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boar guy
Jan 25, 2007

i drink much much too fast while playing overwatch

one long pull per death equals like, a beer a match, easily

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Panfilo
Aug 27, 2011
Probation
Can't post for 6 days!

Kai Tave posted:

Become the first pro esports functioning alcoholoc.

Beer is my gamer fuel. To be honest I think it relaxes my muscles so I don't jerk/flinch the mouse suddenly when surprised. That or my blood pressure stays steady in frustrating situations allowing me to react more calmly.

Efexeye posted:

i drink much much too fast while playing overwatch

one long pull per death equals like, a beer a match, easily

That's too fast? Pff I'm like one beer per death :smug:

*Keeps jihading as Junkrat, wins in spite of 15 deaths that round, wakes up next morning with keyboard prints on forehead from passing out along with massive hangover*

*Picks Zenyatta, cracks open another beer, wins again that morning before hangover shits kick in *

My liver may not survive the journey back up to 2215...

FAUXTON
Jun 2, 2005

spero che tu stia bene

Away all Goats posted:

I use 'slampick' in the context of you picked that hero before seeing the composition of the rest of your team, usually within the first few seconds of loading in. Not inherently negative or positive. It's just your first choice of hero.

Zarya doesn't need any special comp, she needs teammates who haven't unbound their W key, which are drat hard to come by. Must be a visual glitch for some people where it says counterstrike instead of overwatch on the title screen or something.

Darth Windu
Mar 17, 2009

by Smythe

Kenshin posted:

I can't believe I wrote this whole thing up but work was slow this morning and I hit Diamond rank last night so here goes.

How to play as Pharah effectively

Understand your movement
For those of us who played Tribes/Tribes 2/Tribes Ascend, Pharah's movement feels fairly familiar. Maybe you've played another game with similar jetpacks. If you haven't, the first thing to learn if you want to be more effective with Pharah is how to move.
There are a few keys to movement with Pharah:
  • Hover optimization
    If you are just holding down hover, you're doing it wrong. Work on getting a feel for on-off-on-off-on-off cycling of hovering. You'll get significantly more horizontal movement out of doing it this way: up, wait to start dipping down, up to cancel it out, repeat. This is also how you can keep in the air for a long, long time during big team fights. Mastering your hover ability will also change the way you move across maps. Combining good hovering with your jump jets will allow you to take the shortest route possible back to the fight in many cases, much faster than walking.
  • Juking
    If you're just moving smoothly in the air, you're a very easy target for hitscan characters (and Hanzo). Remember that you have 6 axis movement for juking in the air. You should be very hard to hit in close/medium range battles when you're in the air, and the only way to do this is to be jerking back and forth, allowing yourself to plummet suddenly, halting a plummet with hover, etc. The key is to be unpredictable. This takes a lot of practice, and your aim will need to also improve to compensate for it as you learn!
  • Concussion rocket
    I'll cover this more in abilities, but the concussion rocket is a very important movement ability. It is to your own horizontal movement what your jump jets are to vertical.

Understand your abilities
  • Rocket launcher
    Pharah's basic attack. Does 120 damage on a direct hit. Does not have a maximum or minimum range. Moves fast, but isn't hitscan. Will hit where you aim at when you fire (i.e. it does not get inherited velocity from your character velocity--this is especially important to note for those of you used to Spinfusors in Tribes). Has splash damage, but the radius is fairly small--reliably getting direct hits is very important to your overall combat effectiveness here. You need to learn predictive aim with the rocket launcher. This takes practice, practice, practice. Since the rockets will go exactly where you aim at, you'll need to learn to predict where an enemy will be when the rocket gets to them and lead the target. (if you played games such as Unreal Tournament, Quake 3, Freespace 2, any of the Mechwarrior games, etc, then you will be familiar with leading targets with rockets)

  • Concussion Rocket
    The concussion rocket is an incredibly versatile "weapon". It has a lot of uses, and deciding on when and how to use it can dramatically change how you play Pharah and how successful you are using her. This will take a lot of practice and trial-and-error to integrate into your playstyle. Please note the things that a concussion rocket will not have an effect on: heroes shielded by Zarya and Reinhardt with his shield up toward the concussion rocket effect. The concussion rocket has very little effect on D.Va. Winston is rarely worth using the concussion rocket on due to the short recharge on his jump. Roadhog seems to not always take as much of an effect from the concussion rocket that most of the other heroes do (but it's often still worth using on him due to his weapon range effectiveness)

    Offensive use:
    Many maps have ledges to throw enemies off of. It can take a while to get a feel for this, but there's little more satisfying than sending an enemy player off the ledge. Even better when it's more than one.

    Defensive use:
    The concussion rocket is a very powerful movement tool. As long as you're careful with how you aim it, pointing it near your feet and firing is an excellent "oh gently caress I need to get back into my team for heals" button. You move fast enough that it will throw off enemy aim as well.

    Disruptive use:
    Much like Mei's Ice Wall, the concussion rocket also excels at disrupting enemy team formations. From tossing them away from the capture point (basic use) to separating healers from their tanks (intermediate) to bouncing Reinhardt away from protecting his team (advanced), smart use of the concussion rocket can make enemy advances collapse or even just disrupt their healing long enough for you (or your teammates) to get a few kills.

  • Jump Jets
    Pharah's jump jets are what let her get around and, importantly, above. Two notes:
    They make noise and alert the enemy team to your presence.
    If you aren't paying attention to where you are in the map you'll smack into a ceiling and may well be trapped. Not a good look, and a quick way to die.

  • Barrage (Ult)
    Pharah's ultimate ability is Barrage, and it channels a whole bunch of rockets that fly out in a cone from you. At close range, it's an unstoppable wall of death. At long range, it's entirely possible to be aiming directly at someone and miss them entirely. When you use Barrage, you're held in place during the channel time, so you're exposed and very vulnerable. During this time you can be killed, stunned, or slept, but you aren't affected by any effects that push or move you (such as another Pharah concussion rocket, Lucio's boop, or a Zarya ult).

