I haven’t experienced this in a year since I’ve mostly been stuck in high plat (now managed to climb diamond).
Yeah sure if i drop to 2600 I’ll start getting Reins that push the payload right after we’ve just wiped the enemy.
QP games, I see this more often.
I ask them kindly to push forward, in a chill tone like “can we hold forward, 1 can be on payload” but more often than not these guys go crazy "payload is for pushing bwaaah, i push it bwhaaah, you noob overextending (which I’m not unless I play a flanker, and these are not Orisas I’m talking about)
I know what yall are gonna say :“your dps mmr/sr is apparently low plat/gold/silver”
And yes this mostly happens when I play dps, but look, on one acc I placed low plat on dps and on another I placed 2900 (why, and how does that work, I dunno, probably something with time played vs other account)
But if i’m stuck in lower elos as dps on that account, what can I do? I’ve even tried explaining in chat as to why Tanks should push forward as much free space there it at least, but nay… I can’t charge my ult properly, I can’t position or make a play since everyone is soft throwing with their useless 5 man on payload (again, this are non bunker comp cases)
Do those Zaryas that push payload bubble me once when I go in as Reaper/Doom whatever? Ofc not, they bubble Rein off cd, what else…/facepalm
I even keep it to myself and don’t complain in game about that, but the payload thing is driving me nuts.
A rein should always be ahead of the payload at the next choke/fight keeping up pressure and gaining ground for the payload to move. You should only be on the payload when taking it, or retreating to it for heals and a regroup
Max payload speed is not that huge a difference; 3 people only moves 33% faster than 1 person, but that’s not worth it when it causes your team to split in half and force a fight on the payload in best case scenario or have half your team die then have the other half die on the payload and losing the point entirely, especially on maps like KR with lots of turns so the people on the payload can’t contribute to the fighting at all most the time.
You should have your least mobile support babysitting the payload, especially if it’s Zenyatta and they can help just by tossing a Harmony and spamming volleys. The rest of the team shouldn’t be so far ahead that Zen is left for dead if theres a flanker, but enough that the payload can keep moving when fighting is going on (usually the next turn ahead).
(zen isn’t just because of Harmony but moreso because every other support is more reliant on range or more easily gets LOS’d to contribute; Brig, Moira and Baptiste are also good candidates because they can contribute with armor packs/orbs/M2 respectively and can take care of themselves against flankers, whereas Mercy/Ana/Lucio are completely useless if LOSd or too far from their team)
It depends, most the time I am on the payload because no one else will. But pushing super far forward doesn’t always work either. Often the 5v6 fight will just get your team hurt or killed and feed ult charge to the enemy.
Within sight of the payload usually works okay, but super far ahead all the way to the next check point? Usually you just die or some flanker and comes and kills the support pushing the payload.
OWL does it because it looks flashy and impressive, not sure it’s always the best way to go. Just it would cause them to lose viewers with boring "pushing the payload’ moments that exist in the real game.
Especially since a good defensive team usually waits till the next check point to fight anyways. Only idiots stream back in to constantly fight.
OWL would do it because in GOATs era, getting the jump on the other team was huge plus the comp meant the person sitting on the payload was at no risk of flankers (because GOATs has none), and in bunker/double shield it was because it took so much effort to break that it was better to get parked as far ahead as possible to burn as much time on the payload; even if you lost the fight, you could waste so much time that even a single payload pusher could easily get >50% of the point.
but yeah when teams would literally spawn camp it was mostly for style points.
Especially since a good defensive team usually waits till the next check point to fight anyways. Only idiots stream back in to constantly fight.
there are plenty of points on maps that are better for holding than the actual check points. Giving up a ton of free ground to hold at point is just giving the enemy free time and distance. Kings Row B for instance, has 2 different spots you can hold as well or better than the entry to C.
But during that time a) you will push the payload and gain meters (that win the game unlike the killfeed)
b) Even if you lose a fight, the enemy did not stop the payload progress, and only now that they’ve won can they contest it.
No dude, this is not a owl thing. This is everyone above low plat (and in low plat it’s fair to call pushing payload instead of making space throwing)
All fights and positioning comes down to stooping or pushing the payload, not killing enemies (that comes with the territory)
You kill enemies to push the payload or stop it from pushing, not the other way around, thats how silvers play.
This is also the reason that if an enemy has contested the paylod and killed 2 of your teammates you all run away from the fight and regroup… But if the payload is moving in your favour, you def push until you die if you have no time to disengage properly. Same thing with control point: if your team loses the fight (ie it’s 3v6) and the point is still yours you die on it just to ensure as much as % as you can.
I play tank at silver level and I have found that if I dont push the playload then in many games no one does. Yeah, I would love to move forward and make space but that payload has gotta move, and if no one else is gonna do it, then its up to me.
I would usually advise to insist on pushing forward, but I am aware of how toxic silver can be, and how you may get flamed for not pushing payload as tank (not matter how silly that is)
But I’d still advise you to test the limits of your aggression. You probably won’t get enabled (ie healed and bubbled and so on) but it’s a great oprotunity to learn and practice staying alive on your own, and to be fair silvers are horrible at confirming kills and punishing overextention.
If I were you I’d say sc**w em, make em push it or lose it. If they flame (they will) mute. You’ll win them the game 8 out of 10 times, and you’ll get better at tanks, which will ultimately make climbing faster in the long run.
P.S Gold is the same as silver, only more aggressive and people die more/faster but that’s about it, so just practice staying alive on your own.
Like the only difference between silver and low platinum are mechanics (and a lil bit of positioning)
True(im part of that 85%). I only play for kills and stuff. I dont care much about the final result as long as i get as many gold medals and as many eliminations.
In ffa for example ,i often quit at 18/19 kills and look for a new match lol. I dont even care about that lootbox.