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An Introduction to Overwatch

Forum Index > General Games
39 CommentsPost a Reply
1 2 Next All
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2016-05-05 17:49:07
May 05 2016 17:44 GMT
#1
Introduction

Types of Maps

Core Mechanics

Hero Classes

Basic Hero Composition

Conclusion

Liquipedia

Overwatch

The Absolute Basics

by: ZeromuS


Introduction


Welcome to Overwatch, the newest game from Blizzard! Some of us here at TeamLiquid have had the opportunity to participate in the closed beta and have been enjoying it greatly. With the upcoming open beta and eventual release, many of you will be entering the world of Overwatch for the first time. This article will hopefully help you understand some of the basics. In the coming weeks, we will be releasing more articles examining more advanced topics related to Overwatch.

Keep in mind that this article is written for the quintessential TeamLiquid forum goer. If you are reading this, you probably got your start in RTS like StarCraft, BW, or WC3 and may have experience in LoL or DotA and possibly some CS:GO. This article is not written for people with a lot of experience in class-based FPS games such as Team Fortress 2.

A class based FPS will focus on character picks and the use of different hero archetypes to effectively achieve a map objective. This game is not team deathmatch, chasing kills is not effective if they don't further the objective. In this kind of game everyone also has a more defined role on the team based on hero choice than in CS:GO or Halo for example. In a game like Counter Strike while some players have strengths every person is effectively the same and the income is the defining factor. In a class based shooter the differences between characters are defined by the characters themselves not the income generated or weapons picked up on the map.


Types of Maps


Overwatch is a class-based First Person Shooter where two teams of six players fight to achieve a particular map objective. There are three types of maps.


Capture Point




Capture Point maps have two control points which must be captured one after the other by the attacking team (point A first, and point B second). The attacking team must have at least one player on the control point to begin the capture process. Control points have a persistent progress meter split into thirds. The attacking team must complete all three portions of this progress meter to fully capture a control point. Progress on incomplete thirds will slowly reverse if no attacker remains on the point, however completed thirds cannot be reversed.

The capture point maps are: Hanamura, Temple of Anubis, Volskaya Industries


Payload




Payload maps require the attacking team to move a vehicle (payload) from one side of the map to another. Some payload maps such as King’s Row and Numbani have a control point which must be captured prior to the payload appearing. When there is a control point it will behave exactly the same as those found in Capture Point maps. Attackers must be within a small range of the payload in order to allow it to move (referred to as “touching” the payload). Payloads will not move if no attacker is touching it. Payload maps have a time limit which is extended whenever a payload reaches a checkpoint on the map. The distance between checkpoints differs based on the map being played. Much like control points, defenders may contest the payload by also touching it, preventing the payload from moving. If no attacker touches the payload for a short time, then the payload will begin to reverse and move away from the defender’s side of the map.

The payload maps are: Dorado, King's Row, Hollywood, Numbani, Route 66, and Watchpoint: Gibraltar


King of the Hill




King of the Hill maps contain three different mirrored zones each with a single control point in the center. A team either controls the point and defends it or attacks the point to take it. The control point in each zone must be captured and then held until the control timer at the top of the screen reaches 100% to determine the winner of each zone. Capturing the control point in KotH differs from Capture Point maps in that the attacking team must fill a progress bar to capture the control point, however time to capture is shorter and progress is not split into thirds nor saved. Each zone of is played individually with the winning team determined in a best of three (or five in competitive) series. The first team to win two (or three in competitive mode) zones wins the match.

The king of the hill maps are: Ilios, Lijiang Tower, and Nepal.


Core Mechanics


There are four core mechanics in this game which exist outside of individual control and across all maps and heroes – Contesting, Overtime, Hero Abilities and Ultimates.


Contesting


When a player on defense touches a map objective it is put into a contested state. Whenever a map objective is being contested all attacker progress on the objective is stopped regardless of how many attackers are touching the objective. When a defender touches a control point all progress on the capture meter is halted and payloads will cease to move. This is an extremely important concept to understand as both a defender and attacker. On KotH maps, the progress bar will continue to charge even while the point is being contested.