    If you're accurate with your rockets, Barrage actually charges relatively quickly. Because of the way Barrage works, if you're facing a team that is often spread out, or a team with a very effective death-ball, you're better off blowing Barrage to force a kill on a tank or healer (preferably Mercy) than waiting around for a perfect time to try and catch 3+ enemies unaware. I regularly will use Barrage to kill just one enemy player if I don't have the time to try and kill them with individual rockets (or if I'm about to need to reload my weapon and they need to die right now).

    The biggest mistake that most Pharah players make when using Barrage is using it at or near the apex of their rocket jump. Don't do this. Barrage should be used at medium-to-close range, not way high above the enemy team. The further away from your targets you are, the more time they have to react and the more your rocket barrage damage will spread out over an area. That damage needs to be concentrated as much as possible.

    Barrage vs. tanks:
    Reinhardt: Reinhardt's shield cannot withstand a full barrage. If a Rein has his shield up (and there aren't any of his allies to shoot you down while you ult), a full Barrage centered on him will destroy the shield and kill the Reinhardt.
    Zarya: Zarya's shield will collapse under more than 200 dps. At medium/short range this is peanuts for Barrage and you will murder Zarya (or anybody she's shielded) with a brief focus on them.
    Winston: Winston's shield is annoying, but also collapses under Barrage relatively quickly. Normally I avoid ulting through a Winston shield though--I'd prefer to get it collapsed (or mostly there) with rockets and my teammates fire before activating Barrage
    D.Va: Don't use your ult against D.Va. Just don't. A good D.Va will immediately react by tossing their shield up and jetting directly at the ulting Pharah. All the rockets will disappear into the shield right up until the moment the D.Va mech comes into contact with Pharah, at which point she'll die to the explosions of her own rockets. If you need to use Barrage on a team with a close-in D.Va, make sure she's been using up her shield before you unleash the ult.
    Roadhog: Don't ult around Roadhog until you've seen him use his hook. An ulting Pharah is probably the single easiest hook target in the game for Roadhog.

    A word of warning vs. tanks: the easiest way to kill an ulting Pharah as a tank is to force the explosions to hit her be running toward her during the ult. Reinhardt can do this if you ult too close to his shield, and an ulting Winston can do this just by jumping at you.

Know the maps
It's really important to know each map fairly well. This means knowing flanking routes, where health packs are, where overhangs are, etc. But with Pharah, it's also important that you understand how to move across the map as quickly and smoothly as possible. This means both with and without using your jets or the concussion missile, depending on the situation you find yourself in. I strongly suggest opening up maps in Custom Games with no bots or anything and flying around with Pharah to get a feel for things.

Understand Pharah's role(s)
Most people think of Pharah as a flanking character. This is true, and she's very effective at it. But it isn't the only role you'll be taking during battles. Still, we'll talk about flanking first.
  • Flanking
    Learning to flank well takes practice, but also requires good situational awareness. The situation and your reading of the enemy team is going to determine whether you should be doing a proactive flanking or team support flanking.
    In proactive flanking, the purpose of your flank attack isn't so much to kill the enemy (though obviously kills are a good bonus), but to distract them and pull them off of a coordinated charge.
    In team support flanking, you'll actually wait out of sight hidden until your team begins engaging the enemy team, then you'll come in from behind to kill healers, blast exposed tanks (especially Reinhardt, and generally cause confusion.

    Proactive Flanking Example:
    On the attacking team on Eisenwald, opening up with a Pharah flank paves the path for a quick capture of the first point. While your team groups up near the initial choke point and begins keeping the enemy team busy, Pharah heads around to the right, over the cliff. (you'll have to use your jump pack as the hover can't get you around by itself). Going through the walls toward the point, and the capture point will be on your right with the enemy team to your left, facing away from you.
    You might be tempted here to just get onto the point, but that isn't enough. If you just get onto the point, a competent team will have someone watching for that who will engage you, leaving their team to face off against yours at the chokepoint 5v5.
    What you really want to do is target their healers here. A few well-aimed rockets should easily take care of their Mercy, Zenyatta, or Ana. (you'll notice I don't mention Lucio here, more about that on target values later).
    Toss a few rockets into the back of their grouped up team, focusing on their primary healer, but do not fully engage. Instead, once you've gotten their attention, then head to the capture point. The combination of damage (plus hopefully a kill) and the point getting captured should really get their attention. At this point, all but the most disciplined, organized teams will start either falling back to the point, or collapse into total chaos with half their team going after you, leaving the choke point 5v3 or so in your team's favor. (This tactic works, and works well--we used it to great effect on multiple occasions during my ranking up to diamond over the past few days.)

    Team Support Flanking Example:
    Watch one of the videos I posted recently and you'll see me get my biggest sets of kills doing exactly this. The trick is to wait until the enemy team is occupied. But the key here is to understand the situational awareness of the other team. At lower ranks, most players aren't going to have very high situational awareness, and even if they do, often they won't communicate it to teammates. But as you move up you need to rely on stealth more and more. This means don't use your jets immediately before a flanking attack if at all possible. You should be dropping from above them. Using your jets makes a very loud sound and alerts the other team to your presence. Advanced tactic: use your hover ability to keep your feet off the ground when you are on fire. Be aware of how loud your steps are when you're on fire. Using your hover during your final approach on a flanking route can mean the difference between being noticed and being a complete surprise.

    A word of warning about flanking:
    It is very easy to overextend yourself while flanking. It is almost always better to retreat from a fight back to your team to get healed than to die way behind enemy lines (I say almost, because while there may be rare situations where it's better to keep the enemy occupied far from the fight, it's pretty rare that this is the case). If you feel like you keep dying while flanking, stop it and use one of the other techniques here.


  • Bombardment
    Most people are immediately going to think of Junkrat when I talk about bombardment, but Pharah is very effective here too, just in a different way. Where Junkrat excels at bouncing grenades around corners and arcing them over things, Pharah excels at long-range straight-line bombardment.

