So, Iām a little confused on the tanksā roles when it comes to getting kills.
Some of them seem to have rather powerful weapons to use when it comes to getting eliminations, but Iām aware that a tankās job is to protect team mates from harm and/or allow them to safely advance forward to make space.
For Reinhardt, his charge is one of the highest damage dealing abilities in the game, and yet he should seldom use it in fights due to leaving a huge hole in the teamās protection. Of course, this doesnāt apply to just Reinhardt. Other tanks like Orisa and Sigma have weapons that resemble the weapons used by Damage characters, but may be more awkward to use and/or have less damage output overall.
So, any thoughts? Opinions? Personal philosophies? Please help a little Torb main out and shed some light on my dilemma.
The thing with rein is you charge only to counter some enemy charge abilities or you charge in a very narrow space where you can instantly pin them. If an ana is in your team charge whatever flanker that gets hit by sleepdart.
Also charge to stall payload when you have a zarya in your team.
My favorite charge tho is against mei players that canāt strafe, pinning them to either a close wall or possibly into their own one.
Thatās something you can do only if you unlock the voice line BEER!
Dude btw I love how your tank role is master and the rest is plat gold. I aspire too one day to be a aggro rein like that. Currently climbing from low plat lol. Your account gives me hope.
Tanks are designed to be powerfull in close combat(mostly the tanks have to be very close to you for being a thread for you). Also Heros like Rein or Winston are easy killable, if the team doesnt function as an unit.
The main goal is to create space for the team (space doesnt mean only the room, but also the lack of focus onto the dps). The main tank establishes the space, while the off tank helps the main tank in that mission.
Thats the rough reason for why tanks have strong weapons
Here a video explaining this
Disclaimer: This is not the absolut truth, more like a really accurate direction
all roles in this game are able to do other roles jobs. Like you can create space as dps (df, phara, any flanker who distracts enemy) You can solo carry as zarya even at 50 charge instead of your dps, same with hog. And supports can secure kills and help to create space with thier dps (like Ashe+mercy/pharmercy). So you need to learn how to be universal at all roles to get value from your hero.
I see what you mean. There are times though where thereās be a Torbjƶrn hunting down my Ana on the payload, and instead of using my shield, Iād try to kill Torb as a means of protecting Ana.
Iām sure that one strategy of using Reinās hammer would be to using it when 3 or more enemies are grouped up, but sometimes I question whether itād be better to shield rather than hammer.
I think one of their main advantages is the ability to create suppressive fire, but, in order to create it they must have the ability to get kills so the enemy can see them as a mayor threat and leave the area if they are pushing alone.
honestly you dont pin because its about 3 seconds of wind up time followed by an unprotected easy to track flight forward. basically its super easy to die pinning rather than it leaving a hole. pin would be the best space maker in the game if you didnt die so easy.
tanks make space through aggression. often establishing your ability to do lots of damage is tantamount to making space. being just a shield for your team is literally death for you and them.
tanks are given very strong abilities so that the other roles have to respect where they stand. reapers can literally just walk up to a rien and kill him if he doesnt start swinging fast enough on the reaper. but if that reaper knows that rien will aggress on his aggression then he is forced to play way more passive. - that is making space in overwatch 101 its about attention to you and making the other teams players respect the space around you.
this is why more often than not running at the other team is more effective then just protecting your team. they are forced to deal with your large health bar coming at them, this takes sights off your team and onto you, it also means you can maximize your dps output. Basically in my experience unless a bastion is behind his shield id rather see riens be shield hopping closer to the action then holding a shield till his dps does something.
there are lots of ways to play tank. My philosophy has always been as much aggression as you can without dying (this concept has 100% served me better in some metas vs others). the best tank players ride a fine line between feeding and actual domination. the line truly being made of health management and positioning relevant to health management.