Conversely, I'd be happy to have someone with 85 hours of experience on a single champ on almost any map o.O
Don't worry, they weren't good.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I've seen people who are pretty solid with Widow, grappling-hook leaping around and whatnot on attack. Ends up not mattering much at all because most spots on most maps just aren't suited to her providing much of an advantage, if the enemy team is even halfway on the ball about countering her.
She's a decent pick on defense for some spots, but she's far from worthwhile as a main for almost anybody. She's just too reliant on both her team keeping her from getting killed, and on the enemy team basically ignoring her and letting her snipe.
Haven't played this in months, so decided to jump straight back into ranked.
Three straight wins and a play of the game suggest that this wasn't quite as bad an idea as I thought it was going to be.
Conversely, I just got 5 straight losses. All of them were complete steamrolls.
I started to have some worse luck immediately after I posted that, to be fair.
Although I did chuckle slightly at my team blaming me (as Mercy) for a loss in the first round of one game. Another player switched to her after telling me that I didn't know what the fuck I was doing and that he'd "show me how to really play her."
The second round lasted about thirty seconds before we lost.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Here's an idea with widow: Just use her as the sniper was in (competitive) TF2--a pick class. Switch to her when your enemy won't be expecting it, snipe off their healer and anyone else you can get from your perch, and then either switch when you die or if you're just nearby spawn to Junkrat or McCree or whatever. I've had great success switching to Widow right after losing Volskaya A by stopping their snowball push short by just taking out Mercy or Zenyatta instantly, but the longer I stay Widow the less I can get done.
The most terrifying people I have ever faced in this game are Widow and Hanzo mains. If someone has 85 hours on Widow, you let them play Widow.
Yeah, widow is SIGNIFICANTLY stronger than the tf2 sniper since her rifle charges 3x faster, she has an assault rifle that is no laughing matter, she has a pencil thin model and hit boxes, and she has an escape.
Here's an idea with widow: Just use her as the sniper was in (competitive) TF2--a pick class. Switch to her when your enemy won't be expecting it, snipe off their healer and anyone else you can get from your perch, and then either switch when you die or if you're just nearby spawn to Junkrat or McCree or whatever. I've had great success switching to Widow right after losing Volskaya A by stopping their snowball push short by just taking out Mercy or Zenyatta instantly, but the longer I stay Widow the less I can get done.
I wish people who exclusively mained characters were consigned to their own version of matchmaking. 85 hours on Widowmaker and less than a couple on anyone else, instalocking on every map attack or defense? Go awaaaaaaay.
People trying to force a square peg into a round hole with Symmetra. Every map, every mode, defense and offense.
Not going to lie, she's one of my common picks whenever I see the blue "Defense" banner up top, no matter the map. When we're defense and I don't feel there's anything specific the team needs urgently, Symmetra it is.
At my scrubby level, having someone that can melt Genjis through their Deflects and provide constant pestering on points through inconveniently-placed turrets is useful.
Yea I was just in a match that one guy would non-stop bitch about someone picking widow and me picking mei. The widow at least offered to swap if it didn't work out, we proceeded to curb stomp the enemy team.
End of the match? The guy still says they were bad picks. Just can't break people away from that meta-only mindset.
The funny thing is the pro comp meta is totally up in the air right now anyway. Mei's good, PharMercy is coming back a bit, you may or may not have lucio or zen on your team...
2/2/2 is still pretty much the guiding principle but teams have competed with 3 tanks / 3 support, 1 tank, 1 healer, all kinds of different permutations. There's a bunch of characters who used to only be situational picks who now might just be legit good.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Whelp Junkrat from that Competitive match I hope not taking the Leaver penalty when you went afk for 3 rounds of KotH was worth getting reported by 11 people.
Finally got placements done. Thought I should participate this season cause I'm a glutton for punishment. Got 2679, which is way higher than I thought i should be personally? I mean, Ill take it, but still.
