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  #2611  
Old 08-01-2017, 09:23 PM
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All the (old) summer games skins to me are like, "So you've seen these characters in fanciful outfits and sci-fi gear, but what if they had, like... a shirt? Like a normal shirt?" Pass.
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  #2612  
Old 08-01-2017, 10:14 PM
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Quote:
Originally Posted by Reinforcements View Post
All the (old) summer games skins to me are like, "So you've seen these characters in fanciful outfits and sci-fi gear, but what if they had, like... a shirt? Like a normal shirt?" Pass.
See, I want them to release skins for the characters that are just them in their casual every day clothes. Though really, all I want is Tracer in a vest and Newsboy Cap.
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  #2613  
Old 08-01-2017, 10:47 PM
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The Weightlifter skin is the only good skin that Zarya has ever had, so don't harsh on the summer reruns!
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  #2614  
Old 08-03-2017, 02:11 PM
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Reinhardt in a T-shirt and shorts is a skin I would totally use and I don't even play him.
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  #2615  
Old 08-04-2017, 08:24 AM
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Has anyone else noticed that Overwatch on Xbox is like freakishly buggy? Half the time I start it goes several games where there's no sound and my controls keep lagging out.

edit - Also really wish they would implement some kind of mass report function on Xbox, it's really annoying to have to go through my whole team and report them one by one all the time.

Last edited by Reinforcements; 08-04-2017 at 08:58 AM.
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  #2616  
Old 08-04-2017, 09:41 AM
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Quote:
Originally Posted by Reinforcements View Post
All the (old) summer games skins to me are like, "So you've seen these characters in fanciful outfits and sci-fi gear, but what if they had, like... a shirt? Like a normal shirt?" Yes please; where's Arnold Palmer 76
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  #2617  
Old 08-04-2017, 10:01 AM
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Look, you guys have made a lot of good points about these summer skins. I think I'm just biased against tank tops.
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  #2618  
Old 08-08-2017, 05:38 PM
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  #2619  
Old 08-08-2017, 06:02 PM
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So far I've got last year's Junkrat highlight, last year's Reaper win-pose, and most importantly NO FUCKING DUPES

I also got a hernia from trying to tank with no healers and a Widow, Hanzo, and Bastion.
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  #2620  
Old 08-08-2017, 06:41 PM
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Lucio Ball is back and better than ever! Why? Because they changed the Ult to a massive speed boost and no cool down. And you can't boop other players, so no more standing in the opponent's goal and knocking them out of the way of the ball!
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  #2621  
Old 08-09-2017, 08:45 AM
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Welp, got my loot box for playing Lucio Ball, and now arcade mode is back to being "I guess do Mystery Heroes until I get my 3 loot boxes since it's the least bad one."
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  #2622  
Old 08-09-2017, 09:51 AM
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Quote:
Originally Posted by Reinforcements View Post
Welp, got my loot box for playing Lucio Ball, and now arcade mode is back to being "I guess do Mystery Heroes until I get my 3 loot boxes since it's the least bad one."
I really wish there was a not awful option for getting the three Arcade loot boxes. Like, Mystery Heroes is fun for a game or two. Then I inevitably get tired of the "random" spawn algorithm giving the enemy team eight consecutive D.Va spawns while we're desperately trying to push the payload across the finish line, which happened to me in three separate games last night.

PS: speaking of, post-armor nerf D.Va appears to indeed still be just fine.

Last edited by Egarwaen; 08-09-2017 at 11:06 AM.
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  #2623  
Old 08-09-2017, 11:14 AM
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I'd say that BBQ 76 is enough to make him my new main but, well, if I did it's not like I'd ever be able to appreciate that costume myself. It would just be a gift for anyone I were playing against.
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  #2624  
Old 08-09-2017, 11:22 AM
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He gets new voicelines, too. When he deploys a can of Diet Heal Up, for example, he might say "Anyone want some cold refreshments?"

I know this, because I bought Grillmaster 76 outright.
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  #2625  
Old 08-09-2017, 11:23 AM
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Quote:
Originally Posted by Kalir View Post
I know this, because I bought Grillmaster 76 outright.
I did as well; it was required by Dad Law.
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  #2626  
Old 08-09-2017, 10:41 PM
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Beach Amelie is very good.

