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Posted on 7/5/16 at 11:49 am to Mear
Zarya + Reaper synergy is brutal (also Mei + Reaper)
My best POTG was probably when a Zarya hit her alt in the middle of one of those single-point attack maps (one of the ones without the pit in the middle) and then bubbled me just as I hit my alt.
I think I got 5 kills, all of them 100s, then the last guy popped around the corner and I was able to get two headshots and kill him. Doubt I'll ever manage THAT again.
My best POTG was probably when a Zarya hit her alt in the middle of one of those single-point attack maps (one of the ones without the pit in the middle) and then bubbled me just as I hit my alt.
I think I got 5 kills, all of them 100s, then the last guy popped around the corner and I was able to get two headshots and kill him. Doubt I'll ever manage THAT again.
Posted on 7/5/16 at 12:14 pm to Tedock
quote:
Zarya
One of my favorites, but often team dependent. I also think she's a good secondary tank, and I think, right now, one of the best setups is one of Lucio/Mercy/Zen + 2 tanks Reinhardt/Zarya/Roadhog.
quote:
Mercy.
I will load up Mercy in a pinch, or when I have a good Reinhardt, the problem with her is that ANY good team will go right after her first and that gets annoying. Particularly a Tracer/76/Reaper.
Posted on 7/7/16 at 9:32 am to Freauxzen
Just had the trolliest round of my Overwatch career. Hanamura competitive mode, we attack first get to the 2nd point but fail to capture it (clutch enemy mercy rez in overtime with 99% of the damn thing captured). Switch to defense, we have to hold them at the first point. One of my teammates says "let go 6 torb", I tell him we should just all quit and save some time if we're gonna do that. Ended up with 4 torbs, 1 symetra, and me as Roadhog.
This actually worked really really well. They set up this semi circle of death in the rock garden just past the door choke point. I would hook them and drag them into the killzone and the turrents would take care of the rest. Anyone trying to come through that hole in the wall on the right side would be met with a metric shite ton of symetra turrents. I ended the round on a 25 elimination streak and 0 deaths.
The other team was salty as frick and I gladly ate some crow on calling the idea stupid
This actually worked really really well. They set up this semi circle of death in the rock garden just past the door choke point. I would hook them and drag them into the killzone and the turrents would take care of the rest. Anyone trying to come through that hole in the wall on the right side would be met with a metric shite ton of symetra turrents. I ended the round on a 25 elimination streak and 0 deaths.
The other team was salty as frick and I gladly ate some crow on calling the idea stupid

Posted on 7/7/16 at 10:32 am to Tedock
Torb is way OP right now with those turrets.
Posted on 7/7/16 at 10:38 am to burgeman
Torb is OP for sure.
Turrents take no time to get up to level 2 and no cooldown after being destroyed.
All in the fact his ULT is crazy OP, upgrading the turrent to level 3 with rockets, AND giving it double health, and Torb himself with double health and fast shooting.
I can rekt people with Torb.
Turrents take no time to get up to level 2 and no cooldown after being destroyed.
All in the fact his ULT is crazy OP, upgrading the turrent to level 3 with rockets, AND giving it double health, and Torb himself with double health and fast shooting.
I can rekt people with Torb.
Posted on 7/7/16 at 10:40 am to musick
It's not as bad as people make him out to be. Paired with a bastion yes Torb is OP, but the turrets are easy to take down if your team works together.
I do think they you shouldn't upgrade to level 2 almost immediately. You should have to provide a certain level of support or eliminations before you can upgrade it.
I do think they you shouldn't upgrade to level 2 almost immediately. You should have to provide a certain level of support or eliminations before you can upgrade it.
Posted on 7/7/16 at 10:49 am to burgeman
I dont find him OP at all. On the consoles he is, but on the PC its fairly easy to counter him.
Posted on 7/7/16 at 10:58 am to J Murdah
One torb is not op, 3 torbs are
Posted on 7/7/16 at 11:18 am to Tedock
Torb isn't that bad, he's way beatable. Although a crafty Torb can be annoying, and that's how I try to play. Sometimes as an attacking Torb.
Posted on 7/7/16 at 11:20 am to J Murdah
quote:
I do think they you shouldn't upgrade to level 2 almost immediately. You should have to provide a certain level of support or eliminations before you can upgrade it.

Someone told me he's getting nerfed soon
Posted on 7/7/16 at 11:50 am to J Murdah
It should use scrap to upgrade.
Posted on 7/7/16 at 12:31 pm to Displaced
quote:
It should use scrap to upgrade.
Would be a problematic change, they'd probably have to increase HP overall at both stages. A single tracer grenade, a couple of sniper shots can take it out even at level 2. If you have to stop tending it because you have to go out and collect scrap, that's a huge problem for the quick setup which is balanced by low HP/armor.