As a defender, preventing your opponent from capturing a map objective by contesting it can buy valuable time forcing overtime or allowing for dead teammates to respawn and return (or prepare to defend an earlier point on the map).
As an attacker, knowing that being alone against three defenders won’t progress an objective means it may be better to back off and regroup rather than die in a 1v3 and losing time to do a full team push.


Overtime


Overtime is triggered whenever the map objective is contested and the map timer reaches zero. This provides the attacking or defending teams a final chance to reach the next checkpoint or win the map.

On Payload and Capture Point maps overtime is triggered by the attackers touching the payload (or being on the control point) as the timer reaches zero. Overtime allows the attacking team to reach the next checkpoint adding additional time to the map timer or winning the map (on the final checkpoint or control point).

On KotH maps overtime is triggered by the attackers touching the control point before the control timer reaches 100%. Overtime gives the attackers an opportunity to capture the control point and attempt to progress their control timer to 100% in order to win the map. On these maps there is an opportunity for double overtime. If the first team to reach 99% loses control of the point in overtime, they then become the attackers and may force overtime in order to retake the control point.
In the above scenarios if the defenders successfully prevent the attackers from touching the objective during overtime or before overtime they will win the map.



Don't be afraid to die in order to force an overtime! Your in game life is not more valuable than trying to win.


Hero Abilities


Each hero in this game has a different set of abilities and understanding these abilities is core to playing this game. Learning these abilities is very easy! There aren’t too many heroes and Blizzard has made it simple to learn as you go.



In a game if you press F1 as your chosen hero you will see a screen overlay which describes all your hero abilities. Outside of a match, if you go to the Hero Gallery you may click on the Ability Info Icon and be provided with a similar screen overlay. An added bonus in the hero gallery is that you can view a small video for the abilities (which you cannot do in game). I suggest that if this is your first time in Overwatch you spend about 15 minutes on the hero gallery reading all the abilities with the videos. You won’t memorize everything immediately but it will help you begin to recognize the abilities as you see them.

All basic hero abilities are on cooldown timers which apply after the ability is first used.


Ultimate Abilities


Ultimate abilities are the only hero abilities which are not gated by time based cooldowns. For this reason I have decided to describe them separately from basic Hero Abilities. In Overwatch ultimate abilities are highly impactful abilities which can either provide a benefit to the team (Widowmaker’s Infrasight) or do damage to the opposing team (Pharah’s Rocket Barrage).



Ultimate abilities all charge at different rates and charge in one of two ways. The first is passive charge based on time, the second is active charge based on damage or healing done to hero HP. Please note that shooting barriers does not provide ultimate charge – there are other reasons to shoot barriers such as those provided by Winston or Reinhardt but gaining ultimate charge is not one of them.

Ultimate abilities are also announced whenever they are cast by the characters themselves. When an ultimate ability is cast by a teammate the voice line will always be in English and will be announced in low volume. When an ultimate ability is cast by an opponent, the voice line will be in the character's native language and will be very loud. For example an opposing Soldier:76 will yell "I've got you in my sights" when ulting and Zarya will yell "Ogon po gotovnosti" (or Fire at Will in Russian).


Other Things to Consider


Hit Point Types


In Overwatch there are three hit point types – Health, Shields, and Armor.



Health
– basic hit point type represented as white on the HP bar. Any damage done to Health can only be recovered through health packs or healing abilities.


Shields
– the second hit point type represented as blue on the HP bar. Any damage done to shields will regenerate if you are out of combat for a short time. Shields can also be recovered through the use of health packs or healing abilities.


Armor
– the third hit point type represented as yellow on the HP bar. Any damage to armor is reduced by five points for each hit (but never less than ten). This means that armor is more effective than Health and Shields at absorbing damage. It also means that armor is more effective at reducing damage from high rate of fire low damage weapons than low rate of fire high damage weapons. Base HP Armor can only be recovered through the use of health packs or healing abilities.



Health Packs


Of special mention are health packs. Sprinkled across maps in Overwatch are health packs which will heal the hero that walks over and collects them. This article will not detail the position of all health packs; this is something you must learn on your own. However please note there are two types of health packs. Small health packs will restore up to a maximum of 75 HP and large health packs will restore up to a maximum of 250 HP.



