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"Overwatch" lineup and map impact analysis guide

What is the standard lineup in "Overwatch"? Does the map have an impact? Below, the editor brings an analysis guide to the "Overwatch" lineup and map impact, let's take a look.

Lineup Analysis

The standard lineup should have a TANK to absorb damage, a daddy, and four DPS to talk nonsense. There is no fixed lineup. The best lineup is to constantly deal with the opponent's lineup and rotate heroes on the map. For example, the defender No. 76, Junkrat, Bastion, and the turret. Let me complain about the turret's low IQ part of the time. Don't fight the squishies. Hit a sledgehammer, angel, sledgehammer. In this case, if we want to attack, because there are fortresses, Junkrat, 76, and turrets on the opposite side, which are particularly stuck in output, we have the following solutions: 1- We also use sledgehammers, Angels, Bastion, Pharah, and Junkrat for frontal purposes. 2-Choose a sledgehammer to withstand the frontal fire, and use the Widow (Hanzo is not recommended, it is too difficult to play well) to clear the Bastion turret with ultra-long-range shooting. Source, Death (be careful when there is a turret and fortress opposite) to disrupt the back row formation, and then use the output from the front to slowly advance, 3-4 Dva, a DJ, and a Death to play ghost style. There may be other solutions, but here we will only talk about these three. The first one is more common. The attacker brings a sledgehammer and outputs to keep up with the advancement. The second one is more advanced and uses different methods. The hero's restraint disrupts the opponent's rhythm to achieve the purpose of attacking. The third point is a kind of ghost and will not be explained here. One thing to pay special attention to is that as long as the attacker disrupts the rhythm of the defender, such as Gen Hanamura stealing points, etc., the opponent will be forced to rescue, the frontal pressure will be reduced, and then they will advance (this is my preferred offensive method), and everything will change. Staying true to its roots, in my opinion, the core point of the offensive side is to use hero characteristics, ultimate moves, etc. to disrupt the defensive side's rhythm. Even if they don't kill people, causing them to have a rhythm gap, the rest is the offensive side's rhythm. For example The chestnut is that ABCD directions need to be defended. If someone dies at point A, then if point A is not defended, there will be a fault. If it is defended, then other positions will also have corresponding effects (this is the importance of nannies and tanks) , it can add blood to teammates and provide cover, do you think it is important?) This is the opportunity for the attacker (this is why the Angel’s ultimate move IMBA, the portal must be destroyed, Death, DVA and other ultimate moves are amazing) The reason is that the Angel resurrects his teammates to replenish his position, and the Death DVA directly clears the field. Without destroying the portal, the attrition on the opposite side can be quickly replenished. It is not that the firepower of that person is lacking, but that the person who needs to be supplemented can take on his own tasks)

The influence of the map on the lineup

Each map has commanding heights, narrow rooms, open areas, only roads, etc. When choosing a lineup reasonably, you must first not only consider the opponent's lineup, but also consider the effect of the map on With the help of this lineup, using different lineups at different map points will have the effect of getting twice the result with half the effort. Let’s take a classic defensive position chestnut: Hanamura’s gate at point A. This gate is the only way to attack. Ignore some heroes such as Genji and defend. The best thing for the side to defend is this door. Reasonable use of cameras, Xiaomei Ice Wall, Fortress output angle, Widow A from the commanding heights to set up snipers, Hanzo Shift to open up the field of vision, turret blind spot shooting, Junkrat parabola covering damage will make the attacker very uncomfortable ( This is why when I talked about the offensive lineup before, I mentioned the importance of a frontal human shield and back row harassment. If you think about it from another's perspective, how many mistakes will it take before you rush in?) Facing point A The small room on the right on the second floor faces the A window with Sledgehammer Angel and Fortress Angel. It is difficult to break in. They are all the same heroes. Why is the effect so obvious when different heroes cooperate and use the map? This is the rational use of the map. necessity. There are some positions with the lineup that require ultimate moves to get out of the way.

Let’s talk about the offensive side: Since the defensive side is so good at using maps as mentioned before, then we attackers can just wait for GG? No, Blizzard has done a great job in balancing any map. Yes, everything has a corresponding solution, and it’s Hanamura’s point A: If the attacker wants to enter, he needs a sledgehammer to top door A, right? The hole on the upper left side of door A (hole A later), the small one on the right side of door A The room is an opportunity for the attacker to go around and disrupt the opponent's formation. Go around to the left through hole A, go around the first floor on the right and the second floor on the right through the small room next to door A. After going around, use specific heroes to achieve firepower strikes to threaten the local back row. It's very big. As long as 1-2 key outputs are killed, I believe that the time Hanamura's defenders have to run to point A is enough for you to turn the world upside down!

ps: I just mentioned the second floor of the room to the right of point A of Hanamura. The coordination between Fortress and Sledgehammer Angel facing the window at point A is disgusting. You can use the ultimate move, or McCree can go around the second floor with flash bomb Second Angel or Fortress (here, we use the corner of the small space on the second floor to achieve McCree's surprise attack). There is no hero stronger than McCree 2333

The example given in this paragraph is Hanamura. It talks about using rooms to place turrets, cameras, and turrets. Choose the location to go around, which place is beneficial to you, that The place is beneficial to others, etc. What I want to tell you is that if you want to choose a good lineup, you must first understand the map and rationally use every brick and tile of the map. This is the best understanding of the map. This is the awareness of the map. The map To understand the aspects of consciousness and matching heroes, congratulations to your friend, your OW level has started! Do you want to be more NB? Do you want to be a master? Keep reading, don’t stop