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Only if they quit outright, though. There's no way at all to avoid people who are out for a night of tanking games to derank, simply flat-out fuck people over for fun, or completely ignore anything needed to win so they can play the exact same character every game.
even when we manage to win
Twitch: KoopahTroopah - Steam: Koopah
The trick is that almost all Torbs are godawful, typically some combination of having no idea where good places to put their turrets are, and thinking that they're supposed to babysit them.
This is some crazy prediction.
Steam: MightyPotatoKing
I despise 2CP maps in general, but Hanamura is the only map in comp I dread playing. My winrate on that map is abysmal.
Junkrat and Bastion are both really good and simple ways of busting down shields if the defenders are trying to hold a choke. Reaper is also good at applying frontline pressure nowadays. And since the defenders have builders, they're not very good at dealing out shield damage themselves, so you can just gradually just start forcing them out of space. Builders are good at punishing mistakes, but not so hot if the enemy team is patient.
Sombra is also pretty effective against shield-heavy comps. Hack the big healthkits near the choke on 1st point, or the healthkit on top right on 2nd point, have your tanks farm damage and then heal up at the station and you can get ults ridiculously fast. Then just drop an emp into the middle of them and dive.
On the second point, sometimes it's best to just play for one tick of capture at a time. If you can't get through the enemy's defenses on top right because they're all up there, just dive quickly onto the point with a team comp focused on close-up fighting and dare them to come down at you. The biggest key for success with capturing the second point is to attack efficiently - if you win a team fight on the point but lose three people doing it, just immediately recognize that you're getting 1 or maybe 2 ticks out of that win, but you're probably not getting the full capture, the spawn disadvantage is just going to overwhelm you. So take what you can get and then die, don't waste ults or trickle in, that will just delay the amount of time until you're able to make a real push again.
Like we've all been on 2CP attacks where the team ends up only getting like 2-3 real attacks in 4 minutes because sooo much time gets wasted on getting picked off or dying late. Being able to up that to 4-5 real attacks does wonders for an attacking win rate.
This is a generally good Hanamura guide:
https://www.youtube.com/watch?v=84IVSs_Vfv4
I thoroughly, thoroughly suggest learning Sombra for the "cheeseable" 2CP maps. Volskaya, Hanamura, Hollywood, etc. Sombra is the queen of 2CP. Just insta-lock Sombra and make sure you know her game plan.
1) Control the health packs around one of the flanks. Not only does this deny health packs to a defensive team that is probably solo-healer (because Torb/Symm) but it also makes your own team's eventual push through this area much easier. They will have much more "stickiness" if they dig in around your health packs. It also helps you...
2) Build ult.
3) Kill the teleporter and Symm/Torb turrets. Keep those bullshit gadgets dead and the cheese defence is in a constant struggle to even get online. The key is just to not rush this: do it 100% safely with your cloak and translocate combo.
3) Look for an opening with key hacks and pick-offs. Low-health heroes are meat. Rein is an obvious one to hack. Bastion too, although if their team isn't on the ball with protecting him you can even stand right behind his lovely crit zone and burn him all the way to 0 with your lovely SMG. At the very worst, make their main defensive core feel antsy about staying anywhere. Wait for their core to break ranks or crumble. Your team will break in, and then...
4) Ult to secure the wipe. Then immediately move forward towards respawns. (You killed the teleporter right?) Hack them so their mobility/survivability when they approach the point is at zero.
5) Congratulations you will never hate 2CP again. Enjoy Overwatch!
Generally though, I'd say that the key against all the cheese defence set-ups is to build your wombo combo ults and wait for an opening without feeding kills and ults to the enemy. Stay patient and wait for the opening. It feels like you can't afford to let them set-up - and yeah, you'd prefer not to - but the easiest way to set them up is to fail a minute 0 push because you were too eager to bust in.
hAmmONd IsnT A mAin TAnk
The biggest hurdle I've found is convincing your team you aren't throwing.
But the pros have started using her so hopefully more people will get the message.
I honestly think all this talk of throw picks and teams giving up after spawn is PC-only. I can't thinkk of a single obvious example that I've seen in my games. It's either beecause we don't have keyboards - so can't just teamchat any random dickishness that comes to mind - or there's more of the couch-casual console-proletariat market here on PS4. The worst I see is someone on mic asking for another player to switch off Hanzo or something, and then being passive-aggressive all game. None of this "Sombra is a throw pick I'm picking Torbjorn because I'm giving up".
Or maybe it's because I'm low-gold and no one has any expectations here.
hAmmONd IsnT A mAin TAnk
Steam: MightyPotatoKing
In mid-low gold right now, and I'm 2/2 on people tonight on people throw picking and/or the rest of the team tantruming and doing it. One had a guy throwing a fit the entire time in chat, and then picked Widow in the second go-round, causing two people to pick Hanzo and Sombra, and one other person to pick nobody at all. All of them basically sat in front of the door. The other game, our Mercy died, bitched in chat about not having the comp he wanted, and switched to Hanzo with a "Since we're going to lose anyway, fuck you all."
What the fuck is wrong with these people? Seriously, I just can't wrap my head around that kind of behavior. Neither the trolls, nor the temper tantrum throwers.
