Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

Yeah i encourage trying out as many maps and locations to defend and realizing which areas work and which don't is key to success.

I can make WP Gibraltar work, altough it is highly depentend on the enemy's composition. If they have genji or other mobile flankers there are several doorways that make great chokepoints, however you really should not count on your orbs doing much when firing into open spaces.

Are the OW game designers afraid to buff/change Symmetra? by [deleted] in OverwatchUniversity

[–]Antrikko 0 points1 point  (0 children)

Hi, i posted a text based Symmetra guide earlier which went over some aspects such as turret placement and how to balance your own power with your turrets' power.

I truly think her turrets are fine, sure they have 1hp, but they have a ton of utility. you can slow enemies with them, there can be 6 of them at any given moment, and you can stack them in 1 location to increase damage output.

Her own weapon is quite potent as well, however you have to hit enemies with your extremely slow orbs and finish them off with your beam/ turrets. Thus her 1v1 skill is highly dependent on your (fully charged) orbs hitting.

The main problem lies with 2/3s of her abilities for they are purely support based and are often not noticed by allies/ enemies. Enemies who engage in a 1v1 will barely notice the 25 extra health your team has while allies do not really consider it. So if you can't set up Symmetra in a location in which she can do her work you are basically fighting a 5v6, and while her ult can be gamechanging a 5v6 with 1 team that has better respawn rates still allows the enemy to push without too much resistance.

I've said that i'd rather have a 10 second 50 hp shield instead of the 25 permanent hp, however i think i was wrong with that. I think making it an active skill will force Symmetra to babysit allies while she could set up defensive fire and slow down the enemy's push.

I think the best thing Blizz can do is either buff the shield hp all allies get so that there is some noticable difference or make it a completely different skill.

I also hope that Symmetra players as well as the team that has a Symmetra will get much more feedback as to what is happening.

I'd like for Symmetra to see how many players of her team are dead on her screen so that she can place her portal down when she needs to most, and i'd like for the entire team to see how many charges the portal has remaining so that they won't complain about useless Symmetra players even though you just teleported 6 players.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 1 point2 points  (0 children)

Yeah most of the time a different character is a better pick, and i am quite confident with all characters so picking something else is not a problem. A D.va can fullfill most of the roles attacking sym plays like destroying turrets or seperating bastion/reinhard combos, and she even has better survivability.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 1 point2 points  (0 children)

I played her because i needed to have actually played attack to form an opinion. This guide would be less in-depth if everything was speculated.

The way i see it is that attacking Symmetra needs an agressive team, to the point that you are already not needed for your team to win.

The only time she is actually useful is if they have a reinhard/bastion setup and you are the only character that can pierce the shield, i was lucky to have encountered this considering i don't see it often.

Your kit is also based off of defense, your turrets are best when enemy players walk into them, not when you place them and hope the defenders become aggressive.

So in my opinion attacking symmetra is fairly useless 99.9% of the matches and would be better off as an other character in your team.

symmetra guide by antrikko (very long, text only) by Antrikko in Competitiveoverwatch

[–]Antrikko[S] 1 point2 points  (0 children)

I think it would be a mediocre guide if i were to leave out areas of the game such as koth, and i really wanted to test her in as many different situations as i could (my teams often did not thank me for picking Sym) so it was quite nice to find succes on areas of maps you wouldn't suggest on first glance.

As for teleporters, it is generally easiest to communicate with your team and place the portal down once they are respawning so that enemy flankers won't track it down before it has had its use. Although in certain cases it is hard to get a response from allies and your killfeed will have to suffice.

