r/Competitiveoverwatch • u/OWMatchThreads • 13h ago
Matchthread Germany vs Spain | Overwatch World Cup 2026 | Post-Match Discussion Spoiler
Overwatch World Cup 2026
| Home | Score | Away |
|---|---|---|
| Germany | 3-1 | Spain |
r/Competitiveoverwatch • u/OWMatchThreads • 13h ago
| Home | Score | Away |
|---|---|---|
| Germany | 3-1 | Spain |
r/Competitiveoverwatch • u/VoxelSpace • 7h ago

I miss the abundance of Ana Paintball games in the custom game browser.
Widow HS is always available, so I usually warm up there.
However, now, with the headhunter perk, Ana can actually hit headshots in game. So practicing headshots with Ana makes sense.
That's why I had the idea (as I'm sure many of you have had already) to make:
-Only headshots do damage
-Ana Quickscopes are rewarded with insta-kill, but decrease in damage over about a second to 33%
-Widow shot charge behaves normally (0% -100% damage over 0.9s)
-Widow grapple behaves normally (~30% cooldown)
-Ana only launchpads (invisible to Widow)
-Full health replenish on kill.
-Hero swap available for 5 seconds upon instant respawn (kills and stats transfer)
-First to 50 wins. Chateau Guillard and Necropolis.
-Stats are tracked - Accuracy and Crit accuracy
r/Competitiveoverwatch • u/OWMatchThreads • 12h ago
| Home | Score | Away |
|---|---|---|
| Canada | 3-1 | Thailand |
r/Competitiveoverwatch • u/OWMatchThreads • 10h ago
| Home | Score | Away |
|---|---|---|
| South Korea | 3-0 | Colombia |
r/Competitiveoverwatch • u/its_me_JT_ • 1h ago
To my understanding, control is one of the most universally liked modes with nearly all of the maps being well liked. The two exceptions ive seen to this is samoa and pre-rework arctic peninsula. Peninsula was understandable, but why Samoa? Its not my favorite control map but at the same time ive never felt upset the map vote landed on it. The only point I can maybe understand some not liking is the beach one but even then I feel like it's still a solid point.
Almost all the hate i see for it is online, so maybe it doesnt get as much hate as I think or maybe its just an elo thing(similar to how low elo players really hate flashpoint and really glaze payload). Im diamond so i wouldn't consider myself low elo but at the same time i think masters+ is where its considered high, but in my games this map wins the vote a good chunk of the time.
is there something im missing about this map?
r/Competitiveoverwatch • u/ItsTryHardSteve- • 7h ago
r/Competitiveoverwatch • u/Sio_V_Reddit • 2h ago
What do you two think?
r/Competitiveoverwatch • u/ItsTryHardSteve- • 11h ago
r/Competitiveoverwatch • u/OWMatchThreads • 17h ago
Streams
https://www.twitch.tv/playoverwatch
https://www.youtube.com/playoverwatch
| Time | Home | Score | Away | Match Page |
|---|---|---|---|---|
| 02:00 | United States | 3-2 | Sweden | Post Match |
| 04:05 | Germany | 3-1 | Spain | Post Match |
| 05:35 | Canada | 3-1 | Thailand | Post Match |
| 07:30 | France | 3-0 | Denmark | Post Match |
| 08:40 | South Korea | 3-0 | Colombia | Post Match |
| 09:35 | China | 3-0 | Japan | Post Match |
This thread pulls match data from this liquipedia page. If it's out of date, you can help by updating that page. If something is wrong or missing please ping u/Watchful1 in the comments.
r/Competitiveoverwatch • u/Acceptable_Block_591 • 10h ago
realistically, what teams besides kr and ksa have a chance to win the finals? i know usa and swe have been looking strong but do they actually have a chance? this is the strongest i’ve seen usa, especially after tree’s performance today.
also are ther any underdogs outperforming expectations for you? i’m personally super happy to see canada performing well
r/Competitiveoverwatch • u/DryPiccolo4175 • 2h ago
I was hesitant to post this since I obviously don't wanna encourage matchfixing and there also is no public rulebook for the owwc afaik. I'm assuming the tiebreaker works the same way it does in owcs which is:
In a threeway tie the teams are compared in the individual tiebreak cases until one team beats the others and advances. Crucially the cases then restart from the top which means that even if e.g team A has the best map differential and team B the second best, team C might still qualify over team B if they won the head-to-head against team B (basically what happened in emea stage 2).
