So this post is about pig pen making an already difficult mechanical requirement in 1 shotting, even more complicated.
So hooking an enemy around a corner should be easy enough right?
We’ll there are a few things to consider, you cannot be within 4 metres of the corner of the wall because season 3 nerfs to placement of targets after hook requires 5 metres of space in front of you. What this means is that you have to stand 5 metres out from a corner which obviously means that hog needs to put himself at unnecessary risk, which is good for counterplay i suppose.
The 2nd consideration although minor is the angle you place the trap, as of course hook only allows something like 45 degrees of turn displacement left or right. Meaning you have to not only have to stay 5 metres from the corner, but you have to stand at a 40 degree angle from it.
The 3rd consideration is where you place trap, do you place it at the corner where ram vortex, junk spam or attentive tanks can destroy it or do you go for the mechanically harder option of placing it 3.5 metres from the corner so that you can body block your hook target from escaping. Which also risks pig pen making your target jump after the target triggers it throwing off your aim.
The 4th consideration is that you have to remember not to walk forward as you are hooking your target in otherwise you risk not getting your target around the corner as well as risking placing them directly on top of pig pen which will cause them to jump. Thankfully pig pens damage will make up for you not being able to step forward, but the problem is more so muscle memory in that walking forward is required in any other situation.
The 5th and final consideration is knowledge based, and remembering exactly how the pig pen jump cc works. Does it only work when targets are placed directly on top if pig pen or not? This means pig pen potentially requires 2 or 3 techs to 1 shot depending on the situation and if 1 specific tech is better than another specific tech which we haven’t figured out yet.
That’s the end and it illustrates why i do not like placing pig pens behind corners, but instead prefer to throw pig pen out in front of me as i peek for a hook. Thank you.
The issue I have with it is that the game is a bit too fast paced to set all of this up reliably. I would rather just land a hook and fish for the one shot afterwards.
That is why this rework is starting to concern me a bit. It’s too much to keep track of to optimize, but I feel a bit disadvantaged not abusing it.
It is unnecessary complexity. If I wanted to play a character with more nuance, I would rather be rewarded for that effort specifically and not have it be situationally useful. Hog is in a weird space between.
Stop thinking of it as a trap like junktrap you need to trap people in, think of it as a mudswamp you have to drag people through the rest happens automatically
yeah it’s really odd, it feels like playing zarya being forced to sit and wait for both bubbles to come back.
it also may or may not force me to rush my hooks, but i need to face more good opponents to test that theory as gretting shot at i think would make me more nervous.x
Have you tried to play more like Roadhog’s old style flanking and being sneaky? I find it works a little bit better this way. I just plop, hook, shot and kill.
unfortunately and strangely no, i think i’m trying to figure out the frontline thing 1st and seeing if i like the rework. rework makes me feel very naughty for not frontlining, i guess pig pen has a lot of value against enemy tanks or something.
I’ve never been able to frontline effectively as Roadhog. And all my old observations of Roadhog players from OW1 have never frontlined with him; they always flank, surprise and sneak around. Even if they’re the only solo-tank on the team. And every time they do it, they’re always much more successful, and less stressing on the sole-Support(s) for healing.
I am not super high ranked, but you do more or less need to hold that counter as Hog. If you give that up, it is just one long sight line and you will typically be playing against Sigma and long range hitscan on Circuit which is never fun.
There wasn’t much thought process in my head other than to be aggro, cause if i play frontline poke game against their bastion ana team I’m toast given mine is shmmada bros.
But me using that room gives me picks, a health pack and safety for trap, also being able to bait enemies in and the other exit allows me to pressure their frontline if they push there.
It’s not solid or good but that was my initial thought process there.
5v5 ruined the game. 1 shots(Hog had to press 3 buttons now its 4/5) shouldn’t be removed just so supports can avoid death. They already have several methods of avoiding death for free that require 0 thought. But this is a 5v5 issue first and foremost, having to rework heroes that will never fit the format such as Hog and Sombra is a complete joke to me.
People should just accept reality. Blizzard screwed up, that’s that. This change was unwanted by the majority before it even hit and no one actually got much of a choice in the matter. 6v6 should come back, 5v5 can stay or be removed I don’t care but it is senseless as can be that they plan to waste the next 2-3 years trying to force this terribly bad format upon everyone, unwillingly at that.
Ya our ana totally diffed the enemy ana from start, like even at the start of match when enemy ana came to sleep me our ana slept her and we dragged her through trap and executed
See i disagree been playing a good amount of hog and i find throwing it around my feet then dragging someone into it to be not that long i just need to work on my hook
Your initial position was too aggressive; if they had an Ana and/or their Hog hooks you - you’ve thrown the first fight. A plethora of other things could cause a problem with you up that far
Positioning once you retreated to the room and held corner was a lot better.
edit: no one in that lobby can see Hog trap apparently - good lord just shoot it.
That’s the same problem I have with any low mobility or setup characters. It kind of feels like the game is more fast paced than it used to be. What do I know? I’ve been stuck in metal for almost 7 years.
Oh nah, I understand the corner. It’s just the standing in front of the spawn door as it opens is what confuses me. I get that you’re gonna get a ton of damage off of the trap, but you’re also going to have to face tank 5 enemies out of spawn.