tokinho Profile Blog Joined December 2010 United States 772 Posts Last Edited: 2016-07-18 08:27:22 #1



Map specific strategy:Route 66 Map Story(McCree)-

The Deadlock Gang blow up a bridge with a train coming along it. The payload falls in a gully near a diner where they wait. The Bandit attackers plan to take the payload and put it into safekeeping at their warehouse. Adrenaline pumps as they start out waiting at the Panoramic diner when the Bridge explodes. They rush out to pile on the goods and make a break for it. Little did they know, a group of Overwatch Law enforcement was just around the corner at Earl's gas station and they are instantly met with resistance. Because they had a plan, they we're able to take down some of the Overwatch officers and forced the Overwatch law enforcement back to the High Side Saloon. The sound of combat alerts some officers playing pool and they reinforce their comrades guns blazing. A shootout flares with a flanking strat from the gang from Zed's repair garage and the main group taking cover the Cave Inn. One of the officers rallies the group because he knows where the gang’s warehouse is, and they lie in wait for them at their own hideout. A final showdown, the moment for history, who will emerge for glory?!! The Deadlock Gang or Overwatch?!!

The Deadlock Gang blow up a bridge with a train coming along it. The payload falls in a gully near a diner where they wait. The Bandit attackers plan to take the payload and put it into safekeeping at their warehouse. Adrenaline pumps as they start out waiting at the Panoramic diner when the Bridge explodes. They rush out to pile on the goods and make a break for it. Little did they know, a group of Overwatch Law enforcement was just around the corner at Earl's gas station and they are instantly met with resistance. Because they had a plan, they we're able to take down some of the Overwatch officers and forced the Overwatch law enforcement back to the High Side Saloon. The sound of combat alerts some officers playing pool and they reinforce their comrades guns blazing. A shootout flares with a flanking strat from the gang from Zed's repair garage and the main group taking cover the Cave Inn. One of the officers rallies the group because he knows where the gang’s warehouse is, and they lie in wait for them at their own hideout. A final showdown, the moment for history, who will emerge for glory?!! The Deadlock Gang or Overwatch?!!



FailCraft video going over the Route 66



FailCraft video going over the Route 66 Map Classification Ratings and Positional Nomenclature-



Route 66 is one of the simplest maps in the entire game and even a couple people say most like a tf2 map. I think conceptually it makes for a great initial discussion of a map specific strategy. This is the first time I'm going to be classifying a map, so i think that it helps to explain a classification scheme that is may be justifiable. Again, this is applying knowledge from other competitive games into overwatch.



Definitions

+ Show Spoiler +

Map type- A classification of the standard game mode. There are 3 game modes.

Wave push potential- The likelihood that a team will wait for the entire team to engage. The factors that make a wave potential high would be long distance from spawn for both teams. Equal spawn times or high likelihood of an entire team wipe.

Offensive Favor rating- The chances that the attacking team would complete map. This comes into play into strategy because if its likely that both teams will complete a map, its important to complete a map more efficiently. If its less likely that you complete a map, the limiting factor goes from hitting a Ultimate-timing vs breaking a defensive posture.

Lane Density- This comes from the number of obstacles that block a view in the core path. Some maps like ilios have little cover and lots of places to shoot through. More mobile compositions are preferred over high damage and pushing compositions in a high lane density map since they offer more advantage to have all guns shooting rather than many players focused in taking cover. Good high density lane heroes would be Torbjorn,

Low Density lane heroes would be Bastion,

Cover Rating- This comes for the idea of much of the team being in cover during a fight. A low cover rating would imply heroes which have strong long range abilities would be dominant picks in this scenario, such as widow maker, bastion, soldier 76. A high cover rating would be good for a player that does well in close quarters, such as reaper, mei, McCree

High Ground Rating- This comes from the maps high ground advantages. Heroes with lobbing shots, or aeo would do well with a strong high ground positions, hanzo,



Game Mode:Escort Map, 3 objective points, Moderate flanking potential, low wave push potential

Cover Rating:4/10

Lane Density:4/10

Offensive favor rating:8/10

High Ground rating: 7/10

Its extremely offensively favored early on and slightly defensively favored later on.

------------------------------------------------

Route 66 is one of the simplest maps in the entire game and even a couple people say most like a tf2 map. I think conceptually it makes for a great initial discussion of a map specific strategy. This is the first time I'm going to be classifying a map, so i think that it helps to explain a classification scheme that is may be justifiable. Again, this is applying knowledge from other competitive games into overwatch.DefinitionsGame Mode:Escort Map, 3 objective points, Moderate flanking potential, low wave push potentialCover Rating:4/10Lane Density:4/10Offensive favor rating:8/10High Ground rating: 7/10Its extremely offensively favored early on and slightly defensively favored later on.------------------------------------------------ Map Zones





One of the Classic features of maps is to have a long name for something and then a very short version used in the game. This is done in other games like CS GO. I have listed the long name and a (short name) which is more realistically used in team communication.



Zone 1: The Great Train Robbery at the Panoramic diner

Map Landmarks-

Panoramic Diner (Diner)



Earls Gas station(Gas)





Zone 2: 420 Shootout at High side

Map Landmarks-

Zeds Repair Garage (garage)-



The Cave Inn(inn)-



High Side(bar)-



Propane station(Propane)-





Zone 3: Handbags at Dawn

The final part, it can be a little tricky. Its a long hallway with 2 sides 2 it. To get to the final area there is a path down the far wall along the fire truck, one near the middle hallway on the same side. There are two more ways to push, 1 from the outside bombs ramps which is great for genji and hanzo flanking, and one around the bomb side. The trick is to use ultimates to clear the end and knock out the turrets and bastions hitting them at the same time from multiple angles.



Map Landmarks-

Semi truck(semi)-



Ammunitions(bombs)-





Limiting parts of the map. The opening section with the train car can be poor and slow the push very hard. Commonly Symmetra is able to get her ultimate and place a teleporter behind the Panoramic Diner Sign making your team lose the reinforcement advantage. Similarly the teleporter is common in zone 2 near the propane station. The straight line at the end of zone 2 can be difficulty if they have a lot of firepower shooting down the lane. The last 30 meters or so the level is often the most difficult. There are several places that bastion and torbjorn can setup that gives a lot of difficult positions to push into. Particularly near the back, behind the firetruck and on the ramp above munitions.



Overwatch meta hero report.





