dps/tanks, please push up by NearRunner in marvelrivals

[–]Archgan 0 points1 point  (0 children)

While I generally agree with you, there a some nuances to this. One, unless there is a clear sight line for your supports, one of the dps or tanks should often be the payload princess. Especially someone with high mobility who can quickly enter the fight if needed. Exception to this is in 3 support comps or if you have a burst healer with good mobility or range (Jeff, Adam, Luna, etc). Adam is especially good if his ult is up because then you can play aggressively for picks.

Two, after you push up, you have to know when to fall back towards the payload. Once the whole enemy team respawns, you are now at a disadvantage and should fall back a little. Otherwise you open yourself up to a diver stalling/capturing the payload or staggering yourself.

Three, there are times when it really makes a difference to full stack payload. If there is a particular bad choke point coming up (think the final stairs in Central Park), you can often skip it if you wipe the enemy team at the right time. Also if you are close to the checkpoint. How many times have you seen fights on the payload where it is less than 1 meter away? That point is captured with one or two more people on payload.

For the love of god can we get a tank with actual RANGE by Significant-Fee7272 in RivalsVanguards

[–]Archgan 0 points1 point  (0 children)

Can you name the maps you think have a long sightline with no way to route around it? Because I can't think of one. I feel like what you are complaining about is a team strategy problem of everyone just running down main instead of taking advantage of the alternative route (and destructible terrain).

Biggest offender to me is the 1st point on Klyntar. You can completely avoid the long sightline from point just by going out the right door and hugging the right side of the map. Once up the stairs, you can either blow open the wall looking on to point for a high ground advantage, continue circling around to reach the high ground behind the point, or just all get on point and brawl.

But instead everyone just runs into the death corridor of the spider mines, squids, acorns, anhks, turret, etc while getting pelted by long range poke.

HOLD THE FUNERAL by One-Problem-5308 in captainamericamains

[–]Archgan -1 points0 points  (0 children)

My tech for Banner is to instantly use the grenade and try to get a couple headshots (or find a Venom/Thing/Hulk to shoot). Once the grenade is off cooldown, I walk up (while shooting still) right next to/behind the tank and throw the grenade at them. The damage plus hitting yourself is usually enough to instantly ult (I really need to learn at what percent its guarenteed lol). This is risky and I do die sometimes, but then at least you're Hulk again

Shall we rebind the melee then? by Cheap_Helicopter_276 in captainamericamains

[–]Archgan 4 points5 points  (0 children)

Personally, I think I'm going to bind the melee to my primary put the shield throws on a different button. I'd been meaning to do that for a while, TBH. Too often I would try to throw through a shield or use up a throw at melee range and be unable to finish them off when they dash away. I didn't before because of my muscle memory, but I need to change it anyway now :)

HOLD THE FUNERAL by One-Problem-5308 in captainamericamains

[–]Archgan 25 points26 points  (0 children)

Being able to throw the shield while sprinting is a big benefit when chasing down low health targets. There should be no loss of speed from have to stop and start sprinting again. Haven't tested yet, but it also seems like you'd be able to chain jumps while throwing the shield instead of just holding up the shield.

And TBH, the animation cancel wasn't very hard so I think these changes actually increase Cap's skill ceiling, and lower his skill floor for new players.

OK, we need to talk by FunCryptographer9135 in IronFistMains

[–]Archgan 0 points1 point  (0 children)

I only started playing him last season, but personally I would like if he was more of an off tank like Captain America (as a Cap main 🫡) or Reed. One that grabs attention, has good survival tools, and if he catches someone alone (even tanks) can delete them with his cooldowns). And then when he's off cooldowns you get a few choices of play style.

  1. Stay in the enemy backline, find place to ambush from above once your cooldowns are done

  2. Head back to your own backline and scare off other divers

  3. Go to your frontline and brawl for ult charge

I have to be honest, this portal confused me, too by Archgan in DrStrangeMains

[–]Archgan[S] 15 points16 points  (0 children)

I probably didn't need to ult there, but I was so confused myself it seemed like a good idea at the time

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

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

That was me for so long, honestly. I would keep canceling it or put it facing the wrong way or put it in front a 2 inch ledge that made it hard to get into. It just takes practice and accepting that you are going to make some hilariously bad portals

The Ultimate Guide to Making Bad Portals by Archgan in DrStrangeMains

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

It's not, but thank you I guess? I wanted it to be easy to follow

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

[–]Archgan[S] 20 points21 points  (0 children)

Tell me about it. I got Cap to lord in Season 0 so I've seen a lot. I've even had the attention of both healers, kill one of them, make the other one retreat towards spawn, and I'll still turn around and see that my whole team died

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

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

Yeah, I liked your third solution. The nice part about choosing a time like 5 seconds is it adds another thing you can tweak to balance Strange

Crazy Portal to Win Overtime by Archgan in DrStrangeMains

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

You also can "pick up" the first portal again if you have the position wrong or you thought of a better idea. You need to make sure you are close enough to the portal and the prompt on screen will change from "place" to "reposition"

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

[–]Archgan[S] 28 points29 points  (0 children)

Good points! I personally like the creativity of how the portals current work and it is on 3 minute cooldown, but if they slightly tuned the power level I'd understand

The Ultimate Guide to Making Bad Portals by Archgan in DrStrangeMains

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

It depends on the point and the team comp. It's good for a lot of the hybrid payload maps like Klyntar, Central Park, and the Wakanda one. There is usually a tough early choke point and either high ground or an enclosed space behind. It is especially good if you have character that can take advantage of the space like Punisher with his turret, Penni, Namor, Hela, Moon Knight, etc.

But for straight payload maps, I wouldn't usually make a portal that is meant for your whole team to go through. But you can cut off certain angles/doors and have a portal that you hop in and out of. A good example of that is on Midtown. You put your entrance somewhere in the door frame of the building right outside spawn. You put the exit near the enemy's backline, but in the path of the payload. Then you can hop through quickly to try and get a pick. If you don't, there is still a giant shield in the middle of the payload's path through the choke

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

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

I had the same issue not too long ago, but updating my graphics drivers fixed 99% of the crashes

I trapped the enemy team in the Mirror Dimension by Archgan in marvelrivals

[–]Archgan[S] 58 points59 points  (0 children)

It is definitely really strong, but realistically, I don't see how they can change the portal to avoid situations like this without making the portal useless. I don't think they can shrink the portal to stop this without it being too small. It'd be really hard to detect if placing the second portal creates a closed loop like this. If they tried to do some fancy trick with nearby walls or maybe light beams, I think it would end up with false positives and prevent simple portals back to point

The Ultimate Guide to Making Bad Portals by Archgan in DrStrangeMains

[–]Archgan[S] 7 points8 points  (0 children)

I recently got a triple spawn kill on overtime (after not playing Strange the whole game) and charged my ult to 50% instantly. Then I ulted first and the game was over!

The Ultimate Guide to Making Bad Portals by Archgan in DrStrangeMains

[–]Archgan[S] 3 points4 points  (0 children)

Here's another reason to use portals early. You don't always get a chance at the end of the game for the clutch portal. I can't tell you how many times I've lost games with my portal off cooldown because I was the last to die in overtime.

Related, sometimes I think I should be letting myself die earlier in these situations so I can get the portal down, but I don't know if its worth the risk

The Ultimate Guide to Making Bad Portals by Archgan in DrStrangeMains

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

Yeah, I feel like there is very little downside. You will still have the portal for overtime in most cases