacious last point which means defensively popping ults will rarely teamkill. If they engage and wipe with a good Lucio/Zen ult or get a good revive after a mirror wipe, it's just gonna be the defenders funneling in as they respawn to hold off the inevitable, because a Hanzo or Junkrat ult won't clear people out because they have the option to spread out reaaaaally far while still contesting and being in range to quickly contest.
Basically the only ults that work to clear out Hanamura B are Bastion, a sneaky McCree, and a really good Genji. Maybe Zarya, but even with Zarya the fight feels so spread out it might not be possible to catch more than 2-3 of them in a black hole which means their buddies can kill you as your team rushes up and tries to kill the enemies trapped in the hole.
I find Anubis and Hollywood much easier because they have an easy approach. Short areas with lots of cover, it's much easier to group and push with some ults and cap in one go. Hanamura's approach is so rough it's difficult to get even grouped up formations close enough to the point to use ults and make the final push.
Payload maps seem to mostly end in attackers winning for me. Regular A/D maps are probably 70/30. But Hanamura is just miserable even when you win. Either you're on defence and you get a pretty easy time shutting people down as they try and enter one of it's small doorways or windows, or you're offence and clawed you way through the eye of a needle to drop 3 ults on the point and hope they don't get off any good counter ults because then it's back to square 1. It's also the hardest map to go attacking team junkrat because of the length and altitude (a lot of the time you're below the defenders) which I think contributes to the defence encampments being a lot harder to break.
e: psst also tell me your Symmetra positions on Volskaya and Numbani. I only ever play Symmetra on Anubis or Hollywood because I know there are good sentry spots there.
?
I offered suggestions for map changes to Hanamura because I also find the second point immensely frustrating and overly dragged out.
Yeah I'm going to stop playing Roadhog until his hook is fixed. That thing being a diceroll even when you land it is not cool. He basically is missing an ability because the damn thing doesnt do what it's supposed to do. Frustrating.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
I hope they add full game recording like Destiny and previous versions of Halo had in the future.
I had a match where I decided to play as Widowmaker (which I rarely do despite enjoying sniping, because I'm so bad at it usually), and I got an amazing double kill.
I was lining up a snipe on someone when D.Va charged me and knocked me into the air. I got my shot off on the way up, getting the kill, and got another kill on the way down.
But it chose to highlight a really awkward double kill instead so I have no way to prove it.
0
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Had a match where I jumped a Lucio as Winston and knocked him off a ledge, and he responded by booping me off the opposite ledge so both fell to our deaths. And I got to do the amazingly magical thing of smashing a Mei against her own ice wall as Reinhardt, which was just indescribably great.
I too would appreciate the ability to preserve these moments for posterity.
I think I'm starting to really find my sweet spot with D Va.
Pretty sure my favorite thing is finding a Widowmaker that's having fun sniping at my team, boosting real quick on her sniping perch, and murderizing her. D Va's guns sometimes are took weak and she'll slip away, but it feels good to have at least disrupted her coverage.
Had some good games, had some bad games with some PAers to night, except whend "the escape goat" left because I'm too sexy for my shirt.
Or he was having massive lag spikes.
Attack is difficult.
I message'd olive that I d/c'd. I still have that thing from Open Beta where I'll just got randomly dropped for no reason to the "disconnected" screen, not even any lag to indicate it coming, although it only happens like once a night normally. Felt that was a good time to go take a break because I had some human needs to take care of. But yeah, GGs! Got my first Symmetra PotG since picking up the intro thanks to a Mercy and Pharah who forgot the defenders can walk up to the balcony of the middle building overlooking Hollywood A. bwoooooooooooooom.
@Rami writing up an overview on my spots in a bit, but long story short you're not really there for the turrets (they're a bonus), you're there entirely for the teleporter. Those maps require you to either have that or never die to defend the first point because the walk back is brutal.
+1
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
On Hollywood I totally smashed through a Reinhardt with his shields up with MY Reinhardt, and with teammates having the presence of mind to unload on him mid-charge the hit on the wall was fatal.
I actually stopped for a second because what happened was too fucking cool.
