Depends on the usage. 2 traps is better for multiple entrances and against mobile enemies.
Faster trap is better against enemies like brawlers that are forced to destroy the trap before keeping on going.
That’s the rooting part lol. The animation of the trap where it’s on ground and sets up right?
I think it’s pretty fair considering the compositions Junkrat works with and the enemies Junkrat fights…
I"ll start with the easy one of dive and say, they already jump on point and so if they hit trap by damage or by body both means they’re close to the trap.
The only diver who might be able to destroy it by mistake is Winston with his gun but he doesn’t move a lot anyways and his gun is already amazing tool to clean objects so it’s fair…
For poke ofcourse that doesn’t change anything as pokers don’t fight up close.
And lastly brawl I agree it might be problematic sometimes but most of the times you have a fairly easy solution for that, brawlers like playing around corners as that way they can recharge their high protections and keep on the push. A well placed trap can deny that way of playing by punishing the close range poking they do.
For example anubis 1 on the left of the attackers near the small room. You can place the trap before the entrence to the corridor the leads to the room with the health pack (gate->door->room->door->trap+ the coridor->door->the big health pack) and punish brawlers for doing so.
Another thing to take in mind is his synergy with Orisa that provides quite a lot of protection when balanced letting his traps a safe spot to be.
I think considering the traps unlike other objects only care for impact once the positioning of the trap is more important than a place where it has consistent protection. Places like corners or stairs are amazing places to place them as traps for enemies to step on while also making them “immune” to damage.
Worst case they can try playing a bit with their size and hp so enemies would get trapped a bit more easily or the traps would have a bit more hp, but I really think a good trap is a trap enemies step when they don’t expect it.
Genji is a bit of a weird one as only his mines help against Genji. Without them or at least if he would actually need to wait for them Genji would have the upper hand and tbh I think Genji deserves to be better than Junkrat… Deflect is best on bursty damage especially one that doesn’t need too much aim, double jump allows him to avoid trap and Junkrat’s damage more easily and wall climb pretty much avoids the need to go through chokes and stuff like that…
Overall in term of countering alone I really think explosives need a bit of a recovery after throwing them in order to let enemies a time to react as most explosive do a lot of damage in big range while most heroes holding them tend to be weak to dive. (Widow,Ashe,Ana) Not something too big but at least 0.2 seconds…
Either way I agree Junkrat does pretty well against Genji right now thanks to the mines.
As for Doomfist, he is pretty good against him but more traps would be pretty effective at denying rocket punches, especially with faster deployments. Junkrat is good but he still gives a lot of windows for countering by Doom.
Either way, for most heroes the countering comes from his shots and mines, the traps play a much smaller role in that. Which is a big shame in my opinion considering their potential and how unique of an ability it is…
Why not? Think about it mathematically.
Tracer’s power comes from her mobility, we both agree on that.
She can round around her target putting pressure from different angles.
With 1 trap you just deny a single spot to walk on which allows her to walk freely around you. With 2 traps you can cut so much more space from her. Denying every spot between the 2 trap and behind you
Lets say
X=trap
O=Junkrat
V= Tracer.
X O X
. V
Everything above the Junkrat and its trap in this bad drawing is space Tracer can not reach.
While normally you only deny
X O
V
Which allows tracer to reach anywhere she wants but the specific spot the trap is considering she can run to the “right” side of Junkrat instead. The trap has a radius of 1 meter or 2 meters total. Junkrat himself is probably 1 meter himself. And you can place the trap ~2 meters away from you. Ofcourse during a game you don’t do perfect calculations but a normal throw would put it somewhere like that.
Blink is only 7.5 meters…
Just by simple math noting else, you already deny a pretty big zone of Tracer which makes hitting her for both you and your team way easier.
I know Tracer has 12 meters fall off and all of that but making the fighting ground much more risky without a time limit is a pretty crazy countering…