Hero Classes


There are four Hero Classes in Overwatch – Attack, Defense, Tank, and Support. If you are new to FPS then I suggest staying away from characters who rely heavily on aim when first learning the maps, game modes and hero abilities. Suggested heroes for beginners will be found towards the end of the article.


Offense


The offense class specializes in doing fairly high consistent damage at different ranges. Heroes in the offense class are: Pharah, Soldier: 76, Genji, Tracer, McCree, Reaper


Defense


The defense class generally specializes in controlling space and have more specific uses than their offensive counterparts. Heroes in the defense class are: Hanzo, Widowmaker, Junkrat, Mei, Torbjorn, Bastion.


Tank


The tank class specializes in taking a beating and protecting teammates or disrupting the opponents with their high hp pools and abilities. Heroes in the tank class are: Reinhardt, D.Va, Roadhog, Winston, Zarya.


Support


The support class specializes in keeping their teammates out of the spawn point by providing healing or the ability to return to the fight quickly. Heroes in the support class are: Mercy, Lúcio, Zenyatta, Symettra.


Basic Hero Composition


The most basic hero composition which in my opinion will provide the best results while providing the biggest opportunity to learn all heroes and their respective abilities is as follows:

Two offense heroes, two tank heroes, two support heroes.

Keep in mind that for the offense heroes, you want to have at least one hitscan hero if the opponent has a Pharah in the sky or high mobility heroes. Hitscan refers to the fact that the hero does not use projectiles. Hitscan heroes such as Soldier:76, McCree, and Tracer will hit anything their crosshair touches if you are accurate enough.

“But ZeromuS, what about the defense heroes?” you might be asking. I say that the defense heroes are a flexible choice in the above core composition. You can replace any one of the double classes with a single of that class and a single defense hero to still explore and learn while being generally effective as a team. I believe it is easier as a new Overwatch player to begin by replacing one tank or one healer with a defense hero. As you gain more experience you can begin to replace an offense hero with a defense hero based on map, portion of map, etc.

In the future we will be creating more articles on team compositions and more information on hero archetypes which differ from hero class in game. Concepts such as hero counters, map positions that benefit certain heroes over others, composition counters are more detailed and honestly not important for release exploration in quick play.
Help!! I have no aim!!

If you are new to FPS or aren’t confident in your ability to shoot other people and kill them quickly don’t worry Blizzard has put in a number of characters who don’t require top level FPS skill to enjoy in Overwatch. In fact, I suggest if you are new to FPS you do not play heroes that require a lot of skill to kill others at range.

You will need to learn to play them eventually but like any game, lets start with the basics – the mechanics I identified earlier in this article: Contesting, Overtime, Hero Abilities and Ultimates. In Overwatch good team play and focusing on map objectives will go further than straight aim and learning how to do this is easier if its all you really have to worry about!

So who do I play?



Soldier:76

Soldier:76 is the quintessential shooter hero. He has a machine gun, can heal himself using his Biotic Field, and has the ability to run (unlike all the other heroes in Overwatch) by pressing shift. While S:76 does require a fair amount of aiming ability he can spam down Reinhardt and Winston barriers very effectively as well as provide consistent damage from medium range, and his helix rockets provide a lot of burst if you can get them to land. With S:76 you want to poke at your opponents and try not to commit too hard to any engagements. Use your range and mobility to your advantage, lower Reinhardt barriers if the opponent is hiding behind them and poke from mid range. Remember that your Biotic Field allows for strong trades to be made you can run around a corner and heal up without a support freeing them up to take care of less self reliant heroes on your team.


Torbjorn

This Swedish builder loves his turret and believes that hard work pays off. Put down a turret in a choke point and watch your enemies melt as it does all the aiming for you. It has a max range but with good positioning on defense this won’t be a problem. As your enemies die around you collect scrap and provide a bonus 75 armour hit points in the form of armour packs to teammates. Your main weapon has two modes, a left click which fires a slow projectile (great at spamming down a choke point) and a shotgun like right click for when anyone gets close. The shotgun does a ton of damage and is much easier to aim if you get up close so don’t be afraid to catch people around corners if necessary.