6 Junkrats defending on Volskaya B is quite frankly the least fun I've had on attack.
Get heroes who can fly/teleport and shoot them down? If you're unable to go up high it's going to be difficult to punish them because there are only like two ground entrances besides the floating platforms, but it shouldn't be hard for an army of Pharahs or reapers or even Widows to punish the hell out of them.
Had a really strong one on the enemy team, on Volskaya defense, appropriately enough. She was always at full charge it seemed. Is there any difference in the amount of charge you get from a self-shield as compared to an ally-shield?
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Do you need to start shadowplay before the game? Cause this is just refusing to work.
Does your shadowplay not turn on when you press the switch? Because I had that issue, and also geforce experience couldn't connect to NVIDIA. Only way I could fix it was by going to the geforce experience website and downloading the latest version and installing it over my current version.
I think so? It mvoe up and the stuff lights up. But it's not saving anything.
You should get a white circle indicator in a corner of your screen (think upper left by default, but could be not).
"For no one - no one in this world can you trust. Not men. Not women. Not beasts...this you can trust."
We had a run tonight where the team we were against would destroy us on their defend with cheese mechanics and then we'd destroy them on our defend with like no coordination of any kind or much cheese at all. It was entertaining.
Had a really strong one on the enemy team, on Volskaya defense, appropriately enough. She was always at full charge it seemed. Is there any difference in the amount of charge you get from a self-shield as compared to an ally-shield?
It's a 4:1 ratio. Every 4 points of barrier damage someone takes, you get 1point of energy in return. So it caps out at 50 energy per barrier, as each of them are 200 HP.
0
Fondor_YardsElite Four Member: HydraRegistered Userregular
Ohh FFS. Shadowplay wasn't working cause Overwatch by default isn't in fullscreen. Need to either put it in fullscreen or turn on desktop capture.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
6 Junkrats defending on Volskaya B is quite frankly the least fun I've had on attack.
Get heroes who can fly/teleport and shoot them down? If you're unable to go up high it's going to be difficult to punish them because there are only like two ground entrances besides the floating platforms, but it shouldn't be hard for an army of Pharahs or reapers or even Widows to punish the hell out of them.
6 Junkrats defending on Volskaya B is quite frankly the least fun I've had on attack.
Get heroes who can fly/teleport and shoot them down? If you're unable to go up high it's going to be difficult to punish them because there are only like two ground entrances besides the floating platforms, but it shouldn't be hard for an army of Pharahs or reapers or even Widows to punish the hell out of them.
Yeah, 6x junkrat just begs for Pharah - they can't do much at all to her.
6x winston could be funny too. Leap and shield, shield eats hits and they blow themselves up some? Though a good one might nail the trap bomb as you come in I guess...
So a speedboosted Rein can jump the gap at the garden version for Lijang Tower while charging.
It was hilarious looking from my perspective as the speed boosting Lucio.
I was just like "Fuuuuuuuck I missed the rock we don't have the time left for this oh hey I'm still alive?" That's why I just stood there for a few second after.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
0
BeezelThere was no agreement little morsel..Registered Userregular
Had a really good run with PA folks today. @Kai_San was dropped into the lobby as a free agent and it was good times. The other team had a pretty savage Reaper that was really good at getting behind us. I used the opportunity to practice my Zenyatta and that was fun. Had a chance to go whole hog with Street Pig and I ended up with a savage 20kill streak and 31 eliminations overall
I just got my first Play of the Game! I need to save this because you can clearly see me killing my own teammate. How do you record these?
First of all: don't close your client! Highlights go away when you close the client.
Second, do you happen to have OBS (open broadcast software) installed? If you do, just start it up, set up a game capture to get Overwatch (using "preview stream" to make sure it's working properly), and then hit "start recording" and play the highlight. Then upload the file it produces to youtube and trim it properly with Youtube's tools if you want to cut out the loading bar and stuff.
If you don't, twitch has a helpful guide on setting it up, I got it working in like 10 or so minutes when I first started. And an extra note: in the OBS settings, you want to change the "destination" of the recordings from [blah].flv to [blah].mp4 since mp4s are just much easier to work with, and converting .flvs is a pain in the butt.
There might be some other ways to record it that are easier in the short-term but if you think you'll be doing this more in the future and maybe even try out streaming getting OBS set up is worth the hassle.
