I’ve thought of more since. I’ll add to it once I’m back from work (teehee).
EDIT: Ok so Orisa tips. Firstly, all payloads float. This doesn’t sound too important until you remember that you have 150 bullets. That means that as the payload comes around a corner, if your shield is set up right there are locations where your team is protected by both the payload and your shield. If you have a Brig in the front line with you she can just hold M1 and keep them on the other side of the payload while the entire time you’re shooting at their ankles. Damage dealt to them at minimal risk to yourself. And if they jump over the payload, halt them back onto it and shoot them in the face.
Speaking of faces. 150 bullets can deal a lot of damage to one’s ankles, but a whole lot more to the skull. In 1v1 Orisa fights the winner is the one who lands the most headshots (although this is true of many heroes) so if you’re both behind barriers, spam A and D and wiggle. Compensate for that wiggle and keep the crosshair on her face, even if the barrier is in the way. She likely won’t be moving as much as Orisa’s behind barriers like to think they’re safe. They shouldn’t be. Those few shots that will get through when she puts down her new shield will hurt a whole lot more if you aim them right so do make the effort. Just get into the habit of aiming at the face in general (Reinhardt excluded, tips for him will follow). As Orisa in comp you have an accuracy rating of 25%. Thats good, it hints to me that you’re probably preemptively shooting at corners and scaring off attackers. Nice. Mine is 30%. Not to brag at all, but just to think that at 150 shots in a magazine 5% matters a whole lot more. Shots landed are faster ultimates and more panicked enemies.
Speaking of ultimates, did you know you can press Q and E at exactly the same time and get both benefits? Did you get sniped to death and are making a mad dash for the final point to keep your team alive? Have they sunk a tonne of ults into this push and you need their Primal Winston melted immediately? Or is the Pirate Ship payload rounding a corner and your Bastion fancies a bit of help making those shots at the Phamercy count? Press Q and E at the same time and you have a protected ultimate that can be placed right next to a static teammate and will be safe from snipers while you get the benefit. As I learnt from playing Mercy focusing on boosting rather than healing: Dead enemies = breathing teammates.
Oh, and if your halt timing gets good you can pull people into holes, into dragons, into mines, into gravs if they look like they just might escape etc. A fun one (Although it takes coordination) is to halt a Reinhardt a little into the air giving your Rein time to Earthshatter, as if a Rein is not on the ground their shield does not protect them. This is why Reinhardt’s don’t shield hop if they know their opponent has their ult unless their baiting or they’re stupid.
REIN Tips that no-one asked for with some Orisa facts thrown in because I can’t write a structured anything:
You say you can’t get Rein to work. Here’s some tips to give it a go. Firestrike as much as possible, and only charge when the other Rein does, or to finish off the last enemy once the fight is won. Firestrike does 100 damage to everything it hits and in certain comps it can hit a lot. It could finish off that Bastion, destroy an Orisa’s ult, a junkrat ult, finish off the Mercy trying to get to safety… The possibilities are endless and an unused Firestrike is ult charge you could be having. Its also risk free. It takes long enough to recharge that any chip damage you or your team takes while your shield is down can be healed by your supports to charge theirs. Ults win fights so you want yours first. The winner in a Rein v Rein matchup is whoever lands their firestrikes or charges. If the other Rein gets greedy and charges at you, press shift immediately. He, out of position and on the floor, should be melted by your team while you are close enough to be healed by your supports before you put your shield back up. Sure you could move out of the way but can you guarantee your Ana can move just as fast? It is always safer to counter charge. (To practice aiming firestrikes, charge the training bot on the cliff edge at such an angle that you hit the railing, knocking him into the air. Firestrike him as he’s falling. If you can reliably hit him you’re better at it than me)
Don’t get Ana to nano you. To get the benefit you’d need to put your shield down and yes, you should be swinging at least a bit anyway but a nanoed rocket barrage, dragon blade, anything is more reliable than a Rein. Anas think because you don’t need to aim its a safe bet but the damage potential just isn’t great. When you do swing, remember that your hitbox is slightly further out from yourself just off centre of the crosshair. Make use of this by aiming just to the left or right of your opponents and they’ll be surprised by how far you can reach them. You’ll see pro Reins actually swing the crosshair left and right with their hammer to abuse this and swing even further on the x axis. Give it a go, you’ll see what I mean.
Do not waste shatter. It can easily wipe a team and even easier when comboed with a Dva or junkrat bomb or anything like it. Get your teammates to focus their barriers, draw out the Zarya bubbles or fortifies and then go for it, or even hide around corners when you know they’re coming. A flanking shatter onto their backline can leave their tanks confused and alone for you to swing into them. Thats a won fight right there. Oh, and because I didn’t mention, Orisa’s fortify stops Earth shatter and can even help her walk out of Grav (although you rarely want to do this). Halt the Rein away from your buddies while they get up and you might save the whole team.
Reinhardt sucks at getting back onto high ground so really think about when to drop down. Do your teammates still need protecting or do you need to contest? If you drop will they follow or will Winston/Dva come and kill them unopposed? This is true for Orisa too but she can deal damage from above or halt them off payload, or even drop a barrier on your mei who is distracting them. Rein really can’t and does need to drop down to swing, so that walk back up is going to feel super long if you timed it wrong. Keep an eye out for Lucio boops and Dva boosters… Oh, and remember that if Orisa is shooting she is actually booped back less by these abilities. Same as you walk slower all movement is slowed. So if Lucio is flanking just keep shooting at him. It could save your life.