The funny thing is the pro comp meta is totally up in the air right now anyway. Mei's good, PharMercy is coming back a bit, you may or may not have lucio or zen on your team...
2/2/2 is still pretty much the guiding principle but teams have competed with 3 tanks / 3 support, 1 tank, 1 healer, all kinds of different permutations. There's a bunch of characters who used to only be situational picks who now might just be legit good.
I hated 2/2/2 anyway. I think it's a strat that works for tournaments because the people that play DPS have insane aim, the teams all have great communication, and there tends to be less flanking. In pubs however, it just puts too much pressure on the DPS. It can easily fall apart if the DPS are not amazing players, if the enemy team focuses on the DPS, or if anyone on your team wants to pick non-meta players.
Side note: Is it just me, or does Eichenwald really really suck for the attacking team?
It gets better if you have high mobility characters and/or flankers who know the map and can go around the various sides/roofs. But if you're trying to push as six with the cart, you're gonna have a bad time.
I still haven't seen an Offense get all 3 points capped, though.
What's really dumb is when people do something like pick Hanzo, throw arrows at enemies all day but never make a real difference or get a kill, then say "but I have gold medal for damage so I'm awesome."
The funny thing is the pro comp meta is totally up in the air right now anyway. Mei's good, PharMercy is coming back a bit, you may or may not have lucio or zen on your team...
2/2/2 is still pretty much the guiding principle but teams have competed with 3 tanks / 3 support, 1 tank, 1 healer, all kinds of different permutations. There's a bunch of characters who used to only be situational picks who now might just be legit good.
I hated 2/2/2 anyway. I think it's a strat that works for tournaments because the people that play DPS have insane aim, the teams all have great communication, and there tends to be less flanking. In pubs however, it just puts too much pressure on the DPS. It can easily fall apart if the DPS are not amazing players, if the enemy team focuses on the DPS, or if anyone on your team wants to pick non-meta players.
Eh, I think the main strength of 2/2/2 is the stability it provides. Healer goes down? You have another! Tank goes down? You still have one! If you're playing a good ol' pubbie 1 tank, 1 healer comp, as soon as one of those guys goes down the pressure is suddenly tremendous on your DPS, because now they've got to win the fight with no margin for error, no one to stop dudes from getting in their face or from just getting chipped down by low damage shots. You don't even need a coordinated team to deal with that kind of thing, just a single diving Winston or some Junkrat spam towards the healer's general direction.
Like, if you're halfway through a messy team fight playing McCree, say it's down to 3v3. You'd probably far prefer that the last 3 enemies you're facing are 3 squishy DPS characters, rather than be matched up vs a tank, healer, and 1 DPS. And your job will be a whole lot easier and less demanding if the people remaining on your side are a tank and healer. 2/2/2 is more resilient as it loses members and is more likely to be able to finish out fights than having lots of DPS. Even if you're not getting kills as quickly as front-loading with DPS, you're dying less, gaining ults more quickly, and being able to use them together in complementary ways.
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
Finished my calibrations 4-5-1, rank 2474. That's way short of my calibration and final rank last season (57 and 61, respectively; equivalent to 2850 and 3050), but not unexpected given that I'm actually calibrating against people who know what they're doing and Zenyatta isn't stupidly overpowered any more. (Yes, that 20% off the damage boost, individually, is enough to take him from "stupid overpowered" to "about right".)
My favorite musical instrument is the air-raid siren.
That spot's not that bad, sure you're blocking the payload but that's all you're doing and if people know about it you can be shot from the payload from there. Or if they have a Pharah or someone that can get up there easy you can be found out fast.
What's really dumb is when people do something like pick Hanzo, throw arrows at enemies all day but never make a real difference or get a kill, then say "but I have gold medal for damage so I'm awesome."
If you have the gold medal for damage and not at LEAST bronze on eliminations (and frankly, you should be at silver)...
You really have the gold medal for charging the enemy team's ults. Please stop feeding Mercy/Zen/Lucio ultimate. IT'S NOT HELPING.
