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<br>Hanzo's weapon, the Storm Bow, has a damage output that increases based on the amount of tension on its string, which can be controlled by holding down the fire button. Quick shots, while weak, are certainly great for short range encounters, though it should be noted that effective Hanzo players are going to want to stay behind allies who shoot a bit more rapidly. Where this sniper becomes absolutely fatal is through his fully charged shots, which can take massive chunks off of the health bars of every enemy they come in contact with. However, this power comes at a price, as Hanzo's shots have an arc to them, so long range shots must be aimed above their targets in order to make contact.<br><br>Tracer's signature move is her Blink, which allows her to warp in any direction up to three times in a row. The key here is to make sure that you always have at least one blink at your disposal, as getting caught in a standard one-on-one firefight without movement abilities almost always leaves Tracer at a major disadvantage. One of the cooler aspects of her Blink is that it can totally be used to get across large gaps, allowing her to sneak around characters like Bastion and Widowmaker. Tracer's Recall ability allows her to rewind time in a manner similar to that seen in Super Time Force, allowing her to move back to a previous position. What makes this ability particularly special is that Tracer's ammo and health counts will be restored to whatever they were at that particular point in time, so this ability is absolutely crucial for fighting against characters with far more health than her. Finally, her ultimate is the Pulse Bomb, which is essentially a sticky grenade with a massive damage count and relatively low area of effect. Bear in mind that the Pulse Bomb can totally kill Tracer, so if you're looking to throw it into a crowd of enemies, make sure that you have your Blink or Recall available to get out of the danger zone.<br><br>Out of the gate, there are effectively only two types of gameplay modes available: attack/defend, or escort/prevent. Not exactly a deep pool to draw upon as both of these modes have already been run into the ground years ago. There are, admittedly, some slight variations. Sometimes, a point must be captured, and then a vehicle must be escorted. Otherwise, this is nothing that hasn't been seen in Team Fortress or Call of Duty. It is personally baffling that other games recently released that offered a deeper, more varied multiplayer experience, like Star Wars: Battlefront or Rainbow Six: Seige were lambasted for being too light on content, yet this gets a pass.<br><br>With Overwatch, the charming hero shooter from Blizzard, launching this week, we want to make sure that you’re as prepared as possible to help your team dominate. Overwatch’s main focus is clearly on the interplay between its dynamic characters, so in order to become competent, you’ll need to understand how every character works. Throughout the week, we’ll be publishing guides on each of the twenty-one launch heroes, three at a time, with the hopes that you’ll be able to recognize certain patterns on the battlefield.<br><br>The game also does its best to highlight the contributions of all players, regardless of playstyle. In-game kills, captures, ‘blocks’ and defends are handed out quite liberally, and your contribution to taking out an enemy (for example) is rewarded with points and an on-screen message, regardless of whether you landed 1 point of damage or 100. A single ‘play of the game’ is shown off at the end of a game, and these highlights often include players in support roles, who didn’t contribute offensively. An MVP system between matches also allows players to cast their vote for an MVP, rewarding a player based on conditions such as kills, captures and damage dealt, [https://www.Overwatchtactics.com/articles/my-journey-as-a-brigitte-main-in-overwatch-2-frontline-support-tactics-for-2025.html frontline Healer Strategies] along with more defensive plays like ‘most healing’ or time spent freezing enemies. It’s an excellent addition that de-emphasizes the importance of pure offensive play, and it helps (in addition to the other aforementioned design choices) to cultivate a sense of team play, rather than a lone wolf approach to victory.<br><br>Perhaps the biggest troll of the entire roster, Junkrat thrives on blocking off pathways and causing straight up chaos on the battlefield. His main weapon, the Frag Launcher, allows him to lob and bounce explosives that have a short detonation delay (unless they directly impact a player). Because of this, Junkrat is able to utilize cover, large walls and corners all while still being able to cause massive amounts of damage to opposing teams. If you're not constantly firing grenades and using projectiles to force players onto alternate paths, you're playing this character incorrectly. In addition to being able to manually launch grenades, his Total Mayhem perk automatically drops grenades upon player death, meaning that you can essentially play as a martyr if all else fails. Not only does Total Mayhem work as a method of frustrating other players, but it's absolutely devastating against characters who dare to get too close.<br>