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  #2627  
Old 08-10-2017, 10:56 AM
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B+ would have been superior with an innertube around her waist that inflates when she toggles the recon visor.
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  #2628  
Old 08-10-2017, 05:43 PM
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Overwatch is getting a Deathmatch mode. It's live on the PTR. It's... actually pretty fun?
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  #2629  
Old 08-10-2017, 10:15 PM
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Bought Widow's and Mercy's summer skins outright. I don't even play Mercy but the Greek goddess schtick? Fantastic.
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  #2630  
Old 08-19-2017, 09:05 AM
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  #2631  
Old 08-20-2017, 08:35 AM
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Some amazing bits in this week's WTF.

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  #2632  
Old 08-21-2017, 11:52 AM
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Junkertown escort map is a thing.

https://www.polygon.com/2017/8/21/16...-gamescom-2017
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  #2633  
Old 08-21-2017, 12:01 PM
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Is it ever...



And this isn't even the animation they're debuting...

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  #2634  
Old 08-21-2017, 02:28 PM
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Hello, it is me. Hello.

The post you are about to read contains all the helpful instruction I can think of for how to be good at the IKEA gnome Torbjörn. I can type that umlaut'd ö because I have my keyboard set to international English. That's your first tip, on the house.

I have played Torbjörn in Quick Play for over 100 hours, and have played plenty of Engineer in TF2 before this. I have never played comp, but I am fairly certain that if I did I would be a high-ranking Torbjörn.

For the sake of not bombarding your brain with too much knowledge at once, I will spoilerpop this post into neat little segments you can read as you like, or not. I'm not your dad.

On General Gameplay and Utility:
Torbjörn is a Defense hero with 200 health. He is treated as one of the game's two Builders, alongside Symmetra. He has a small round hitbox offset by a punishingly large headshot hitbox, and the same movespeed as most of the rest of the cast.

Torbjörn contributes to his team by using his turret and armor packs to slightly, but globally, tilt the health scale in favor of his team, and supplements his turret with a powerful all-around Rivet Gun. A good Torbjörn should always be on the move, gathering scrap, placing turrets where they will force the enemy to choose where to fight, and picking off anyone dumb enough to underestimate him. He should never try to enter a fight without some kind of backup, or unless he can secure an ambush, as most opponents can defeat him if he is alone and has yet to set up a turret.

Torbjörn can engage opponents at any range and perform reasonably well, but should always try to stick close to the rest of his team unless his turret is fully upgraded and protected. Even then, it's usually best to travel with a buddy, as you can help offset their weaknesses and supply them with armor if they need it. This goes double if you are going to gather scrap: try to get a teammate to cover you as you do so.

On Weaponry:
Torbjörn's main weapon is the Rivet Gun. When people came to Overwatch from TF2, most players assumed that Torbjörn would be a virtual noncombatant, fully dependent on his turret to do anything. This is untrue, and the Rivet Gun is one of the best all-around weapons in the game, only hampered by the long reload time and the average projectile speed.

The primary fire consumes a single point of ammo to fire a rivet. This rivet has no damage falloff and can headshot, but it does arc due to gravity. Treat it like a weaker version of a Hanzo arrow that can be fired more often. There is little reason not to spam shots from this in your opponents' direction unless they are close by or your turret needs repairs, as you have plenty of shots before you need to reload. It is unlikely you will secure many kills this way, but you will at least force people to stay on the move, which your turret can capitalize on.

The alternate fire consumes 3 ammo to fire a cone of molten metal. This shotgun-style weapon is comparable to Reaper's Hellfire Shotguns in terms of its spread, but it is not as powerful, does not fire as quickly, and it is not hitscan. That said, it is still immensely useful at close range, especially against tanks. If you are in a battle royale, you should use your altfire to take down tanks for your team if your turret is active. Since they have the largest hitboxes, and Torbjörn has no mobility options, you are best suited to taking down tanks. Leave the healers and damage-dealers to your turret and your allies, as the healers will outrun you and the damage-dealers will outgun you.

