I used to play this game with friends but they have all bounced for WoW, but I kind of still want to play it.
They all played tanks back in the day, and I would do support or DPS. Poking around LFG stuff it seems people need tanks the most but I don't even know where to start. I am also nervous because I only have around 40 hours on the game but when I played with my friends I placed plat with them, but I feel like I really lack the game knowledge to actually play at that level. So I keep staring at the queue button and psyche myself out and play different games.
I used to play this game with friends but they have all bounced for WoW, but I kind of still want to play it.
They all played tanks back in the day, and I would do support or DPS. Poking around LFG stuff it seems people need tanks the most but I don't even know where to start. I am also nervous because I only have around 40 hours on the game but when I played with my friends I placed plat with them, but I feel like I really lack the game knowledge to actually play at that level. So I keep staring at the queue button and psyche myself out and play different games.
The first question is: which tank interests you the most? Do you want to dive? Be the anchor point?
The next would be to find some guides, Jayne has VOD reviews up on YouTube for most of them (I think missing only Wrecking Ball?). And goes deep into detail on theory and mechanically knowledge on them.
I used to play this game with friends but they have all bounced for WoW, but I kind of still want to play it.
They all played tanks back in the day, and I would do support or DPS. Poking around LFG stuff it seems people need tanks the most but I don't even know where to start. I am also nervous because I only have around 40 hours on the game but when I played with my friends I placed plat with them, but I feel like I really lack the game knowledge to actually play at that level. So I keep staring at the queue button and psyche myself out and play different games.
The first question is: which tank interests you the most? Do you want to dive? Be the anchor point?
The next would be to find some guides, Jayne has VOD reviews up on YouTube for most of them (I think missing only Wrecking Ball?). And goes deep into detail on theory and mechanically knowledge on them.
I don't really have a strong preference, kind of whatever the team needs. I'll look into Jayne's stuff.
0
miscellaneousinsanitygrass grows, birds fly, sun shines,and brother, i hurt peopleRegistered Userregular
if you're on PC you're also welcome to play with the PA crew, people are usually on around 9pm pacific most nights
I used to play this game with friends but they have all bounced for WoW, but I kind of still want to play it.
They all played tanks back in the day, and I would do support or DPS. Poking around LFG stuff it seems people need tanks the most but I don't even know where to start. I am also nervous because I only have around 40 hours on the game but when I played with my friends I placed plat with them, but I feel like I really lack the game knowledge to actually play at that level. So I keep staring at the queue button and psyche myself out and play different games.
I'd really just suggest playing around with some of the tanks and deciding whose playstyle you enjoy the most, and then work on improving two or three of 'em. Like if you wanna go tank and can play Rein, Winston, and D.Va, you can't really go wrong.
This is basic stuff, but just to start from the bottom up: tanks are generally split up into two categories, main or barrier tanks and off tanks. The main tanks are Rein, Orisa, and Winston. They excel at survivability and space control, making areas of the map safe for your team and pushing out the enemy. Being a good main tank player means having good situational awareness, ult tracking, and patience. They're arguably the single most important player on a team.
Off tanks are D.Va, Hog, Zarya, and Wrecking Ball. Off tanks are usually not as beefy and can't take sustained fire, but have more ability to disrupt and win 1v1s, as well as the ability to protect their own backline against divers - but their specific role will really depend on team comp. Aim is a bit more important for off tanks, though if you were already playing dps at plat that's probably not really an issue anyway. Since off-tank is a bit closer to just playing a fat DPS it's usually easier to get off-tank players than main tanks. Not that they'll necessarily be any good at it...
Like already mentioned, Jayne is a super good resource for basically all things Overwatch, and he's got a pretty decent backlog of VOD reviews of different heroes where he'll really break down game principles. Some other streamers you could check out too:
For main tank, Cloneman16, Muma, Numlocked, xQc (the guy is annoying as shit but he is a damn good main tank).
For off-tank, Emongg is super good at explaining his thought process as he plays, Harbleu, or Seagull when he's on an Zarya kick.
