After over three years it is clear that the game is too complex to give players full control over hero picks, team compositions and gameplay while simultaneously. A place for in-depth discussions of Competitive Overwatch™ (the team-based It might not be for you, but it's certainly for Furthermore, the GOATS comp. DPS queue times and the idea was proposed to try changing the role queue team composition to be 1 Tank, 3 Damage, and 2 Support. Our.
„Lass‘ mal diven“ – Dive Comp kleines 1×1DPS queue times and the idea was proposed to try changing the role queue team composition to be 1 Tank, 3 Damage, and 2 Support. Our. After over three years it is clear that the game is too complex to give players full control over hero picks, team compositions and gameplay while simultaneously. Die Dive CompositionDie Helden in einer (Team-)Aufstellung. Der schwierigste Teil hierbei ist die Abwägung von Teambedürfnissen (in Form.
Function: Emergency, team-wiping operations. Then, add Winston running around drawing fire, dropping shields, and generally being a menace.
Va, Tracer. Function: Defense. Keep Zenyatta out of the way to drop Discord Orbs on big enemies as they come into the kill zone of your defenses.
Use snipers to keep the enemy on their back foot as they approach, and harass them the whole way to the objective with Tracer or a similar damage dealer.
Taking over and holding a capture point is best done with overwhelming force. You can take that idea to the next level with a solid mix of range and damage-dealing to make it more difficult for players trying to hold a specific location.
Keep Mercy boosting and following Pharah for max rocket punishment, have Junk Rat fill the control point with explosive death, and use McCree and Soldier to knock off anyone who takes damage.
Choose groups, not individuals Your team has a Reinhardt. Defense needs damage This is a common trap to fall into when defending.
Pick characters suited to your task Some players really know how to apply Bastion effectively to every situation. Switch, switch, switch Teams lose because they get stopped, they respawn, and they try the same plan again — over and over until the match ends.
The best free Nintendo Switch games. However, a Brawl comp will normally play as a single unit. This means you have to FORCE opportunities, through poke damage, soft dives, abilities, and ultimates.
You pressure the enemy until someone is vulnerable. Poke damage can drop someone low enough to be dove on, such as from Echo.
Soft dives are when you jump onto an enemy team for a brief moment, just to draw out abilities, but quickly fall back down or back to cover so that you can replentish resources before diving again while the enemy team is still recovering.
Dive into Spam: A Dive comp is strong against a Spam comp because a spam comp wants to play in separated units around the map.
You essentially just set up to dive on an isolated target from multiple angles, and once everyone is ready, you go for it.
However, after you dive a target, remember to take a moment to reset and get your resources back before reengaging.
Control the map. When you see a Brawl comp is going to be coming towards a unit, kite back retreat so that you can increase the distance between you and the Brawl unit.
Remember, the further the distance between you and your enemy, the more time it takes for them to get to you, and the more time they need, the less resources they have by the time they reach you.
Once the Brawl comp has no resources, you can engage them more aggressively. Spam into Dive: A Dive comp is a very difficult matchup for a Spam comp.
A Spam comp wants to be split, but Dive isolates and kills. So you have to control the map without isolating yourself as much.
Beyond that, maximize distance from the diving enemies similar to brawl , and then use your tanks as bait on point. A Hybrid composition uses heroes who fit into different categories on a single team.
They trade focusing on single traits for more flexibility and having multiple win conditions. Essentially they combine the weaknesses and strengths of each composition.
In my example of Spam heroes, I gave Hanzo and Sigma. They both create strong angle pressure. However, what about Hanzo and Winston?
The meta comps are listed in chronological order. The lineups are only examples as all the compositions changed and evolved over time.
They are listed in chronological order loosely, and pre-hero-limit period is excluded. The basis for many different lineups.
These Reinhardt-based compositions focus on marching closely together in formations. Although lacking in mobility, these compositions can be hard to dislodge and have fierce firepower at range.
The other most common basic compositions. These lineups function by swarming the enemies with superior mobility, and burst killing members of the other team with focus fire.
A Death Ball variant where all the resources are used to protect Bastion and let it dish out unmatched damage. Compositions that do not try to win the ult economy, but bank on getting first kills with multiple burst damage threats.
Often used on first point offense. Any composition but with the flex support on a non-support hero. Most often used for point-specific tactics on parts of maps.
The earlier versions of anti-dive compositions were Death Ball variants with a lot of stuns and knockbacks to disrupt and deter the execution of dives.
A Death Ball variant with extremely high survivability and damage which excels at snowballing with some of the best crowd-control ultimates.
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