Eh it's a team based game and sometimes certain chars have trouble finishing and a crap team would lead to tons of damage and low Elims
Oh, sure. But I mean people who insist that because their damage numbers are high they can't be the problem.
For instance, as Zarya I love love LOVE Junkrats who blindly lob grenades down hallways. They'll get lots of damage credit banging against my barriers. And then I will kill them with attraction.
The funny thing is the pro comp meta is totally up in the air right now anyway. Mei's good, PharMercy is coming back a bit, you may or may not have lucio or zen on your team...
2/2/2 is still pretty much the guiding principle but teams have competed with 3 tanks / 3 support, 1 tank, 1 healer, all kinds of different permutations. There's a bunch of characters who used to only be situational picks who now might just be legit good.
I hated 2/2/2 anyway. I think it's a strat that works for tournaments because the people that play DPS have insane aim, the teams all have great communication, and there tends to be less flanking. In pubs however, it just puts too much pressure on the DPS. It can easily fall apart if the DPS are not amazing players, if the enemy team focuses on the DPS, or if anyone on your team wants to pick non-meta players.
Eh, I think the main strength of 2/2/2 is the stability it provides. Healer goes down? You have another! Tank goes down? You still have one! If you're playing a good ol' pubbie 1 tank, 1 healer comp, as soon as one of those guys goes down the pressure is suddenly tremendous on your DPS, because now they've got to win the fight with no margin for error, no one to stop dudes from getting in their face or from just getting chipped down by low damage shots. You don't even need a coordinated team to deal with that kind of thing, just a single diving Winston or some Junkrat spam towards the healer's general direction.
Like, if you're halfway through a messy team fight playing McCree, say it's down to 3v3. You'd probably far prefer that the last 3 enemies you're facing are 3 squishy DPS characters, rather than be matched up vs a tank, healer, and 1 DPS. And your job will be a whole lot easier and less demanding if the people remaining on your side are a tank and healer. 2/2/2 is more resilient as it loses members and is more likely to be able to finish out fights than having lots of DPS. Even if you're not getting kills as quickly as front-loading with DPS, you're dying less, gaining ults more quickly, and being able to use them together in complementary ways.
I agree with what you are saying, but I think having less DPS means you are less likely to get down to those even 3v3s. Think about how much damage an unchecked Genji/Tracer/McCree/Phara can do. When you go 2/2/2 you are leaving one or two of their dps unchecked.
I'm not saying 2/2/2 isn't good. It's just that at the level I'm playing at, people don't have the aim or coordination to pull it off most of the time. It also doesn't help that half the time they don't pick zen in 2/2/2, which is a pretty big key to the comp.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Eh it's a team based game and sometimes certain chars have trouble finishing and a crap team would lead to tons of damage and low Elims
sorta the thing there is you should realize "hey, I can do 125 to these people as hanzo, but if no-one ever does the final 75 maybe I should switch to someone more reliably like mccree to finish the kills myself"
if nobody is finishing your kills for you just keeping doing the same thing and expecting different results isn't gonna help
either that or ask someone on your team to go winston and jump on guys you shoot
Eh it's a team based game and sometimes certain chars have trouble finishing and a crap team would lead to tons of damage and low Elims
Oh, sure. But I mean people who insist that because their damage numbers are high they can't be the problem.
For instance, as Zarya I love love LOVE Junkrats who blindly lob grenades down hallways. They'll get lots of damage credit banging against my barriers. And then I will kill them with attraction.
Yup, I know I'm going to have a good Zarya game when I can pop out of cover, tap my sheild then retreat to cover without taking damage with +50 charge.
What's really dumb is when people do something like pick Hanzo, throw arrows at enemies all day but never make a real difference or get a kill, then say "but I have gold medal for damage so I'm awesome."
Ya.