The other problem is the only source of scrap at this moment are kills. They might have to consider allowing Torb to pickup scrap from other sources (ANY deployable, grenade, thrown item, etc.) or create scrap spawn points on every map.
This post was edited on 7/7/16 at 12:35 pm
Posted on 7/10/16 at 2:05 pm to Freauxzen
After a rar game where I didn't have to heal, I have to say I'm really disappointed in all my past DPS teammates. I played as 76 and wrecked 3 Torb turrets easy. They should never be a problem.
Posted on 7/10/16 at 2:56 pm to Wanderin Reb
I wish they would take the bunny hopping out of the game.
I have always hated bunny hopping in an FPS.
I have always hated bunny hopping in an FPS.
Posted on 7/10/16 at 7:49 pm to SG_Geaux
Who can bunny hop besides a PC Lucio?
Posted on 7/12/16 at 1:18 pm to Wanderin Reb
The 22nd Overwatch hero is Ana, a long-distance healer
Sleep Dart note: I've read elsewhere that the enemy will wake up if damaged.
Main fire: Biotic Rifle, shoots darts that heals allies or does ongoing damage to enemies. She can use her scope to zoom in on targets.
Abilities: Biotic Grenade and Sleep Darts
Ultimate: Nano Boost
quote:
The scoped weapon is a multifunctional support tool, with any shots fired restoring the health of allies but dealing damage over time to enemies.
Ana also carries around a sidearm that fires Sleep Darts. It's not clear how long the effect lasts, but it should give her the breathing room to get away when the enemy team presses too close.
When she needs to heal a crowd, Ana has the ability to toss out a Biotic Grenade. Its blast area is relatively small but heals any ally caught in the blast while also temporarily boosting the efficacy of healing from any source.
The Biotic Grenade also has offensive utility, damaging foes caught in its blast. More than that, it also temporarily prevents them from being healed.
When all else fails, Ana can always turn to her ultimate ability, Nano Boost. It temporarily turns teammates into super-soldiers, boosting their speed, damage and damage resistance. From the look of the video above, Nano Boost is a targeted ultimate that may only affect one ally — though it's not clear.
Sleep Dart note: I've read elsewhere that the enemy will wake up if damaged.
Main fire: Biotic Rifle, shoots darts that heals allies or does ongoing damage to enemies. She can use her scope to zoom in on targets.
Abilities: Biotic Grenade and Sleep Darts
Ultimate: Nano Boost
This post was edited on 7/12/16 at 1:33 pm
Posted on 7/12/16 at 2:03 pm to Wait For It...
Looks like she'll be Fun to play.
Posted on 7/12/16 at 2:49 pm to Wait For It...
quote:
The scoped weapon is a multifunctional support tool, with any shots fired restoring the health of allies but dealing damage over time to enemies.
Ana also carries around a sidearm that fires Sleep Darts. It's not clear how long the effect lasts, but it should give her the breathing room to get away when the enemy team presses too close.
When she needs to heal a crowd, Ana has the ability to toss out a Biotic Grenade. Its blast area is relatively small but heals any ally caught in the blast while also temporarily boosting the efficacy of healing from any source.
The Biotic Grenade also has offensive utility, damaging foes caught in its blast. More than that, it also temporarily prevents them from being healed.
When all else fails, Ana can always turn to her ultimate ability, Nano Boost. It temporarily turns teammates into super-soldiers, boosting their speed, damage and damage resistance. From the look of the video above, Nano Boost is a targeted ultimate that may only affect one ally — though it's not clear.
Do want.
Posted on 7/12/16 at 3:06 pm to Freauxzen
New patch announced
quote:
The patch notes are quite a journey, but the gist is that a bunch of heroes’ ults now take more effort to charge because self-heals now contribute, D.Va, Zenyatta, and McCree got buffs, and there’s now a one-of-each-hero-per-team limit in competitive mode. Here are some stand out bits:
General
Self-healing abilities now charge ultimate abilities. As a result, some heroes’ ultimate costs have been adjusted (see below).
Bastion
Configuration: Tank
-Ultimate cost increased by 10%
D.Va
Defense Matrix
-Cooldown decreased from 10 seconds to 1 second
-A new resource meter has been added. This meter will deplete while Defense Matrix is active and then recharge when it’s not in use.
-Defense Matrix takes 10 seconds to reach full charge from empty
-At a full charge, Defense Matrix will last for 4 seconds
-Defense Matrix will now remain active as long as its assigned hotkey is held
-Defense Matrix has been reclassified as an alternate fire and is now bound to RMB (by default)
-An option to “Toggle Defense Matrix” has been added under Options > Controls > D.Va
-Self-Destruct Ultimate cost decreased by 15%
-Explosion delay reduced from 4 seconds to 3 seconds
-Explosion no longer damages D.Va (the player who activates it)
Lastly, Zenyatta is receiving a big shield buff, projectile speed improvements, and an ult boost.
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