Bastion

High rate of fire and high damage. While positioning is important in sentry mode if you put yourself in a good choke point and have a Reinhardt to help protect you with a barrier you can lock down an avenue of attack without having to have the strongest aim due to having such a high rate of fire. Just spam down the corridor if you see someone and reload when no one is around. If you do take damage you can always heal yourself with the repair ability so while not as forgiving as Torbjorn you can definitely do well with Bastion once you find a couple places to enter into your Sentry configuration. Running around in recon mode however will be more difficult if you have a hard time with your aim as he turns into a more traditional FPS character when not a turret.


Reinhardt

High Big barrier to protect your friends? Check. High HP pool to soak up damage? Check. High levels of crowd control? Check. Reinhardt is the quintessential tank in Overwatch. While there is a lot of subtlety to strong Reinhardt play, your main goal is to position yourself on the payload and protect your friends. Cast your ultimate when you get engaged upon and use your hammer while the enemy is lying on the ground to melee them for 75 damage per swing as an AoE in front of you.



Winston

Winston is a gorilla, not a monkey! Winston can do two things really effectively – jump on people who are squishy and alone, sit with the payload and put up barriers and use his tesla cannon to peel for the back line Mercy or Lúcio. Winston’s tesla cannon weapon will deal damage to all enemy heroes within a short range directly in front of him. No need to aim, the tesla cannon will do all the work for you. Winston’s ultimate provides him a full 1000 HP (even if cast when Winston has only 1 HP left) and a melee attack that knocks all enemies away from him while dealing damage as well as a super low CD on his jump pack during the ultimate duration.

If you have a hard time aiming then Winston can be very effective against highly mobile heroes such as Genji or Tracer since they can’t dodge an attack that doesn’t need to be aimed. Winston can also hurt any Widowmaker if he gets the jump on her so he’s a great pick against a pesky sniper that is tearing up your team.


Mercy
Mercy doesn’t need to have much aim to be effective, but she does require positioning since she does tend to get focused a lot. The core to playing Mercy is finding someone low and healing them to full, if they are doing well for HP provide them with a damage boost so that their attacks do extra damage. Once your ultimate is charged, you need to play safe, stay back and then resurrect your team if things go wrong.

Mercy does have a pistol and don’t be afraid to use it to protect yourself. However using your guardian angel to fly to a teammate in a safer position may just be a better option.

Mercy is a straight forward, if somewhat more passive support player who doesn’t need any specific aim to do well.


Lúcio

If you find yourself dying a lot as Mercy, it might be best to try someone who can peel for themselves. Lúcio has a ton of tools to help his team out starting with a speed boost or passive AoE healing on his Crossfade ability. Your amp it up ability doubles your effectiveness for a short period based on the tune you are playing – either speed boost or healing. Generally speaking with Lúcio you want to stand in the middle of your core team and the objective on whatever map you are on. Try to save your amp it up on healing for when your teammates are taking damage since your base healing is the lowest in the game (tradeoff being it is AoE). If you find yourself caught you can always crossfade and speed boost to run away, or amp it up and heal while backing off. Lúcio’s strongest self-peel tool is his right click which knocks enemies in front of him away a short distance. You can use this ability to knock people off ledges as well! The community lovingly calls the knockback a Lúcio “boop”. Grow to love the boop. It’s a great tool.

Lúcio’s ultimate Sound Barrier provides an extra 500 hp to all heroes within his AoE range that deteriorates over six seconds. Use this to engage or counter engage. It’s a simple ultimate that requires no aim and can turn games in your favor if timed well. Sound Barrier is especially useful if you get caught in a Zarya Ultimate, hear a McCree begin to challenge his or any other number of situations. The key to Lúcio is trying to stay safe while ensuring the max number of heroes are in your AoE aura (identified on screen as a number in the centre of your HUD).


Conclusion


I really hope that this article helps all those new players who enter the world of Overwatch to get their bearings and begin learning about Overwatch! In the future we will cover more advanced topics and examine each hero in more detail. For the time being however, have fun on the new forum, contribute to the Wiki and hopefully we can build a great community for this fantastic game!