We haven't been having super regular PA groups lately, but we've still got folks around too, can always group up with us for quickplay games. They're usually more organized and communicative than you'd otherwise get from solo queue'ing.
Kana on
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.
This is basic stuff, but just to start from the bottom up: tanks are generally split up into two categories, main or barrier tanks and off tanks. The main tanks are Rein, Orisa, and Winston. They excel at survivability and space control, making areas of the map safe for your team and pushing out the enemy. Being a good main tank player means having good situational awareness, ult tracking, and patience. They're arguably the single most important player on a team.
Off tanks are D.Va, Hog, Zarya, and Wrecking Ball. Off tanks are usually not as beefy and can't take sustained fire, but have more ability to disrupt and win 1v1s, as well as the ability to protect their own backline against divers - but their specific role will really depend on team comp. Aim is a bit more important for off tanks, though if you were already playing dps at plat that's probably not really an issue anyway. Since off-tank is a bit closer to just playing a fat DPS it's usually easier to get off-tank players than main tanks. Not that they'll necessarily be any good at it...
This is a great explanation of the two tank types.
'Chance, you are the best kind of whore.' -Henroid
+2
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
This is basic stuff, but just to start from the bottom up: tanks are generally split up into two categories, main or barrier tanks and off tanks. The main tanks are Rein, Orisa, and Winston. They excel at survivability and space control, making areas of the map safe for your team and pushing out the enemy. Being a good main tank player means having good situational awareness, ult tracking, and patience. They're arguably the single most important player on a team.
Off tanks are D.Va, Hog, Zarya, and Wrecking Ball. Off tanks are usually not as beefy and can't take sustained fire, but have more ability to disrupt and win 1v1s, as well as the ability to protect their own backline against divers - but their specific role will really depend on team comp. Aim is a bit more important for off tanks, though if you were already playing dps at plat that's probably not really an issue anyway. Since off-tank is a bit closer to just playing a fat DPS it's usually easier to get off-tank players than main tanks. Not that they'll necessarily be any good at it...
This is a great explanation of the two tank types.
Yeah, also I totally agree with this:
They're arguably the single most important player on a team.
The whole team feels the momentum of a good, aggressive main tank; and every teamfight with a skittish main tank feels like raking your fingernails against a solid brick wall.
I know the answer is probably "same as it was last year", but I'm still looking forward to how Sym's rework affects The Summoner. That shield wall could be a real pain in Junkenstein's Revenge.
My favorite musical instrument is the air-raid siren.
The whole team feels the momentum of a good, aggressive main tank; and every teamfight with a skittish main tank feels like raking your fingernails against a solid brick wall.
The Junkrat clip I posted the other day - Blizzworld attack - started with an Orisa on our team who was timid as fuck. She's chilling with her shield behind the statue at the choke while our other DPS, our healer and our Roadhog are practically on the point - drove me nuts.
Anywho - I had one Those Games That I Live For last night. Oasis, instalock Tracer after flexing most of the night, hard carry, 30 and 5 or something like that. They bring out a Junkrat towards the end of round one, and come out with McCree + Brig (plus a Mercy) for round 2. PotG was out-duelling the McCree in two clips, tossing the pulse bomb at Mercy as she comes in to rez, Pulse Bomb kills Mercy and drops Brig to 1%, a headshot finishes Brig and I blink onto the point to finish off a baby D.Va, getting cut down to 13 HP before rewinding out. 4K!
Llllurrrvely.
'Chance, you are the best kind of whore.' -Henroid
One thing about tanks too is knowing what the rest of your group is going to do if you’re aggressive. It’s very easy to be an aggro tank and get up in the other team’s face to find out that your team’s idea of how to win trying to snipe at range.
+5
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
If you're playing Orisa aggressively you should probably just be playing Rein. She's expressly built to play further back and support from a distance (and is incredibly vulnerable to the enemy pushing back and getting in melee range, which Rein actively punishes). I had a Volskaya game with the PA crew where I spent the entire B defense on the high ground shooting down, and it worked because I can throw the shield on ground level for my team and go wherever I like.