    You'll see less experienced Pharah players standing on ledges firing away. Normally this is pretty ineffective, because Pharah is exposed and easy for a sniper, McCree, or another Pharah to kill! The key to bombarding with Pharah is understanding how her rockets work. Since they're fire-and-forget, and go directly toward where you aimed, you can be dodging in and out of cover, each time out only long enough to fire a rocket, and not leaving yourself exposed or your location obvious. Here, range is your friend. The further back you are, the harder you are to hit, and a constant line of exploding rockets from an inaccessible Pharah is actually a pretty good psychological weapon that can help keep less experienced teams from charging at all.

    I should note here that, far from a waste of rockets, it's a really good idea to use the long-range bombardment technique against Reinhardt players on either side of a chokepoint. Teams that keep up the pressure to keep the enemy Reinhardt shield low/down are simply going to win more often than teams whose players see a Reinhardt shield and start looking for other targets. When the enemy team is forming up for a coordinated push, you should be sending rockets toward the lower edges of the shield. More often than not you'll hit the shield, which is good, but with all the confusion and movement, you're going to also hit enemy players and sometimes kill them outright (it's especially fun to kill a Mercy or Zenyatta with this, as normally that delays their push, or if they push without their primary healer... well, you can predict what will happen)

    Same with any map with a long hallway that enemies will come down. Much like Junkrat, if you've got nothing else to shoot at, just keep sending rockets in a stream toward where enemy players might push through. If you wait until you see them, they can also see you and take preventative measures against being hit by rockets. But if you're just flinging rockets down a hallway, that first (and maybe the second!) rocket are just going to hit them out of nowhere.

    Bombardment example, defense:
    The folks that play with me often may have noticed that on defense maps, at the very beginning I like to sit on a perch and just fling rockets in a straight line. This is actually a reliable technique that can slow down the enemy advance and once in a while even get you a random pick kill. The trick is to look for very tight openings in the path that enemy players will be walking toward whatever the first choke-point is. Once you've chosen your spot, wait for the starting buzzer, and, depending on the map, start firing. On escort-only maps like King's Row and Gibraltar, I usually start firing when the countdown timer hits 1 or 0. On checkpoint or hybrid maps, I wait for the round to start and then count to 5, then begin firing. (Here I should commend Blizzard's consistent map design: on nearly every map it takes approx 4-7 seconds for the Attackers to move from the spawn point to turning a corner and being visible from the first chokepoint).

    This initial bombardment will cause Reinhardt players to toss their shield up early (early than they normally would) and thus walk slower toward the chokepoint. Less experienced Zarya and Winston players may also use their shields too early as well.
    After the initial bombardment, get off your perch. You're now a easy, annoying target, especially for Roadhog or a sniper. Get back behind your team's defensive formation.
    Now start tossing rockets through the chokepoint from long range. Don't stop firing, but also don't lose your situational awareness--as an extremely mobile character, it's also your job to deal with flankers. This is why you're sitting near the back and not getting killed!

    Bombardment example, offense:
    Using bombardment during offense is much the same, but you'll be combining it with movement and keeping a careful eye out for snipers and turrets. An inexperience Torb will place turrets in a location where you are able to simply out-range the turret with your rockets, for example, while an inexperienced sniper will be standing on a narrow perch fairly still and present a good target (and often a rocket will bounce them right off their perch). Again, the key with bombardment is to stay alive by staying in the back lines of your team, preferably behind a tank and near the healers. The real trick to offensive bombardment is knowing when to stop and help your team push, either by going with the team or by flanking. (constant bombardment can lso provide you with good "cover" for a quick flank, since the enemies will assume you're playing Pharah conservatively in the back lines)

  • Disruption
    While flanking often causes disruption, it's not the only way to do it. The key to disrupting enemy teams with Pharah is two-fold: having deadly aim with the rocket launcher, and knowing how to use the concussion rocket effectively.

    Healer picking: against teams that don't have a really good hitscan (or Hanzo, or Roadhog in tighter sections of maps), you should be a terror on their healers. Jump behind lines, hit healers with rockets (kills are great but not always required), then get back out to your lines. On some maps this may mean knocking those healers off ledges to their deaths (Zenyatta and Ana are the most susceptible to this). Mercy should almost always be your #1 target.

    Tank disruption: if a team is relying on their Reinhardt for protection, suddenly bouncing him away from them is extremely disruptive and often unexpected. Since you can't knock him back while his shield is up, you can either knock him to the side or forward. I actually recommend bouncing him forward, toward your team. This very often results in the very quick death of the enemy Reinhardt, either because he panics and drops his shield to attack and run back (or charge!) or because he's then that much closer to your team and they can pour that much more damage into his shield. When you do this, wait until his shield starts getting low before you bounce him. I've seen the other team do a number of things here: sometimes they think he's charging forward and charge in with him, other times they hang back (and the healers that you've hopefully bounced backwards desperately try (and often fail) to keep him alive, and more often half the team does the one, the other half does the other.

    Ult disruption: with proper positioning and by paying attention, Pharah is quite capable of shutting down most enemy ults. I'll get into specifics when I breakdown Pharah vs. each character, but most often this is done with the concussion rocket (unless it's an ult that allows for an easy rocket kill)

Pharah vs. other heroes
While there is obviously an enormous amount of room here for individual player skill, there are still a number of generalizations and techniques to be used against various heroes.

Ana: Ana is probably the most dangerous healer for Pharah to go after. A well-positioned (that is, far to the rear) Ana with good zoomed aim is going to cause you a lot of problems. Either get the jump on her from behind (by flanking) or use bombardment from partial cover to knock her back and pick her off. I have found that Ana is most vulnerable after she uses her ult on an ally--at this point she and her team will be moving in behind the ally with an ult and supporting them, and the Ana will be so focused on healing her team that she'll be paying less attention to taking care of herself. A few well-placed rockets can then take her out of the fight. Ultimate: ignore the hero Ana powered up unless you can use a concussion rocket to knock them off the map. Instead, focus on Ana and any other healers/support around her.

