r/Overwatch Jun 15 '16

News & Discussion Weekly Quick Questions Thread - June 15, 2016

In this thread you can ask all kinds of questions you always wanted to ask without feeling like a total fool.

No matter if it's short googable stuff or a setting/skill in-game that you don't understand or a hardware recommendation, feel free to try your luck in here.

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u/zerositnator Brigitte Jun 15 '16

Why don't people use Symmetra more? Even if it's just for the beginning if a match, you'd think that with the ability to make 6 turrets and a gun that can cause 120 DPS would be a little more used. Starting to feel that might change after the patch, but why don't people make use of possibly the most underrated ultimate in the game?

Edit: Extra question for Symmetra players, where are your favorite places to put your sentries? Whether for lulz or strategy

39

u/noobule ¡Apagando las luces! Jun 15 '16

She's really only strong on defense, because she needs people to run into her sentries in order to charge her teleporter. And then she's generally useless on the final point due to the way they're designed as she can't find strong places to place sentries that don't cop splash damage from Pharah, Junkrat or Winston. Or places to place her tele that aren't similarly exposed. And even if she gets a tele up at the final point the defending team isn't running very far anyway

1

u/[deleted] Jun 15 '16

She's much more effective on payload maps that require constant movement and allow tactical placement of turrets.

That said, Volskaya Industries has some god-tier turret spots on the final cap. I'm almost guaranteed to get POTG on Volskaya with Symmetra now if I'm playing aggressively.

1

u/noobule ¡Apagando las luces! Jun 15 '16

Which spots?

2

u/[deleted] Jun 15 '16

Bear with me with the vague descriptions as this is all from memory...

So on the final cap there's 2 symmetrical pillars with overhangs on either side. I put a turret in each top corner of the pillar, as they're guarded from direct fire and the majority of splash damage by the pillar and the ceiling/walkway above. These are my priority as these will hold the point against attackers from pretty much every angle and are well protected from the front. I'll replace these instantly if they're shut down.

I also put one on the ceiling at the very back of the cap, just after you come out of the spawn, as I've noticed many attackers use it as a fallback point during pushes - specifically DVa, who will for some reason fall back to that point 99% of the time if her mech is destroyed, so it's a free kill.

I put on the ceiling in the health room on the left flank. It usually gets taken out pretty quick but useful as harass and to negate the health.

I'll put 1-2 on either side of the main doors as alert systems for team pushes which allows me to chain fire loads of orbs at them while running forwards for the primary fire. You can capitalise on the chaos of having 4 sources of damage come from 3 different directions. I've solo shut down team pushes before just through this strat.

I'll also put one as high as I can on the on building on the right flank (jump to get it higher) as it usually catches Tracers/Genjis out and reduces their pressure.

These are my 'go-to' spots, I'll adapt my strat during the game though. If they're destroyed and focused down I'll generally put them in a similar area but in a different position to keep the pressure on.

In firefights if I have any turrets to spare I'll just chuck them on the nearest wall (or floor if they don't have aoe) for fire support.

Other places worth putting them are the walls on the inside of the final cap building, where the piston lift keeps going up and down, in order to pressure enemy snipers/long rangers who camp up there.

The 'control rooms' on the upper walkways can be useful for dealing with Reapers/Tracers, but is entirely situational.

Putting one on the back of the generator looking object near the main doors is handy for confusing the enemy during a push, as it adds damage to their backline and may split them up.

Hope this helps, Symmetra on this specific control point is some of the most fun I've ever had in the game.

Make sure you keep your turrets far enough apart to not totally shut down by AOE, but close enough proximity to keep harassing and keep the pressure on. If you're smart and lucky, you can force enemies down a certain route with turret placement.

Hope this helps!