I’m trying to find a good reason to pick Mcree over soldier 76 if it boils down to playing to win. I love using Mcree but after trying both him and S76 out extensively I just feel like the latter is better. The damage falloff from peacemaker feels very harsh, coupled with the fact that you get 6 shots. Just this morning a match ended as I pelted a mei at a bit beyond mid-distance so I got to see the slow-mo of it; it took THREE headshots to take her down. See, as soldier you can reliably damage individuals and groups(not to mention you don’t have to worry about recoil or jack shit) and even if you’re not in proper range to kill you’ll still be chipping away at health bars. On a 1-1 situation you can just run away with your superior mobility and heal around a corner. With Mcree you either commit to killing or hope that the combat roll will somehow get you out of a tight situation. If backup arrives you’re pretty much fucked, while again, with soldier you can run away and/or use the missiles.
So as much as I enjoy clint eastwood I find I can do everything he does and better with Mr. COD. Thoughts?
McCree is better at shutting down Tracer. Flashbang+fan fire. The burst damage on that shit is so good you can basically guarantee a kill at close range on majority of the cast, especially if you sneak up on em. Hanzo, widow, soldier, bastion, Torbjorn and his turrets, so on and so forth. He can’t do the same to Roadhog and Reinhardt, but he can hurt them enough to make em retreat unless a healer is around. If I had to relate McCree to a character from another game, he’s probably close to Arachne in Smite. He’s best hanging around in the wings not directly in the fight, but when he decides to dive in he can usually kill anyone of his choice given they don’t immediately see him coming. His major downfall is play style predictability. A good McCree will almost always start a close rang encounter with flashbang, which is usually his undoing against Genji, D.VA, and Zarya. Genji can deflect the flashbang at him and use the opening for himself, D.VA, can just delete the flashbang and bullets, Zarya can absorb everything for damage buff. If his flashbang is nullified, or he misses fan fire shots, he is very likely to be killed because he has absolutely no escape tools.
Soldier is better at front line combat and survivability. He can take people from a farther mid-range where he excels, but not as effective at the point blank fights as McCree is. He can keep himself in the fight for a much longer time due to his healing ability and unlimited sprint. He can be a complete nuisance to the other team with his aimbot ult too making people scramble to get out of range of his bullets that can’t miss. This is all from the receiving end of soldier though because I don’t play him. Don’t have anything more to add to thoughts on him on that note.
Personally I think they are meant to play completely different roles.
When I read this post, I can’t help but think you’re 12 because this sounds like something a completely different generation from mine would say. :lol:
I actually do agree with everything you said, but I’m referring 76’s superiority in the general game, not in isolated situations. 1 on 1, yes, Mcree can destroy most of the cast and you can also do good from shooting at mid range while your team deals the brunt of the damage/defense. But again, in my own experience I find I can do this with 76 too. A lot of folks are saying that his spread and damage becomes bad at a distance but i’ve had little to no trouble killing people from afar. As I mentioned earlier, his 0 recoil aim makes it incredibly easy to do so regardless of the damage falloff. A big aspect of what I think makes him better is that he’s more versatile in the end. If the game were a team deathmatch then things would be a lot different, but flanking does not really provide anything of great value to your team if say, you’re trying to defend an objective, because you’re only fending off 1 player at a time.
Not saying that Mcree is bad, no, he’s good and fun to use but I think his overall utility as an attacker is not versatile and helpful to the team as 76/hanzo/tracer.
In closed beta, a long time ago, I was trying out Mei, and she can be legit on offensive payload. Your ice wall can really close some paths off that people like to snipe/assault from, giving your team the ability to push the payload just far enough to get around some of these chokepoints. Granted I don’t do it much anymore, but to think shes useless on offensive payloads is silly.
Depends on how much you care about winning and improving as a player. The game is designed around counter picking on the fly, so if you “main” a hero you will have a hard time making an impact for the team. Really up to you, although I don’t recommend playing ranked play when it comes out if you don’t want to learn play a lot of the cast.
Regarding McCree vs Solider, I think McCree just has a higher skill cap when it comes to fighting at mid range and executing his gameplan. His primary fire does respectable damage but you need to be able to consistently land shots, where as Solider is easier to consistently do damage with. McCree is pretty flexible in his game plan, even if he might be predictable. Frankly, it’s hard to stop McCree executing his gameplan. Challenging him up close is difficult because of fan the hammer, flashbangs, and rolling. He doesn’t have any hard counters at his effective ranges, and he shreds tanks.
You need a lot of situational awareness to make the best out of McCree’s kit. You need to be aware of where every enemy hero is if possible so you know how to execute your game plan, whether you’re in the front lines or flanking. Knowing who to priotize to each situation is pretty key with McCree, more so than other heroes. Flanking definitely has its merits, but it can be harder to execute than fighting in the front lines. It’s important to harass back lines to split up the fights, destroy potentional stationary defense, and keep the enemy team honest.