Top Overwatch advantages you can easily abuse for a winstreak
During my journey from a season 1 rank 39 to season 2 Diamond I have encountered many weird things. From your standard Hanzo mains to attack Symmetras placing teleporters in a way you would fall off a cliff when you used them. But that's just how our world is, you will encounter idiots and trolls every day, everywhere you go, so you just learn to deal with it.
But one of the weirdest and most incomprehensible behaviors (at least for me) was the tendency to totally ignore basic advantage concepts that could grow your team's winning chance by a tenfold. For some reason, rank 40 scrubs will ignore just about anything that isn't "shoot this in the face" and sometimes they'll ignore even that.
Here are the most advantageous...advantages you can easily abuse to rank up easily - and you should force them on your teammates whenever possible.
Be sure you aren't using sub-par gaming setup. Mouse, monitor and your keyboard are the most important parts of your setup and can make or break your game (I'll write a guide about specific settings later). Check out the Guide to Best Gaming Mice, Monitors, Keyboards and Headsets if you haven't already.
1. HIGH GROUND ADVANTAGE
Being on high ground means being positioned higher than your enemies. You want to do this with the whole team, yes, even with you Reinhardt. Yes, even if you think the enemy will come under you.
BECAUSE THAT'S EXACTLY THE REASON TO HOLD HIGH GROUND.
Check this out. When you're on the high ground and your enemy is not, you gain these advantages:
Smaller hitbox and better cover
You aim at enemies' heads and see their character models in glorious 100%, but they can only aim at 50% of your body or less. They can get to cover only by rushing behind a wall or another solid object, which is possible for you too - but you can also get behind cover by backstepping and letting the floor cover you.
Better vision and longer range
You can see more if you're higher and thus, can react much faster and sooner. Flanking Genji on your left? Reaper reapositioning to your backline? If you can see it, you can make them cry.
If you use projectile weapons, you can also fire them much farther from high ground. This is beneficial because - for example - Soldier 76 can fire his Helix Rockets at the enemy position and when they come into their effective range, he will have them ready again, effectively doubling his DPS potential.
More engagement options
When you're up there and the enemy team is below you, they can't do much except shoot at your Reinhardt's shield, which covers you almost completely. On the contrary, you can shoot at anybody that isn't directly in the sweet spot of the enemy Rein's shield.
When you see an opportunity, your Rein drops on them while shielding you and you engage on your terms. Or you don't and wait for a better opportunity.
Either way, it's YOUR choice when to start fighting - your enemy doesn't have such luxury. Leverage it.
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2. STRENGTH IN NUMBERS ADVANTAGE
Have you ever played ranked with a person who lead your team and sometimes said something along the lines of "WE GOT A PICK GOGOGO!"?
Getting a pick means getting a kill and thus turning the next fight in your favor. If your Widow or Genji or attack Torbjorn killed somebody while not dying as well, you my friend are looking at a 6v5 fight - which is now heavily skewed in your favor. Only ultimates or really good DPS players can turn this around. Fighting a 6v4 is almost a 100% win for the initiating team.
This is the reason why pro players play Widowmaker or Hanzo almost exclusively on first point attack - these heroes can get 1 pick blazingly fast and the defender's spawn is so much farther away than the attackers' one - making the situation 6v5 for almost 30 seconds. While if the Hanzo / Widow was defending, the killed hero would be back in almost 15 seconds. As a bonus, if you manage to kill an enemy DPS, they have now much much lower chance to kill your teammates - and when you can't kill, you can't win.
You also have 1 brilliant tool for taking advantage of numbers to your disposal - the killfeed. You know, the box which shows who killed whom. Look at it when you're not shooting and even then take quick looks when possible.
If you see that 1 enemy died and none of your teammates did, push aggressively and clean them up. If you see that 1 of your teammates died and none from the enemy side, fall back and wait for your teammate to rejoin you, unless you ARE SURE you can handle 2 or more of them at once. It's no use to fight a 5v6 fight. Regroup and fight again in full numbers.