Bastion: An equally-skilled Bastion is going to wreck your day if you attempt to take him head-on. Either hit him (with direct hits, this is very important) from behind/to the sides and hope his reflexes aren't fast, or preferably hit him from extreme range while he's firing on your teammates. At long enough range, even if he does zero in on you, he's got a lot lower chance of killing you. As long as you can get two direct hits he'll have to redeploy somewhere to repair to avoid dying unless he's got a pocket healer. Be wary of engaging a skilled Bastion indoors while he's in recon mode. Most will die to you quickly if your aim is better, but a Bastion player who also plays a lot of Soldier 76 has a good chance of winning that fight. Ultimate: Bastion actually becomes an easier target for Pharah during his ult. Stay at medium-to-long range so you aren't an easy pick for him.

D.Va: D.Va is, after Genji, probably the most difficult matchup for Pharah. The trick to beating D.Va is range--keep her at long range, and lob rockets at her until she's exhausted her shields. The real trick to beating D.Va is to avoid fighting her directly. Instead, shoot her from above or behind while she's fighting your teammates, then be ready to kill Lil'D.Va when she pops out of the mech. Keep in mind with her jets she can very quickly close the gap to you, and with her shields she can negate your concussion blast. Fighting a D.Va at close range will end with you dead, as her weapons chew through 200hp hero health very quickly and medium-close and closer range. Ultimate: get out of the way of course, but try and track down the Lil'D.va and kill her before she summons her mech again.

Genji: Genji is a tough fight. A really good Genji is going to kick your rear end most of the time; the much more common mediocre-to-bad Genji won't be too much of a problem as long as you're careful. Like Bastion vs. Genji, the key to a Pharah vs. Genji fight is managing the enemy Genji's reflection. Remember that your rockets do 120 damage on a direct hit, so all Genji needs to do is hit you with a reflected rocket and then finish you off with a shuriken and a charge. You'll be dead before you know what happened. To avoid this, learn the timing on his reflect, and make sure you get the jump on him whenever possible so that you control the flow of the fight by forcing him to use his reflect (at the very least get splash damage on him to start the fight). Keep him engaged at long range. He's very difficult to hit, but if you're moving fast at long range only the best of Genjis will be able to hit you their primary attack. Less skilled Genjis will move fairly predictably and are easier to hit. Ultimate: stay at long range, preferably as vertical as possible. Rain down rockets as he attacks your team and hope you hit him.

Hanzo: Generally I don't have much issue fighting Hanzo aside from the rare occurrences when I encounter a particularly good one. The key to Hanzo is keeping him moving as you're moving by bouncing him around with your rockets and concussion rocket. Keep him off-balance so he has trouble aiming at you and you'll have much better time fighting him. If the Hanzo you're playing against is particularly good you may have a tough time here, depending on the map and flanking routes. Ultimate: get out of the way. Hanzo is usually vulnerable when he launches his ult and makes for a stationary target briefly.

Junkrat: The vast majority of Junkrat players are easy picking for a competent Pharah. Engage at medium-to-long range and move with erratic juking. At close range you're much more susceptible to a grenade + explosive pack combo, though most players aren't going to be able to pull that off against a flying Pharah, even at close range. Be careful of his death grenades especially when engaging him indoors (avoid this!) or otherwise at close range. Ultimate: one direct Pharah rocket hit will destroy the tire. It's hard to hit while moving, but if you see a Junkrat start his ult, often a direct hit in the face with a rocket will destroy the tire and drop him to half health. If his tire is nowhere to be seen, he's a very easy target, and two direct hits will kill him.

Lucio: Lucio is generally not much of a threat (except sometimes at close range), but between his movement and regenerating health he can be tough to kill. The trick here is keeping the engagement at a moderate distance: close enough to reliable get direct rocket hits on him (and for the majority of your shots to at least do splash damage to counter his regenerative healing), but far enough that his rapid movement doesn't make aiming impossible. Obviously as a healer he's an important target, however, and getting a Lucio to burn his ult to keep himself alive (rather than using it for his team on a push) is absolutely worth doing. If he does this, just leave him and go fight someone else. He wasted his ult, and killing him becomes quickly less important for the moment. Ultimate: if Lucio uses his ult on his team, the best thing to do is launch your concussion rocket into the fray to scatter them. Otherwise, don't waste your rockets for a few seconds and wait for those shields to start going away.

McCree: A good McCree is going to be your biggest challenge as Pharah. You need to continually force them onto the defensive with well-aimed rockets to beat them, and juking in the air becomes even more important. Engage McCree at either long range or relatively short range--his biggest advantage over you will be at medium ranges. At short ranges, especially indoors, his stun grenade will mean nearly instant death, but with proper movement, map awareness, and concussion rocket use, you can ensure that if you do drop from the stun grenade he won't have a good shot at you. Ultimate: stay out of LoS and if possible hit him with a direct rocket hit (well, two) from behind since he's moving slowly. Alternately use your concussion rocket to knock him sideways so he loses LoS on your team.

Mei: Mei is tough but the trick is range and timing. Never engage Mei at close range as Pharah. Ever. Keep her at medium-to-long range, lobbing rockets at her while she engages your teammates. Once she uses her ice block, use this time to reload your gun! Once you understand her ice block timing well enough, depending on your range you can then fire a rocket at her ice block that should hit the moment she comes out of it. Usually (if her cooldowns allow) she'll immediately throw up an ice wall to attempt to survive--you should be high enough in the air to not care, and one more direct rocket hit will then usually do the trick.
Advanced anti-Mei tactics: use your concussion missile to help your teammates survive Mei, whether she's freezing them with M1 or with her ult. You can bounce her away before she's done freezing them, or bounce her away before she is able to headshot with M2. There can be other creative uses for the concussion rocket against her, but they're all very situational and depend on how she is using her ice wall. Ultimate: stay out of it, and use your concussion rocket to try and put distance between Mei (and her teammates) and your team.