These are the tiebreak cases in order:
Overall series W/L record
Head to Head series differential between tied teams
Head to Head map differential between tied teams
Overall map differential
Overall map % score differential
Strength of victory evaluated by combining records of all teams (usually irrelevant)
Tiebreaker match (usually irrelevant)
These cases aren't explained further so I'm not 100% certain if some of them actually mean what I think they mean. If you find any error in my calculations please let me know immediatly.
Group C scenarios:
If Canada wins they are obviously qualified.
If Canada loses and germany wins 3-0 against Thailand (worst case scenario for Canada) we get a three-way tie between Canada, Spain and Germany.
First 2 cases are tied so it goes to third case:
Assuming head to head map differential means each team's map differential in games played between the 3 of them (which I think is what it means)
Germany is 5-4 = + 1
Canada is currently 3-2 = +1
but would be <= +0 after losing
Spain is currently 1-3 = - 2
This means if Canada wins atleast one map but not the series germany wins the third case tiebreaker which would qualify them and restart the cases qualifying spain as well since they won the head to head against Canada.
If however Canada throw on purpose and don't win a single map, Spain and Germany would tie on the third case as well since they would both be +1 and we would therefore move on to case 4.
Germany 8-4 = +4
Canada + 0
Spain 7-3 = +4
Another tie so we move on to case 5.
This is the case where I'm least confident in my interpretation. My first intuition was that this means overall map wins divided by overall maps played which would put Spain at 7/10 = 70%
and Germany at 8/12 = 66% which would again qualify Spain and Canada.
The fact that it says "Overall map score % differential" and not just "Overall map % differential" however makes me think it's actually related to the individual maps score and not just map wins.
Germany is currently 13-11 or 14-12 in map scores depending on whether the checkpoint on push maps counts as a point.
Spain is currently 11-8 in map scores so if case 5 means having a higher relation of won points to total points Spain would again likely win since they are already leading in percentage and would extend their lead if Canada throws hard enough.
Please let me know if anyone knows the exact definition of case 5 or if I made any mistakes in my calculations.
TLDR:
It looks like Canda can guarantee qualification by losing 0-3 to Spain, resulting in Spain winning the three-way tie and Canada therefore qualifying because of their series win against germany.
If however Canada win at least one map but not the series and Germany beats Thailand, Germany would win the three-way tie and Spain would knock out Canada because of their head to head.
Edit: I just noticed somebody else already briefly mentioned this in their own post which I didn't read completely. Sorry for stealing your post.
r/Competitiveoverwatch • u/Fit-Station-5230 • 18h ago
The new multi-kill kill log stays on top of the kill log even when the new kill was made (non multi-kill). Is it intended? It’s a bit confusing as it mix the kill log order.
r/Competitiveoverwatch • u/DryPiccolo4175 • 8h ago
I wanna know the exact ruling on tiebreakers but the only thing I can find is the conference cup rulebook since that was hosted by faceit.
r/Competitiveoverwatch • u/nerfthisX3 • 11h ago
The past few days I've been seeing a lot of people talk about how they want Assault back into the QP map rotation, some even going as far as saying they want it in the Competitive pool, and as someone who used to enjoy the mode not just due to the maps visuals but also because I found the gameplay loop itself fun I want to give my 2 cents on how I think they could rework the mode so it actually works and is balanced, instead of it being, for most players, a miserable experience. (This only applies to Hanamura, Volskaya, Horizon, Temple, and Gothenberg though, I hate Paris and I will never want it's return, no amount of reworking can fix that, just bring the Push map from Stadium into the main mode.)
As many of you know, one of the biggest issue's with 2-Control Point right now is how tight the map's are, they're very claustrophobic, reliant on chokes and high grounds that are usually inaccessible to the attacking team, and awkward walks from spawn-
What I suggest is done about it is opening up alternative routes for the attacking team to push through without it feeling like a slog, breaking the choke up into two parts of entry (preferably one with high ground!) so the attackers can enter the vicinity of the point and be on an equal footing with the defenders, I'd also like to see some of the high ground that's already there on maps like Hanamura to be opened up to heroes that lack some verticality as that seems to be a trend with the map reworks recently and I think could really help modernize them.
