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I am a 6 years player who stays in master rank and sometimes hit the grandmaster rank years ago. Though i do a lot quickplay now, i am still happy and excited to share my view of How to get Lucky in OVERWATCH . Here you go.
First Principle: kill the enemy team within the 10 seconds u met
with the environment + your skill + teammate (the biggest part of overwatch compared to other game: one can influence the teammate a lot by multiple the team performance. which is a pro and also a con)
and the enemy can couter you with the same thing.
both team are like accumulating points to get people killed... a threshold that a player stop to add status to the game, a bottleneck.
there are element that affect the score:
the most important part is WHICH TEAM WIN
team:
whose bottleneck died first
whose team multiply works bigger: 3 gold people wont work out as efficient as 2 master player. which team get better combo like anna + rein (while anna and rein both dont die easily)
and since the playmode is capture point or somthing: literally team battle again and again, another thing is
which team can manage to survive more team fight with their ultimate
also individual part that can affect the team battle:
who win the 1 on 1
who kill the bottleneck faster / protect him better (dont blame your teammte, blame yourself)
who is the big brother that smash every enemy
usually the individual action can take a big impact since its multiplying not adding (if you zen is poor player, but u are zarya that give him bubble all the time and kill the genji on his face, you wins two side: preserve your own point while decrease the enemy's point). Though there are sometimes you feel like you are the only one doing the job: that lose is a lose, dont need to blame yourself.
more techinially, these are elements that affect kill or live
position
mcree/ junkrat hide in the corner ++ hiding rein huge smash
stun/sleep/shatter: hard position
dragon push enemy to easy shot position
high ground advantage cause high ground is like a safe cover
cover: thats why people hate 2pc. The cover is not balanced. remeber the moonbase and paris? dumb map.
dmg(including orb or weaken/ purple) + heal + shield(all counter to dmg) balance.
calculate it and you will know where to break in.
teams can retreat and hide to restart the score competition, but when someone has the ultimate its easily broken: one side would all have health low to the death line and llose.
aim + ability mastery. poor individual performance
thats why headshot matters: tons of dmg to make people die
and no empty ability means more scores, and counter the enemy
choose the target
who is the bottleneck?
who is the most easy to kill?
remember teamwork in ow is multiply game: its always more useful to get more kill rather than kill someone specifically. You may encounter this when the other team has a pocket smurfing mcree while your entire team cant kill him and lose.
Second Principle: game brain:
you are not playing alone. you need to predict the enemy as well as your teammate, for example:
did you stay in the healing range of your healer as a tank? did you escape back to your healer as dps
their mcree is disappearing... where i should watch out? where i should stand?
each operation is like
decision making (+- dmg)
individual skills (+ dmg|| zero)
teamwork (+ dmg|| zero)
enemy skill and teamwork (-dmg)
And you get a score! if the dmg exceed the targeted players health: you get a kill. Also if the dmg is negative, you died.
sometimes, there is not a lot of options you can choose. But there are also a lot of important options you must choose, like save your movement ability or stun. so the game is depends on your teamwork, as well as the individual skills. A smurf mcree who dont watch out for his mercy wont rank up easily too.
You may also have amazing skills but bad decision making. sometimes you can kill a lot but would be hold back for two round and lose. Remember, the guys who consistently multiple the score enough to get the kill will win. Thats also why sometimes team with less dmg win, cause the losing team doing a lot dmg, only to get healed up.
I am a 6 years player who stays in master rank and sometimes hit the grandmaster rank years ago. Though i do a lot quickplay now, i am still happy and excited to share my view of How to get Lucky in OVERWATCH . Here you go.
