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#team renhardt
iron-oak · 5 years
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It's finally done, spend so much time on this but I think it paid off! I'm at the end of season 2 now and just...hnng love them so much
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Overwatch League Week 7: The Reason the Houston Outlaws Lost to the Philadelphia Fusion
I don’t know about you guys, but Overwatch League still feels like a novelty to me. How about you?
Today’s match-up was between the Houston Outlaws and the Philadelphia Fusion. As a full disclosure, I earlier predicted that this match would go in the Outlaws’ favor, 3 - 1.
At the end of the second map, Houston was up, 2-0. Though both teams played excellent offense against each other on Volskaya and Nepal, Houston looked a bit more coordinated and fluid. During their first push on Nepal, they utilized a complicated Renhardt-Lucio-Bastion combination. Lucio boosted the other two into position, allowing Reinhardt to defend the Bastion wherever he went. The commentators pointed out that Houston’s Bastion pumped out over a thousand damage in the first few seconds of the first team fight, and he continued to harass and harry Philadelphia long afterward.
That was what struck me during the first few maps. Though Fusion put up a good fight in every map, Houston seemed much more practiced as a unit. This allowed them to try off-meta, yet effective, compositions, ultimately shocking and surprising Fusion during crucial moments.
At the same time, Fusion put up a fierce fight on Hollywood, the third map. Indeed, after they captured the payload, they tried a unique strategy in ignoring it completely and sending their entire team to go flank the Outlaws. This strategy proved surprisingly effective; once the Fusion had secured a few picks, they regrouped by the payload and pushed a bit longer before breaking off and flanking again. The Outlaws hadn’t managed to push their own payload all the way to the second point, so the Fusion ultimately captured the payload deep into overtime.
This left the score at 2-1 in favor of the Outlaws, and tensions were high as the two teams met on the fourth map. It truly felt as though either team could win the next map. For Houston, that would mean an overall victory; for Philadelphia, this would mean a chance to tie the game and take it into the tiebreaker.
The fourth map was Route 66, with the Outlaws starting off on offense. They ultimately didn’t push the payload even to the first point, coming just short as they consistently failed to deal with Fusion’s Shadowburn, who was playing pre-patch Sombra. Shadowburn consistently kept his teammates alive via hacked health packs, along with focus-firing the Outlaws’ Zenyatta to devastating effect. Shadowburn’s multiple EMPs also kept the Outlaws from being able to consistently push the point, leaving them defenseless before the Fusion’s counter assaults. Finally, when it came time for Fusion to push, they didn’t have far to go. The Outlaws’ own Sombra was unable to use EMP to as great an effect, and Philadelphia secured the payload with more than half a minute to spare.
This left the score at 2 – 2, with the final map serving as a tiebreaker. The Outlaws had won the previous Capture Point map with ease, though after two lost maps, they lacked that same vision of unity and coordination they’d demonstrated earlier in the map. It was hard to tell if the Outlaws had underestimated their opponent, or if they were just feeling fatigue, but it looked as though the Fusion were set to win the next map and the match overall.
The final map was set on Ilios, with the match-up starting on Ruins. After a fierce back and forth, with the clock hovering long into overtime, the Fusion ultimately won, putting them one round closer to the overall win. The next round was set in Lighthouse, and the Outlaws started off with a fierce offense, getting four picks within seconds and allowing them to take the point first. When Fusion’s Boombox, playing Zenyatta, managed to burst down Outlaw’s Jake, playing Tracer, the Fusion managed to overturn the point, but not after the Outlaws had 72% captured. The Fusion held the point for much longer, and looked like they might capture it altogether, but then the Outlaws came in with an aggressive assault and overturned it right when the Fusion had secured 99%. The Outlaws made up the difference, and when the Fusion split up and allowed themselves to be picked off, the Outlaws had tied the last map, 1 - 1 in terms of rounds.
The last round was on Well, and for a moment, it looked like the Outlaws would win it all. They’d pushed the point nearly to 99%, and Fusion was all but eliminated. Only a few Fusion players were left struggling to contest, but one Fusion player was all they needed.
In the end, Fusion’s Shadowburn won the game for his team. The Genji player activated his Dragonblade at a perfect moment, successfully focusing the Houston supports right before Houston finished pushing to 100%. This allowed his teammates, straggling in from their spawn point, to mop up and capture the point for the last time. Though the Outlaws tried one last push, the Fusion had the upper hand in terms of positioning, and they didn’t have to work hard to keep the Outlaws back.