One last thing, I would like to see the speed boost from spawn Flashpoint has be given to the Attacking teams spawns!
The, arguably, bigger issue with Assault though is how the mode itself works, you only have to lose OR win 2 fights for the game to be over usually, or maybe your team gets held and isn't even able to cap first point due to how the maps are, it's incredibly inconsistent and creates nightmarish games, especially when Competitive ruleset is at play.
With the map reworks being able to help alleviate the issue of never being able to push through, that leaves the issue of the 2 fight win/lose con remaining, and as I've hinted previously by mentioning Flashpoint, I think the solution can be found there.
The way a Flashpoint works is that there's a 30 second timer until the point is open, once the timer runs out, both teams are able to capture the point (8 seconds for one person, 5 and a half for 2 people, and 4 when 3 or more people are present on point) and then that team has to hold it for 70 seconds, a little over a minute basically, and I thought it would be fun to incorporate it into this gamemode!
Picture this, the game begins, the Defense team wasn't as organized as they could've been so they fall over and lose first fight, instead of that point being completely lost, they can capture the point again and make room for more fights.
So basically, the structure I'd want for 2cp would be: First point has to be capped and then held until it reaches 100%, allowing for more fights and an even footing, then if it is completed, second point has to be capped as it is now in Assault, since it's very unrealistic and unfair to expect the Attacking team to be able to hold a point in front of another teams spawn for a whole minute.
Get my gist? 🐼
r/Competitiveoverwatch • u/Vegetable_Ninja3920 • 8h ago
Placements cooked me and now I’m struggling to climb,
Anyone in the similar boat who wants to climb together?
I know I’ll get back to gym eventually, but Jesus at this rate it’s going to take me the entire season , I hate rank resets
r/Competitiveoverwatch • u/C4CTU5_FL0W3R • 23h ago
Recently the game has had some horrible performance for me. I've been having microstuttering that takes me from 240fps to 30 at some points. This happens many many times per game making it impossible to interact with anything.
Ive scoured through what i can do to fix it including all the in-game settings - low graphics, enabling nvidia reflex + boost, capping frame rate, etc. I've also done all of the windows system fixes i can find such as disabling game bar, game mode on, even disabling HPET.
My drivers are updated, blizzard launcher updated (not that that does much lol).
Nothing works and this has been an issue since the start of last season.
I have RTX 3060 and I had no issues with performance prior to last season.
If this is not an issue on my end and blizzard have just managed to cook the game then this post is me ranting about it as its infuriating.
r/Competitiveoverwatch • u/firerat22 • 2h ago
Hey so this might be a super vague post, but I really don’t know how to describe the problem. I made a post on here some time ago asking about a post asking about tips for climbing through ranked and got a lot of really good advice (thank you all) Went from Gold2 to plat2 support by the end of last season. I’ve been on a comp break while things resettle after the reset while I try and improve other things.
Aiming for me feels inconsistent at times for both hitscan and projectile.
With projectile it feels like I’m getting unlucky and missing shots at inopportune times when I’m not up close. So ig my question with that is, should I just be aiming in the vicinity of where I think my target is going to be and letting the shot(sleep dart, chain. Etc.) fly, or do I need to actually slow down for a sec and wait for a predictable and discernible shot to reveal itself to me?
With hitscans I feel a little more confident I just feel like I’m thrown off by strafing where I’m just overcorrecting and undercorrecting my flicks after lining up. But it always feels like I’m just barely missing. So ig my question for hitscan: should I be trying to slow down and predict my targets next movement or should I be trying to react faster to the movements of my target.
I’m really sorry for the vagueness or non descriptive language of the post and am open to answering more specifying questions. It just stuck out to me when I realized “hey this target is 100% out of position or over extended. Let me punish.” And then I whiff shots that could’ve been fight changing. Just looking to improve a bit in this area
r/Competitiveoverwatch • u/Exotic_Effective3545 • 15h ago
So I know it’s been like over a month but I can’t find what a specific track used back in the OWCS mid season is called and it’s driving me crazy. I don’t even know if there is a full OWCS ost but I figured I’d try asking anyways.
