You do know disco is in favor of what I’m saying right?
I am in favor of some of it, things are never so simple.
Yes, being aggressive wins
Lone wolfing, constantly walking foward, and not changing how you approach new obstacles is how you lose
Being constantly aggressive will lose if the enemy team is prepared for that
You have to do damage to win, but if your team is dead anyways then you’re gonna lose
That’s good, it means you’re clearly doing something right
However, that doesn’t mean you can’t still improve or incorporate new strategies. There’s always room to improve and see why you lost a game.
M8 you win games by constantly aggressive, ya don’t overextend like rien did. But you make space by keeping the enemy out of it which is done by being a damage threat. If you are turtling the enemy will walk over you.
Certainly not going to incorporate your strategies, which, quite frankly, seem extraordinarily bad. Charging into your team in an attempt to peel? Cmon. Maybe if you already won the fight and are cleaning up, but doing that in an active 5v5? You lost that fight, right then and there.
Yes, I never said to turtle. In fact, I explicitly said that turtling definitely doesn’t win games in my first post here.
Alright, but when your support dies when you could have been there, then you die because you didn’t have that support that you really needed, then…
Well you know, you could have been there. It’s not like explicitly your fault your team lost, the support could have just been better and not died, but this is a team game yes?
If helping your teammate turns back around into you winning the match, then it was a good play.
It’s not the sort of thing you should always do, that’s not my point. It’s just a tool in the toolkit.
You heading back to deal with a flanker is giving the other team all the space they could ask for, an early christmas present for the other team. You are not going to win every fight, but you are certainly going to lose those fights.
But what if the other team is already down a guy? Or what if it’s two flankers? Or what if you’re on the attacking team and moving backwards doesn’t matter as much?
You’re not thinking of the possibilities
I will quote trustmeow, champ eu tank, always deal more damage then you take, thats his tank philosophy, seems simple but not alot of players adhere to this
Then your supports and dps will need to swap to deal with the flankers. Not everything should be forced upon the tank to deal with. Certainly not cede proper positioning, which is just guaranteeing you wont win that fight.
Space is a resource to be maintained. It’s not a cooldown like rez where you pop it once every 30-60 seconds. Its a constant back and forth. Like moira healing meter.
Unless its a stomp, then winning team is a constant forth.
In seasons 9 and 10 i had 70% win rate in my diamond tank placements. (I can’t stand tank more than placements). I had the lowest dmg and elims out of all other dps, tanks and zen/bap supports in every one of those games. I won by managing my space resource better than the enemy.
So although getting kills helps, you don’t need to be winning on the scoreboard to win.
That’s the refusing to work with the team attitude that I expected
“It shouldn’t be my job ever, so I’m just gonna not do it and if we lose I had no part in that!”
Like, it’s pretty apparent that that’s the wrong way to look at things. You aren’t guarenteed to lose just from leaving the front. That’s the whole point of doing it in the first place.
You don’t insta-lose the moment your tank isn’t front and center, it’s just if people do the wrong things at the wrong time.
But are you really controlling the space if a flanker is tearing up your backline?
It’s not a constant march forward, it’s a gradual overtaking of space without losing it. If your backline is getting killed, you are losing the space.
then theres also doomfist and wrecking ball that either shred the entire enemy team or fall over / have to go full defense mode when the counter pick start coming in
ball especially the only hero in the game to troll in a 1v5, get two elims, and scurry away just to do it again. he is really fun but also not really much of a tank as much as he is just an orb of destruction
idk if u can fix that without destroying the core of overwatch though so im not sure what much can be done outside of making them more annoying and less threatening, but then u start to get into a war of attrition / sustain where nothing happens until either the backline explodes or the tank explodes
In other words, RL tanks are mostly mobile artillery to provide infantry with cover and extra firepower, with both utilised to deal with particularly difficult targets.
Everybody is a version of a “DPS” because this is a Class Based Shooter.
It just happens to have MMORPG labels, which makes people imagine that the labels matter more than gameplay.
And they are wrong.
Tanks are “FPS Heavies” not “MMORPG Meatshields”.
I miss any "Tanks from FPS games"?
Like for real, do people complain about “DPS” in Apex Legends? Do people complain about “DPS” in Valorant? What gives?
… I don’t get the thread.
Was that made for people with MMO mentality that think Tanks are just damage soakers?
That’s ironically why some people say OW doesn’t need tanks desperately sacrificing everything else. They’re just sturdy dps and thus, we could rework them into dps. It won’t be so different when everyone has some more HP so that everyone can tank temporarily.