One thing about tanks too is knowing what the rest of your group is going to do if you’re aggressive. It’s very easy to be an aggro tank and get up in the other team’s face to find out that your team’s idea of how to win trying to snipe at range.
Or to find out the rest of your team changed to strafing characters at the last respawn.
if i am going to play a tank i definitely look at what the dps are playing first. I love playing orisa but if i don't have anyone that's going to play behind my shield or cover my weaknesses then i'll go winston or d.va.
If you're playing Orisa aggressively you should probably just be playing Rein. She's expressly built to play further back and support from a distance (and is incredibly vulnerable to the enemy pushing back and getting in melee range, which Rein actively punishes). I had a Volskaya game with the PA crew where I spent the entire B defense on the high ground shooting down, and it worked because I can throw the shield on ground level for my team and go wherever I like.
On the one hand, yes, you're totally right about how punishing Rein is up-close, but it's worth keeping in mind that the closer you are to an enemy the easier it is to land shots with Orisa, and if you can consistently land those shots as you push up, she can be just as dangerous as Rein while being far more flexible about the range she can make impact at. It's just that her ult really sucks compared to Shatter.
I dueled an Orisa on Tracer the other day who had absolutely no problem tracking me when I went in close range on her, blinked behind her, et cetera - which I'll admit is unusual. I'm weirdly dynamic with the shield - I'm always repositioning it to give cover as flankers come in on this side or that side or to block this Hog's hook or whatever - but I also immediately move to take advantage of its new position when I do. My DPS are up front trying to kill their supports and tanks - that's where the shield needs to be, and so that's where I have to be if I wanna' survive this teamfight. Orisa's too big and slow of a target to not be using her shield nearly 100% of the time.
Like you're gonna' have situations when you punt one thirty yards away to support your DPS in their skirmish over there as you waddle over, to intercept a Hog or D.Va or Soldier ult when you're confident in your position, but I tend to play Orisa pretty aggressive in general. If the DPS aren't a little scared of me, I'm not doing my job. They should see me thumping towards them and immediately GTFO.
'Chance, you are the best kind of whore.' -Henroid
I know the answer is probably "same as it was last year", but I'm still looking forward to how Sym's rework affects The Summoner. That shield wall could be a real pain in Junkenstein's Revenge.
My money is on Sym not being there at all and replaced with whoever Junkenstein's Bride is (probably Moira).
I don't think it's necessarily "aggressive" you want in a main tank, that mostly just conjures up the idea off like reins who keep charging in and expecting their team to bail them out. Not that sometimes that isn't a good idea. Like the old Reinforce wisdom that all Reinhardts are either idiots or cowards, and he aint no coward.
Its more that you want them to be aggressive in claiming space for your team. Not necessarily in terms of like, aggressively seeking kills all the time. Sometimes that means pushing into the enemy team, and then just playing a punching bag but refusing to ever quite die. Trading your life for a charge kill on an enemy dps usually isn't a worthwhile trade.
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.
+6
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Orisa is all about creating a zone for her team to fight in and around for a tactical advantage. She's less mobile than Rein but her shield is a lot more resiliant due to being a cooldown skill. On offense she definitely should be played aggressively, just like every character in the game, because a passive offense is always worthless. Playing zone control on offense means creating a zone *inside* enemy territory to force a fight. Just controlling your own side of the chokepoint is totally useless.
btw do we have an east coast crew yet? I'm planning to get into the game again and I'm usually playing between 7pm-11pm EST. Add me for games: Zek#1623
btw do we have an east coast crew yet? I'm planning to get into the game again and I'm usually playing between 7pm-11pm EST. Add me for games: Zek#1623
I'm EST, support primary, in low gold tier. Phender#1108 is the battle.net code.
If I have a semi-comptent healer who is willing to back me up I am murder on Orisa. too many squishies think I am for some reason not going to be drilling them with headshots at close range.
So today I decided to play Pharah for the first time on PC because my loot boxes saw fit to give me her sweet Legendary gold skin. I told my quickplay teammates, they were receptive. I know Pharah's kit so that isn't a big deal.