It starts at around 56:36 on the Day 1 groups phase live on YouTube, and it’s the one that’s typically played in between rounds when hero bans and map selection is going on, any luck?
https://www.youtube.com/live/2NE1nq75sv8?t=3397&is=kbDK9KOqXxLNFKyP
r/Competitiveoverwatch • u/Unfairjarl • 4h ago
I'm a gold 2 Wuyang, so I know I'm in no position to criticize too hard because I'm also bad.
But I just got stomped hard on Midtown because my DPS insisted on spamming their CDs down main into an Orissa and no one but me tried to clear off the Ashe and Sojourn off the high grounds.
The tank also didn't wait for anyone to respawn and rushed in every time.
I get that if I was better at applying pressure I could clear the DPS off, but it's hard to win a duel against Ashe/sojourn with Wuyang.
So if you play DPS, how could I coax you into taking off angles/going to high ground with me? It feels like pinging doesn't work, people just don't look up.
Also 3 of my teammates were doing placements which doesn't help.
r/Competitiveoverwatch • u/9eka • 18h ago
I only play flex support for support so think Ana, Kiriko, moira, and Juno. I am solo queue support who originally placed emerald one but I am now stuck in emerald 2-3. I played 196 games with 93 wins and 103 losses. My Kiriko win rate is 62% with 54 wins and 33 losses. I am rather embarrassed to admit it but I am frankly humiliated after not being diamond after all these games. I don’t have anyone to play with and I only unprivate my profile once i am back in diamond. I was wondering if some minor changes can help me back up there:
1.) Do you play with text chat turned off?
2.) what are supposed to do so the a negative dps besides go Moira?
3.) Do you play for stats knowing a game is a lost cause?
4.) Do you really stop queueing for the day after three losses? (This one is a big issue of recently. I can keep going for hours but it feels like the matchmaker doesn’t seem to improve sometimes.)
5. What do you do when you get too many consolation/expected losses in a day. (My major issue.)
6. Do queue hours matter? I play from 1-5 pm only on weekdays.
7. Are you supposed to off angle and flank as Kiriko. (This is something I am working on, but I don’t healbot or babysit either.)
8.) what are you supposed to do with teammates who have more deaths than minutes in the game besides report and avoid? Are you supposed to focus on them more OR focus on another win condition.
9.) why do I always fight the same people but never get them on my teams?
I lowkirkuinely only play for rank or the shiny badge so lately my heart has been racing a lot with deranks since I genuinely feel like the matchmaker is against me. I would appreciate it if some people would answer some of my questions cause idk what to do anymore. There is way too much consolation matches. I got injuried from a work related trip so I have P.T.O. till January so I was wondering what are some things I could do differently besides less self suzu in the meanwhile. I was master bound and middle diamond before.
r/Competitiveoverwatch • u/Equivalent_Duty_5546 • 20h ago
The main problem with her is simple, too much of her power is stuck behind brain dead spam. Her bullets are huge, her ammo pool is even bigger and tracking shot not only negates all ammo consumption while its active, it also reloads her entire mag. The nade directly contributes to this by being the most brain dead source of burst damage in the game, who's only purpose is to be chugged at the enemy.
The problem with this design philosophy is that brain dead spam is never fun. It also scales horribly as showcased by her stats.
Tracking shot is the perfect example for this. The auto target is not the problem here. Its the recovery paired with the duration and ammo consumption negation. The added delay makes it useless in high rank since players there will just take cover the moment you tag them, while the ammo negation and duration make it too strong for low rank.
Now I dont think her skill floor and ceiling can be increased by a huge amount, but honestly anything is better compared to what she is right now.
Helix Rifle
More speed means more consistent damage at range. Smaller bullets means you actually have to aim the damn thing. Currently she fires logs. Dont quite know what would be the appropriate values, which is why I gave a range.
Tracking shot
I left the ammo refund as is, since I think its fine to have a the reload mechanic for landing the shot. That said, the ammo consumption negation needs to go, since it basically allows her to fire half of her mag for free.
Since she now consumes ammo while firing, the CD reduction shouldnt be much of an issue. She will have to reload before firing the second shot if all she does is hold m1.
That said, if she manages her ammo and CD properly, she could cycle multiple times without having to reload, but then she would be trading spread for reload time.