Route 66 Hero rankings: (personally, not from planet overwatch)

+ Show Spoiler +

+Attacker Deadlock Gang heroes:

1. Genji

2. Pharah

3. Reinhart

4. Bastion

5. Mercy

6. Widow maker

7. Winston

8. Lucio

9. McCree

10. Soldier 76

11. D.va

12. Reaper

+Defensive Overwatch heroes:

1. Symmetra

2. Roadhog

3. Torbjorn

4. Mercy

5. Soldier 76

6. Reaper

7. Bastion

8. WidowMaker

9. McCree

10. Lucio

11. Reinhart

12. Roadhog





As far as looking at the current meta, its still a little vague but resources are starting to pop up. Here are a few resources worth mentioning.



+ Show Spoiler +

I really like the youtube channel FailCraft. It has a bunch of nice little videos highlighting things with high production. Check them out!

https://www.youtube.com/channel/UCjYX6zk-dKnGwwLEIDxmVkA

A recommended resource on this i like is called Oversheet and was linked in another post by Black Lizzard.

http://www.teamliquid.net/forum/viewpost.php?post_id=25672913

There are statistics of hero usage coming out of planet overwatch

A counter guide was made by raptorzGaming

http://www.teamliquid.net/forum/overwatch/508944-counter-guides-for-going-into-launch

There is a reddit thread devoted to just more advanced techniques and ideas with the game

https://www.reddit.com/r/competitiveoverwatch

A reddit user named IronCrown has compiled some resources about the game as well which provides more solid content-

https://www.reddit.com/r/Competitiveoverwatch/comments/4j2evc/list_of_useful_youtube_channels_hero_guides/



I want to give a shoutout to Seagull, Fenn3r, Catz, Drewbie,Kiwikaki, and Puck for providing insights while playing the overwatch beta as well as a lot of thoughts that I have come from watching them during onlywatch.

I really like the youtube channel FailCraft. It has a bunch of nice little videos highlighting things with high production. Check them out!A recommended resource on this i like is called Oversheet and was linked in another post by Black Lizzard.There are statistics of hero usage coming out of planet overwatch http://www.planetoverwatch.org/6-overwatch-hero-meta-report-spring-balancing/ A counter guide was made by raptorzGamingThere is a reddit thread devoted to just more advanced techniques and ideas with the gameA reddit user named IronCrown has compiled some resources about the game as well which provides more solid content-I want to give a shoutout to Seagull, Fenn3r, Catz, Drewbie,Kiwikaki, and Puck for providing insights while playing the overwatch beta as well as a lot of thoughts that I have come from watching them during onlywatch.



Limiting Map Positions-

Getting out of the diner, Last push in all 3 zones.

------------------------------------------------

One of the Classic features of maps is to have a long name for something and then a very short version used in the game. This is done in other games like CS GO. I have listed the long name and a (short name) which is more realistically used in team communication.Zone 1: The Great Train Robbery at the Panoramic dinerMap Landmarks-Panoramic Diner (Diner)Earls Gas station(Gas)Zone 2: 420 Shootout at High sideMap Landmarks-Zeds Repair Garage (garage)-The Cave Inn(inn)-High Side(bar)-Propane station(Propane)-Zone 3: Handbags at DawnThe final part, it can be a little tricky. Its a long hallway with 2 sides 2 it. To get to the final area there is a path down the far wall along the fire truck, one near the middle hallway on the same side. There are two more ways to push, 1 from the outside bombs ramps which is great for genji and hanzo flanking, and one around the bomb side. The trick is to use ultimates to clear the end and knock out the turrets and bastions hitting them at the same time from multiple angles.Map Landmarks-Semi truck(semi)-Ammunitions(bombs)-The opening section with the train car can be poor and slow the push very hard. Commonly Symmetra is able to get her ultimate and place a teleporter behind the Panoramic Diner Sign making your team lose the reinforcement advantage. Similarly the teleporter is common in zone 2 near the propane station. The straight line at the end of zone 2 can be difficulty if they have a lot of firepower shooting down the lane. The last 30 meters or so the level is often the most difficult. There are several places that bastion and torbjorn can setup that gives a lot of difficult positions to push into. Particularly near the back, behind the firetruck and on the ramp above munitions.Route 66 Hero rankings: (personally, not from planet overwatch)As far as looking at the current meta, its still a little vague but resources are starting to pop up. Here are a few resources worth mentioning.Limiting Map Positions-Getting out of the diner, Last push in all 3 zones.------------------------------------------------ Strategic plays on route 66.



Common hero adjustments. There is a lot of room for pharah to get vision and push down static targets. If you need to sacrifice to kill a single player in a strong position that will be a great adjustment. Similarly, the map offers a lot of flanking paths. Genji and hanzo have a bit more flanking room than tracer. Reaper is nice if you need the ultimate and have 2-3 minutes of game time to build it. Also, once the team is cleared, assuming a strong position on the payload can be hard to stop. Reinhart may get flanked too much and a winston or roadhog fill in with a bit more survivability. The opening a symmetra is really strong for her ultimate, you might swap her out for another support once the teleporter no long is useful.

------------------------------------------------

Map strategy 1: Offense attack Path rush

The idea here is to take advantage of the spawn distance initially to be able to clear the team right away, the sit on top of the payload and maximize your dps so that if the opposing team doesn't group up you kill them one by one. Hopefully this will lead to the fastest clearing possible of the map and the highest likelihood of success. As such the focus is to not worry about defending and passing through chokes, but rather to have very high dps and skip the ultimate coordination to complete the tough parts of the map. No support until zone 3.

+ Show Spoiler +

Attack Heroes- Reinhart, Bastion, Genji, Soldier 76, D.va, Junkrat

Reinhart is to walk in front of the payload while the bastion and soldier 76 spam on targets. The genji is to get vision and provide mobility calling out targets for the team.

Limiting aspects of the exection-

Since there is no healer, Its very important that the d.va and reinhart tank all the damage. Also the junkrat must clear out the buildings which may allow for cover and flanks to occur. The junkrat ultimate will be a key to clearing the final area, thus taking few risks by the junkrat once the payload is close to the 3 zone of the map is important and genji being active flanking the high ground at the end is very helpful. The push through the final area when the spawns are much shorter for defensive teams could be very hard.



Most likely trade out: I live to go with zarya instead of d.va here too. Zarya can use her shields to add a lot of dps to her and teammates and be a little more mobile to protect flanks.



------------------------------------------------

Map strategy 2: Offensive attack Ultimate timings

The idea here is to push with waves, then once you make a push and your team dies, to slow down the pace form up on a position, then setup for another team push so that your team maximizes their coordination through the places that are difficult to push. The 3 difficult locations all have an open area before them, and thus waiting before this area, then pushing together will maximize your push.