Gold medals in damage with mediocre kills just means you are feeding the Lucio/Mercy/Zen/Ana an ult to steamroll your team with.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
don't forget that high damage also means hitting rein's barrier which isn't meaningless damage
I'll often end up with gold damage as roadhog because I just hold right click in rein's general direction, and that is still a Good Thing to be doing because soon enough rein's shield breaks and we kill him
I also think people seriously underestimate roadhog's ability as a shieldbuster, shotguns are generally super effective because all the pellets can hit it easily and his right click in particular lets you guarantee every pellet hits without damage falloff. Super good.
Eh it's a team based game and sometimes certain chars have trouble finishing and a crap team would lead to tons of damage and low Elims
sorta the thing there is you should realize "hey, I can do 125 to these people as hanzo, but if no-one ever does the final 75 maybe I should switch to someone more reliably like mccree to finish the kills myself"
if nobody is finishing your kills for you just keeping doing the same thing and expecting different results isn't gonna help
either that or ask someone on your team to go winston and jump on guys you shoot
basically what it all amounts to if you don't have 4-5 gold medals you should not complain.
don't forget that high damage also means hitting rein's barrier which isn't meaningless damage
I'll often end up with gold damage as roadhog because I just hold right click in rein's general direction, and that is still a Good Thing to be doing because soon enough rein's shield breaks and we kill him
I also think people seriously underestimate roadhog's ability as a shieldbuster, shotguns are generally super effective because all the pellets can hit it easily and his right click in particular lets you guarantee every pellet hits without damage falloff. Super good.
Roadhog is one of my favorite tanks to heal, since he can soak up a lot of damage, which feed my ults, and does quite a bit of damage/kills himself. D.Va is good too. I only like healing aggressive Reins, but not too aggressive. Zarya is fun to heal too if she's good with barriers.
I tell my team everytime. You want heals? Better be in line of sight of my orb or healing stream.
I love lobbing Hanzo ults at points getting capped right after respawning. Almost always get somebody, and it can easily mean blocking a cap entirely looooong before you ever get back to the point.
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Don't worry, they weren't good.
She's a decent pick on defense for some spots, but she's far from worthwhile as a main for almost anybody. She's just too reliant on both her team keeping her from getting killed, and on the enemy team basically ignoring her and letting her snipe.
I started to have some worse luck immediately after I posted that, to be fair.
Although I did chuckle slightly at my team blaming me (as Mercy) for a loss in the first round of one game. Another player switched to her after telling me that I didn't know what the fuck I was doing and that he'd "show me how to really play her."
The second round lasted about thirty seconds before we lost.
i just remembered the Hanzo arrow change. I was wondering why I felt so awful with him.
Yeah, widow is SIGNIFICANTLY stronger than the tf2 sniper since her rifle charges 3x faster, she has an assault rifle that is no laughing matter, she has a pencil thin model and hit boxes, and she has an escape.
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I do this sometimes
Not going to lie, she's one of my common picks whenever I see the blue "Defense" banner up top, no matter the map. When we're defense and I don't feel there's anything specific the team needs urgently, Symmetra it is.
At my scrubby level, having someone that can melt Genjis through their Deflects and provide constant pestering on points through inconveniently-placed turrets is useful.
but i'm usually playing a character who is a flanker.
End of the match? The guy still says they were bad picks. Just can't break people away from that meta-only mindset.
2/2/2 is still pretty much the guiding principle but teams have competed with 3 tanks / 3 support, 1 tank, 1 healer, all kinds of different permutations. There's a bunch of characters who used to only be situational picks who now might just be legit good.
PSN: BrightWing13 FFX|V:ARR Bright Asuna
I hated 2/2/2 anyway. I think it's a strat that works for tournaments because the people that play DPS have insane aim, the teams all have great communication, and there tends to be less flanking. In pubs however, it just puts too much pressure on the DPS. It can easily fall apart if the DPS are not amazing players, if the enemy team focuses on the DPS, or if anyone on your team wants to pick non-meta players.