Mercy: As Pharah, Mercy on your team is your best friend and Mercy on the enemy team is Target #1. The trick of course against Mercy is good predictive aim with your rockets and understanding how her movement works. I strongly suggest that you play Mercy yourself to fully understand how she moves. It'll make a big difference when you're trying to kill her! Very good Mercy players will pull their pistol out if you have them 1v1 separated from their group. At this point your predictive aim with rockets becomes even more important, as her pistol can and will kill you if she has the better aim, and especially if you're engaging her indoors or otherwise at close range. (why should Mercy be your primary target? Besides her now-improved healing, her Resurrection ultimate ability is very good at erasing any kills you make! Kill her either with your ult or before you use your ult) Ultimate: kill her before she can use it.

Pharah: Pharah vs Pharah duels are very, very similar to spinfusor duels in Tribes. I could write an entire post about how to duel other Pharah players but I'll keep it short here: the Pharah with the better predictive aiming (for air-rocketing) and who uses their jump jets second is usually going to be the winner of a duel (ignoring of course the influence of teammates). When you're fighting another Pharah of similar skill level to you, reserve your concussion rocket for movement to get away from the fight if you start losing (or simply to dodge rockets if you're stuck on the ground), and use geometry around the map for cover between using your jump-jets. Always let the other Pharah use their jump jets to look for you first, then use yours. Ultimate: Pharah is now a static target. Hit her with a pair of rockets.

Reaper: Fighting Reaper is very much like fighting Mei, actually. Don't engage at anything closer than medium range (with a preference for longer range), and use the time during his wraith form to reload your gun. If he heads into a building in that form, do not chase him unless you know for a fact that he's at low health and there isn't a health pack inside. If you understand the timing properly, you can pop him with a rocket as he emerges from wraith form. Ultimate: stay very far away. If you're far enough away, try and hit him with rockets, or if it's safe, bounce hikm away from your team with concussion rocket.

Reinhardt: Pharah is excellently suited to killing Reinhardt. Use your ability to get up and over them to rain rockets down on their head, get behind them and hit 'em in the back, whatever. Hitting the shield is fine as long as you have allies around--a Reinhardt that faces his shield up to defend against your rockets is a Reinhardt about to die to your team nearby. If he doesn't do it, he'll die to your rockets. Keep your distance. Reinhardt's hammer will make VERY short work of you as Pharah, and he can hit you while you're close by even if you're flying around. His flamestrike hurts a lot, but only the best Reinhardt players will be able to even occasionally hit you with it when you're in the air. If a Reinhardt is at (very) low health and is sitting in a corner with his shield up waiting for a healer, punch him to death (yes, through the shield). You might be surprised at how often I get Reinhardt kills by finishing them off with a punch they don't expect. Ultimate: try not to get hit. Use your concussion rocket to bounce him and his teammates away from any of your teammates that did get hit. If he's low health when he uses it, use his aggressiveness to hit him with rockets and kill him.

Roadhog: As with Genji and D.Va, a good Roadhog is going to be very difficult to deal with as Pharah. Once again the key is to keep your distance. Never get anywhere close to the front of a Roadhog, especially if you haven't just seen him use his hook. Roadhog is a big target, so you should be able to (while flying and juking) reliably hit him with direct hits from long range. Flanking him (and any supporting healers) while they engage your team is a much more reliable way to kill him, but you really need to focus his healers down (or at least disrupt them away from healing him) first. Ultimate: hide, or use your concussion rocket to bounce him around a corner or off a ledge.

Soldier 76: Soldier is mostly a problem at medium-range, and should be avoided at those ranges. At long range, he can't put out enough DPS to kill you (barring a lucky hit with his helix rockets), and at short range unless the person playing him has particularly fast, steady aim, your rockets will be bouncing him around enough that he'll miss you a lot. While his heal can become a problem, you can negate it either through consistent direct hits or simply by bouncing him out of the healing radius with either your rockets or your concussion rocket. His Ult, however, is something that will kill you super fast. I recommend simply hiding around a corner when you hear him activate his ult unless you know you are both behind him and he's unaware of your presence. Even then, you'll want to wait until his ult is almost over, or on a map near a ledge, bump him off the ledge while he ults. Ultimate: hide or bounce him off a ledge.

Symmetra: Symmetra's main defense against Pharah is being slender and having regenerating heals. She's not really a threat to you up until fairly close range, at which point she's very dangerous. Keep your distance and engage from the air outdoors, and a few direct hits will make short work of her. As a Pharah player the biggest issue you'll normally have with Symmetra is well-placed turrets. Once you know she's on the other team, be very careful about ducking inside buildings for healthpacks and you should be mostly fine.

Widowmaker: Widowmaker is mainly a problem when the person playing her has particularly good aim. Otherwise, engage her at medium-to-close range, and as long as you've got good predictive aim, she'll fall quickly. Note that Widow tends to bounce quite a lot from your rockets, but if she's zoomed in, her aim doesn't bounce much, so don't depend on your rockets preventing her from nailing you at long range. Keep outdoors when fighting her to avoid her venom mine. Ultimate: stop flanking and stick with bombardment tactics for 10 seconds when you hear her ult go off.

Winston: Winston can be tough with Pharah, as he's a good counter to her. Use your rockets to help your team bust his shield early, and keep your distance from Winston. He's big, and thus easy to hit, but during his ult he's also very fast moving, which makes it harder. Never engage him close range--his lightning gun will make quick work of you and your normal escape strategies won't work against him due to the short cooldown on his leap ability. If a Winston is coming after you, make a beeline for your team. Don't try to face him down. Ultimate: keep your distance and just keep hitting him with rockets. Better yet, just focus on his team instead.

Zarya: Your biggest danger fighting Zarya as Pharah isn't to yourself, but to your team. Time your rockets to avoid hitting her shields when they are up so you aren't feeding her charge. If you're good with direct hits, she'll drop fairly quickly if she doesn't have support. The caveat to this of course is when she's at or near full charge--in this state, her beam will melt you quickly at close-to-medium range. Use your concussion rocket to bounce her away (while keeping in mind if her shield is up she won't bounce!) and then send some more rockets toward her face. Ultimate: if you get caught in it, use your concussion rocket to bounce the enemy team away from you.