+ Show Spoiler +

Attack Heroes- McCree,Roadhog, Pharah, Mercy, Junkrat, torbjorn



Limiting aspects in execution-

The Torbjorn, roadhog, mercy combo provide a lot of survivability and let the team form up on a position without losing much ground. The weakness of having a low dps core means that you have to make up with it with survivability, thus losing a mercy can lose you the game. Then when the ultimate sinc the group pushes in a wave through a challenging part of the map, such as a choke, or the ending. The Roadhog, and Pharah ultimates provide a lot of dps in a lane. Landing the Junkrat ultimate around a corner on the group, the following up with the high noon ultimate to snipe an important player can decimate a team. Anyone who died along the way is saved by the mercy ultimate. This lineup requires pushing with waves and trades and trying to get the ultimates to lineup can be a challenge. The second area pushing down the long corridor might be very tough given that its likely that the team is wanting to save their ultimates for another point.



Most likely trade out: Reaper is a great hero as well for finding attack timings. He has much more flanking potential then torbjorn if the team is surviving well and not needing to push as much in waves.



------------------------------------------------

Map strategy 3: Using a lineup with high flanking/cover exposing potential to make up for the lack of ultimate coordination.

The idea here is that the team is looking to find where the enemy team is and flank constantly, making the enemy team never sure which direction to look. Soldier 76, Widowmaker, and genji have ways to provide a lot of vision for their team and lucio and winston are very mobile making them have the ability to quickly get in and out of a fight. Usually a kill or two is necessary to open up a flank then a large portion of the team can be hit from multiple angles.

+ Show Spoiler +

Attack Heroes- Genji, Mei, Soldier 76, Widowmaker, lucio, winston



Limiting aspects in execution-

The lineup itself is heavily reliant on keeping a good pace and lots of mobility. Its important to keep the enemy team players that are good at shutting down flanks dead, such as reaper, roadhog, or d.va. The widowmaker needs to priortize the correct targets and having the enemy team outnumber you will always lead to defeat, thus keeping a good 6-5,5-4 ratio helps a lot. Its important to be patient during the time that the flanking is occuring and try really hard to stay in cover and not overcommit. The opening area does not have much in terms of flanking, also the final area might have the opposing team adjustements quickly changing classes at the end may make it hard to find the right places to flank.



Most likely trade out- Mei is a good candidate for a reaper if you are going against a heavy dps lineup, since reaper can find good angles safely and isn't so reliant on finding cover to be effective.



------------------------------------------------

Map strategy 4: Heals for days mercy with lots of tankier army.

The idea here is that Surviving is better than dying especially far from the spawn point. Running a tankier army that is hard to kill will delay the enemy team from exiting the first spawn area and getting through the choke points. Since the goal is to stay alive, heroes with better ultimates are preferred and useful for clearning out the opposing team giving your team the time to regroup.

+ Show Spoiler +

Defense Heroes- D.va, Winston, McCree, Widowmaker, Lucio, Mercy



Limiting aspects in execution-

The recovery mechanism from the D.va and winston ultimates will yield a lot of potential to reform as an army. If you lose the tanks your simply do not have a way to really survive by dishing out dps. As such, the coordination of both the healers working together to keep the tanks alive and in a good position is really important. The McCree ultimate is really solid as well for killing a problamatic hero such as a reaper, or genji that has a lot of mobility and flanking potential. This player needs to be much more map aware than the rest of the team to slow down and prevent flanks.



Most likely trade out- Roadhog and Zenyetta instead of mercy and d.va. The roadhog ultimate is a lot stronger at dealing with Reinharts and slow pushing compositions of a big group push. The self heal as well on the road hog is stronger and will allow the zenyatta a little more freedom to add dps to a hero with more health.



------------------------------------------------

Map strategy 5: Forcing the enemy team out of buildings and into the open.

The idea here is that the map does not have a ton of cover. Heroes like Mei or McCree can really be shut down because they are forced to sit in cover rather than push other positions. As such, you need some active high dps heroes which will flood them in open space with firepower.

+ Show Spoiler +



Defense Heroes- Widow Maker, Pharah, Lucio, Reinhart, McCree, Soldier 76



Limiting aspects in execution-

Losing the widow maker and pharah will severely limit your ability to stay in the open yourself. This lineup is really dependent on good commucation to those players on where to focus their shooting potential. The lineup does not have strong ultimates, so its also very important to know when the opposing team ultimates came up since there is little ability to recover. The lucio has to stay relatively mobile and ideally if they go in the open push them off. Reinhart should be positioned to keep them from coming out of cover. The soldier 76 extra vision pairing with the widow vision should give a lot of information to help so keeping them alive alot for their ultimates should be a focus of the lucio.



Most likely trade out- Widow maker for a bastion. The end area is not very good for widow maker so making the adjustment to another hero which fulfills a similar purpose of keeping them in cover would be very useful.





------------------------------------------------

Map strategy 6: Shutting down pushing lanes with heavy barraging classes.

The idea here is that you want to push a lineup with very high dps in solid defensive positions so that its really hard for the opposing team to push through an area. As such, its important to focus down the flanking heroes and try to keep the group from pushing in big waves all at once. A very good junkrat players can limit the opposing team to push down a position while the turrets from a bastion and Torbjorn mow down the enemy team.



+ Show Spoiler +

Defense Heroes- Junkrat, Reaper, Torbjorn, Bastion, Zanyetta, WidowMaker



Limiting aspects in execution-

Its really important that you don’t lose big portions of your team by getting flanked. Ideally as a team you want to space out enough that you don’t wipe either. The zanyetta is mostly for damage reduction during a fight and should stay in cover. The torbjorn should maintain a turret in Line of sight of the flanking path. Losing Torbjorn or the junkrat can be very problamatic so heal emphasis should be on these 2. Also, a Pharah should be targeted heavily by a widowmaker.



Most likely trade out- Instead of the junkrat, a solid tank at holding a lane can really buff the team, especially if they are not running a lot of splash damage, so McCree, D.va, and Roadhog make really good candidates for this role.