Went aaaaaaaaaaaaaaabsolutely massive, 33 elims, 5 deaths, POTG (which was a Quad involving my ult so I got the achievement for that the first time I played her).
Near the end the other team was so fed up with me they were on a bunch of counters so I swapped to Doom and mopped the floor with them, killing half their team (Ana, Hanzo, McCree) on their last push.
It was pretty spectacular. I also got an environmental kill at one point on their Rein with Pharah's knockback ability.
Orisa is all about creating a zone for her team to fight in and around for a tactical advantage. She's less mobile than Rein but her shield is a lot more resiliant due to being a cooldown skill. On offense she definitely should be played aggressively, just like every character in the game, because a passive offense is always worthless. Playing zone control on offense means creating a zone *inside* enemy territory to force a fight. Just controlling your own side of the chokepoint is totally useless.
Well yeah, but then that's when I go "wait why am I trying to advance with a stationary shield when I could have a mobile shield and a defense-breaking ult" and switch to Rein. I only like Orisa on attack on Payload because, you know, then there's a way to make her shield move. Also I don't have the tracking to headshot people in melee >.>
btw do we have an east coast crew yet? I'm planning to get into the game again and I'm usually playing between 7pm-11pm EST. Add me for games: Zek#1623
I'm not playing super often rn but that can always change and that'd be the window I'd be playing in; EscapeGoat#1913 (gold-ish tank main and doomfist guy)
I’m technically central, but east coast times work for me. I’ll usually pop on for a bit most nights to play a little Mystery Heroes or FFA, but if you see I’m on, feel free to toss an invite for some quick play or whatever. My battle tag is in my signature.
Orisa is all about creating a zone for her team to fight in and around for a tactical advantage. She's less mobile than Rein but her shield is a lot more resiliant due to being a cooldown skill. On offense she definitely should be played aggressively, just like every character in the game, because a passive offense is always worthless. Playing zone control on offense means creating a zone *inside* enemy territory to force a fight. Just controlling your own side of the chokepoint is totally useless.
Well yeah, but then that's when I go "wait why am I trying to advance with a stationary shield when I could have a mobile shield and a defense-breaking ult" and switch to Rein. I only like Orisa on attack on Payload because, you know, then there's a way to make her shield move. Also I don't have the tracking to headshot people in melee >.>
I was watching an Orisa VOD review by Canasian, and he actually made a really good point about not putting Orisa's shield on the cart.
Basically, it's great for you personally because you can just sit up there and you're fine, but as a tool for your team to use, putting it on the cart kind of sucks. For one thing, since the cart is always moving, there isn't a single reliable point of cover for your team to either push up or retreat to, and at points where the cart turns that means the cover turns, which means you can suddenly be exposed without anticipating it. For another thing, since it's elevated off the ground and in the middle of whatever area you're in, it leaves you exposed from every direction other than the front and leaves anyone not standing on the cart vulnerable to ground effects like Rein's shatter. His advice is to do your best to keep the shield in front of the cart, specifically trying to attach it to existing walls so that you have multiple angles of cover, and so that your DPS/other tanks can push up ahead and keep the enemy from actually getting onto the point to contest.
Obviously someone needs to be pushing the cart, but not everyone should be so keeping your shield there doesn't really give you maximum value compared to what you could be doing with it (this excludes stuff like pirate ship where your primary damage dealer is going to spend most of their time on the cart anyway). After watching him point this out with a few different examples of better potential shield placements, it pretty well convinced me to be much more aware of better positioning options before dropping the shield on the cart. Pretty neat!
I was gonna post some clips of this game cuz it was kinda silly, but since we were talking about tank play anyway I went ahead and just did a commentary about my thought process through a match playing as Reinhardt.
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.
0
miscellaneousinsanitygrass grows, birds fly, sun shines,and brother, i hurt peopleRegistered Userregular
this is a good video for showing how attack orisa wants to play payload maps
Posts
They all played tanks back in the day, and I would do support or DPS. Poking around LFG stuff it seems people need tanks the most but I don't even know where to start. I am also nervous because I only have around 40 hours on the game but when I played with my friends I placed plat with them, but I feel like I really lack the game knowledge to actually play at that level. So I keep staring at the queue button and psyche myself out and play different games.