Writer: ZeromuS
Editors: BisuDagger, Clubfan, KadaverBB
Design: shiroiusagi
Template: wo1fwood
Art Credit: Blizzard Entertainment
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StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
May 05 2016 17:52 GMT
#2
Woohoo! <3
AdministratorLaws change depending on who's making them, but justice is justice
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 05 2016 18:02 GMT
#3
As always, if anyone has suggestions for TL and our Overwatch forum coverage let us know and you can direct any concerns directly to me
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Tenks
Profile Joined April 2010
United States3104 Posts
May 05 2016 18:06 GMT
#4
You allude to it in the armor section by saying "base" but it may be important to call out Torb's armor packs go away once depleted and you can't heal them back up. It may just overcomplicated an already complicated section, though.
Wat
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
May 05 2016 18:06 GMT
#5
Nice! Good to see it off the ground!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2016-05-05 18:13:32
May 05 2016 18:08 GMT
#6
Yeaaa my brother got a beta key and we've been playing for over a month. I didn't like a few of Blizz's latest releases but I sure loved Overwatch. It's a very well designed game, both gameplay wise and aesthetics wise.

Most importantly, the maps structure with main sections and alternate pathways makes it very interesting. Without well designed maps the game would've been boring.

Knowing the strengths of each hero and switching to adapt to the map (for payload game modes the map can change from an open area to a more enclosed are for example) and to counter your opponents (eg a widowmaker/pharah/Hanzo to target annoying Bastions) is also an useful talent toi have
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
BronzeKnee
Profile Joined March 2011
United States5217 Posts
May 05 2016 18:09 GMT
#7
Interesting, a TF like FPS with MOBA style abilities.

I can't see myself buying another Blizzard game in the near future though.
JimmyJRaynor
Profile Blog Joined April 2010
Canada16711 Posts
May 05 2016 18:20 GMT
#8
Thanks for making a nice article about the very basics; i can point my inexperienced friends towards it.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
KadaverBB
Profile Blog Joined June 2009
Germany25657 Posts
May 05 2016 18:24 GMT
#9
On May 06 2016 03:06 Tenks wrote:
You allude to it in the armor section by saying "base" but it may be important to call out Torb's armor packs go away once depleted and you can't heal them back up. It may just overcomplicated an already complicated section, though.


I made this exact point and Zeromus dismissed it
AdministratorLaws change depending on who's making them, but justice is justice
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
Last Edited: 2016-05-05 19:21:05
May 05 2016 18:30 GMT
#10
On May 06 2016 03:24 KadaverBB wrote:
Show nested quote +
On May 06 2016 03:06 Tenks wrote:
You allude to it in the armor section by saying "base" but it may be important to call out Torb's armor packs go away once depleted and you can't heal them back up. It may just overcomplicated an already complicated section, though.


I made this exact point and Zeromus dismissed it


Thats because the next article is going to be more detailed small stuff not general stuff. So yeah i was trying to keep it as ground level as possible focusing on general rules rather than exceptions
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
tokinho
Profile Blog Joined December 2010
United States792 Posts
May 05 2016 19:04 GMT
#11
Zeromus,
I have several topics that i would like to see more coverage on.

I was wondering if you could go over some of the core comps on the ladder that you see.
Some of the things that i see work-
Double zarya
Rein, Soldier76, junk
zarya, mei, Dva
Lucio, double dva

And some of the things that you see not working so well
Double tracer (too little power staying in a lane)
Mercy/winston (mercy cannot heal winston)
Mercy/pharah/Roadhog (Roadhog doesn't draw enough fire)
etc.

Hard/soft counters like-
(hard counters based off attack, soft based off positioning)
Bastion- Pharah, junkrat, soldier/ Reaper. dva, torbjorn
Reinhart- Pharah, tracer, mei/ junkrat, bastion, Zarya

Also, the game feels much more dps heavy than say a game like tf2. Many of the games it feels like you have the assassins fighting, and calling out two-three big kills then make the big push into the area. So maybe talk about the continous push vs wave approach.

The maps have a large number of areas, they need naming conventions. Would be helpful to give names to the paths leading into objectives. For example scaffolds, Statue, Steps, windows, deck, tiers, Gas station, Jet(space shuttle)

Also, some thoughts on some of the big streamers would be nice like redeye(sniper based player), fenn3r(support based), seagull(dps driven).