PSN: BrightWing13 FFX|V:ARR Bright Asuna
It gets better if you have high mobility characters and/or flankers who know the map and can go around the various sides/roofs. But if you're trying to push as six with the cart, you're gonna have a bad time.
I still haven't seen an Offense get all 3 points capped, though.
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Eh, I think the main strength of 2/2/2 is the stability it provides. Healer goes down? You have another! Tank goes down? You still have one! If you're playing a good ol' pubbie 1 tank, 1 healer comp, as soon as one of those guys goes down the pressure is suddenly tremendous on your DPS, because now they've got to win the fight with no margin for error, no one to stop dudes from getting in their face or from just getting chipped down by low damage shots. You don't even need a coordinated team to deal with that kind of thing, just a single diving Winston or some Junkrat spam towards the healer's general direction.
Like, if you're halfway through a messy team fight playing McCree, say it's down to 3v3. You'd probably far prefer that the last 3 enemies you're facing are 3 squishy DPS characters, rather than be matched up vs a tank, healer, and 1 DPS. And your job will be a whole lot easier and less demanding if the people remaining on your side are a tank and healer. 2/2/2 is more resilient as it loses members and is more likely to be able to finish out fights than having lots of DPS. Even if you're not getting kills as quickly as front-loading with DPS, you're dying less, gaining ults more quickly, and being able to use them together in complementary ways.
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If you have the gold medal for damage and not at LEAST bronze on eliminations (and frankly, you should be at silver)...
You really have the gold medal for charging the enemy team's ults. Please stop feeding Mercy/Zen/Lucio ultimate. IT'S NOT HELPING.
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Oh, sure. But I mean people who insist that because their damage numbers are high they can't be the problem.
For instance, as Zarya I love love LOVE Junkrats who blindly lob grenades down hallways. They'll get lots of damage credit banging against my barriers. And then I will kill them with attraction.
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Switch: SW-5185-4991-5118
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Conflict avoided! Best friends forever now!
I agree with what you are saying, but I think having less DPS means you are less likely to get down to those even 3v3s. Think about how much damage an unchecked Genji/Tracer/McCree/Phara can do. When you go 2/2/2 you are leaving one or two of their dps unchecked.
I'm not saying 2/2/2 isn't good. It's just that at the level I'm playing at, people don't have the aim or coordination to pull it off most of the time. It also doesn't help that half the time they don't pick zen in 2/2/2, which is a pretty big key to the comp.
sorta the thing there is you should realize "hey, I can do 125 to these people as hanzo, but if no-one ever does the final 75 maybe I should switch to someone more reliably like mccree to finish the kills myself"
if nobody is finishing your kills for you just keeping doing the same thing and expecting different results isn't gonna help
either that or ask someone on your team to go winston and jump on guys you shoot
Yup, I know I'm going to have a good Zarya game when I can pop out of cover, tap my sheild then retreat to cover without taking damage with +50 charge.
Ya.
Gold medals in damage with mediocre kills just means you are feeding the Lucio/Mercy/Zen/Ana an ult to steamroll your team with.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
I'll often end up with gold damage as roadhog because I just hold right click in rein's general direction, and that is still a Good Thing to be doing because soon enough rein's shield breaks and we kill him
I also think people seriously underestimate roadhog's ability as a shieldbuster, shotguns are generally super effective because all the pellets can hit it easily and his right click in particular lets you guarantee every pellet hits without damage falloff. Super good.
basically what it all amounts to if you don't have 4-5 gold medals you should not complain.
Roadhog is one of my favorite tanks to heal, since he can soak up a lot of damage, which feed my ults, and does quite a bit of damage/kills himself. D.Va is good too. I only like healing aggressive Reins, but not too aggressive. Zarya is fun to heal too if she's good with barriers.
I tell my team everytime. You want heals? Better be in line of sight of my orb or healing stream.
@DasUberEdward , we should play more.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
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I love lobbing Hanzo ults at points getting capped right after respawning. Almost always get somebody, and it can easily mean blocking a cap entirely looooong before you ever get back to the point.