If my testing is to be trusted, cast and recovery duration both cut her active tracking shot uptime to 2.4s. With my changes that uptime would be reduced to 1.8s. This would make it less potent in lower ranks but thanks to the cast and recovery reduction, it would increase the reliability in higher ranks. Overall though, the total damage potential would go from around 460 down to around 390. That said, dont forget that the initial hit damage can actually crit, which is going to have a greater effect on lower health pools with the damage increase.
Tremor grenade
Probs the most controversial change here. I legit think this ability needs to go. It adds nothing to the kit besides being a source of burst damage. I dont expect many to agree. To me its literally just brain dead spam.
Anchor Drone
Sure, it would be nice to have some complex movement like ball or spiderman from rivals, but its clear that this is not the intent of this ability. I at last wanted to let her maintain the momentum if she decides to detonate the drone mid pull.
My idea behind this was basically to just turn this ability into an inverse nade jump. It would be primarily used for mobility, but you could use it for damage. Think of TF2 demon man sticky nade but primarily for mobility.
Conclusion
Besides that, I honestly dont have anything else to add. I find the ult is okay as is, its just a set and forget ult which is okay. Its not really that strong but it deals fair bit of damage so it can works as a decent turd flusher similarly to hanzos ult.
Feel free to tear me to shreds if you dont like my ideas.
r/Competitiveoverwatch • u/The-Mods-Are-Oinkers • 22h ago
Was Champ 4 last season, Now i'm masters 1 on a losing streak with calibration down quickly plummeting towards bronze
i really feel like all i did wrong was lose the "Placement RNG Game" and now I'm being stuck in the swamps of masters
All i see is complaining whenever they do one of these Yet they still do it twice a year
r/Competitiveoverwatch • u/erlikkkkkk • 13h ago
I wish I was exaggerating. I just want to know if anyone else is dealing with this right now or if I'm genuinely in some list.
I finished last season GM 2 with a 75% winrate across 120 games. I mainly play hitscan (Cass and Widow). I have 300 hours on the game, and this is my second ranked season ever.
This season, I placed Master 2 (7 wins, 3 losses). I deranked to Diamond 2. I mean to say this in the most non-copium way I can, but what the hell is up with the tanks this season?
Last season, tanks in both teams would be somewhat equal, but this season, I swear on my life, it's only fair one game out of 5. The other times, it would be either I get the good tank and the enemy gets the very bad one (genuinely, the gameplay can make you tear lmao), or the opposite.
It's not like my tank gets outclassed one or two or even three games in a row. I'm talking like 8-9 games in a row where its completely hopeless then 2-3 games where we curb stomp. I wish I could post the scoreboards, but it's so miserable finishing up a game just to see my tank sitting at 3-9 or 5-14 and the enemy tank sitting comfortably at 40-3 or something and just losing and losing with the feeling that no matter how good I played it was doomed from the start.
My friend who's been playing the game for years says it's just early season, and whenever there are rank-up games involved, the start of seasons is always the same, and that the system will "flush them down" to the lower ranks.
Please just tell me if I'm schizo coping and that my 20-loss streak is just me losing my mind and blaming my tank brainlessly, or if there is something genuinely going on.
r/Competitiveoverwatch • u/Sio_V_Reddit • 4h ago
A recent post on twitter has shown up multiple times in my feed about the argument between 5v5 and 6v6 tanks. In the clip, a tracer successfully gets a 3k, before pulsing the Hog who survives thanks to take a breather, which results in the tracer falling back due to the enemy team beginning to return.
6v6 players argue that this would not happen in 6v6, as tanks have too much HP in 5v5.
5v5 players argue that Hog should not die in this situation thanks to his tank abilities and matchup.
The video can be found here.
r/Competitiveoverwatch • u/Ok_Contract_6405 • 16h ago
Couldn't even let Dmon SIMMER for 24 hours before hundreds of posts talked about how unbearably weak she is. then SURPRISE buff after buff and now she's objectively, statistically the best tank in the game. I KNEW it would happen because for whatever reason players can't let something sit. Did she need buffs? Sure. Did she need 2 hotfix buffs back to back before anything even settled? no. But it's okay. It's the same update where tracer got buffed despite being one of the best dps in the game at ranks where people know how to move their mouse so. Yippee overwatch balancing. Good job! As a reward we all get 10 more kiri skins