Don't fucking trickle. I mean it, DON'T DO IT. Only the lowest of the low scrubs trickle and if you're trickling, you are losing the game for your whole team.
Trickling is the process of engaging the enemy like at the dentist's office - 1 by 1. Rather than attacking as a group, after a respawn you run at full speed back to where you died and engage the enemy by yourself, while your team does the same, one after another.
The only thing you are achieving by trickling is generously feeding enemy ultimates and making them laugh at you.
WAIT AT THE SPAWN, GROUP UP AND ATTACK TOGETHER.
It's much more effective to waste 10 seconds than losing 4 fights in a row and wasting 2 minutes, because now you have to deal with enemies' ultimates too.
Positioning is an art of staying where the fuck you belong. If you're a Reinhardt, your place is at the front of your team, shielding your damage dealers and supports from getting headshotted by a battle Mercy. If you're Zenyatta, your place is near your Rein's ass, keeping close to his muscular body as a newborn lizard hatchling born without legs to an incubator.
What I mean to say is - when you get killed, watch the kill cam and ask yourself:
"How is it possible that I got killed by this guy?"
If you were out-aimed in 1v1 and you're a DPS, tough titties, you got outplayed and that's OK. But if you were out-aimed in 1v1 and you're a support - how the hell did you get into such a fight? Are your tanks dead? Why didn't you run? Are they not? How did you get so far away from your team? This is NOT OK and your death was completely your fault due to a bad positioning call.
Bonus mention from a redditor Valtieri about correct tank positioning:
" If you are Reinhardt or D.va, please don't just stand in the choke and waste your shield. If you are shielding teammates behind you who are firing at the enemy, fine. If you shield so your team can move forward, fine. But if no one is in position to do anything and you aren't ready to push yet, please, for the love of god, take cover and let your shield recharge so that you can have it when it is needed."
Always know where the nearest health pack is and actively prevent the enemy from getting it. You should be positioned between the medpack and the enemy - this way the enemy has no choice but to kill you in order to get to it while you can always strafe to it while shooting. A big health pack is a win button in fight between 2 DPS, except sniper headshot shootouts and if you suck really hard.
Redditor WatchSchlockStream wants to focus our attention on the points the attackers have to go through to get to the point - the chokepoints. Anubis point A the archway, Volskaya point A the gate, Hanamura point A the gate.
Great example is Volskaya Industries. People defending point A will a lot of the time go outside of the double doors right at the beginning. I may be looking at this wrong, but to me it just doesn't make sense to do that. If the defending team is good enough they can stall for some seconds, but that's a long trek back for them. I would think that time would be better spent defending the choke.
It's almost always a good idea to defend at chokepoints. Dedicate 1 person to deal with a possible flanker, but you really should defend the choke mainly.
Resetting (props to redditor Ganbuu)
"More often than not you'll see people staying in the fight when everyone's dead, which just helps the enemy by feeding them ult charge. Some maps don't let you kill yourself (Temple of Anubis, for example) so once you see ~3 of your people dead in the kill feed you should just back off and wait for everyone to group up, you'll even help the Mercy (if there's any) by letting her fly to you, making her come back to the action faster.
However, sometimes people should stay near the enemy if they are already "settled" (i.e the enemy didn't notice them getting to that spot), this seems to happen a lot near the last checkpoint of King's Row where you'll see Widowmakers, Genjis and even Reapers just camping at the top waiting for their team to come back."
Communication (props to redditor GregDsprz)
Overwatch is a team game. This means you should be coordinating your actions with all the teammates together and 99% of time the team with better communication wins.
And if you're playing ranked, God help you if you're not in the voice chat, even if you cannot speak!
Reasons to communicate:
- comboing ultimates
- warning teammates about flankers ("REAPER REAPER ABOVE US HE'S GOING TO...well shit.")
