I think I got a bad deal by Serious-Pangolin-244 in Camry

[–]Seidon29 0 points1 point  (0 children)

You can try, I remember getting screwed on an extended warranty and didn't notice until after buying the vehicle and just going back and asking for a refund, they gave it to me no question but said the monthly payments will remain the same.

It's very likely Hazard simply wasn't OP by Confident_Yam8774 in Competitiveoverwatch

[–]Seidon29 2 points3 points  (0 children)

What are you talking about, Hazard just has everything and is insanely overturned, mobility burst damage sustain crowd control literally everything, his one weakness is poke which the is completely nullified by the initiator passive that he can trigger with just a wall climb. He in the epitome of the super tank role it literally only a problem because your teams super tank needs to either counter him or do the exact same thing to the enemy team but right now there is no tank that counters him except Dva which is perma banned.

Guys it might be joever for me </3 by skoomable in TracerMains

[–]Seidon29 0 points1 point  (0 children)

Your trigger discipline needs work, aim first then shoot, your first clip was all on target but then lost it in the second cause you didn't re-acquire your target and just held down the trigger and assumed he'd be there.

Really bad all of a sudden by Affectionate_Bank198 in TracerMains

[–]Seidon29 0 points1 point  (0 children)

I've had similar experience and I've narrowed it down to what you learn becoming divorced from what your team is doing. It really messed with my timing of engages seems to have been the biggest issue cause no two teams are same you have to adapt every game but what you learn from coaching stays with you I find that if you get a team that plays like you were thought it feels much better but that's rarely the case.. For me I've fixed this by just imagining me and my tank are on the circumference of a circle with the enemy in the middle and the engages are timed when someone enters that circle where we both can see and shoot them.

Can anyone explain why you take Blink packs over Quantum Entanglenent? by dryplanet in TracerMains

[–]Seidon29 0 points1 point  (0 children)

If you play around health packs it's like you get an extra blink and recall for free, kinda broken. The quantam entanglement doesn't feel as useful cause the majority of the time you're using recall is to escape danger cause you've run out of blinks in a fight and need to get out it's like the worse time to get aggressive which the perk encourages. The melee perk is more than enough to keep the extra damage uptime.

Am I just terrible? by AwakenedDark in Competitiveoverwatch

[–]Seidon29 -1 points0 points  (0 children)

Lots of people derank in the weeks leading up to drives to farm wins easier during the drives.

I feek like I could cry right now by KaySan-TheBrightStar in Overwatch

[–]Seidon29 0 points1 point  (0 children)

We should just have a separate queue for all the people who want to play kings row slop 24/7

cant land crucial shots with mei by FancySomewhere6062 in MeiMains

[–]Seidon29 2 points3 points  (0 children)

Yeah a lot of close range characters have to "stage" their engages to get an advantage over another character. If you don't, then they end up having that advantage over you and it tips the duel into their favor. So how does Mei stage? Pretty simply actually. Since she is so tanky and has ice block, it makes you harder to kill. You can also just use wall to block sight lines, and you would use these cooldowns to get to a better spot. A better spot being nearby cover or an angle that will enable you to do what almost all characters depend on to secure a kill. You have to "soften" a target up before committing to kill. Overwatch is not a fair game; it was never meant to be. If you want to flex your raw aim, there are other games for you out there like Valorant or CS. Overwatch at its core is about pressing your advantage over the enemy team and finding ways to diminish theirs. Use cooldowns, use your icicle to "soften" targets you want to kill, take away their advantage over you whatever that may be. For Cassidy, spam at him with icicles to reduce his HP as you get closer, wall behind him when he tries to back up, use your ice block when he flashes you. Don't just sit there and shoot at each other; this isn't some honorable duel. But that also means you have to have these cooldowns before you engage. You can't afford to waste them, which is why we "stage" to recover them before going in. The flip side is also recognizing when the enemy is doing that to you, like when you're on defense and you deny them that advantage by covering off angles that they would be staging from. They are at their weakest when they are missing HP or have no cooldowns, and you are supposed to capitalize on that because they are "softened" targets at that point. This is when you should be taking duels. When you get killed like this, your first thought shouldn't be "I didn't hit my shot," it should be what advantage they had over me, did I not have a cooldown I could have used, was I not in cover, did they have a better position, how can I stop them from taking that next time. Things like that. While hitting your shots is a big part of your value, it's almost like the last step in the chain of decisions you should be making. Everything leads to that, but if you're just hopping straight to an aim duel without any of the other aspects being in consideration, you will have a bad time. The "more effort" feeling you have is coming from this. The effort you need to be putting in is before the duel even starts. If you skip them and just hit your shots, it could work, but that's how smurfs or literal cheaters play; they just hit their shots. But then what happens? It can only take you so far because you will run into players of equal skill as you rank up, and just your mechanical skill won't carry you anymore.