------------------------------------------------



There is a lot of room for pharah to get vision and push down static targets. If you need to sacrifice to kill a single player in a strong position that will be a great adjustment. Similarly, the map offers a lot of flanking paths. Genji and hanzo have a bit more flanking room than tracer. Reaper is nice if you need the ultimate and have 2-3 minutes of game time to build it. Also, once the team is cleared, assuming a strong position on the payload can be hard to stop. Reinhart may get flanked too much and a winston or roadhog fill in with a bit more survivability. The opening a symmetra is really strong for her ultimate, you might swap her out for another support once the teleporter no long is useful.------------------------------------------------The idea here is to take advantage of the spawn distance initially to be able to clear the team right away, the sit on top of the payload and maximize your dps so that if the opposing team doesn't group up you kill them one by one. Hopefully this will lead to the fastest clearing possible of the map and the highest likelihood of success. As such the focus is to not worry about defending and passing through chokes, but rather to have very high dps and skip the ultimate coordination to complete the tough parts of the map. No support until zone 3.------------------------------------------------The idea here is to push with waves, then once you make a push and your team dies, to slow down the pace form up on a position, then setup for another team push so that your team maximizes their coordination through the places that are difficult to push. The 3 difficult locations all have an open area before them, and thus waiting before this area, then pushing together will maximize your push.------------------------------------------------The idea here is that the team is looking to find where the enemy team is and flank constantly, making the enemy team never sure which direction to look. Soldier 76, Widowmaker, and genji have ways to provide a lot of vision for their team and lucio and winston are very mobile making them have the ability to quickly get in and out of a fight. Usually a kill or two is necessary to open up a flank then a large portion of the team can be hit from multiple angles.------------------------------------------------The idea here is that Surviving is better than dying especially far from the spawn point. Running a tankier army that is hard to kill will delay the enemy team from exiting the first spawn area and getting through the choke points. Since the goal is to stay alive, heroes with better ultimates are preferred and useful for clearning out the opposing team giving your team the time to regroup.------------------------------------------------The idea here is that the map does not have a ton of cover. Heroes like Mei or McCree can really be shut down because they are forced to sit in cover rather than push other positions. As such, you need some active high dps heroes which will flood them in open space with firepower.------------------------------------------------The idea here is that you want to push a lineup with very high dps in solid defensive positions so that its really hard for the opposing team to push through an area. As such, its important to focus down the flanking heroes and try to keep the group from pushing in big waves all at once. A very good junkrat players can limit the opposing team to push down a position while the turrets from a bastion and Torbjorn mow down the enemy team.------------------------------------------------ Closing Thoughts-

This is a continuation of my series of articles on team play. Just like my other articles, the game hasn't even been released yet, so it is hard to have complete information. At his point its more ideas of what to test and reasoning for what might be more optimal. While the hero rankings are somewhat arbitrary at this time, I think it is worth understanding what does has a higher likelihood of success. Maybe the map classifcation numbers aren't useful, or the thoughts on map advantages aren't compeletly accurate. Despite the lack of completeness, I feel that this is a good time to start with map specific articles. This reason being that communication depends a lot on understanding how maps can play out. (not necessarily will at this point) To be able to discuss the regions of the map in game is an important aspect of playing the maps and to have simple guiding strategies i think will be positive for testing. Overall I still think the map location names if anything are still useful even if the rest did not feel like a good read.



As was requested before in other threads of what is an optimal composition. I feel that there are 3 factors as to what is optimal. Player strength with classes, how classes play out on a map, and the common heroes in the meta. I don't know if there is such a thing as optimal in general, but there is definitely something optimal for each team and game that they are going to play. As a team, it is important to be able to realistically assess your condition on a map with a strategy and make adjustments. More specifically, How do you strengthen your players at playing a class, what maps are you having the most problems with on the strategies you are running, and is it likely that something that counters your teams style will come up in a match you have in a tournament. This will play out more as teams continue to improve. Maybe I should write a thread about thoughts on improvement but since so many players playing overwatch likely play other fps, they might already have an idea of where their weaknesses are individually.



As far as a future justification, I'm ok with whatever disagreements you guys may have. Even if my thoughts might be a little bogus, I like having more of these sorts of theoretical threads that users can discuss how to maximize individual maps and player strengths might yield certain optimal lineups. A simpler version could just be a few pictures with names of places so that when people mention something on the map everyone knows what they are referring to. Notwithstanding, even if this isn’t the best thread, I'm ok with whatever Zeromus and the community think are best and what will yield high quality content.

This is a continuation of my series of articles on team play. Just like my other articles, the game hasn't even been released yet, so it is hard to have complete information. At his point its more ideas of what to test and reasoning for what might be more optimal. While the hero rankings are somewhat arbitrary at this time, I think it is worth understanding what does has a higher likelihood of success. Maybe the map classifcation numbers aren't useful, or the thoughts on map advantages aren't compeletly accurate. Despite the lack of completeness, I feel that this is a good time to start with map specific articles. This reason being that communication depends a lot on understanding how maps can play out. (not necessarily will at this point) To be able to discuss the regions of the map in game is an important aspect of playing the maps and to have simple guiding strategies i think will be positive for testing. Overall I still think the map location names if anything are still useful even if the rest did not feel like a good read.As was requested before in other threads of what is an optimal composition. I feel that there are 3 factors as to what is optimal. Player strength with classes, how classes play out on a map, and the common heroes in the meta. I don't know if there is such a thing as optimal in general, but there is definitely something optimal for each team and game that they are going to play. As a team, it is important to be able to realistically assess your condition on a map with a strategy and make adjustments. More specifically, How do you strengthen your players at playing a class, what maps are you having the most problems with on the strategies you are running, and is it likely that something that counters your teams style will come up in a match you have in a tournament. This will play out more as teams continue to improve. Maybe I should write a thread about thoughts on improvement but since so many players playing overwatch likely play other fps, they might already have an idea of where their weaknesses are individually.As far as a future justification, I'm ok with whatever disagreements you guys may have. Even if my thoughts might be a little bogus, I like having more of these sorts of theoretical threads that users can discuss how to maximize individual maps and player strengths might yield certain optimal lineups. A simpler version could just be a few pictures with names of places so that when people mention something on the map everyone knows what they are referring to. Notwithstanding, even if this isn’t the best thread, I'm ok with whatever Zeromus and the community think are best and what will yield high quality content. Beyond One's Grasp

ROOTCatZ Profile Blog Joined June 2005 Peru 1176 Posts #2 wow, great write up! Progamer www.root-gaming.com

FeyFey Profile Joined September 2010 Germany 10106 Posts #3 I like how the payload on this map becomes a shortcut onto the gas station just before it reaches the first check point. Which allows the attackers to reach the roof of the gas station rather easily.



Also the coffe tastes like boiled dirt.

Nice overview.

ZeromuS Profile Blog Joined October 2010 Canada 12919 Posts #4 I think that your genji number one pick is incorrect.



This map is tops for Widowmaker. The only time widow doesnt do well attacking on this fairly large straight narrow map is right at the start leaving the diner. Even then, if she can get just a few steps out she begins to break this map open.



This map is very very forgiving to a steamroll attack comp. So Widow gets a pick the rest of the five keep pushing as a group down the middle. The defenders have really disadvantageous spawn points. There are really only 2 places on the map that the defenders have any advantage -- right at the bend before gas station, at right at the end at the semi-truck.



Any other point its very hard to defend to be honest. The defender paths are very choked and/or far away. Especially on the 2nd checkpoint. I feel like the spawn point is way too far back to allow defenders to hold the 2nd checkpoint reliably. Strategy Overwatch is awesome | Support is the best role | @TL_ZeromuS | www.twitch.tv/Zeromus_

NEOtheONE Profile Joined September 2010 United States 1947 Posts #5 Or you could take the Cloud 9 protect president Bastion approach on offense with double Reinhardt, double widow, and a Mercy. That was by far the most hilariously effective strategy I've seen.