People love being the badass who uses their ult to clean up the whole enemy team, it usually works to bait shit out. It's especially valuable if you can bait out fight-turning support ults like Rez, trance, etc. Then you can go in next time for real and just snowball the other team with an overwhelming ult advantage.
QEDMF xbl: PantsB G+
...Yeah, after five losses in a row (QP, thank god), I can safely cross Sombra off my idea list. She just didn't click, at all.
Sombra's whole thing is disruption. I have yet to see any QP team that is not disrupted as its default state. Also, she targets tanks and supports, both of which are far rarer in QP than the legion upon legion of everything else that take it to her pretty hard.
Sombra is hard
I think I have to cop the blame here for Dac Vin's experience. I forgot that I spent several hours fucking up with Sombra before Ilearning how she works. I can't tell you to "just keep trying" Dac Vin, if you aren't feeling it. All I can say is the playstyle you think Sombra can do is not the playstyle you need for her.
For instance, Sombra's not a Tracer: there are a lot of 1v1s that I lost thinking that Sombra can 1v1. She can't. You always have to be looking to 2v1 a 1v1 fight from out of nowhere. Be the second (hence, last) person they notice. If they see you first they'll shoot you. If they shoot you you can't hack and you're suddenly a slower, shittier Tracer.
Also, cooldown management. When and how you can go in with/without your translocator takes a little getting used to. When you should hack that second health pack or save the hack for an upcoming fight is something I still bugger up sometimes. Who should you hack and when? Still not too simple. A general rule on 2CP Attack? Hack the tanks. Those tanks are holding your team off. You want them to stop that.
Finally, sad to say but QP is just the worst for learning Sombra. Nothing that Sombra thrives on is there, except a whole bunch of low HP flankers that she loves to hack and watch die.
hAmmONd IsnT A mAin TAnk
People who pick the "weak" classes in comp... well, only being at 1700, I'm not going to say anything.
But I'll be thinking it.
Winston used to be in that group of "Obviously not taking this seriously" but something changed recently and now something like half the matches I run have a Winston AND people suddenly forgot how to kill them.
People also suddenly forgot how to kill tracers. Which is REALLY amusing considering they have essentially no HP.
OW is a game big on how you initiate team fights and how you manage ults and abilities during that team fight.
Sombra's strength is she can preemptively throw a wrench into your opponent's plans during those fights and force them to adapt on the fly.
Steam: MightyPotatoKing
I had to remind him it was during a grav. He left immediately after. Sigh. I hate this shit.
Edit: add widow/hanzo 2 stack to the list. Sigh. My torb turret killed their pharah more than the rest of the team combined, which is pretty funny. I was only playing torb because we were obviously going to lose and it kind of worked mostly due to the surprise factor.
Is this comp or QP? Because that's just par for the course for QP (in fact that's the great thing about QP, hero choice doesn't matter), but comp is something else. When you have a comp round where all the communication is in the form of complaints, you can assume it is probably not going to turn out well.
The major hole in this strategy is that there are "hard counters". So, if I'm playing Pharah and the other team pulls out a good Soldier or McCree, I don't currently have an answer to that. Finding "backup heros" for each role is probably my next step. I have Zarya for backup tank and Symmettra for backup defense, but I don't have a decent offense or heal backup plan at this time.
Oh wait, my team autopicked Zen and Lucio. Strange thing, but whatever, I can tank to-
Hold on, did my team just pick Rein and Dva? Alright fiiine, I'll DPS. I'm only decent on S76, but I'll do a convenable job of taking down the enemy Pharah if they have on-
oh god my fifth teammate just picked S76
And that's how I lost and realised I needed to broaden my DPS pool.
What you're talking about isn't one-tricking. A one-trick is someone who only plays one hero, which is a bad idea because even if your one-trick is someone who's good on every map and against every team comp (like Tracer), what do you do when someone picks it first?
Steam: MightyPotatoKing
One point I saw being that it was possible to get to GM with Mercy even with a subpar.win rate.
That seems like a thing where folks were shown some fringe cases and just ran with it.
Did you read that article someone posted a few pages back that went in-depth on analyzing why Mercy 'one-tricks' specifically are getting so much hate in high-level comp? It begins by talking about sexism in the field, but then goes on to looking at it from other perspectives (including acknowledging that genuine one-tricking is a bad idea in OW).
Edit: Here it is:
Also, speaking to Mercy's strength. OW is a game that is all about proper ult management, especially at high levels. Mercy's ult is unique in that it can massively shift ult advantage when used properly. Which is huge.
Personally, if there is any complaint to be had, I don't think it lies with Mercy as much as how big ults are in the game.
Every kill, every point of damage or self heal, every bit of ult charge you get while sitting on an ult is a waste. Now, that's the price you pay to get ult combos... people will not generally earn ult at exactly the same time. But it's a price, and if that price is not proving to be worth it (nobody to combo with, team doesn't play along, situational priorities), then i'm going to blow my ult "early", and I'll be right to do so. It's not a situation where combos are always and forever the only correct way to use an ult.
</rant>
I just think almost every problem ties back to how unbalanced a 6 man party is, it's so OP compared to a team of randoms. Even if all those random players are good and communicate, they don't know how each other play or work together. Any premade team has an inherent advantage over another, because they probably play together alot, know their roles well, and know what to expect from each other. It's also why higher skill ceiling characters get bad reputations because they aren't used to playing with them as teammates.