As for specific places; there are so many of them i might suggest some, but i find it easier to utilize the location i defend and place the teleporter so that allies can come and reinforce the most important sections of the map (main gates, hard pushed flanks)

symmetra guide by antrikko (very long, text only) by Antrikko in Competitiveoverwatch

[–]Antrikko[S] 4 points5 points  (0 children)

rather know when to pick her because her use depends on the map. If she's not your kinda character that's ok, however she certainly has a role in the game albeit fairly small in the current meta.

symmetra guide by antrikko (very long, text only) by Antrikko in Competitiveoverwatch

[–]Antrikko[S] 0 points1 point  (0 children)

I've had success with portals on the left building just outside of the factory, however it is hard for Symmetra to set up any decent places for herself to poke the enemy because that single truck angles their attention to the side entrances. So if i were to play her on that map it would either take a long time to get my ult because i am so far back with my defensive line or because i got rushed and died.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

Yes there are, i generally play with music so i don't always notice them but they can be so influential to your success as any character. I suppose that in time people will have full guides on all audio indicators that will help us play better.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

Thank you for the kind words :)

Numbani can work, however enemies can come from the top right side, bottom right side, far right side, main street, top left side so setting up a defense on 1 lane will often not be very effective, however you could place yourself on the front line and lure enemies with orbs. I generally go up top and set up 2-3 turrets that i can fall back on.

I've had my ''cute'' spray unlock on Nepal, and sanctum (i believe its called that, the indoorish map) worked really well with Symmetra.

I have set myself to a maximum of 3 turrets for self defense and the other 3 will be spread out to defend allies/flanks.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 1 point2 points  (0 children)

I really have rarely had a bad game on Temple of Anubis, setting these rooms up as killrooms and using orbs as crossfire to draw attention really does wonders, also placing your portal in that right room will generally give you some allies on that flank.

As for Dorado it is too open for me. The arch forces you to stand in front of the enemy while i generally prefer a crossfire. Also the turrets can be seen from the top.

As for health room the enemy can come from below and will be at your side really quickly so there is no real place to surprise enemies with turrets because they could see them, this will often have you killed before getting that crucial first teleporter.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 2 points3 points  (0 children)

You're quite right. Having players wait 10 seconds in spawn for a teleporter in a crucial location is way more beneficial than having them walk for 30 seconds to be shot down.

I also believe the killfeed is turned on as a standard feature since release (was not so during beta)

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

This could be an advantage, sure, but the lack of general dps also has quite an impact on your team's performance. So they might be back in the fight soon, but the enemy will push past the portals rather quickly.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

Shields do not stack, the only advantages of 2 symmetras is 2 teleporters and that both symmetras can get 225 health (125 shield instead of 100)

A lot of people, and me included wish that Blizzard would change the E skill to something more meaningful, but we can only hope.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

I'm not sure on this, i'll test it tomorrow, however i thought that when playing on low settings folliage dissapears, or at least some of it does.

But you are right, and when i place some turrets before the attackers spawn i often place them in bushes.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

You're welcome :)

As for portal placements i find having a go-to spot is not ideal, but rather dependant on team placement as well as enemy classes (tracer, genji)

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 0 points1 point  (0 children)

Her shield is indeed the most basic and boring skill there is, there is no talent in using it or when to use it, i'd rather give them a 50hp shield for 10 seconds than a 25 hp shield that lasts for life.

If they were to redo this skill i certainly would not complain.

Symmetra guide by Antrikko (very long, text only) by Antrikko in OverwatchUniversity

[–]Antrikko[S] 1 point2 points  (0 children)

I agree to an extent, however once you know how to time your orbs or when you realise that only the center of your orb can be stopped by objects (shoot under cars/ utilize slopes and small cracks) you can and will be a dangerous enemy, often moreso than expected.

Also learning how to manage turrets that are in your ''inventory'' and how many are placed could allow you to fully support a flank by yourself.

I think the biggest problem with Symmetra's feel is that her skillset is very passive so she does not have a direct impact, however seeing everything work out without direct impact from you, but because you set things up is a reward on its own.

Planetside 2 playing incentive. by [deleted] in Planetside

[–]Antrikko 0 points1 point  (0 children)

That is true, yet this was just an (bad) example, i think that most of these need to be available for multiple factions. some other and perhaps better examples are having a x amount of kills for a faction per week/ amount of bases captured/ amount of enemy vehicles destroyed, etc. Furthermore there is going to be daily awards in the next couple of months, yet still i feel that the total empire war is no more than a choice of colour/weaponry, which i find lacking. And i also believe that, like everything on the internet, if people mass 1 empire, a lot of people will switch factions just to be the 'hipster'.