- informing teammates about enemy position fuckups ("Lucio out of position, shoot him, Bastion behind the corner, pop up Reflect Genji")
- enemy ultimate status (when somebody kills you you can see their ult charge percentage in the Kill Cam, share it with your team so they can expect / counter it)
- informing teammates about your plans ("Speedboost in 3 seconds, then I ult, push!")
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3. ULTIMATE ECONOMY ADVANTAGE
With great power comes great responsibility
Ultimates are strong, but they can be also pretty underwhelming. Try pressing Q while there is no enemy around you, you will see what I mean.
The ults are only as strong as you and your decision making are. When you use them at a wrong time, place or situation, you are losing yourself a game.
Have you ever encountered a Genji who pops his ult just right after half of his team dies, kills their support, dies too and starts flaming you with the standard "GG NOOB TEAM"? Or a Zarya that takes almost half the game to charge her ult and then throws it onto a Rein, Genji and Zenyatta without anybody else around? (Rein shields, Genji escapes, Zen counters).
Know when your ultimates work and when they don't.
Saving the ults
Rule no.1 of ult economy is: NEVER USE AN ULT IF YOU CAN WIN THE FIGHT WITHOUT IT.
When Genji ults at you, you don't have to pop Transcendence, Sound Barrier and Tactical Visor all at the same time, just one will do. When you burn 3 friendly ults for 1 enemy ult, you'll produce big sodium drops from your eyes next fight - the enemy will overrun you by sheer ult numbers.
Only when attacking
Rule no.2 of ult economy is (props to the redditor Rein00): IF YOU HAVE TIME, MAKE YOUR ENEMIES WASTE THEIR ULTIMATES.
Rein00 says: "Don't be afraid to take a losing fight to gain ult advantage while attacking. The other night we took a fight into the second point of Anubis holding our ultimates just for the purposes of building ult charge and to force them to waste theirs. We rolled in with six ults and took the point on the next push."
I have to agree. Baiting out abilities is a critical part of playing Overwatch and the same applies to ultimates, too. If you know your enemies have roughly the same number of ults as you do, attack them with full might, but don't use your big guns - so they are forced to burn theirs. The next fight you still have ultimates, but they can only shoot at you.
Don't use this strategy on defense - you have to win as many teamfights as possible.
Combo wombo, wombo combo
Some ults aren't very good alone - Graviton Surge comes to mind. So when you're playing Zarya and your ult is ready, hit TAB and check if any of your teammates have their ults ready as well (they will have a small checkmark under their portrait if they do). Talk with those teammates and plan on using the ults together - their efficiency will be OVER 9000!
Good targets for Graviton are: Deadeye, Barrage, RYUU GA WAKA TEKI GO FUCK YOURSELF, or even a Bastion's Tank Mode.
Don't protect yourself, protect your team
I received a well - constructed email from redittor Munnster121, who very calmly stated:
SELFISH SUPPORT ULTING IS A CRIME. PLEASE STOP IRISING WHEN YOU GET PULSE BOMBED JUST TANK THE DEATH FOR FUCKS SAKE.
And he's right, folks. If you're playing Zen or Lucio, don't protect yourself if you're not protecting the team at the same time. If a Genji ults at you and you're 100 km from your teammates, just get killed and laugh at him - it's he who fucked up. If Tracer ults you and you're Zenyatta, calmly pass into the Iris and save that ult for Zaryas + Pharah's one.
It's almost high noon so I have to go, but here are some closing words
- these advantages are ridiculously easy to abuse and utilize, learn them and use them in every game you play
- watching anime is not a reason to instalock Genji or Hanzo if you aren't really good with them (courtesy of redditor Sizero)
- teach this to your friends or teammates you play with (or better, share this guide with them to save your precious time), otherwise they will bring you down with their scrub play
- if I've missed something, shoot me an email and I'll update the guide, plus I'll send you a funny Overwatch meme.