Lastly some thoughts on the recent patches. Like the patch on the Winston and how it changes the way the game is played. Or other game modes, like the Ancients approach where there are 3 objectives, completing one releases an ancient which takes time to do, but can make taking another objective later stronger.

As always nice write-up
Smile
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 05 2016 19:24 GMT
#12
On May 06 2016 04:04 tokinho wrote:
Zeromus,
I have several topics that i would like to see more coverage on.

I was wondering if you could go over some of the core comps on the ladder that you see.
Some of the things that i see work-
Double zarya
Rein, Soldier76, junk
zarya, mei, Dva
Lucio, double dva

And some of the things that you see not working so well
Double tracer (too little power staying in a lane)
Mercy/winston (mercy cannot heal winston)
Mercy/pharah/Roadhog (Roadhog doesn't draw enough fire)
etc.

Hard/soft counters like-
(hard counters based off attack, soft based off positioning)
Bastion- Pharah, junkrat, soldier/ Reaper. dva, torbjorn
Reinhart- Pharah, tracer, mei/ junkrat, bastion, Zarya

Also, the game feels much more dps heavy than say a game like tf2. Many of the games it feels like you have the assassins fighting, and calling out two-three big kills then make the big push into the area. So maybe talk about the continous push vs wave approach.

The maps have a large number of areas, they need naming conventions. Would be helpful to give names to the paths leading into objectives. For example scaffolds, Statue, Steps, windows, deck, tiers, Gas station, Jet(space shuttle)

Also, some thoughts on some of the big streamers would be nice like redeye(sniper based player), fenn3r(support based), seagull(dps driven).

Lastly some thoughts on the recent patches. Like the patch on the Winston and how it changes the way the game is played. Or other game modes, like the Ancients approach where there are 3 objectives, completing one releases an ancient which takes time to do, but can make taking another objective later stronger.

As always nice write-up


Thanks for the feedback!

I do think it would be great to cover basic compositions that seems to have traction, and i also agree that it is a bit of a wave approach in general in OW if people coordinate. But that doesn't happen as much in pure solo especially with so many new players.

A little guide to the streamers would be great! I would probably mention mendokusaii, seagull, renbot (if you want to learn reinhardt) Arcadum (if you want to watch some roleplay streaming) and others.

I think seagull is the best variety hero streamer out there, he skews to DPS but not like Poke does who plays genji./widow/tracer almost exclusively.

Good suggestions I will keep all of it in mind thanks for the feedback Hope you can contribute to the forums as well stay active!
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
karazax
Profile Joined May 2010
United States3737 Posts
May 05 2016 19:38 GMT
#13
Here are some Overwatch useful Map Tricks:
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 05 2016 20:03 GMT
#14
--- Nuked ---
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-05-05 21:55:47
May 05 2016 21:55 GMT
#15
Hmm, I might give it a shot. Been playing Dirty Bomb recently, and I like the fact that it's really basic class-based FPS. Not sure I'll like the ultimate concept in the FPS, but might be worth trying.
LiquipediaWanderer
karazax
Profile Joined May 2010
United States3737 Posts
May 05 2016 22:07 GMT
#16
Open beta thru the weekend so great chance to try it now.
beerbuddha
Profile Joined December 2012
Canada12 Posts
May 05 2016 22:23 GMT
#17
Should be noted that with the Open Beta out that there are Hybrid Maps now. Objective A could be capture point, then Objective B is a payload mission.

Wasn't there during the stress test
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 05 2016 22:33 GMT
#18
cool to see a sub forum !
I did spread alot of knowledge today by queing with a friend. Used alot of dirty tactics and cheese I feel so evil right now.

And I can now Helix jump quite well from the right side onto the shuttle on Watchpoint !
Seeker *
Profile Blog Joined April 2005
Where dat snitch at?37025 Posts
May 05 2016 23:33 GMT
#19
OVERWATCH!!!

Let's do this TL

Great introduction article!
ModeratorPeople ask me, "Seeker, what are you seeking?" My answer? "Sleep, damn it! Always sleep!"
TL+ Member
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 06 2016 00:28 GMT
#20
Awesome write-up! Got me pumped to try this!

What I really want in this game though is a map editor. A guy can dream, right?
~ ~ <°)))><~ ~ ~
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