Torbjörn also carries a Forge Hammer, a melee-ranged weapon that has infinite ammo. While it swings quickly and does more damage than Quick Melee, it has even poorer range than a casual punch while using the Rivet Gun. It is still useful, especially against tanks and during Molten Core, but it is not a weapon to be relied on. There is one notable quirk about it: if you have the Forge Hammer out for enough time, your Rivet Gun automatically reloads. This means you can deploy turrets, throw armor, and of course, swing the hammer instead of being visibly stuck in a reload animation. The timing is a bit tricky to manage, however, and if you switch back too soon, you get nothing. I've found that 3 swings with the hammer is the most consistent estimation for how long it takes.

On Turret Construction:
For many players, the entire reason to play Torbjörn is his ability to build a turret. When first placed, the turret has a short startup animation, which is interrupted should Torbjörn die during this time. Once finished, the turret is now active and will automatically fire at any enemy that is within 30m. Turrets prioritize the closest enemy, but will not change targets unless they lose sight of their target or they die.

On its own, a level 1 turret has only 150 health. If you have just placed it and nobody knows it is there, that might be enough: throwing one down in a battle royale when there are other priorities for enemies can often be enough to take control of an objective. Each shot from a turret does 14 damage (12 in console versions), but a level 1 turret only fires twice a second, making it unsuitable for doing more than annoying enemies.

By hitting it with the Forge Hammer, Torbjörn can repair or upgrade his turret. A damaged turret regains 50 health, while an undamaged level 1 turret gets 1/5 of the way towards upgrading. As such, if you are under fire while upgrading a turret, abandon it and try again from a better position. At level 2, the turret has twice the health and firing rate, making it a tangible, if not domineering, threat for opponents. Level 2 turrets should be built in a way that opponents have to put themselves in danger to destroy it. If they're running snipers, give it cover to force them closer and have it overlook perches. If they have flankers, put it in the open so it can cover a wider area and alert you to their presence. To handle tanks, put it directly in their path, so they have to focus their defenses towards it and not towards the rest of your team.

The turret can be upgraded further if you activate Molten Core while it is level 2, but I will discuss that more elsewhere.

Overall, it is important to remember that your turret is there to help you defeat enemies, not to solo them. Any opponent can defeat a turret if not pressured, although some enemies will do so faster than others. While your turret is drawing their attention, you should be exploiting their blind spot with your Rivet Gun, or vice versa. Since your cooldown for your turret is short enough that you will usually get it back before the turret is destroyed, you should always be roving the map to find new and exciting places to build it, where your opponent will not be expecting it. Turrets are most effective in the first few seconds, when opponents do not know where they are and cannot take cover from it.

On Armor Packs:
Torbjörn's second and much-overlooked ability is his ability to create armor packs, adding 75 armor to an ally's health on top of their existing health total. To do so, he uses scrap, which he either passively gains at about 2 per second, or can pick up from defeated players (including allies and your own turret) for 15 per. Each armor pack requires 50 scrap to produce, and Torbjörn has a maximum of 200 scrap.

Many Torbjörns will hoard their scrap, as you can use armor packs on yourself at any time. And there's no denying that giving yourself easy access to 75 armor instantly is a good way to extend your lifebar. I've found this to not only be selfish, but ineffective, as any enemy that can deal enough damage to force you to self-heal with multiple armor packs will kill you with them as well as not.

Instead, make sure your allies can access your armor packs easily by deploying them constantly, and in visible, easily-accessible areas. Armor packs are very floaty, and can make contact with allies at any time during their flight, but if you miss a throw, you are dependent on your ally noticing the tasty armor pack, and being able to get to it.

Generally speaking, you should prioritize giving armor packs to supports, particularly those with shield health like Zenyatta. Oftentimes, your supports are at the mercy of their team if an enemy jumps on them, and that armor could make all the difference in terms of an ally noticing their peril and saving them, and the support being wiped and immediately capitalized on with a team-wiping ult. They are also handy to give to flankers, who rely on their speed to save them from most hits and can get to medpacks easily if they survive an attack. Armor helps them have more room to breathe and retreat to medpacks or healers.