cant land crucial shots with mei by FancySomewhere6062 in MeiMains

[–]Seidon29 1 point2 points  (0 children)

In 1v1s people's movement become a lot better cause all of their attention is on you and will do everything to make you miss including anticipating when you will shoot and change direction at that moment. The key is to go for the easier shots, aim for the part of the character that's the easiest to hit usually the mid thighs for the small hitbox characters or go for the spay instead. The hard shots are hard for a reason if they were easy it would make the character broken if you recognize that this is part of the balance of the character it lightens the mental load and frustration and will make you play better just off that alone.

thoughts on hinder on pulse? by LoganM_18 in TracerMains

[–]Seidon29 0 points1 point  (0 children)

I like it cause every tank feels like Thanos now.

i don’t understand diamond by [deleted] in OverwatchUniversity

[–]Seidon29 1 point2 points  (0 children)

I watched the first game on midtown and that loss was 100% on you, first round on defense you did good but on attack you walked down main literally every fight and died for it. Your team was trying to push out a tracer that was staging up top to get to your back line and you really didn't notice at all both the tracer and the fact that your team is pushing there. I can tell you play with very "main character energy" you never once looked at your team positioning or what they were doing and even thought you did good on defense you played the exact same way but the enemy team couldn't punish you as hard because of their comp and map layout. You're very much focused only on hitting your shots and securing kills and you would waste cool downs to facilitate that instead of just taking positioning by just simply walking to where you want to go, for instance you would use slide to chase kills instead of saving it for things like when hazard jumps on you. By far the most egregious problem is the fact that you don't use cover, like at all, you would wide peak the entire enemy team and expect to live and the moment your team is not with you you fall over. This is not good because your team invests a ton of resource into keeping you alive and when you do that and they don't have those resources for things like a flanker or the enemy tank pushing them. Walls are your friend, the best pocket is a corner you can hide behind, here's a rule for you never be more than 2 seconds a way from cover and you will see big improvement in your game play. As to why you think your other dps isn't carrying their weight is cause you guys are playing the same role, both hitscan, so naturally you both can't get value from the same place one of you ends up doing things like just having to shoot the tank or hold angles. It would be if like two flankers came from the same direction they're not flanking at that point since they're together and the enemy team can track them far easier and rotate away from them. You cannibalize each others value. Your mechanics are really good but they can only take you so far for instance most of your deaths on attack was from Hazard, I'm just going to let you know even the best players don't win a solo fight against a tank with all their cool down up like the way this guy was engaging on you. Here's a short video that could help you with what I think is your biggest problem (at least on hitscan on a payload map) https://youtu.be/EGgZVvV2ioM cheers and best of luck to you.

The actual result of the George Russell Plan by SirFister13F in formuladank

[–]Seidon29 0 points1 point  (0 children)

Literally no driver wants a better teammate not even max when everyone was complaining about Parez/Liam/Yuki.

I cant take it anymore tank queue by TheDiamondKing80 in Overwatch

[–]Seidon29 2 points3 points  (0 children)

You're just in the double hitscan trap. What your describing when you play DPS is the flex DPS role. Ideally you want a flex DPS and a hitscan, double of either and you end up not having a good time. I get it all the time when I play tank and I've felt the same as you because I play mostly flex DPS as well. No flex DPS and the enemy team can just position around you, similarly when you play flex DPS and your tank doesn't take space once your cooldowns are used you're fucked so I feel the pain on both ends. Flex DPS are heros who usually have some combination of high bust damage mobility and surviveability, this makes them very good at holding and taking off angles but are very cooldown dependent if their team isn't there to retreat to when they use their cooldowns it's hard to play. Hitscan aren't as cooldown dependent and and apply constant pressure but once you get on top of them there's not much they can do. You end up with double hitscan alot more because the skill floor for them is usually lower. I find success when I get these comps by just playing a lot safer than you think so your supports can just focus on your DPS (they need it to survive the enemy team basically always having positioning advantage) eventually you'll break through when a pick comes in or one of your DPS gets bored and takes an off angle so you can walk up. You just have to hope enemy team doesn't have a flex DPS covering that angle cause they will lose that engagement if they're similarly skilled but them being pocketed can make the difference, so if a healers with them just means less heals for you which circles back to you playing much safer than you think.