As an alternative to all of this, there is an option that is easiest of all if you have an Nvidia video card:
Open up GeForce Experience, click on "ShadowPlay," and, in the pop-up settings menu, flip the power button switch to the "On" position. Now, you too can record gameplay video with a simple Alt-F9 keystroke.
I can't get this to work for the life of me. Shows its recording on dual monitors, but then no file shows up in the folder. Idk,
I just got my first Play of the Game! I need to save this because you can clearly see me killing my own teammate. How do you record these?
First of all: don't close your client! Highlights go away when you close the client.
Second, do you happen to have OBS (open broadcast software) installed? If you do, just start it up, set up a game capture to get Overwatch (using "preview stream" to make sure it's working properly), and then hit "start recording" and play the highlight. Then upload the file it produces to youtube and trim it properly with Youtube's tools if you want to cut out the loading bar and stuff.
If you don't, twitch has a helpful guide on setting it up, I got it working in like 10 or so minutes when I first started. And an extra note: in the OBS settings, you want to change the "destination" of the recordings from [blah].flv to [blah].mp4 since mp4s are just much easier to work with, and converting .flvs is a pain in the butt.
There might be some other ways to record it that are easier in the short-term but if you think you'll be doing this more in the future and maybe even try out streaming getting OBS set up is worth the hassle.
As an alternative to all of this, there is an option that is easiest of all if you have an Nvidia video card:
Open up GeForce Experience, click on "ShadowPlay," and, in the pop-up settings menu, flip the power button switch to the "On" position. Now, you too can record gameplay video with a simple Alt-F9 keystroke.
I can't get this to work for the life of me. Shows its recording on dual monitors, but then no file shows up in the folder. Idk,
Are you running windowed borderless? I had this exact problem and had to turn on desktop capture to make it go.
Do you need to start shadowplay before the game? Cause this is just refusing to work.
One more thing to note about ShadowPlay: If you're doing a manual record, you have to start and stop the recording. If you don't stop the record before you exit the game, I'm pretty sure the record buffer gets lost in the ether.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
At one point an enemy McCree started his alt from a catwalk half a second before I get hooked by Roadhog and pulled out of cover. Fortunately the hog was slow with his combo and I got a Reflect off just in time, sending McCree's bullet into Roadhog for the kill.
Also got killed by Junkrat like five thousand times. I have not mastered the dao of dodging those bouncing grenades.
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No-QuarterNothing To FearBut Fear ItselfRegistered Userregular
Gets "Huge Success" achievement and "Cute" spray for Symmetra.
51% shield up time.
"You know after that first match we could have used someone other than Symmetra." Says the D.Va that repeatedlly didn't use the TELEPORTER.
feels bad man
0
Orphanerivers of redthat run to seaRegistered Userregular
edited June 2016
fucking crushed it as Reinhardt for the last game of the night - 13 charge kills
you know it's good when the Tracer you've been slamming into walls all game swaps to Reinhardt too in order to try and give you a taste of your own medicine
also for the very first minute of the game i charged someone to death through the main chokepoint, then walked onto an empty point A as attackers on King's Row and stood there befuddled, capping it until the enemy team camping the entrance finally wised up and came for me
I was like "this....this is a trick right? i see 4 people over there, YOU HAVE TO TELL ME IF YOU'RE A COP"
Orphane on
+6
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
e: psst also tell me your Symmetra positions on Volskaya and Numbani. I only ever play Symmetra on Anubis or Hollywood because I know there are good sentry spots there.
I whipped up a little guide to the spots on Numbani & Volskaya in this here imgur album, with descriptions under each screenshot.
edit: And I only have the first parts of each because I switch off her after that. The only times I've really felt confident in her otherwise are on Anubis B because there's a lot of crannies to hide turrets in on point (and the tele has some nifty spots as well), and Hanamura B to help reinforce the impenetrability with turret traps. Although it's important to switch off Symemtra IMMEDIATELY on Hanamura B if they get into the building, she's useless once they're on the point.
Second point was designed to be sniper/McCree dream defence station. It is just awful. Every entrance is just a doorway you can either get sniped through or flash/fanned through. It is the dustbowl 3 of Overwatch. It's probably the only a/d map where I regularly see the defence win. And it's always a 2 McCree minimum.