Your lowest priority for armoring is tanks, as they are by design going to take lots of fire and will already be healed by your supports more than anyone else. Unfortunately, they will also be the quickest to grab armor packs, not so much out of intent as out of their larger hitboxes. To avoid them grabbing armor packs, you'll have to practice throwing them so that the character you actually intended to armor can see them and get to them before the tank does.

While gathering scrap for more armor packs is tempting, always balance the scrap you could gain with how many armor packs you will need to get to it. If you walk out, grab 3 pieces of scrap, and instantly lose your armor to a McCree headshot, you have accomplished nothing save for giving him slightly more ult charge than yourself. Move with your team when grabbing scrap, and always be wary of huge scrap fields, because that probably means your entire team died over there, and there's little to guarantee you won't die too.

On Molten Core:
Torbjörn's ultimate ability, Molten Core, increases his max health by 300 armor, drastically boosts his attack rate with both weapons, and upgrades a level 2 turret to level 3, putting it at 800 health, giving it 5 shots a second, and giving it rockets that deal the same damage as turret bullets and fire at 4 per second. Molten Core is one of the strongest defensive ults in the game and can single-handedly end pushes.

First off, the turret. Not only does it go to 800 health from any level of damage, it suddenly becomes enough of a threat that the entire enemy team will have to coordinate to take it down, often spending at least one ult of their own to do so. Do not bother with repairing a level 3 turret, as it will have more than enough health to do the job before downgrading. You should instead be putting your own drastic stat changes to use by engaging the enemy team head on.

During Molten Core, Torbjörn himself possesses incredible firepower and longevity, and can easily overwhelm many opponents in the game by himself. As before, you should have your team or your turret backing you up, but during Molten Core, you are dangerous enough to quickly and easily kill tanks and break up a formation, leaving them easy pickings for your turret or the rest of your team. Just don't be overconfident about it, as dying will end Molten Core early and you are not invincible, just powerful.

You can also quickly repair and upgrade a level 1 turret, but the same caveat as before applies, as this is useless if the turret is taking fire. If you really want to try shenanigans, make sure you are not seen and approach the team from behind, where either they will not react to your ult call in time, or you will be able to engage them as a still-dangerous flanker if they do notice the turret and attack it. As before, if the turret starts taking fire, abandon it and engage them directly.

On Matchups of Allies and Opponents:

Offense Heroes:
  • Doomfist: Favorable Matchup, Decent Ally. Doomfist is a large target with only slightly above-average health and has to be in melee range to pose a threat. If he is facing you, you will have an easy time with him, as he will be whittled down by your turret and will have to burn lots of time and health getting anywhere near it. Be even more careful about venturing ahead, as he will defeat you if you get anywhere close by, but if you see him first, you win. You can even counter him trying to Meteor Strike your turret with Molten Core. If he's on your team, always try to armor him before an offensive, and push ahead with him. He's one of those heroes the enemy team will have to focus fire on, which is great for Torbjörn, as that lets you fly under the radar and contribute with your turret and Rivet Gun.
  • Genji: Decent Matchup, Decent Ally. I like to call Doomfist "Chunky Genji". So naturally, Creamy Genji is a little more difficult for Torbjörn to face, as he can more easily avoid your Rivet Gun and can whittle down the turret at a distance with his shuriken. He still hates turrets, and pretty much has to focus it down before he can reliably attack you, so always stay close to yours. As an ally, same deal as Doomfist: push an offensive with him, especially if he goes for a Dragonblade. That armor will keep him alive a lot longer, too, since he'll be dodging enough to make it last.
  • McCree: Poor Matchup, Decent Ally. McCree can easily headshot you from any range, and as any McCree will tell you, headshots are his best possible contribution to the team. He can also safely engage your turret from basically anywhere, and his flashbang will make it a lot harder for you to attempt to flank, even with Molten Core. About the only advantage you have is that he has to destroy your turret before going for a Dead-Eye. As an ally, McCree can put your armor pack to best use during Dead-Eye, and he'll even stand perfectly still for you to throw them to him. Outside of that, not much to say: use your turret to help him take down targets more efficiently and travel with him if he goes for a flank.
  • Pharah: Decent Matchup, Decent Ally. A lot of people will tell you that Pharah counters Torbjörn, since she can easily destroy his turret and him at the same time. These people are wrong. Pharah has to destroy Torbjörn's turret to get anything done, and she's only good at this if she knows where it is. Since she has no access to cover in the air, level 1 turrets are frequently enough to whittle her health down to the point where your team can finish her off. Just don't try to upgrade every turret to level 2, and just place it and move to the next spot, and she'll be much easier to handle. As an ally, armor helps her stay afloat for longer without needing backup, and your turret can highlight snipers and the like for her, but she'll have to get armor when she comes to ground, which is risky for her.
  • Reaper: Decent Matchup, Poor Ally. Reaper has a hard time dealing with your turret and has to get close to deal with you. Like Doomfist, if he gets close, he wins and can easily drop you in a single shot, and it's unlikely your turret will actually finish him off since he'll just Wraith Form away, but that still means that as long as you have a turret up, you have him stuck. Just make sure not to build your turret anywhere close to a corner, to prevent him from Shadow Stepping close to it, and you're good. Unfortunately, working with Reaper is hard, as he does much the same thing as you do (bust tanks) and doesn't have much synergy with either of your abilities. At best, he can get to your armor packs if he has to Wraith Form out. That's about it.
  • Soldier: 76: Poor Matchup, Decent Ally. Everything about McCree applies here, except he trades being able to stun your ambush out for being able to heal himself when engaging your turret. Soldier: 76 is one of the best turret-busters in the game, and he's also really good at just straight up fighting you. If you're up against Soldier: 76, you need to stick with your tanks as much as possible. Working with him, same deal as ever: throw armor to him and stick with him during assaults. The Biotic Field makes a pretty decent place to build a turret, although not a perfect one since it only heals you, not the turret.
  • Sombra: Favorable Matchup, Favorable Ally. Sombra can hack your turret to disable it, but only if that turret can't shoot her (and in that case, shooting it herself is usually the right answer). Hacking you does nothing, and while she can catch you offguard if you're low on health, she can't cloak and retreat under the eye of a turret and basically has to EMP it to help, and even then she usually has to choose which of you or your turret she catches (and if she guesses wrong she loses). Furthermore, who cares if she hacks healthpacks, she can't hack your armor packs! As an ally, Sombra can hack down tanks to drop their shields and make them easy pickings for you and your turret, and can hack healthpacks to let you drop armor on them, AND she'll be able to detect enemies wounded by the turret and capitalize on that.
  • Tracer: Decent Matchup, Favorable Ally. Same deal as with Reaper here: if your turret is up, she has to kill it first (and a properly timed Molten Core can facetank her ult). Difference is, she's better suited to fighting turrets, and much MUCH harder for you to kill without a turret to help. Thankfully, her low health means that a single decisive blow will either burn her Recall or force her to retreat. As an ally, let me ask you this: have you ever tried fighting an armored Tracer? It's not easy! I don't know if she can still rewind to replenish armor, but if so, then haha good luck. Even if she can't, she's still a really strong companion to have.

