Yeah I never seen defense as important as in that mode. Mei’s ice wall is kinda brilliant here as well.

Mercy looks like Azula from The Last Airbender in her Phoenix event skin.

Defense is still pretty pointless in the new CTF. The only moment when you would want to go with a defensive comp is when you’re 2-0 and you want to stall until the end. The best strategy is simply to push all 6 together, if you win the fight you can have one person escorting the flag carrier and the rest just snowball and pick the new flag as it respawns. I’ve seen people go full cancer when they were losing and well, they couldn’t obviously score any point.
Quad tank+Moira+Lucio seems to be the standard at this point; have Hog take the flag, bubble him with Zarya and he can just gtfo while vaping. There’s not much you can do about that.

I’m still not very fond of this game mode, although the new map for it is very pretty.
Also it’s pretty hilarious seeing the Tracers/Sombras/Lucios trying to backcap by themselves, then ending up using recall/translocator/speed boost and dropping the flag.

Try to give CTF another try and went 1-2 lol it was kind of more fun then before, but at least i didn’t have any matches that ended in a tie … or went up against a cancerous team that would just spawn camp their flag camping.

To simplify, movement isn’t tied to pressing / holding one button like in Overwatch. It rather follows the route of Quake and other old-school shooters that didn’t try to simplify the mechanics.

That’s all there is.

So if Reaper was in TF2 you could go Wraith by tilting the stick all the way?

More like you would be able to run faster in wraith if you press jump+strafe and move your mouse in a certain direction at the same time.
The only movement options that are somewhat similar to Quake or TF2 in OW are helix jumping with Soldier and conc boosting with Pharah, but they are both limited by the long cooldowns on those abilities. Rocket jumping with Pharah (or Zarya who can do the same) is very easy and linear since you can’t really decide the angle at which you’re launching yourself up. Also with the amount of damage you take from a single rocket jump you are not encouraged to do multiple ones.
This is one of the main reasons why I like Junkrat, since at least with the double/triple mine you can be more creative now with your mobility. But still, you can’t even launch yourself horizontally with a mine, it will always boops you vertically no matter where you place it and how far you are from it.
Quake and TF2 are probably the closest games to OW in terms of pace and mechanics, yet if you played any of them you can feel how much Blizzard purposefully limited the skill ceiling to appeal the casuals.

I mean, on one hand I understand the desire to have a higher skill ceiling. On the other hand, a big feature of the game is hero-switching. If the heroes had high mechanical skill ceilings, either they would have to be transferable to each other or it would discourage a basic feature of the game. It also makes the game more viewer friendly, as “use blink to cross through the opponent” is easier to follow than “have an in-game seizure to be harder to hit”.

“When going up against the Spitfire, their biggest problem was the Junkrat - so they thought, why not use Junkrat ourselves?”

Just came back to post about how Junkrat is about as dumb as Abigail being top tier in SFV

I love characters who make skillgaps irrelevant

Meanwhile Tracer…

I don’t know about PC but Tracer has been broken on console since day one and nobody ever talks about it. The moment one team has a good Tracer it’s auto-win because she steamrolls everyone and her only ‘counter’ is being discorded and getting hit by some stray bullets. Maybe on PC McCree can kind of work but then again she can finish off 200 health characters with one clip so I don’t know.

Pick Torb for unavoidable damage and armoring key targets against her.

Maybe I’m just playing bad tracers because I’m in gold. But as Winston im able to give her a hard time. I don’t hard counter her but I am able to minimize her effectiveness.

Landing a melee jump pack landing combo puts her at less than half health forcing her to recall right away. And bubble will negate some damage. They usually respect my space and leave the backline alone, unless they see I have used my abilities.

Yes, you’re playing bad Tracers.
And yes, Tracer is a problem on PC too. There’s a reason why there have been 4-5 Tracer mains in top 10 in every region during the last 5 seasons. She just goes under the radar because she’s considered as a high skill hero, even if other high skill heroes don’t have such high dps and 4 chances to escape everything.

Would be nice if there was a good cqc mechanic instead of the crappy melee attack. Would do me wonders if mobile targets.

Doomfist
Who cares if it’s hard to hit, you only have to hit them once

But we’re pressing a button to initiate Wraith, right?

I mean I generally agree with you, but after a mere question even you adjusted to include that an input would be required.

Nothing wrong with streamlining mechanics.

*Sombra is a solid counter. Hacked Tracer is a useless character, and once she’s been hacked twice or thrice they typically change up their style. *

Pretty much this.

My earlier post was way too vague and pissed off in order to describe what I was up to.

Tracer will probably move out of hack range as long as she starts hearing the hack sound cue. Although with the shorter cast time that will come soon on PTR even she might start having issues.

The fact is that it limits the skill ceiling considerably. In Quake strafe jumping will increase your movement speed dramatically, so those who master the technique will be able to move through the map faster and in erratic ways while the others won’t. In OW though all movement abilities have predictable patterns or are heavily limited by their cooldowns. There’s no difference between the Bronze and the T500 Genji in how Swift Strike works, the only difference is choosing where to use it and aiming it decently.
Like man I love Pharah’s mobility, but why is conc on a 12s CD while Junkrat has two mines on 8s CD each? Why does a single rocket jump take away 20% of my HP and Junkrat takes no damage off his own conc mines? Why can’t I boost myself off walls to rocket jump horizontally and not just vertically? Why does it take ages to fall down and I have no way to control that? So many things that limit your creativity in how you use the environment to move around.
Honestly I think half of the reasons people started playing dive is that with those heroes you feel you can go the fuck you want. I know for sure that mobility is one of the main reasons many people main Mercy.