I have a couple of things I I think would benefit Hanamura. The first: If the left side of the map had an entrance further back so your high-mobility flankers didn't have to enter the center of the arena in the same line of fire as the main entrance, it would be a much more attractive spot. As it stands you're not really going to get behind or beside anybody sniping at your frontline because you have to go through the doorway and then charge them head-on.
The second: If the right side of the map didn't have stairs on the defender's side from the spawn to the high ground, but a sheer drop. High mobility defensive characters could still get up there, but it would offer a route for low-mobility offensive characters to get the drop on enemies (if they didn't get spotted in the very open overhang on the way in).
Wow, yes, truly this caused for such a passive aggressive dickish response.
I typed a more detailed response but frankly you're not worth my time.
I basically never see the offense win anymore unless it's a total roll, tbh. But then I'm a defensive hero specialist so it's trivially easy to lock down Volskaya A (with symmetra)/B, Anubis B, Hollywood A (with symmetra), Numbani A (with symmetra). In fact Hanamura B is one of the points I see go down the most because, while it's the absolute worst point to approach, once you're inside the building it's the hardest to defend because it's the most spacious last point which means defensively popping ults will rarely teamkill. If they engage and wipe with a good Lucio/Zen ult or get a good revive after a mirror wipe, it's just gonna be the defenders funneling in as they respawn to hold off the inevitable, because a Hanzo or Junkrat ult won't clear people out because they have the option to spread out reaaaaally far while still contesting and being in range to quickly contest.
Basically the only ults that work to clear out Hanamura B are Bastion, a sneaky McCree, and a really good Genji. Maybe Zarya, but even with Zarya the fight feels so spread out it might not be possible to catch more than 2-3 of them in a black hole which means their buddies can kill you as your team rushes up and tries to kill the enemies trapped in the hole.
I find Anubis and Hollywood much easier because they have an easy approach. Short areas with lots of cover, it's much easier to group and push with some ults and cap in one go. Hanamura's approach is so rough it's difficult to get even grouped up formations close enough to the point to use ults and make the final push.
Payload maps seem to mostly end in attackers winning for me. Regular A/D maps are probably 70/30. But Hanamura is just miserable even when you win. Either you're on defence and you get a pretty easy time shutting people down as they try and enter one of it's small doorways or windows, or you're offence and clawed you way through the eye of a needle to drop 3 ults on the point and hope they don't get off any good counter ults because then it's back to square 1. It's also the hardest map to go attacking team junkrat because of the length and altitude (a lot of the time you're below the defenders) which I think contributes to the defence encampments being a lot harder to break.
e: psst also tell me your Symmetra positions on Volskaya and Numbani. I only ever play Symmetra on Anubis or Hollywood because I know there are good sentry spots there.
?
I offered suggestions for map changes to Hanamura because I also find the second point immensely frustrating and overly dragged out.
I have legitimately no idea why you are upset.
Because that first part describes the map as it exists? There's a route that goes to the back, ignoring the front door entirely.
EDIT: this is something I've seen people complain about a lot, FWIW; some of the side routes aren't well marked and people don't always notice them. Volskaya A has a left approach that my defending teammate refused to believe exists, for example.
Phoenix-D on
0
Fondor_YardsElite Four Member: HydraRegistered Userregular
e: psst also tell me your Symmetra positions on Volskaya and Numbani. I only ever play Symmetra on Anubis or Hollywood because I know there are good sentry spots there.
I whipped up a little guide to the spots on Numbani & Volskaya in this here imgur album, with descriptions under each screenshot.
edit: And I only have the first parts of each because I switch off her after that. The only times I've really felt confident in her otherwise are on Anubis B because there's a lot of crannies to hide turrets in on point (and the tele has some nifty spots as well), and Hanamura B to help reinforce the impenetrability with turret traps. Although it's important to switch off Symemtra IMMEDIATELY on Hanamura B if they get into the building, she's useless once they're on the point.
On Numbani another good teleport spot I use is right through that doorway with the bull and right away on the left. In the event a flanker does go back here for heals/flanking they almost never go back there and it only adds like 2 seconds to getting back to the fight.