Zenyatta: Skilled (at aiming) Zenyattas are dangerous targets for you as Pharah, while the majority of Zenyatta players are less of a worry. The biggest danger when fighting most Zenyatta players is the rest of their team when you've got discord orb on you. Otherwise, two direct hits or a direct hit and two near-splashes are usually enough to kill Zen (as long as they're rapid enough to not allow his shields time to recharge). if you uget a discord orb on you, hide behind your team (or indoors if your team isn't nearby) and wait for it to go off you. Keep in mind that while discord orb is on you the enemy team knows where you are, so if you're going to begin a flanking maneuver, wait to start that movement toward your flanking location until after discord orb has left you. Ultimate: Zenyatta is very easy to bounce around with concussion rocket when he is doing his ultimate. Use this to force his teammates out of range of his healing, or to send Zenyatta off a cliff.

Dude thanks for this! Really good post. I don't play Pharah, but this contained stuff for every hero really. Seriously thanks!

Noonsa
Jan 18, 2003
For the love of god, anything other than the
Read the Pharah post in its entirety and will try and use it to improve my Pharah game. Although, unlike the Winston post, landing direct hits is probably still a big factor on how much anyone can improve with her, improved tactics aside.

Darth Windu
Mar 17, 2009

by Smythe
Did anyone save the Winston post, that was a good one and I been liking the harambe lately

Verranicus
Aug 18, 2009

by VideoGames
The word slampick doesn't even make sense. You're not slamming anything and if you are you're going to break your mouse!

Panfilo
Aug 27, 2011
Probation
Can't post for 6 days!

Verranicus posted:

The word slampick doesn't even make sense. You're not slamming anything and if you are you're going to break your mouse!

I'm slamming beer directly into my mouth, particularly when I see a Genji already selected followed by a squeaky voiced "gently caress your mother if you think I'm picking another character"

Kenshin
Jan 10, 2007

Noonsa posted:

Read the Pharah post in its entirety and will try and use it to improve my Pharah game. Although, unlike the Winston post, landing direct hits is probably still a big factor on how much anyone can improve with her, improved tactics aside.

You're right--that's partially why I mention that folks who've played games with rockets where you need to lead your target will have a skill advantage here. Really though it just takes practice. Lots and lots of practice.

One thing I do before matches to warm up is fly around/jet around in the spawn room with Pharah and rapid-fire aim for direct hits on various items in the room. The suitcases in Numbani Attack are great for this as you've got lots of maneuvering room and they don't fly around like crazy when you hit them. Start with stationary targets while you move with combat-juking, that'll help you consistently land hits on big targets during actual combat.

turtlecrunch
May 14, 2013

Hesitation is defeat.
Finally tried out competitive/mics out for harambe for the first time ever! :buddy:

Got 2425
Smells like mediocrity :arghfist::unsmith:
Thanks for the Pharah write too

Dragongem
Nov 9, 2009

Heroes of the Storm
Goon Tournament Champion
Are there goon groups that do competitive at a decent clip? I'm struggling in gold and I want to improve, but solo queueing feels like a huge luck of the draw given the variance of teammates.

FAUXTON
Jun 2, 2005

spero che tu stia bene

Dragongem posted:

Are there goon groups that do competitive at a decent clip? I'm struggling in gold and I want to improve, but solo queueing feels like a huge luck of the draw given the variance of teammates.

I'd love to but I'm pretty close to burning out after blowing a 6:05 attack timer on Anubis and then losing another 2 matches as "Zarya and the Spectators."

e: There was the one round where I almost cleared 25k damage as soldier without even playing him the whole time.

Kenshin
Jan 10, 2007

Dragongem posted:

Are there goon groups that do competitive at a decent clip? I'm struggling in gold and I want to improve, but solo queueing feels like a huge luck of the draw given the variance of teammates.
Yes, join the Discord server. It's active every evening and there are usually teams doing both comp and qp. Lots of friendly people. :)

Comp rankings of the people most active there tend to be mid-gold to mid-plat

Romulux
Mar 17, 2004

E V O L V E D
I just jumped into this thread and haven't read the OP yet, but after skimming that Pharah post I'm stoked to get into some games with you guys. I'm on right now, so I just wanted to throw my battle tag out there to see if any of you bite. Add me if you're down!

Romulux #1121

Since I'm new to this thread I'll introduce myself a bit. I've been playing Overwatch off and on since two weeks after release. I main Rein, with Roadhog and Bastion as my next two best. I want to learn to get better with more characters but I seriously love playing Rein. I've also never played with another good Reinhardt, they're always poo poo, so I'll often end up switching to him eventually. My average damage blocked in a casual game is 13k with 24k as my high. With a competitive game I average 24k blocked, and just under 30k was my highest in my 11 competitive games played this season (all partial groups). Right now I only know a few people that play on PC, so I usually end up in a group of 3-5, but I just got ranked and I want to play with more knowledgeable people so I can improve faster. I'm currently at 2333.

I'm pretty good at leading randoms to victory, but I'm much better when I have a cohesive group that I can communicate with and play off of. I play the objective, call out often, and like to talk strategy during games. That helps my team, but I play mostly with people who don't return the communication, don't have the skill, or don't have mics at all, so they can't really help me back. I take constructive criticism and direction well, and I want feedback from my team, but nobody's really giving it to me. And I'm really feeling the consequences of that in competitive right now because I catch myself doing dumb things that could've been prevented if someone had just said "hey don't do that".

I'm sick at the moment so I can play pretty much whenever, I have multiple VOIP programs, and am down to play with anyone really. If I'm in a group feel free to request an invite, and if you need someone for a group and I'm on b.net just message me.

Kashuno posted:

every so often I get an amazing play that I don't even try to make https://www.youtube.com/watch?v=Rd6sAqfwOCo

I've been that Roadhog. :( I learned a valuable lesson that day, and rarely hook a D.VA anymore.

