OMG not everything is over extending!

You’re right, also map depending you often want to push ahead of a cart or push further to their spawn to take ground, you can always and should pull back retreat and give them some ground and then push back in when your heals are caught up or you have CDs ready … like a push and pull. If your front line/ tank starts the battle on the objective then the first time you have to pull back/retreat you are giving them the objective. I don’t know why this is so hard for so many to understand.

I realize there is less of an organized structure in OW2 compared to OW1 but the rule still applies to your tank and main heals at least. Dps should be doing their own thing more so now but they are either with their tank or flanking or possibly behind if it’s a sniper, it’s still loosely based on your front line.

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I keep getting steamrolled because 1 idiot dps keep sitting outside enemy spawn at start of the game and die when they come out and have to run a mile back when enemy is already at point before team regroups and then snowball begins.

Doesn’t matter how much you ping or tell them in VC don’t sit there… they just die instantly.

So in other words go very far ahead so enemy can flank you and attack on two fronts sure, any tactician will tell you that is a recipe for failure, trying to defend yourself on two attack fronts with one defender (tank) is impossible

I think that’s a new player thing. It used to be common in early OW1 and then I didn’t see it hardly for years and now I’m seeing it again. It’s basically a throw because on defence even if you get a couple kills and die at their spawn, the value isn’t equal. The most important thing on defensive on a map such as kings row is staying alive , the offensive can afford to be more reckless and take risks because a death for them is much less meaningful.

So I understand your frustration because losing 1/2 dps at the start of the match usually means losing the first point right away.

I’m hoping they start noticing they keep losing because of this quickly but a lot of them will think “well I got 2 kills before I died so it must be someone else’s fault” so we might just have to wait until they drop to bronze from doing that and still think they are being held back in bronze because of “bad healz!!!1” or something. :man_shrugging:

I explained how to play if you don’t agree that’s fine. Just don’t expect to win very often unless you’re being carried.

Nobody is saying you run all the way to their spawn. But you dont just sit around waiting either. Heres another example. This is flats. This is the game that gets him GM 1. Watch how his team plays, watch how they push for a stagger once the fights won. Would you say hes throwing and over extending?

I disagree… if you have any tank and dps pushing all the way to their spawn or going around corners or to an area where your current healer cannot reach you then its over extending.

People shouldnt be glued on point no, but putting yourself at a disadvantage like that is just stupid. Its common sense unless the enemy team is just absolute garbage and cant get out of spawn… then its just bullying lol

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Watch the GM 1 game I posted. its right above your post. The supports reposition to support the tank. DPS can get health packs use the map or stay in LOS of the healers. If they arent self sufficient they shouldn’t be that far off from healers/tanks anyways. Tracer, genji, can all use packs. Soldier has heals. The game has already thought about how to handle these issues.

Yes i understand but if you ont top the enemy can still get tickes on the point before you can eliminate them the whole point is not alowing them to even set foot on the point, 0 ticks

Thats where mechanical skill and target priority come in. In this specific case were talking about meka base so if you’re defending from high ground you automatically have advantage.

So if your DPS have the mechanical skill you shred the main support. then engage on point with brawlers/tanks. Its not rocket science. its just using the map to your advantage. Shooting down TTK is faster cause easier to drill headshots, looking up that’s much harder. If you know what to target first you just make the fight easier.

The main issue is that in metal ranks they don’t have that skill, so any high level strategy becomes a massive gamble.

Tell this as a support to a metal rank DPS and they will report you for throwing and then proceed to write up a rant on the forums lmao

The game has thought about it yes, but has the player? There’s a reason why GMs are an incredibly small % of the player base. Applying their strategy at low ranks is only going to be effective if you play in a coordinated group. If you solo queue then most of the time the safest strategy is the most reliable one to get wins e.g. not dying, not running out of support LOS and not letting the enemy touch the point.

The thing is if you cant hit at mid range from above and have it be at least sort of effective. The player wont be doing much better from anywhere no matter the map. Even with bad aim a team can focus down a support in a second or two.

Also lol, no I get it. But again that’s one of those things where the two play styles from higher to lower differ by a chasm not just a gap.

Map control in all honesty is a core part of this game. Even uncoordinated team can have complete control of the map.

I mean there really isn’t much to this game as far as advanced map strategy and what not. Its much more about picking/counter picking, cooldown management, ultimate use, controlling space.

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if theres no safe way to escape, you’ve overextended

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I have a feeling you are most likely unable to accurately tell the difference between the two

It’s easy. If you die while trying to “prevent a recontest” you have over extended and cost your team the next fight. Gaining space and preventing them from getting to the robot does not mean dying trying.

You’ve unironically used the very reason you push forward to control space as the reason why you shouldn’t push forward to control space lol

Also wrong if you die preventing that recontest and it’s allowed your team to push forward long enough to capture an objective and change spawn your death won’t matter and you basically carried your team. It’s all situational as to what is and isn’t okay.

I think you underestimate how quickly you can lose all your progress in push.

Wasn’t referring to push in that example as much as payload but even in push if it leads to your team having a further max push than the enemy a single team wipe isn’t going to matter just win the next fight generally you will as well considering push is often very back and fourth. Becomes even more true when forward spawns get involved then you basically have 2 chances for the price of one.

No because many maps have multiple ways for all or most of the enemy team to get arpund you and get on point, the whole idea is to not allow anyone on the enemy team to even set a foot on the point

generally around masters you never see it, all other ranks you still see it.