On Volskaya I place mine generally the same as you, all grouped up there unless they keep breaking past then they go on the point. Putting them on the sign in the arch is a good spot too. I unless only put 5 there, the 6th goes on the flanking route. It has these recessed ceiling area, I put one in the 2nd one from the edge, won't kill anyone but usually makes them waste the medkit in that area after which is good so they can't retreat and heal up. And it warns you if anyone goes that way so you can alert the team.
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
0
BeezelThere was no agreement little morsel..Registered Userregular
The only side route people seem to utilize on Hanamura B is the little open area where the Genji/Hanzo movie ended. Very few seem to utilize the left side approach that directly overlooks the point. a junkrat and 76 in that area can really clean things up on a coordinated push mostly because people simply refuse to look up.
The problem with Volskaya, Anubis, and Hanamura is that the flanking routes only go to one side in the back. The other route dumps you off close enough to the field of fire of the main entrance that it makes no difference, or the defense is protected by walls. Like on Volskaya theres a right flank on B, but it's pointless because it only skips half the hallway to the point. The defense can spam on you in the hallway from the back right in total safety. The left side has a decent flank but since you can set up far back right without fear of anything, it's basically impossible to lose pushes since you can molten core and murder everyone.
And even flanker characters that go around the side are just going to generally lose to the turret and toblerone who are camped back there. God help you if there's a bastion.
I think there are good maps located in the designs of those modes, but I think they need more work.
Also Anubis A forcing you through a single doorway or bust is still spectacularly bad design and while you generally get past it due to the respawn advantage, it's just terribly frustrating for attackers. Anubis has problems imo.
+2
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
Had a really strong one on the enemy team, on Volskaya defense, appropriately enough. She was always at full charge it seemed. Is there any difference in the amount of charge you get from a self-shield as compared to an ally-shield?
It's a 4:1 ratio. Every 4 points of barrier damage someone takes, you get 1point of energy in return. So it caps out at 50 energy per barrier, as each of them are 200 HP.
and it's the same for both types of shield
in fact they're identical in every way except cooldown
self-shield is 11 seconds, projected barrier is 8 seconds
e: also according to the oversheet, the ratio is 5:3
not sure which is correct but regardless it is definitely capped at 50% per bubble
Posts
PSN: ShogunGunshow
Origin: ShogunGunshow
?
I offered suggestions for map changes to Hanamura because I also find the second point immensely frustrating and overly dragged out.
I have legitimately no idea why you are upset.
If any of you, uhh... "lesser skilled" folks want to play, I could use some more friends.
BattleTag: Monsty#1485
Or he was having massive lag spikes.
Attack is difficult.
I had a match where I decided to play as Widowmaker (which I rarely do despite enjoying sniping, because I'm so bad at it usually), and I got an amazing double kill.
I was lining up a snipe on someone when D.Va charged me and knocked me into the air. I got my shot off on the way up, getting the kill, and got another kill on the way down.
But it chose to highlight a really awkward double kill instead so I have no way to prove it.
I too would appreciate the ability to preserve these moments for posterity.
Pretty sure my favorite thing is finding a Widowmaker that's having fun sniping at my team, boosting real quick on her sniping perch, and murderizing her. D Va's guns sometimes are took weak and she'll slip away, but it feels good to have at least disrupted her coverage.
nomnomnom
I message'd olive that I d/c'd. I still have that thing from Open Beta where I'll just got randomly dropped for no reason to the "disconnected" screen, not even any lag to indicate it coming, although it only happens like once a night normally. Felt that was a good time to go take a break because I had some human needs to take care of. But yeah, GGs! Got my first Symmetra PotG since picking up the intro thanks to a Mercy and Pharah who forgot the defenders can walk up to the balcony of the middle building overlooking Hollywood A. bwoooooooooooooom.
@Rami writing up an overview on my spots in a bit, but long story short you're not really there for the turrets (they're a bonus), you're there entirely for the teleporter. Those maps require you to either have that or never die to defend the first point because the walk back is brutal.
I actually stopped for a second because what happened was too fucking cool.
Get heroes who can fly/teleport and shoot them down? If you're unable to go up high it's going to be difficult to punish them because there are only like two ground entrances besides the floating platforms, but it shouldn't be hard for an army of Pharahs or reapers or even Widows to punish the hell out of them.