I did a far less coordinated version of it myself where I was the Bastion on the payload. Can't wait to try a few of your suggested strats and the Bastion one on route 66 once game goes live Abstracts, the too long didn't read of the educated world.

riotjune Profile Blog Joined January 2008 United States 2928 Posts #6 The problem is everyone wants to be president Bastion.

RaptorZGaming Profile Joined May 2016 59 Posts #7 Excellent write up!



Found this very helpful. For your first strategy, the idea of "Wombo Combo," what maps do you think this is best on? or gametypes? I personally am leaning towards this being a strategy that can be used on all maps, but curious about your thoughts!



Thank you for putting this amazing guide together!

NEOtheONE Profile Joined September 2010 United States 1947 Posts #8 On May 18 2016 04:12 riotjune wrote:

The problem is everyone wants to be president Bastion.



True, that would be the inherent problem. But I don't mind being the Reinhardt, Mercy or Widowmaker with a competent teammate or two backing me up.

True, that would be the inherent problem. But I don't mind being the Reinhardt, Mercy or Widowmaker with a competent teammate or two backing me up. Abstracts, the too long didn't read of the educated world.

tokinho Profile Blog Joined December 2010 United States 772 Posts Last Edited: 2016-05-18 09:12:19 #9 On May 18 2016 05:32 RaptorZGaming wrote:

Excellent write up!



Found this very helpful. For your first strategy, the idea of "Wombo Combo," what maps do you think this is best on? or gametypes? I personally am leaning towards this being a strategy that can be used on all maps, but curious about your thoughts!



Thank you for putting this amazing guide together!



I guess, um, i don't know that I've ever used the term wombo combo other than to say i'm not familiar with them. I'm assuming its a 4-6 man wipe based off of using an ultimate. I think that the only thing that would negate this would be either a quick counter wipe, or a quick spawn. So any map where you are a kill to open up the objective, and have a solid defensive composition or position.



I think Numbani comes to mind where the escort part is not as difficult as clearing the objective initally. After clearing it, there is a large spawn distance advantage that is gained and the offensive success seems really high.



Ending a game on Hanamura and Volskaya feels hard because you land a 4-6 man wipe but its hard to keep the objective before the opponents spawn. I think aligning ultimates to pass a challenging position on a map applies to all maps. I hope that answers the question.



I guess, um, i don't know that I've ever used the term wombo combo other than to say i'm not familiar with them. I'm assuming its a 4-6 man wipe based off of using an ultimate. I think that the only thing that would negate this would be either a quick counter wipe, or a quick spawn. So any map where you are a kill to open up the objective, and have a solid defensive composition or position.I think Numbani comes to mind where the escort part is not as difficult as clearing the objective initally. After clearing it, there is a large spawn distance advantage that is gained and the offensive success seems really high.Ending a game on Hanamura and Volskaya feels hard because you land a 4-6 man wipe but its hard to keep the objective before the opponents spawn. I think aligning ultimates to pass a challenging position on a map applies to all maps. I hope that answers the question. On May 18 2016 01:05 ZeromuS wrote:

I think that your genji number one pick is incorrect.



This map is tops for Widowmaker. The only time widow doesnt do well attacking on this fairly large straight narrow map is right at the start leaving the diner. Even then, if she can get just a few steps out she begins to break this map open.



This map is very very forgiving to a steamroll attack comp. So Widow gets a pick the rest of the five keep pushing as a group down the middle. The defenders have really disadvantageous spawn points. There are really only 2 places on the map that the defenders have any advantage -- right at the bend before gas station, at right at the end at the semi-truck.



Any other point its very hard to defend to be honest. The defender paths are very choked and/or far away. Especially on the 2nd checkpoint. I feel like the spawn point is way too far back to allow defenders to hold the 2nd checkpoint reliably.



I agree for the most part. I think that there is a way to play out the map to work along cover and flank the widow makers. from the start i think you can push up the sides if she sits to far in the back, from the second area passing behind the cave in and high side saloon to stay in cover while still pushing the objective. In the last area i feel she is not as useful. So offensively and defensively i still agree she's top 6 and top 8 in my personal choices and in 5 out of 6 of the sample compositions some game strategies that I've looked into. I i still feel like she's top 2-3 dps and this is probably one of her better maps, but there are places where i feel like she can lack cover both offensively and defensively.



Then i guess i would have to justify my dps picks above them which were genji and bastion offensively, and reaper and bastion defensively. I just feel the single paths is better with bastion. Both Genji and Reaper I feel have ultimates that charge. Reaper i feel is much better and keeping people out from cover. Rather than pushing in cover and genji is better at killing the widow makers defensively. 2 widows is better than 2 reapers, or 2 genjis for sure. Bastion on the payload with a widow to deny the pharah and junkrat to keep them from side pushing you is very hard to stop.



I guess this points to a slight difference in philosophy. In your initial discussion you mentioned 2 tanks and 2 supports being more ideal than 1 tank, 1 support, 1 laning hero and hero which can control inside areas and get health packs. I honestly don't know which is stronger. While your main comment is sort of to disagree with my personal view on a first look strategy thread, I appreciate that difference of best hero for the map and while you disagree at least can accept that i do have some reasoning behind why i made this decision and look forward to your articles which will help me to see more from your point of view. I appreciate you taking the time to look it over. I agree for the most part. I think that there is a way to play out the map to work along cover and flank the widow makers. from the start i think you can push up the sides if she sits to far in the back, from the second area passing behind the cave in and high side saloon to stay in cover while still pushing the objective. In the last area i feel she is not as useful. So offensively and defensively i still agree she's top 6 and top 8 in my personal choices and in 5 out of 6 of the sample compositions some game strategies that I've looked into. I i still feel like she's top 2-3 dps and this is probably one of her better maps, but there are places where i feel like she can lack cover both offensively and defensively.Then i guess i would have to justify my dps picks above them which were genji and bastion offensively, and reaper and bastion defensively. I just feel the single paths is better with bastion. Both Genji and Reaper I feel have ultimates that charge. Reaper i feel is much better and keeping people out from cover. Rather than pushing in cover and genji is better at killing the widow makers defensively. 2 widows is better than 2 reapers, or 2 genjis for sure. Bastion on the payload with a widow to deny the pharah and junkrat to keep them from side pushing you is very hard to stop.I guess this points to a slight difference in philosophy. In your initial discussion you mentioned 2 tanks and 2 supports being more ideal than 1 tank, 1 support, 1 laning hero and hero which can control inside areas and get health packs. I honestly don't know which is stronger. While your main comment is sort of to disagree with my personal view on a first look strategy thread, I appreciate that difference of best hero for the map and while you disagree at least can accept that i do have some reasoning behind why i made this decision and look forward to your articles which will help me to see more from your point of view. I appreciate you taking the time to look it over. Beyond One's Grasp

FeyFey Profile Joined September 2010 Germany 10106 Posts #10 hm currently people use double Winston alot, because they can both jump one target and if its a squishy it dies. And one Winston is in most cases not able to do that. Has to do with Widow being so popular. And you always want a Lucio in a comp, but to heal tanks you also need a Mercy or a Zen. And well you don't play Zen into Widow.