The first question is: which tank interests you the most? Do you want to dive? Be the anchor point?
The next would be to find some guides, Jayne has VOD reviews up on YouTube for most of them (I think missing only Wrecking Ball?). And goes deep into detail on theory and mechanically knowledge on them.
I don't really have a strong preference, kind of whatever the team needs. I'll look into Jayne's stuff.
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
I'd really just suggest playing around with some of the tanks and deciding whose playstyle you enjoy the most, and then work on improving two or three of 'em. Like if you wanna go tank and can play Rein, Winston, and D.Va, you can't really go wrong.
This is basic stuff, but just to start from the bottom up: tanks are generally split up into two categories, main or barrier tanks and off tanks. The main tanks are Rein, Orisa, and Winston. They excel at survivability and space control, making areas of the map safe for your team and pushing out the enemy. Being a good main tank player means having good situational awareness, ult tracking, and patience. They're arguably the single most important player on a team.
Off tanks are D.Va, Hog, Zarya, and Wrecking Ball. Off tanks are usually not as beefy and can't take sustained fire, but have more ability to disrupt and win 1v1s, as well as the ability to protect their own backline against divers - but their specific role will really depend on team comp. Aim is a bit more important for off tanks, though if you were already playing dps at plat that's probably not really an issue anyway. Since off-tank is a bit closer to just playing a fat DPS it's usually easier to get off-tank players than main tanks. Not that they'll necessarily be any good at it...
Like already mentioned, Jayne is a super good resource for basically all things Overwatch, and he's got a pretty decent backlog of VOD reviews of different heroes where he'll really break down game principles. Some other streamers you could check out too:
For main tank, Cloneman16, Muma, Numlocked, xQc (the guy is annoying as shit but he is a damn good main tank).
For off-tank, Emongg is super good at explaining his thought process as he plays, Harbleu, or Seagull when he's on an Zarya kick.
We haven't been having super regular PA groups lately, but we've still got folks around too, can always group up with us for quickplay games. They're usually more organized and communicative than you'd otherwise get from solo queue'ing.
This is a great explanation of the two tank types.
but that's bed time :c
Steam: MightyPotatoKing
Yeah, also I totally agree with this:
The whole team feels the momentum of a good, aggressive main tank; and every teamfight with a skittish main tank feels like raking your fingernails against a solid brick wall.
hAmmONd IsnT A mAin TAnk
Halloween coming October 9th, gimme skin reveals
The Junkrat clip I posted the other day - Blizzworld attack - started with an Orisa on our team who was timid as fuck. She's chilling with her shield behind the statue at the choke while our other DPS, our healer and our Roadhog are practically on the point - drove me nuts.
Anywho - I had one Those Games That I Live For last night. Oasis, instalock Tracer after flexing most of the night, hard carry, 30 and 5 or something like that. They bring out a Junkrat towards the end of round one, and come out with McCree + Brig (plus a Mercy) for round 2. PotG was out-duelling the McCree in two clips, tossing the pulse bomb at Mercy as she comes in to rez, Pulse Bomb kills Mercy and drops Brig to 1%, a headshot finishes Brig and I blink onto the point to finish off a baby D.Va, getting cut down to 13 HP before rewinding out. 4K!
Llllurrrvely.
Or to find out the rest of your team changed to strafing characters at the last respawn.
Blizzard: Pailryder#1101
GoG: https://www.gog.com/u/pailryder
On the one hand, yes, you're totally right about how punishing Rein is up-close, but it's worth keeping in mind that the closer you are to an enemy the easier it is to land shots with Orisa, and if you can consistently land those shots as you push up, she can be just as dangerous as Rein while being far more flexible about the range she can make impact at. It's just that her ult really sucks compared to Shatter.