Defense Heroes:
  • Bastion: Decent Matchup, Decent Ally. Bastion is one of the few heroes capable of facetanking your Molten Core turret without ulting, and destroying it. Even outside of that, you're pretty much dealing with a larger, slower, and hardier Soldier: 76 here. You'll do loads of damage if you manage to catch them off guard, and can even win a fight with them at close range, but if they're deployed, you NEED to play it safe and defensive and wait for them to move, or catch them between you and your turret. As a teammate, Bastion can prolong your armor packs with their Ironclad passive, but they also don't need them as much since they have a self-repair reservoir. They are amazing at following your turret's target, though: a Bastion and a turret in two different spots working together is a seriously powerful defense.
  • Hanzo: Poor Matchup, Decent Ally. It's another hero who's biggest contributions come from headshots, against a character who is really easy to kill via headshot. He's also good at busting turrets and can see you coming with Sonic Arrow. You'll need to stick with your team if you want to survive against a good Hanzo. Having a good Hanzo on your team is nice, especially if they're good with their own Sonic Arrow, but overall you're not going to get much more out of having a Hanzo than a McCree.
  • Junkrat: Favorable Matchup, Decent Ally. All of Junkrat's abilities are handled quite reasonably by your turret, up to and including his ult. If he tries to trap someone, armor can help them survive. He can't even reliably destroy your turret with his ult unless he has ALL THE COVER. You're a threat to Junkrat at any range, although the further away you are, the better for you. As a teammate, Junkrat's Steel Trap placed in range of your turret is a really vicious combo, and a really good Junkrat can launch enemies into turret range, but he still kind of overlaps your tankbuster role.
  • Mei: Poor Matchup, Favorable Ally. A bad Mei is a blessing, as her ice wall provides cover for you to build level 2 turrets. A good Mei is deadly, as she can prevent your turret from doing anything, chip away at it at range, and easily outlast you and take you down even in Molten Core. As before, your range potential is better than hers, but not by much, and even then she'll usually be able to cryo-freeze and heal up if you actually land a decisive hit. If you're with a Mei, try to coordinate with her Ice Walls, which can elevate you to build turrets in harder places for enemies to deal with, or block enemies from attacking your turret much as a tank would, buying you ample time to repair it. Since enemies can't walk through an icewall, she's sometimes better at this than most tanks are!
  • Torbjörn: Decent Matchup. Mirror matches are always a funny thing, and for obvious reasons I will not discuss what an ally Torbjörn is like. When facing an enemy Torbjörn, don't forget that your rivet gun is a pretty decent turret-destroying tool! Try to be the one pressuring your opponent to relocate more than they do you, because usually whichever Torbjörn has the momentum to build up both a turret and a Molten Core is the winner. Defense has a slight advantage since they will usually have their turret up first, but even then it's not a sure thing.
  • Widowmaker: Decent Matchup, Favorable Ally. When dealing with Torbjörn, Widowmaker's got the worst aspects of Bastion and Junkrat working against her. She can't deploy the Venom Mine offensively or easily get into position, and she needs to stand still to reliably beat you, meaning she's vulnerable to being headshot herself. Don't feel like you have to retreat from a Widowmaker, return fire and pressure her away from your team! She still has an easy time headshotting you, though. Infravisor is generally considered a weak ult by Widowmaker mains, but they should try playing Torbjörn when one goes up: knowing where everyone is forever gives you a free 10 seconds to make THE MOST DANGEROUS TURRET.

Tank Heroes:
  • D.Va: Decent Matchup, Decent Ally. One of the meaner tanks for Torbjörn to face, D.Va is still a huge target with an easy headshot hitbox, meaning that if you engage her directly, she'll have to take loads of damage to defeat you. Moreover, while she's doing this, she can't block for her team. Still, she can do lots of damage if she catches you up close with her own headshots, and her Self-Destruct is one of the few things that can instantly destroy a turret in Molten Core. Unfortunately, she's also a somewhat weak tank for Torbjörn to ally with, as she's fairly weak at protecting you while building a turret and only slightly better at protecting you during scrap runs or flanks.
  • Orisa: Decent Matchup, Favorable Ally. Like Bastion, Orisa is more than capable of fighting your turret head-on even with Molten Core, AND she can yank you out of cover if you're fixing your turret from there. That said, she requires lots of prediction of where enemies are and what they're doing to function, and if you're doing your job right and attacking from multiple angles, she folds easily. Still dangerous, but not impossible. Orisa makes for one of the best turret-protecting allies in the game, both able to defend the turret with her barrier and to capitalize on anything it's targeting by Halting them and following up with her own Fusion Driver.
  • Reinhardt: Favorable Matchup, Favorable Ally. While Reinhardt can cover his team as they destroy your turret, again, the turret is only a small amount of the threat you pose. Moreover, the presence of a turret not only means Reinhardt has to face it, but that he needs his team to handle it. Meanwhile, you can either focus fire onto the shield with the best, or catch him on another angle and pose a serious threat to him. As an ally, Reinhardt's not QUITE the turret defender that Orisa is, but he's also much safer to follow into battle for scrap, and he's not a bad turret defender either.
  • Roadhog: Favorable Matchup, Poor Ally. A lot of people give Roadhog flak for not being a "real tank" that I don't personally agree with very much, especially considering his upcoming buff. That said, as far as being a tank goes, Roadhog is going to be super easy pickings for Torbjörn. What's more, even the dread hook combo doesn't scare him that much, since armor can take off the edge of the attack quite easily. This also means Roadhog is the least capable tank for protecting the turret, AND he'll eat lots of armor that will instantly go to waste.
  • Winston: Favorable Matchup, Decent Ally. See D.Va, but without the ability to reliably defeat you up close or the ability to destroy your turret. He can't even rely on his ult to destroy your turret. What's more, your armor can turn most matchups with Winston against him, as he needs time and enemies with low health to win, and the armor pack hurts him a LOT there. He's slightly better than D.Va as a teammate for protecting your turret, but not by much, and he's not as good as Reinhardt or Zarya for having as a pal during scrap runs (although he's not bad).
  • Zarya: Poor Matchup, Favorable Ally. Zarya is one of the few characters who can take your turret's biggest strength, auto-aiming with perfect accuracy, and turn it into an advantage, granting herself effortless charge, either with herself or with whoever decided to run in and destroy it themselves. What's more, she's got the smallest tank hitbox, not counting D.Va out-of-mech, making her much harder to engage. At least Zarya as a teammate is one of the few tanks who actively wants armor, as her huge pool of shield health will ensure that it lasts for days and makes her virtually indestructible. Not as good at turret-defending, but a phenomenal ally for helping you on scrap runs and flanks.