ZeromuS Profile Blog Joined October 2010 Canada 12919 Posts #11 On May 19 2016 00:10 FeyFey wrote:

hm currently people use double Winston alot, because they can both jump one target and if its a squishy it dies. And one Winston is in most cases not able to do that. Has to do with Widow being so popular. And you always want a Lucio in a comp, but to heal tanks you also need a Mercy or a Zen. And well you don't play Zen into Widow.



Two lucios do the passive healing of one zenyatta



The way they stack is if i remember correctly that all their passives stack but amp it up and ultimate do not. So double speed up passive stacks so does healing. But they need to coordinate and trade off the amp it up effects Two lucios do the passive healing of one zenyattaThe way they stack is if i remember correctly that all their passives stack but amp it up and ultimate do not. So double speed up passive stacks so does healing. But they need to coordinate and trade off the amp it up effects Strategy Overwatch is awesome | Support is the best role | @TL_ZeromuS | www.twitch.tv/Zeromus_

RaptorZGaming Profile Joined May 2016 59 Posts #12 I guess, um, i don't know that I've ever used the term wombo combo other than to say i'm not familiar with them. I'm assuming its a 4-6 man wipe based off of using an ultimate. I think that the only thing that would negate this would be either a quick counter wipe, or a quick spawn. So any map where you are a kill to open up the objective, and have a solid defensive composition or position.



I think Numbani comes to mind where the escort part is not as difficult as clearing the objective initally. After clearing it, there is a large spawn distance advantage that is gained and the offensive success seems really high.



Ending a game on Hanamura and Volskaya feels hard because you land a 4-6 man wipe but its hard to keep the objective before the opponents spawn. I think aligning ultimates to pass a challenging position on a map applies to all maps. I hope that answers the question.



Yeah that definitely answered the question.



A more concise definition, from Dota/Lol, for Wombo Combo is: Using 2-3 ultimates in synchronization to devastating effects (i.e. Graviton Surge + Barrage (Optional follow up ccs like blizzard or Earthshatter). Many different combos, and I think to explain it better to people who play mobas the formula is simply: Setup Ultimate + Optional Followup Ultimate + Damage Ultimate = Dead enemies.



But thank you for answering my question so thoroughly. Excited to see more guides from you :D Yeah that definitely answered the question.A more concise definition, from Dota/Lol, for Wombo Combo is: Using 2-3 ultimates in synchronization to devastating effects (i.e. Graviton Surge + Barrage (Optional follow up ccs like blizzard or Earthshatter). Many different combos, and I think to explain it better to people who play mobas the formula is simply: Setup Ultimate + Optional Followup Ultimate + Damage Ultimate = Dead enemies.But thank you for answering my question so thoroughly. Excited to see more guides from you :D

statikg Profile Joined May 2010 Canada 930 Posts Last Edited: 2016-05-21 15:52:39 #13



You encouraged me to think about my hypothetical defensive of route 66. Let me know what you think



route 66 defensive strategy



Doors open setup

1) bastion on the highground holding the traincart and the main area and just being that beast backbone dps - you are going to want this to be your best aimer - bastion should never use his ult unless the defence is about to break



2) symmetra turrets 3 in the tunnel up to bastian 1 on the back of the busted train 1 in the train 1 on the low ground path bastian cant cover, symmetra should try to stand near bastian and spam orbs - she can use her primary fire to stop any genjis that might get up in bastians face - her role is obviously to support bastion, assist with all the flanking positions and for the crucial teleporter when so far from spawn



3) mccree covering the low ground from flanking champions - could also be a junkrat, reaper even a deva but i think mccree is the best because he can flashbang any quick flankers that just want to run by and make trouble



4) lucio to main heal and to flex boop people off if they try to rush the low ground side and mccree needs help, zenyatta would possibly work for more damage but i think this is a really strong area for the lucio boop and the ults serve a very similar purpose. Lucio is also good here because he can help the tanks reposition quickly to whichever side they are needed on.



5-6) last 2 picks would be zyra road hog

- i like this combo becasue zyra and roadhog can combine to form a very tanky frontline with alot of self-sustain that compliments lucios slow overtime healing and also does big damage with roadhog preferably in the front getting zyra shields and zyra getting charged as fuck

-i also like this pick with this setup because zyra can toss really important shields on bastion if he comes under heavy fire



last 2 picks could also be reinhardt and another dps like widow, i don't think either of the other tanks provide enough tankiness by themselves but I like zayra and roadhog alot better because combined i think they deal more damage then reinhardt and a dps and they provide alot more utility - reinhardt is not really effectively shielding anything in this setup



entire strategy revolves around bastion forcing a certain type of composition which hopefully the rest of the team can handle more easily - zyra can shield bastion from any focus fire like phara and widow and mccree and symmetra to stop any flanker like genji from getting on bastion





2nd defend - rooftop hold hollywood

Your going to need to make alot of changes here and fast becuase its so important to get the high ground during this phase of the map and it tales some time to get up there- don't be married to your ult charges



Team 1-4) Widowmaker, Reinhardt, Solider 76, Zenyetta on the rooftop is going to be devastating at this phase of the map - reinhardt should give this triplet of huge ranged damage dealers the freedom to rain death from above without fear of being counter sniped or rocketed and this combo is also capable of dealing with champions with high mobility like pharah and winston.



-solider should hold his aoe heal for situations like double winston where his heal should be enough to keep the entire roof team up and with orb of discourd zenyetta, widow machine gun and solider should be able to kill the winstons before they can kill you - reinhardt needs to be very smart to decide if he needs to keep his shield up against an enemy rooftop dps or if he can join the fight against the winstons with hammer



-the key is that the rooftop team needs to make sure they kill any heros on the other team who tries to kill them and take the other rooftop first at all costs - solider and windowmaker need to be sure to prioiritze enemies who try to take the highground and then they will have any easy time to deal with the ground force afterwards even if they push a little bit while the rooftop fight goes on



5-6) double tracer or tracer genji - double tracer is mainly supposed to distract the enemy team from focusing too much on the highground team. If the enemy turn their back on widowmaker and s76 and zenyetta they will regret it. At the same time if the enemy is too focused on the highground then double tracer can cause alot of damage too. Tracers could also be flexed out for genji's here who is very good at climbing onto all the highground spots and harassing from different angles but not quite as good at being that annoying unkillable guy. Reaper could also work well but I like tracer because of the ability to distract and give your rooftop team time to get in good position and recover if they take a loss.