Nakar
Sep 2, 2002

Ultima Ratio Regum

bonewitch posted:

one of the most important things in this video game is team composition so a dude coming in and picking genji when we already have a reaper, a hanzo, a tracer, and bastion is usually a bad thing
While I understand the point, it's entirely possible that the dude picking Genji is better than the Reaper, Hanzo, Tracer, and Bastion, and those people should switch. It's not like some school playground thing where the person who calls it first deserves it. Problem is there's basically no easy way to tell who is "supposed" to switch unless it's something like a 3 Plat 2 Gold 1 Diamond game (if the Diamond is not a Support/Tank main, they should generally be allowed DPS), short of going in and poring over everybody's Career Profile in the minute before a game and then trying to make a reasoned argument for which 2-3 people should stick to doing damage.

I don't think you're wrong, there are just fairly poor tools in place to allow these calls to be made and even then you can't really stop somebody who I Hanjos it up I suppose, but that doesn't mean caving to them is the answer 100% of the time. It's great if you're flexible and go Lucio or Reinhardt because two guys locked Genji and Hanzo, but if those guys are garbage and you can actually click people at a distance greater than 10m maybe you're not helping all that much by biting the bullet and picking the roles that create a better-looking composition. Especially if "the composition" is asking you to switch to something you're less effective at. Maybe you're better off doing something crazy if your teammates are.

Had a Dorado Attack game once where we had a Bastion/Hanzo lock and people were salty but I just semi-sarcastically was extremely positive about it and went Rein instead of Zarya because I figured the Bastion would die less with a shield to shoot from. I joked that the Bastion was going to carry the game for us and we just had to have faith. The Hanzo had >50% Kill Participation, the Bastion did 32% Team Damage, and we won. I've given up on teams where the tankiest characters were Mei and Reaper, switched to Torbjorn as a gag, and we crushed with a Blizzard + Molten Core save at the end. I've gone up on my cross to play Lucio or whatever so we had a perfect 2-2-2 comp and gotten loving destroyed. :shrug:

bonewitch posted:

i honestly wouldn't mind a league style matchmaking system where you put in what you wanted to/were willing to play and it would try to match you with something approximating a decent team comp
All that being said, this is a good point too. The biggest flaw I can forsee is that everybody who thinks they can DPS will say they're willing to DPS in addition to all the people who actually are good at DPS and it'll just be a bunch of really great tank/healer compositions with RNG DPS. So basically exactly how it is now.

Schneider Inside Her
Aug 6, 2009

Please bitches. If nothing else I am a gentleman
Hanzo is a great pick on Attack Dorado.

Also, if you're new to the game I recommend playing a heap of the heroes initially. You'll get better at the fundamentals of the game and also develop a better understanding of what your enemies are capable of when you are fighting them.

Verranicus
Aug 18, 2009

by VideoGames
What happened to them making Mercy POTGs less common? They're literally every other game I play.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Verranicus posted:

What happened to them making Mercy POTGs less common? They're literally every other game I play.

it was even worse for a week or so

turtlecrunch
May 14, 2013

Hesitation is defeat.

turtlecrunch posted:

Finally tried out competitive/mics out for harambe for the first time ever! :buddy:

Got 2425
Smells like mediocrity :arghfist::unsmith:
Thanks for the Pharah write too

2425 should have no trouble getting to 2500, all the groups I had in my placement matches were pretty good (maybe 2 out of 10 had a few people not on comms/not on point/etc), so I decided to press on.
Cue 5 dead silent on comms groups in a row that ignored my callouts and only spoke up in the sense that they shittalked the team in chat after the loss. :stonk: Then 2 more relaxed good guy comms groups after that? What is this life

terrified of my bathroom
Jan 24, 2014

GAY BOATS

turtlecrunch posted:

2425 should have no trouble getting to 2500, all the groups I had in my placement matches were pretty good (maybe 2 out of 10 had a few people not on comms/not on point/etc), so I decided to press on.
Cue 5 dead silent on comms groups in a row that ignored my callouts and only spoke up in the sense that they shittalked the team in chat after the loss. :stonk: Then 2 more relaxed good guy comms groups after that? What is this life

i placed at 2494 and then immediately plummeted to 2100. the placements are wonky if you didn't place last season (and sometimes just because)

Manatee Cannon
Aug 26, 2010



Verranicus posted:

What happened to them making Mercy POTGs less common? They're literally every other game I play.

mercy potgs were always super common. even if it's back down to what it used to be, it just seems easier to get potg by res'ing 2 guys and dying than it does getting a 4k

Away all Goats
Jul 5, 2005

Goose's rebellion

https://www.youtube.com/watch?v=O1hy-5ROlKE

SadisTech
Jun 26, 2013

Clem.

Manatee Cannon posted:

mercy potgs were always super common. even if it's back down to what it used to be, it just seems easier to get potg by res'ing 2 guys and dying than it does getting a 4k

On Gibraltar defense last night I got a quad kill on Junkrat which gave me ult so I fired up the tyre on the spot, jumped it over the payload which was nearly on the final point and killed the surviving Winston to run out overtime and win.

POTG was Mercy resing 2 guys and walking backwards off the cliff on the edge of the last point.

RembrandtQEinstein
Jul 1, 2009

A GOD, A MESSIAH, AN ARCHANGEL, A KING, A PRINCE, AND AN ALL TERRAIN VEHICLE.

SadisTech posted:

On Gibraltar defense last night I got a quad kill on Junkrat which gave me ult so I fired up the tyre on the spot, jumped it over the payload which was nearly on the final point and killed the surviving Winston to run out overtime and win.

POTG was Mercy resing 2 guys and walking backwards off the cliff on the edge of the last point.

If it makes you feel any better, before the patch that gave Mercy's lots of PotG I never got any, even for 3x Rez's that literally saved the game.

I don't main Mercy anymore but I always feel good about a support getting some credit :unsmith:

EmpyreanFlux
Mar 1, 2013

The AUDACITY! The IMPUDENCE! The unabated NERVE!

I haven't encountered anything resembling this yet, thank loving god.

junan_paalla
Dec 29, 2009

Seriously, do drugs

'Why do I get teamed up with these horribads' *lacks the situational awareness to leave the room with a reaper in it*

Thoughtless
Feb 1, 2007


Doesn't think, just types.
I don't 100% understand how the tiebreaker system works.

