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I don't think team comp matters that much, it helps but I think just about any team can do well if they know what they are doing and they know how to work together. And you don't even need a mic to work together, just know what your character can do and don't run off to get frags when the objective of the game is to get on the objective.
I dont think comps really matter that much when you start out.
its when you and other people get very good at playing that counter switching really becomes a thing.
I play the most tracer and i really dont fear Winston or Mcree.
you figure out how they move and the range of their abilities. and good shot placements melt both of them.
i mostly fear random junk grenades coming over the horizon :x
on a side note, i have been having way too much fun with junkrat
So, anyone know if they have plans on fixing their stopwatch mode? Traditionally, best time won, but are they serious about this nonsense of "if you can capture it period, SUDDEN DEATH!!!" Lost my first two comp games because of a double sudden death, despite winning Hanamura in 3minutes to their 11minute time, then losing as two of our players get disconnected.
DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
Necros wrote: So far every comp game I've played I got dumped on the team that can't even make it out of the starting zones. I gave up and went back to quick play
i had a few of those though i managed to rally them around the big rectangle of protection. i notice that as long as 2-3 of them talk on voice chat, we can usually coordinate enough to get stuff done.
I play Overwatch on PS4 and I use Torbjorn a lot on the defensive missions, my win ratio on defense missions with him is 82% where my next best character is barely over 40% so he's dang powerful on defense IMO. I don't think the fix should be cutting his damage output but they should delay the aim lock by .5-1 sec as it's stupidly fast. I think they should also reduce the locking range a bit as I've repeatedly had it peg me from almost across the entire map when playing Widowmaker or Pharrah. On the Route 66 map or Volskaya Industries I can usually rack up at least 30 kills or more just defending the first objective point and if I have a decent player using second Torborn or Bastion on my team the defense can be near unbreakable. It's not pounding turret repair all game though, I do a lot of standard shooting and move around the kill zones a lot scrap collecting for armor packs. Shooting I focus on side approach areas my turret doesn't cover so I can usually kill or considerably soften the opponents before they even reach turret LOS. Since his gun has a bit of an arc to it's flight it can be really good for making head shots at opponents coming up stairs towards you, like the entry at Temple of Anubis. I normally get about 30-50% of my kills from regular non-turret kills.
My next best character is Pharah and she's solid at taking out turrets although I often die in the process due to how fast it locks even when you are incredibly far away. I usually try and time it for when it's shooting at closer team mates, keeps me alive but doesn't help the guy doing the charge very much. I'm still caught lots of times by turrets that somehow seem able to shoot through corners where I can't manage the angle to launch my rocket without killing myself, but the turret bullets pass right through it and I can't even make it a half step out of cover to pop off the shot before the turret is already unloading on me. It may be a PS4 issue as footage I've seen of PC versions seem incredibly fast compared to the consoles and the player aiming works so much faster. Normally if I have to take out a turret solo I have to take 1-2 shots at it, grab health and drop another 1-2 shots assuming Torbjorn isn't fixing it in the meantime.
One thing that slightly annoys me about Pharah is that you can't headshot instant kill anyone even when you have the missile aimed at their head point blank range. Even on a light character like Widowmaker it'll remove all but one damage bar and knock them off a building or whatever, but unless they are previously damaged it always takes at least two connecting rocket shots. I guess that's supposed to be the trade off for the minor amount of splash damage she grants. She can be hard to land direct shots with using the PS4 controller but her mobility is pretty awesome. I had a game where I landed 40 direct rocket hits yet only managed 9 kills in total, 4 of those were environmental kills from being blasted down the well or off the cliff edge. (so it was more like 40 direct hits and 5 kills)
This message was edited 6 times. Last update was at 2016/07/03 08:00:53
Paulson Games parts are now at:
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Hum. I'm wondering- how far is "incredibly far" for you? Because the in-game hint boxes said that the turret only locks on up to 40 meters away (roughly 130 ish feet)- while Pharah's rockets (as well as Widowmaker's shots and I think Hanzo's arrows) have unlimited range.
What I'm thinking is that Console players are playing with tighter FoVs and from further away from their screens, which may mean that console players would tend to engage at closer ranges and be less capable of the longer distances required for sniping out turrets...