I dueled an Orisa on Tracer the other day who had absolutely no problem tracking me when I went in close range on her, blinked behind her, et cetera - which I'll admit is unusual. I'm weirdly dynamic with the shield - I'm always repositioning it to give cover as flankers come in on this side or that side or to block this Hog's hook or whatever - but I also immediately move to take advantage of its new position when I do. My DPS are up front trying to kill their supports and tanks - that's where the shield needs to be, and so that's where I have to be if I wanna' survive this teamfight. Orisa's too big and slow of a target to not be using her shield nearly 100% of the time.
Like you're gonna' have situations when you punt one thirty yards away to support your DPS in their skirmish over there as you waddle over, to intercept a Hog or D.Va or Soldier ult when you're confident in your position, but I tend to play Orisa pretty aggressive in general. If the DPS aren't a little scared of me, I'm not doing my job. They should see me thumping towards them and immediately GTFO.
My money is on Sym not being there at all and replaced with whoever Junkenstein's Bride is (probably Moira).
Its more that you want them to be aggressive in claiming space for your team. Not necessarily in terms of like, aggressively seeking kills all the time. Sometimes that means pushing into the enemy team, and then just playing a punching bag but refusing to ever quite die. Trading your life for a charge kill on an enemy dps usually isn't a worthwhile trade.
I like this very much.
I'm EST, support primary, in low gold tier. Phender#1108 is the battle.net code.
I don't mind 2CP anymore. I just came to terms with the ffac thtat more often than not your aim is just to get progress on the B point.
Except Anubis B. Fuck Anubis B.
Nu-Torb can't come fast enough. He's going to be a monster on 2CP attack.
hAmmONd IsnT A mAin TAnk
Went aaaaaaaaaaaaaaabsolutely massive, 33 elims, 5 deaths, POTG (which was a Quad involving my ult so I got the achievement for that the first time I played her).
Near the end the other team was so fed up with me they were on a bunch of counters so I swapped to Doom and mopped the floor with them, killing half their team (Ana, Hanzo, McCree) on their last push.
It was pretty spectacular. I also got an environmental kill at one point on their Rein with Pharah's knockback ability.
Have you seen him? Now you have
Steam: MightyPotatoKing
hanamura defense
volskaya defense
anubis offense/defense
volskaya offense
hanamura offense
horizon offense/defense
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS
Well yeah, but then that's when I go "wait why am I trying to advance with a stationary shield when I could have a mobile shield and a defense-breaking ult" and switch to Rein. I only like Orisa on attack on Payload because, you know, then there's a way to make her shield move. Also I don't have the tracking to headshot people in melee >.>
I'm not playing super often rn but that can always change and that'd be the window I'd be playing in; EscapeGoat#1913 (gold-ish tank main and doomfist guy)
Steam: MightyPotatoKing
I was watching an Orisa VOD review by Canasian, and he actually made a really good point about not putting Orisa's shield on the cart.
Basically, it's great for you personally because you can just sit up there and you're fine, but as a tool for your team to use, putting it on the cart kind of sucks. For one thing, since the cart is always moving, there isn't a single reliable point of cover for your team to either push up or retreat to, and at points where the cart turns that means the cover turns, which means you can suddenly be exposed without anticipating it. For another thing, since it's elevated off the ground and in the middle of whatever area you're in, it leaves you exposed from every direction other than the front and leaves anyone not standing on the cart vulnerable to ground effects like Rein's shatter. His advice is to do your best to keep the shield in front of the cart, specifically trying to attach it to existing walls so that you have multiple angles of cover, and so that your DPS/other tanks can push up ahead and keep the enemy from actually getting onto the point to contest.
Obviously someone needs to be pushing the cart, but not everyone should be so keeping your shield there doesn't really give you maximum value compared to what you could be doing with it (this excludes stuff like pirate ship where your primary damage dealer is going to spend most of their time on the cart anyway). After watching him point this out with a few different examples of better potential shield placements, it pretty well convinced me to be much more aware of better positioning options before dropping the shield on the cart. Pretty neat!
INSTAGRAM | ART TUMBLR | OCCASIONAL TWEETS