That should fold to 5 Winstons and a Lucio.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Had a really strong one on the enemy team, on Volskaya defense, appropriately enough. She was always at full charge it seemed. Is there any difference in the amount of charge you get from a self-shield as compared to an ally-shield?
You should get a white circle indicator in a corner of your screen (think upper left by default, but could be not).
It was hilarious looking from my perspective as the speed boosting Lucio.
It's a 4:1 ratio. Every 4 points of barrier damage someone takes, you get 1point of energy in return. So it caps out at 50 energy per barrier, as each of them are 200 HP.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
agreed, unfortunately, getting pugs to switch can be incredibly difficult.
Yeah, 6x junkrat just begs for Pharah - they can't do much at all to her.
6x winston could be funny too. Leap and shield, shield eats hits and they blow themselves up some? Though a good one might nail the trap bomb as you come in I guess...
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I was just like "Fuuuuuuuck I missed the rock we don't have the time left for this oh hey I'm still alive?" That's why I just stood there for a few second after.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
"...only mights and maybes."
One more thing to note about ShadowPlay: If you're doing a manual record, you have to start and stop the recording. If you don't stop the record before you exit the game, I'm pretty sure the record buffer gets lost in the ether.
At one point an enemy McCree started his alt from a catwalk half a second before I get hooked by Roadhog and pulled out of cover. Fortunately the hog was slow with his combo and I got a Reflect off just in time, sending McCree's bullet into Roadhog for the kill.
Also got killed by Junkrat like five thousand times. I have not mastered the dao of dodging those bouncing grenades.
51% shield up time.
"You know after that first match we could have used someone other than Symmetra." Says the D.Va that repeatedlly didn't use the TELEPORTER.
feels bad man
you know it's good when the Tracer you've been slamming into walls all game swaps to Reinhardt too in order to try and give you a taste of your own medicine
also for the very first minute of the game i charged someone to death through the main chokepoint, then walked onto an empty point A as attackers on King's Row and stood there befuddled, capping it until the enemy team camping the entrance finally wised up and came for me
I was like "this....this is a trick right? i see 4 people over there, YOU HAVE TO TELL ME IF YOU'RE A COP"
For all your Overwatch shitpost needs.
I'm laughing so hard omg
aight so @Rami and any other aspiring symmetras
I whipped up a little guide to the spots on Numbani & Volskaya in this here imgur album, with descriptions under each screenshot.
edit: And I only have the first parts of each because I switch off her after that. The only times I've really felt confident in her otherwise are on Anubis B because there's a lot of crannies to hide turrets in on point (and the tele has some nifty spots as well), and Hanamura B to help reinforce the impenetrability with turret traps. Although it's important to switch off Symemtra IMMEDIATELY on Hanamura B if they get into the building, she's useless once they're on the point.
Because that first part describes the map as it exists? There's a route that goes to the back, ignoring the front door entirely.
EDIT: this is something I've seen people complain about a lot, FWIW; some of the side routes aren't well marked and people don't always notice them. Volskaya A has a left approach that my defending teammate refused to believe exists, for example.
On Numbani another good teleport spot I use is right through that doorway with the bull and right away on the left. In the event a flanker does go back here for heals/flanking they almost never go back there and it only adds like 2 seconds to getting back to the fight.
On Volskaya I place mine generally the same as you, all grouped up there unless they keep breaking past then they go on the point. Putting them on the sign in the arch is a good spot too. I unless only put 5 there, the 6th goes on the flanking route. It has these recessed ceiling area, I put one in the 2nd one from the edge, won't kill anyone but usually makes them waste the medkit in that area after which is good so they can't retreat and heal up. And it warns you if anyone goes that way so you can alert the team.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
"...only mights and maybes."
And even flanker characters that go around the side are just going to generally lose to the turret and toblerone who are camped back there. God help you if there's a bastion.
I think there are good maps located in the designs of those modes, but I think they need more work.
Also Anubis A forcing you through a single doorway or bust is still spectacularly bad design and while you generally get past it due to the respawn advantage, it's just terribly frustrating for attackers. Anubis has problems imo.
and it's the same for both types of shield
in fact they're identical in every way except cooldown
self-shield is 11 seconds, projected barrier is 8 seconds
e: also according to the oversheet, the ratio is 5:3
not sure which is correct but regardless it is definitely capped at 50% per bubble