At the same time, though Shadowburn’s ultimate greatly aided Fusion’s last push, both teams played well on that last map. Houston managed to overcome their slump and played better, and Fusion kept up their steamroll. If anything gave Fusion the win, it was the third map, Hollywood. I honestly think the Outlaws were feeling too confident with their 2 - 0 lead, and they underestimated the Fusion’s determination. Once Houston’s confidence was shattered in the face of a lost map, they didn’t seem to know how to recover.
Regardless, the end result was 3 – 2 in favor of the Philadelphia Fusion, who blew my expectations for them clear out of the water. Good work, guys.
Zachary out!
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simon-newman · 7 years
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Overwatch patch 1.12
The patch will be implemented on Tuesday and so for is the patch I’ve waited for the most.
Why?
1) Reinhardt anniversary bug fixed.
>As Reinhardt’s main I didn’t even bother with qualifications for new season so far. After last update Reinhardt’s abilities got a bit “laggy” - the hammer calculated damage too late - giving enemies time to escape it’s range.
Sometimes the knockback applied first - you were essentially pushing enemies away from your range before dealing damage.
It wasn’t unusual for an enemy to survive 3-4 swings at point blank range with less than 50 hp due to them outmaneuvering the hammer before they got damage (or me turning too early to face different opponent).
Earthshatter and Charge also left a lot to wish for. My average charge kills went down from 5 to 1-2 per match recently and earthshatter...
Well - it was intentionally changed to some degree to prevent hitting airborne enemies (jumping Genji) but it gets ridiculous at times. I’ve seen it stopped by a single stair or fail to stun people held by Zarya’s ultimate. It remains to be seen if fix will make those work again.
2) McCree’s Ultimate boost.
Now. McCree is my 2nd main and while I hold an unimpressive 46% winrate I am slowly improving - the goal is to reach 60 hours of McCree gameplay this summer.
What I learned quite fast is that his ultimate is more of a jump scare than a weapon.
Sure - it can wipe out an entire enemy team and I got a quintiple once or twice but the preparation time is a death warrant in most cases.
If enemy team is organized and/or your team is not then chances are you’ll die before firing it.
However - on more than one occasion I managed to scare off enemies even without having a clear shot on them.
Big teamfight on the point? Just stand behind the corner where you can see one or two enemies and ult. Chances are the remaining four will panic - unable to see where you’re aiming from. Shit - I’ve seen enemy teams clearing the point to escape Deadeye I didn’t even aim at them.
This being said - the boost will make Deadeye charge a bit faster on initiation.
With this in mind it’ll be possible to swiftly kill some low-heath targets before they can react to your ult.
3) Hog bullshit damage lowered.
Now don’t get me wrong.
I don’t play hog much. I do play a lot against him.
The point is - hook is a lot easier to land than say... Reinhardt’s charge.
This in most cases allows skilled hog to instakill a single target and give his team an advantage.
What pisses me off even more is the concentrated headshot damage.
I’ve seen numerous times that hog can two-shot me as Renhardt.
Shit - it happens sometimes that right after charge Hog can fire point-blank at Reinhardt’s head - sometimes killing him in one blow.
That’s a tradeoff 300:500 in damage and Hog can heal those 300 immediately after.
My solution since forever was to take away headshots from hog’s weapon.
We’ll see how simply lowering his damage will work for this.
Hopefully - no instakills on charging Reinhardts from now on.
Things I’d like to see fixed/changed in future:
1) Hog’s hook cancel. (say you stun Hog as McCree when he throws his hook - the hook will disappear but still pull you/the ally to hog + McCree’s stun is short enough for Hog to attack normally after hook effect takes place. Basically - stunning hooking Hog does nothing aside from interrupting animation).
2) Speaking of Hog’s hook... (The duration you’re effectively stunned by hog’s hook is ridiculous. See the example above - it holds you for almost as long as McCree’s stun in place where you’ve been hooked, THEN you get pulled half the map towards hog unable to do a thing and THEN you’re stunned for a bit so that he can fire at you once. Allowing say... shooting while hooked would make it less broken imo)
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fiightingdreamers · 7 years
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ramencerberus replied to your post: i think im gonna pretty much exclusively play...
We were talking about how we’re usually bad on KoTH maps mainly bc we play a lot of squishies.
Also I think zarya works a lot better for our team as a tank too because you and jesse are very flank heavy, so intead of trying to keep up as renhardt i can just FEED off of it as zarya
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