Sometimes the team with less time left gets an extra minute. Sometimes they don't and the attacking team goes twice in a row instead. Maybe this depends on mode? But I'm pretty sure I've gotten the minute on both payload and capture so ???

Why are the rules so complicated :iiam:

Panfilo
Aug 27, 2011
Probation
Can't post for 6 days!
Why did they decide to make a draw only give 3 competition points or whatever you call them? Why not 5?

DrSeRRoD
Apr 5, 2008

Thoughtless posted:

I don't 100% understand how the tiebreaker system works.

Sometimes the team with less time left gets an extra minute. Sometimes they don't and the attacking team goes twice in a row instead. Maybe this depends on mode? But I'm pretty sure I've gotten the minute on both payload and capture so ???

Why are the rules so complicated :iiam:

If one team has less than 1 minute on the clock, time is added to their clock until it hits 1 minute. Then, the same amount of time is added to the other team's clock to make it fair. If they have more than 1 minute, they get no extra time. The team with the least amount of time always goes first so that they set the mark that the team with more time has to beat for a victory. If both teams get to 0 time left with the same standing (captures/movement), it's a draw.

Panfilo posted:

Why did they decide to make a draw only give 3 competition points or whatever you call them? Why not 5?

It was originally 5, but I think they didn't want teams going into tiebreakers coordinating a draw and each earn 5 points rather than risk 10 vs 0.

DrSeRRoD fucked around with this message at 13:26 on Sep 21, 2016

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer
If it's payload, whoever pushes the payload further wins. If it's a hybrid map and neither team caps the payload, it's a draw. If it's KOTH, there are no draws.

If it's 2 point capture, and both team capture point with time remaining, then both teams get another attempt using that remaining time with the minimum being 1 minute. If you have 30 sec and the other team has 1:30, you now have 1min and they have 2min. If, however, one of the teams captures in overtime they don't get a second attempt and the team with time remaining is the only team to try and capture again.

Thoughtless
Feb 1, 2007


Doesn't think, just types.

Kashuno posted:

If it's payload, whoever pushes the payload further wins. If it's a hybrid map and neither team caps the payload, it's a draw. If it's KOTH, there are no draws.

If it's 2 point capture, and both team capture point with time remaining, then both teams get another attempt using that remaining time with the minimum being 1 minute. If you have 30 sec and the other team has 1:30, you now have 1min and they have 2min. If, however, one of the teams captures in overtime they don't get a second attempt and the team with time remaining is the only team to try and capture again.

Oh okay. That makes sense. It's still weird but at least I see how it works.

hhhat
Apr 29, 2008

FAUXTON posted:

I'd love to but I'm pretty close to burning out after blowing a 6:05 attack timer on Anubis and then losing another 2 matches as "Zarya and the Spectators."

e: There was the one round where I almost cleared 25k damage as soldier without even playing him the whole time.

Yes. The test of the team was standing around and watching you MLG pro it up :rolleyes:

IronDoge
Nov 6, 2008

As Pharah, learn common paths in the beginning of matches that you can pre-fire with your concussion rocket. It more often than not ends up in extremely satisfying kills.

Case Study 1
Case Study 2
https://www.youtube.com/watch?v=7OzVgq9pD9c

IronDoge fucked around with this message at 14:48 on Sep 21, 2016

dasmause
Jul 20, 2015

Whenever I try to concussion rocket people off the map, at the last moment they always seem to angle themselves in such a way they just land on the solid ground again. Should I be firing those as far away as possible so they wouldn't move relatively as much?

IronDoge
Nov 6, 2008

dasmause posted:

Whenever I try to concussion rocket people off the map, at the last moment they always seem to angle themselves in such a way they just land on the solid ground again. Should I be firing those as far away as possible so they wouldn't move relatively as much?

If they see it coming often times they'll adjust to make sure they can recover from getting pushed. You'd have to wait till they're not paying attention to you while they're hanging around ledges, bridges, and other narrow spaces. Sniping with it is a bit tricky, I'd save it for mid-range encounters since it's pretty quick projectile.

Panfilo
Aug 27, 2011
Probation
Can't post for 6 days!

IronDoge posted:

If they see it coming often times they'll adjust to make sure they can recover from getting pushed. You'd have to wait till they're not paying attention to you while they're hanging around ledges, bridges, and other narrow spaces. Sniping with it is a bit tricky, I'd save it for mid-range encounters since it's pretty quick projectile.

That last bridge on eichenwald sounds like a good spot, especially if the payload is stuck there. Along with Nepal temple, it's a good spot for Roadhog to hook/dump people into pits.

Rick
Feb 23, 2004
When I was 17, my father was so stupid, I didn't want to be seen with him in public. When I was 24, I was amazed at how much the old man had learned in just 7 years.
I tried to practice the Phara guide here yesterday and the first match I came against a team of three soldiers, including one who had such good aim that I would think he was botting if it wason't on ps4 and the second game (which included going back to the open screen duee to lack of players) that started with a stack of 3 Mcrees, the perfect aim soldier from before an Ana and Windowmaker. The perfect aim soldier left right before his team was about to win, and we were able to cap the point and I had 15 eliminations from that point on so those yay guide.

Internet Explorer
Jun 1, 2005





Yeah, a game with 3 Soldiers or 3 McCrees isn't a great time to get your Pharah on.

sleppy
Dec 25, 2008

Speaking of aimbots, is there any way to know if someone you reported got banned aside from tracking their account with some site? I have only run into one super blatant aimbotting soldier, and it would be nice to get a notification if he is banned or something. That and losses forgiven like in CS would be cool.

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Panfilo
Aug 27, 2011
Probation
Can't post for 6 days!
As a bad player one thing I learned is that other players will not hesitate to capitalize on a mistake you make. I don't know about other people, but when I see the kill replay from me dying it's often me doing something incredibly stupid :downs: like standing still too long and getting a bullet to the dome, having bad tunnel vision and being treated to a Reaper buckshot back massage, Forgetting to look up so I can interrupt pharahs ult before she makes it rain, etc.

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