- zenyatta is a great pick for healer here becuase he can toss an orb down from his high vantage for healing and his fraility is covered by Reinhardt shield and s76 heal.



Final defensive position:

still a work in progress. Roughly I like Reinhardt, widow, s76 pharah or junk rat, mccree, Mercy.







Nice post:You encouraged me to think about my hypothetical defensive of route 66. Let me know what you thinkroute 66 defensive strategyDoors open setup1) bastion on the highground holding the traincart and the main area and just being that beast backbone dps - you are going to want this to be your best aimer - bastion should never use his ult unless the defence is about to break2) symmetra turrets 3 in the tunnel up to bastian 1 on the back of the busted train 1 in the train 1 on the low ground path bastian cant cover, symmetra should try to stand near bastian and spam orbs - she can use her primary fire to stop any genjis that might get up in bastians face - her role is obviously to support bastion, assist with all the flanking positions and for the crucial teleporter when so far from spawn3) mccree covering the low ground from flanking champions - could also be a junkrat, reaper even a deva but i think mccree is the best because he can flashbang any quick flankers that just want to run by and make trouble4) lucio to main heal and to flex boop people off if they try to rush the low ground side and mccree needs help, zenyatta would possibly work for more damage but i think this is a really strong area for the lucio boop and the ults serve a very similar purpose. Lucio is also good here because he can help the tanks reposition quickly to whichever side they are needed on.5-6) last 2 picks would be zyra road hog- i like this combo becasue zyra and roadhog can combine to form a very tanky frontline with alot of self-sustain that compliments lucios slow overtime healing and also does big damage with roadhog preferably in the front getting zyra shields and zyra getting charged as fuck-i also like this pick with this setup because zyra can toss really important shields on bastion if he comes under heavy firelast 2 picks could also be reinhardt and another dps like widow, i don't think either of the other tanks provide enough tankiness by themselves but I like zayra and roadhog alot better because combined i think they deal more damage then reinhardt and a dps and they provide alot more utility - reinhardt is not really effectively shielding anything in this setupentire strategy revolves around bastion forcing a certain type of composition which hopefully the rest of the team can handle more easily - zyra can shield bastion from any focus fire like phara and widow and mccree and symmetra to stop any flanker like genji from getting on bastion2nd defend - rooftop hold hollywoodYour going to need to make alot of changes here and fast becuase its so important to get the high ground during this phase of the map and it tales some time to get up there- don't be married to your ult chargesTeam 1-4) Widowmaker, Reinhardt, Solider 76, Zenyetta on the rooftop is going to be devastating at this phase of the map - reinhardt should give this triplet of huge ranged damage dealers the freedom to rain death from above without fear of being counter sniped or rocketed and this combo is also capable of dealing with champions with high mobility like pharah and winston.-solider should hold his aoe heal for situations like double winston where his heal should be enough to keep the entire roof team up and with orb of discourd zenyetta, widow machine gun and solider should be able to kill the winstons before they can kill you - reinhardt needs to be very smart to decide if he needs to keep his shield up against an enemy rooftop dps or if he can join the fight against the winstons with hammer-the key is that the rooftop team needs to make sure they kill any heros on the other team who tries to kill them and take the other rooftop first at all costs - solider and windowmaker need to be sure to prioiritze enemies who try to take the highground and then they will have any easy time to deal with the ground force afterwards even if they push a little bit while the rooftop fight goes on5-6) double tracer or tracer genji - double tracer is mainly supposed to distract the enemy team from focusing too much on the highground team. If the enemy turn their back on widowmaker and s76 and zenyetta they will regret it. At the same time if the enemy is too focused on the highground then double tracer can cause alot of damage too. Tracers could also be flexed out for genji's here who is very good at climbing onto all the highground spots and harassing from different angles but not quite as good at being that annoying unkillable guy. Reaper could also work well but I like tracer because of the ability to distract and give your rooftop team time to get in good position and recover if they take a loss.- zenyatta is a great pick for healer here becuase he can toss an orb down from his high vantage for healing and his fraility is covered by Reinhardt shield and s76 heal.Final defensive position:still a work in progress. Roughly I like Reinhardt, widow, s76 pharah or junk rat, mccree, Mercy.

daemir Profile Joined September 2010 Finland 5424 Posts Last Edited: 2016-05-21 21:28:02 #14 Bastion without a Rein shield is just fodder really. There's many heroes that can peek and shoot him to kill him out easy, you need that shield infront of you.

ZeromuS Profile Blog Joined October 2010 Canada 12919 Posts #15 and zenyatta cant have his frailty covered vs ppl like widow or tracer who will destroy him in seconds with a flank or body shot. You really just cant play zenyatta into any bursty enemies at all Strategy Overwatch is awesome | Support is the best role | @TL_ZeromuS | www.twitch.tv/Zeromus_

tokinho Profile Blog Joined December 2010 United States 772 Posts Last Edited: 2016-05-22 12:17:35 #16 On May 22 2016 00:05 statikg wrote:

Nice post:



You encouraged me to think about my hypothetical defensive of route 66. Let me know what you think



route 66 defensive strategy

+ Show Spoiler +

Doors open setup

1) bastion on the highground holding the traincart and the main area and just being that beast backbone dps - you are going to want this to be your best aimer - bastion should never use his ult unless the defence is about to break



2) symmetra turrets 3 in the tunnel up to bastian 1 on the back of the busted train 1 in the train 1 on the low ground path bastian cant cover, symmetra should try to stand near bastian and spam orbs - she can use her primary fire to stop any genjis that might get up in bastians face - her role is obviously to support bastion, assist with all the flanking positions and for the crucial teleporter when so far from spawn



3) mccree covering the low ground from flanking champions - could also be a junkrat, reaper even a deva but i think mccree is the best because he can flashbang any quick flankers that just want to run by and make trouble



4) lucio to main heal and to flex boop people off if they try to rush the low ground side and mccree needs help, zenyatta would possibly work for more damage but i think this is a really strong area for the lucio boop and the ults serve a very similar purpose. Lucio is also good here because he can help the tanks reposition quickly to whichever side they are needed on.