Support Heroes:
  • Ana: Decent Matchup, Decent Ally. Ana can safely attack your turret and has a really mean set of skills for anyone trying to ambush her. That said, your armor packs can apply even through the Biotic Grenade's healblock, and Ana has no self-sustain except for that, making her one of the easier supports for you to deal with. Her Nanoboost also is dangerous, but it only helps one person, and if the turret isn't focused on them (it probably is, though) then it's not helping that much. As an ally, Ana's Sleep Dart is frequently auto-countered by your own turret and that sucks, but she's excellent at protecting you during scrap runs. And if she knows enough to Nanoboost you, you're in amazing shape, as that plus Molten Core is the kind of thing that players don't yet know to flee unconditionally from yet.
  • Lúcio: Decent Matchup, Favorable Ally. Lúcio helps his team primarily through speed, as his healing is pretty weak. On the one hand, this means your turret poses less threat, as he can get the team through it more quickly and they can evade non-turret attacks safely. On the other hand, his healing is weak and inconsistent, and it won't be enough to save a team, and you can't juke a turret. Sound Barrier also folds quickly to Molten Core, although it may give a team enough time to destroy the turret in the process. As an ally, Lúcio is another one of those characters who is great to have for scrap runs or for moving to build turrets in new spots, and Sound Barrier timed right can extend everyone's armor packs for that little bit extra. It's not a huge advantage, but every little bit counts.
  • Mercy: Poor Matchup, Decent Ally. Mercy has enough mobility to escape ambushes, a weapon that actually poses a significant threat to Torbjörn given its solid damage offset by a low projectile speed, and one of the best responses to a Molten Core by retreating, waiting for the smoke to clear, and reviving. One of the hardest supports for Torbjörn to handle, and unfortunately not that great to have as an ally, either. Sure, you'll provide lots of jumping points for Guardian Angel and plenty of armor, but she usually has better targets to focus on for damage boosting.
  • Symmetra: Poor Matchup, Favorable Ally. Slow but powerful projectile that pierces shields, ability to generate shields to cover her team on the approach, and incredibly dangerous in close quarters either with her turrets or her Photon Projector. Yep, Symmetra's not a fun fight for Torbjörn. And you're rarely, if ever, going to be in a position to handle her shield generator. Better leave dealing with her to someone else. As an ally, particularly on defense, though, she's amazing. Her Shield Generator says that everyone gets to keep their armor for longer, resulting in 150 extra health for the entire team, and she's an excellent buddy for scrap runs, too.
  • Zenyatta: Poor Matchup, Favorable Ally. Pretty much the same deal here as with Symmetra. He'll keep his team alive for more than long enough to deal with your turret and severely punish you for trying to get clever. And as an ally, he'll protect you handily during scrap runs or flanks, and you should thank him by giving him armor that will let him live forever. Zenyatta is just an excellent support for Torbjörn to work with, that's all.