First Principle: kill the enemy team within the 10 seconds u met
with the environment + your skill + teammate (the biggest part of overwatch compared to other game: one can influence the teammate a lot by multiple the team performance. which is a pro and also a con)
and the enemy can couter you with the same thing.
both team are like accumulating points to get people killed... a threshold that a player stop to add status to the game, a bottleneck.
there are element that affect the score:
the most important part is WHICH TEAM WIN
team:
whose bottleneck died first
whose team multiply works bigger: 3 gold people wont work out as efficient as 2 master player. which team get better combo like anna + rein (while anna and rein both dont die easily)
and since the playmode is capture point or somthing: literally team battle again and again, another thing is
which team can manage to survive more team fight with their ultimate
also individual part that can affect the team battle:
who win the 1 on 1
who kill the bottleneck faster / protect him better (dont blame your teammte, blame yourself)
who is the big brother that smash every enemy
usually the individual action can take a big impact since its multiplying not adding (if you zen is poor player, but u are zarya that give him bubble all the time and kill the genji on his face, you wins two side: preserve your own point while decrease the enemy's point). Though there are sometimes you feel like you are the only one doing the job: that lose is a lose, dont need to blame yourself.
more techinially, these are elements that affect kill or live
position
mcree/ junkrat hide in the corner ++ hiding rein huge smash
stun/sleep/shatter: hard position
dragon push enemy to easy shot position
high ground advantage cause high ground is like a safe cover
cover: thats why people hate 2pc. The cover is not balanced. remeber the moonbase and paris? dumb map.
dmg(including orb or weaken/ purple) + heal + shield(all counter to dmg) balance.
calculate it and you will know where to break in.
teams can retreat and hide to restart the score competition, but when someone has the ultimate its easily broken: one side would all have health low to the death line and llose.
aim + ability mastery. poor individual performance
thats why headshot matters: tons of dmg to make people die
and no empty ability means more scores, and counter the enemy
choose the target
who is the bottleneck?
who is the most easy to kill?
remember teamwork in ow is multiply game: its always more useful to get more kill rather than kill someone specifically. You may encounter this when the other team has a pocket smurfing mcree while your entire team cant kill him and lose.
Second Principle: game brain:
you are not playing alone. you need to predict the enemy as well as your teammate, for example:
did you stay in the healing range of your healer as a tank? did you escape back to your healer as dps
their mcree is disappearing... where i should watch out? where i should stand?
each operation is like
decision making (+- dmg)
individual skills (+ dmg|| zero)
teamwork (+ dmg|| zero)
enemy skill and teamwork (-dmg)
And you get a score! if the dmg exceed the targeted players health: you get a kill. Also if the dmg is negative, you died.
sometimes, there is not a lot of options you can choose. But there are also a lot of important options you must choose, like save your movement ability or stun. so the game is depends on your teamwork, as well as the individual skills. A smurf mcree who dont watch out for his mercy wont rank up easily too.
You may also have amazing skills but bad decision making. sometimes you can kill a lot but would be hold back for two round and lose. Remember, the guys who consistently multiple the score enough to get the kill will win. Thats also why sometimes team with less dmg win, cause the losing team doing a lot dmg, only to get healed up.
In that case, if you guys can get the easy kill first, or his weak part (like the dumb mercy pockets him or a dumb tank in his team): things will turn. Its like beat their weaker part with your strong part, while try to minimize your weaker part.
Fun story: that's how 303 goat works. less aim, more team collaboration, team choice. a switch from aim game to moba game.
and the team sense... you are a good anna but not healing another support? nope. again you need to calculate the circle dmg(including orb or weaken/ purple) + heal + shield(all counter to dmg) balance. , ensure you team at least in a balance, not easily broken
just be careful: who is the winner is the one who kill someone first. even though team with bastion may have better push at first, as long as the opponent team catch the chance and kill the tank or bastion, bastion is no use with his high dmg.
all in all, which team can take the most chance to kill over and over again.
In that case, if you guys can get the easy kill first, or his weak part (like the dumb mercy pockets him or a dumb tank in his team): things will turn. Its like beat their weaker part with your strong part, while try to minimize your weaker part.
Fun story: that's how 303 goat works. less aim, more team collaboration, team choice. a switch from aim game to moba game.
and the team sense... you are a good anna but not healing another support? nope. again you need to calculate the circle dmg(including orb or weaken/ purple) + heal + shield(all counter to dmg) balance. , ensure you team at least in a balance, not easily broken
just be careful: who is the winner is the one who kill someone first. even though team with bastion may have better push at first, as long as the opponent team catch the chance and kill the tank or bastion, bastion is no use with his high dmg.
all in all, which team can take the most chance to kill over and over again.
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