5-6) last 2 picks would be zyra road hog

- i like this combo becasue zyra and roadhog can combine to form a very tanky frontline with alot of self-sustain that compliments lucios slow overtime healing and also does big damage with roadhog preferably in the front getting zyra shields and zyra getting charged as fuck

-i also like this pick with this setup because zyra can toss really important shields on bastion if he comes under heavy fire



last 2 picks could also be reinhardt and another dps like widow, i don't think either of the other tanks provide enough tankiness by themselves but I like zayra and roadhog alot better because combined i think they deal more damage then reinhardt and a dps and they provide alot more utility - reinhardt is not really effectively shielding anything in this setup



entire strategy revolves around bastion forcing a certain type of composition which hopefully the rest of the team can handle more easily - zyra can shield bastion from any focus fire like phara and widow and mccree and symmetra to stop any flanker like genji from getting on bastion





2nd defend - rooftop hold hollywood

+ Show Spoiler +

Your going to need to make alot of changes here and fast becuase its so important to get the high ground during this phase of the map and it tales some time to get up there- don't be married to your ult charges



Team 1-4) Widowmaker, Reinhardt, Solider 76, Zenyetta on the rooftop is going to be devastating at this phase of the map - reinhardt should give this triplet of huge ranged damage dealers the freedom to rain death from above without fear of being counter sniped or rocketed and this combo is also capable of dealing with champions with high mobility like pharah and winston.



-solider should hold his aoe heal for situations like double winston where his heal should be enough to keep the entire roof team up and with orb of discourd zenyetta, widow machine gun and solider should be able to kill the winstons before they can kill you - reinhardt needs to be very smart to decide if he needs to keep his shield up against an enemy rooftop dps or if he can join the fight against the winstons with hammer



-the key is that the rooftop team needs to make sure they kill any heros on the other team who tries to kill them and take the other rooftop first at all costs - solider and windowmaker need to be sure to prioiritze enemies who try to take the highground and then they will have any easy time to deal with the ground force afterwards even if they push a little bit while the rooftop fight goes on



5-6) double tracer or tracer genji - double tracer is mainly supposed to distract the enemy team from focusing too much on the highground team. If the enemy turn their back on widowmaker and s76 and zenyetta they will regret it. At the same time if the enemy is too focused on the highground then double tracer can cause alot of damage too. Tracers could also be flexed out for genji's here who is very good at climbing onto all the highground spots and harassing from different angles but not quite as good at being that annoying unkillable guy. Reaper could also work well but I like tracer because of the ability to distract and give your rooftop team time to get in good position and recover if they take a loss.



- zenyatta is a great pick for healer here becuase he can toss an orb down from his high vantage for healing and his fraility is covered by Reinhardt shield and s76 heal.



Final defensive position:

still a work in progress. Roughly I like Reinhardt, widow, s76 pharah or junk rat, mccree, Mercy.







Nice post:You encouraged me to think about my hypothetical defensive of route 66. Let me know what you thinkroute 66 defensive strategy2nd defend - rooftop hold hollywood



route 66 defensive strategy

Ye it seems like you get the most laning pressure out of the bastion with this line-up. I personally like to play roadhog on this map because i feel like the opposing team doesn't want to go the strong counter to this line-up reaper. I think that would actually be the hardest pick to deal with early. Reaper could force the roadhog to move out or be killed and could fly past the bastion barrage.



I actually feel like its fluid. The hard part of the opener is to slow down the fights enough that the offensive team doesn't get 2-3 kills too fast I feel. As long as the other team don't find the way to do that this works fine. The tank picks mostly revolve around what they offer in terms of positioning. With a really strong bastion player and a strategy to try and slow down the deaths out the door using bastions dps as the key i think is a strong way to approach the opener.



2nd defend - rooftop hold hollywood

Similar sets of the same units for a somewhat similar map. I could see why you feel its good here. I think the limiting factor feels a little weak in the second build. I don't like double tracer or double genji as much. I feel like once a hero has flanked, they can grab 2- kills and patiently force the team to another position. Having double flankers means having 4 heroes pushing and then you'd have effectively if they move back enough space to defend a little bit longer.



There is sort of a philosphy in this style of arena shooter. Often the widowmaker, tracers, soldier 76, etc. They are sort of what will kill a lot really fast if left alone and are not so reliant on their ultimates to get kills. Both of your lineups have that style. Its good if you are trading a bit, or not dying. if they land a good set of kills or a set of ultimates. (aka Wombo combo), There is less recovery potential, and these maps tend to snowball. That would be i feel that would be how the map plays out more often.



Overwatch at this time does not have a lot of space controlling heroes, but are more arena shooter style. So you don't have necessarily a lot of classes focused on mine fields, creating walls, barbed wire, gas vision, slows, stuns, etc. So a sniper that has angle in general still has them. A person can abuse to flanking spots over and over as tracer until they get kills. etc. I feel without much evidence, at the current time, compositions are kind of favored towards catering to these high dps classes. route 66 defensive strategyYe it seems like you get the most laning pressure out of the bastion with this line-up. I personally like to play roadhog on this map because i feel like the opposing team doesn't want to go the strong counter to this line-up reaper. I think that would actually be the hardest pick to deal with early. Reaper could force the roadhog to move out or be killed and could fly past the bastion barrage.I actually feel like its fluid. The hard part of the opener is to slow down the fights enough that the offensive team doesn't get 2-3 kills too fast I feel. As long as the other team don't find the way to do that this works fine. The tank picks mostly revolve around what they offer in terms of positioning. With a really strong bastion player and a strategy to try and slow down the deaths out the door using bastions dps as the key i think is a strong way to approach the opener.2nd defend - rooftop hold hollywoodSimilar sets of the same units for a somewhat similar map. I could see why you feel its good here. I think the limiting factor feels a little weak in the second build. I don't like double tracer or double genji as much. I feel like once a hero has flanked, they can grab 2- kills and patiently force the team to another position. Having double flankers means having 4 heroes pushing and then you'd have effectively if they move back enough space to defend a little bit longer.There is sort of a philosphy in this style of arena shooter. Often the widowmaker, tracers, soldier 76, etc. They are sort of what will kill a lot really fast if left alone and are not so reliant on their ultimates to get kills. Both of your lineups have that style. Its good if you are trading a bit, or not dying. if they land a good set of kills or a set of ultimates. (aka Wombo combo), There is less recovery potential, and these maps tend to snowball. That would be i feel that would be how the map plays out more often.Overwatch at this time does not have a lot of space controlling heroes, but are more arena shooter style. So you don't have necessarily a lot of classes focused on mine fields, creating walls, barbed wire, gas vision, slows, stuns, etc. So a sniper that has angle in general still has them. A person can abuse to flanking spots over and over as tracer until they get kills. etc. I feel without much evidence, at the current time, compositions are kind of favored towards catering to these high dps classes. Beyond One's Grasp