That’s not true. Symmetra’s wind-up, a relic from an actually intelligent design decision which was meant to act as a counterweight to high damage lock-on, is still there. However, since the lock-on was lost, it now serves as additional punishment for getting less than 100% accuracy.
The beam starts at 60 per second, then 120, then 180 per second. Let’s compare this to another very high accuracy requirement character: McCree.
Assume Symmetra and McCree both have 100% accuracy. They both spend 10 seconds firing at targets.
Symmetra would deal 60 + 60 + 120 + 120 + 6 x 180 = 1440
McCree would deal 10 x 140 = 1400
At this point they’re roughly equal.
Let’s assume they both have 50% accuracy. Again, ten seconds of firing at targets.
Symmetra would deal 4 x 30 + 4 x 60 + 2 x 90 = 540
McCree would deal 10 x 70 = 700
McCree, at 50% accuracy, loses half his DPS.
Symmetra loses 62.5% of her DPS.
This means that in order for Symm’s M1 to match McCree’s, she needs to have considerably higher accuracy than him.
This is NOT accounting for the fact that Symmetra’s beam is considerably shorter range (12m vs. 20m), the fact that Symmetra’s much higher tickrate makes it exceptionally weak against armour, and the fact that McCree’s weapon can get headshots for double damage.
The accuracy requirement for Symmetra’s M1 is definitely a character issue, not a player issue. No matter how good your tracking is, you -will- deal much better damage with McCree, -unless- your accuracy is legitimately 100% and you are -always- in range, and McCree -never- headshots.
The wind-up is a drawback for a feature that is no longer there, and it has a severe negative impact on damage output for players with less than 100% accuracy.