Last edited by Kalir; 09-10-2017 at 12:46 PM.
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  #2635  
Old 08-21-2017, 06:27 PM
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four-so four-so is offline
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As someone who has a high win percentage with Torbjorn, I'd say the most valuable thing to know is when to set up a level 1 turret and leave it alone and when to upgrade it. If the opposing team is particularly aggressive, I like to drop level 1s just as a tiny distraction because, if they're watching the angles or have a Hanzo using Sonic Arrow, it doesn't pay to stay still. As someone who usually mains Hanzo, allow me to say a Torbjorn that isn't willing to move and insists on babysitting his turret is a dead Torbjorn.

I also like to set up a level 2 turret close to the enemy spawn area and then retreat to somewhere closer to the objective. As soon as the turret goes down, immediately create a new one and upgrade it to level 2. Proceed as normal. This is especially useful if you are on a team that will push forward beyond the objective to meet an initial enemy advancement, for example if you're on defense on Numbani. While your team is providing a distraction, the turret is taking potshots at people.


Anyway, D.Va changes are in the works to make her move offen...offensive?....offensive. Offense-related.

https://www.heroesneverdie.com/2017/...nse-matrix-ptr
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  #2636  
Old 08-21-2017, 07:12 PM
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Regulus Regulus is offline
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D.Va's balance and design rollercoaster is baffling, to say the least.
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  #2637  
Old 08-21-2017, 07:21 PM
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Octopus Prime Octopus Prime is offline
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DVa is all things to all people.

Just not at the same time. And it varies which people she is all things to From one update to another.
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  #2638  
Old 08-21-2017, 11:09 PM
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Daikaiju Daikaiju is online now
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All I'm saying is, that missile fire better look like this...

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  #2639  
Old 08-22-2017, 08:26 AM
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MCBanjoMike MCBanjoMike is offline
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Looking forward to trying out the DVa changes and the new map. I honestly think DVa's quite good as she is (even if she isn't as tanky as she used to be), but I would totally trade some shield time for better offensive options. I'm kind of surprised that they're working on DVa, when there are characters like Hanzo and Sombra that still seem to be somewhat muddled, but what they're doing to her sounds interesting.

I've been playing a lot of Overwatch lately because of the summer event and I'm really having fun with the game these days. I've been learning Orisa and Doomfist and I find them both really fun to use. I'm absolutely terrible with the latter, but flying all over the place is delightful and the occasional one-hit KO that I land is super satisfying. And Orisa is a bit of a strange duck, since she's halfway between Reinhardt and The Heavy without being as good as either, but her gravity orb lets you pull off all kinds of fun shenanigans. I'm also starting to realize just how powerful her ult is; drop that when you're defending against a big push and suddenly everyone on your team hits twice as hard, it's brutal. Her one big failing is that she doesn't have any means of getting back into the fight quickly when you respawn, so I've started being a little more careful when I play her. There's also a real art to learning how to lead your shots and I can't say I've mastered it. Any word on precisely how they plan on buffing her? Either way, I'll be happy to have a good reason to keep practicing with her.
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  #2640  
Old 08-22-2017, 08:43 AM
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Deptford Deptford is offline
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Quote:
Originally Posted by MCBanjoMike View Post
Any word on precisely how they plan on buffing her? Either way, I'll be happy to have a good reason to keep practicing with her.
I think her bullets will move faster, and her shield will be 20% bigger and curved in ways that provide cover from more angles. Should be good!

I've recently come around to Orisa, too; she's weird in that her abilities don't complement each other or gel in obvious ways like most other characters' do. It feels like a bit more of an assorted grab-bag of weird skills, but this can also make her a more weird and fun character to experiment with, and her gravity orb thing in particular is a delight to find good uses for.
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