I'm also confused about you saying she can't one-shot people- I've one-shot Tracers and Zenyattas with her before...
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Anvildude wrote: Hum. I'm wondering- how far is "incredibly far" for you? Because the in-game hint boxes said that the turret only locks on up to 40 meters away (roughly 130 ish feet)- while Pharah's rockets (as well as Widowmaker's shots and I think Hanzo's arrows) have unlimited range.
What I'm thinking is that Console players are playing with tighter FoVs and from further away from their screens, which may mean that console players would tend to engage at closer ranges and be less capable of the longer distances required for sniping out turrets...
I'm also confused about you saying she can't one-shot people- I've one-shot Tracers and Zenyattas with her before...
Her rockets inflict 120 damage and are unable to inflict extra damage from head shots (which normally doubles the amount of damage) The weakest character is Zenyatta at 150 HP so there's nobody you can kill in a single hit if they are at full health (barring blasting them off something for an environment kill). The majority of other characters are able to inflict head shot damage with at least one fire mode. If you one shot kill Tracer/Zenyatta they were likely damaged by something else prior to your shot. I have repeatedly fired rockets directly at opponents heads (who aren't moving, and usually from behind) and it's incapable of inflicting a head shot, where it'd produce a kill with almost any other character. When a head shot occurs there's a momentary red x that pops up in the aiming crosshairs that indicates the increased damage from the headshot. I've Seen it plenty of times with the majority of players and never once on Pharah.
As for long distances that the turrets still reach, the objective 1 location in the large open court yard at Volskaya Industries, reaching all the way back to rear of objective 2. Basically jumping high enough from the objective 1 building to gain line of sight all the way to the wall and cat walk that's behind objective 2. A turret against that wall or on the cat walk has locked on and downed her at that range. Also with Anubis temple if you jump near the landing ship to get momentary LOS through the archway to a turret on the bridge, the raised landing or even on in the rear of the objective zone can still hit you. Same with the straight away that heads into objective 2. You can be all the way down by the streets curve firing into the rear of objective 2 and the turret still locks onto you. Both of those shots are the absolute maximum range you can get with a straight shot on those two maps and the turrets are still able to lock on at that range.
You can still drop them with splash damage depending on how they are deployed so it's not impossible to take them out but challenging and rather time consuming considerng how quickly they can be repaired or replaced. It takes 3+ shots to destroy a full health turret and you can't hover in place for that whole duration, meanwhile you're also dodging enemy fire and the turret just sits there blasting away. As long as they are an option I abuse the heck out of Torbjorn's turrets when I'm on defending, but they aren't fun to use and it's pure cheese. Even just one can be incredibly difficult to take out and usually takes the entire team to counter it, when you run into 2+ Torbjorns you may as well just quit the match as there's no enjoyment being had for anyone.
This message was edited 3 times. Last update was at 2016/07/03 22:11:29
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Dang. I wonder if there's a bug with the range on them then, 'cause I just saw the tooltip again today. It should only be 40 meters, which should be much less than that.
Fair enough on the health/one-shot thing, though. Fights are chaotic enough that I probably just didn't know what was going on.
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The problem with the 40m isn't the tool tip, it's that any smarth Torbjorn player worth his salt will never let you get that 40m on them. It's very, very easy to set it up such that someone can never out range them.
That said, I would like to see the turrets have *some* tracking time, even if it was range related, or a chance to miss, or reduced damage at range. Every time I play Torbjorn it's just such easy mode.
Huh. So she's not Sombra. I wonder who Sombra is, then. Think there's going to be a second character introduced with her? Like they did with McCree and Zarya.
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Anvildude wrote: Huh. So she's not Sombra. I wonder who Sombra is, then. Think there's going to be a second character introduced with her? Like they did with McCree and Zarya.
I'd just be surprised, considering that they didn't mention the name "Sombra" at all. You'd think they'd use the codename as the official 'hero' name- like how Soldier 76 isn't called Jack, and Reaper isn't called Gabriel- they're called by their 'code names'. Reinhardt is called by name, but he doesn't have a codename, same with Mei and others. Mercy is called by her codename, Torbjorn is called by his name and doesn't have a codename, etc. etc.
It just seems like it's breaking protocol if she's Sombra.
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