<br>Symmetra's first ability, her Sentry Turrets, allow her to place up to six turrets around the map. Once an enemy steps within range, these turrets will fire a continuous beam of medium-damage energy until that foe either dies or steps out of range. While these turrets are exceptionally easy for enemies to kill, they can be hidden in creative locations and grouped together to maximize effectiveness. Her second ability, Photon Shield, allows her to grant extra hitpoints to teammates within range. While shields will not heal those who are critically injured, equipping an entire team with them before a big push can certainly give you an edge. Finally, her ultimate, Teleporter, is one of the biggest game-changing abilities in all of Overwatch. By placing the Teleporter somewhere on the map, a second portal is opened up at the spawn point, allowing teammates to bypass that potentially long journey back to the objective. Not only can this assist your team in reaching an capture point quicker, but it makes escorting a payload a relative breeze considering it's possible to always have one person moving it forward.<br><br>Junkrat's abilities aren't going to do as much damage as his Frag Launcher, but they're exceptional strategic items when used properly. Not only does his Concussion Mine allow him to place a remote detonated explosive, enabling perfectly-timed kills when used patiently, but it also functions as a super-jump when used underneath Junkrat. Considering most opposing players don't expect to see Junkrat flying a story or two into the air, using the Concussion Mine as a movement device not only functions as a way to throw enemies off their game, but it also allows you to access areas that foes won't necessarily expect grenades to rain down from.<br><br>What are some of the biggest things that you've learned from the Closed Beta? Are there any things that made you think, "Wow, we're in such a vacuum designing this game and I never would have thought that this could happen?" I'd imagine there'd have to be something, since there'd be no point in having a Beta otherwise.<br><br>Everyone's favorite peanut butter-loving scientist gorilla also might be the greatest distraction in all of Overwatch. Winston is a great character for those looking to play objectives, but not due to high damage output from his main weapon or his abilities; simply put, the best Winston players will utilize his abilities to pull opponents off of the objective, freeing teammates to either attack or defend in peace. Despite his weapon, the Tesla Cannon, boasting fairly weak damage, it automatically and continuously connects with any foes who are in Winston's immediate area. For this reason, it's the single-greatest way to defeat Tracer, as her abilities can't get her out of the way of this weapon (unless she leaves battle). This is also a fantastic weapon for capturing objectives, as you'll be able to do damage to multiple enemies at one time.<br><br>Mei's first core ability, Cryo-Freeze, encases her in a chunk of ice, both protecting her from further damage and healing any missing health over time. It's imperative that any Mei players keep this ability ready to go for whenever she is close to death, as it can essentially become a 'Get out of jail free' card during particularly brutal battles. Her second ability, Ice Wall, is one of the most iconic hero abilities in Overwatch, and you've almost certainly come across it dozens of times during your time on the battlefield. This ability allows Mei to place a massive wall of ice (pretty self-explanatory) onto the battlefield, which impedes enemy progress and can save a great deal of lives. If you find yourself capturing an objective and want to give your team a bit of extra breathing room, this is a sensational battle-forcing ability. Finally, her ultimate, Blizzard, is a large area-of-effect ability that functions similarly to the primary firing method on the Endothermic Blaster, only in a much larger circular area. Not only does this do damage over time, but it can freeze enemies entirely, making it really simple for your teammates to come in and  [https://www.overwatchtactics.com/articles/genji-in-overwatch-2-the-cyber-ninja-s-return-to-glory.html genji Guide 2025] finish off the job.<br><br>If there's one constant in video games, it's that rocket launchers are always cool, period. Pharah, Overwatch's resident flying explosive expert, is no exception to this rule, as she has the potential to devastate an entire enemy squad when used properly. Her main weapon, the aforementioned Rocket Launcher, is not only incredibly powerful when it makes direct contact with an enemy, but it also possesses fairly large splash damage, so you don't necessarily need to worry about hitting foes directly. This is a wonderful weapon for taking out enemies that thrive on camping, like Bastion, Hanzo and Widowmaker. In addition to the Rocket Launcher, Pharah also possesses a jet pack mapped to her jump button. Not only does this allow her to reach higher ground for sneaky firing tactics, but it also allows her to hover in mid-air for a limited time when used properly, making all of her abilities all the more surprising.<br>

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Symmetra's first ability, her Sentry Turrets, allow her to place up to six turrets around the map. Once an enemy steps within range, these turrets will fire a continuous beam of medium-damage energy until that foe either dies or steps out of range. While these turrets are exceptionally easy for enemies to kill, they can be hidden in creative locations and grouped together to maximize effectiveness. Her second ability, Photon Shield, allows her to grant extra hitpoints to teammates within range. While shields will not heal those who are critically injured, equipping an entire team with them before a big push can certainly give you an edge. Finally, her ultimate, Teleporter, is one of the biggest game-changing abilities in all of Overwatch. By placing the Teleporter somewhere on the map, a second portal is opened up at the spawn point, allowing teammates to bypass that potentially long journey back to the objective. Not only can this assist your team in reaching an capture point quicker, but it makes escorting a payload a relative breeze considering it's possible to always have one person moving it forward.

Junkrat's abilities aren't going to do as much damage as his Frag Launcher, but they're exceptional strategic items when used properly. Not only does his Concussion Mine allow him to place a remote detonated explosive, enabling perfectly-timed kills when used patiently, but it also functions as a super-jump when used underneath Junkrat. Considering most opposing players don't expect to see Junkrat flying a story or two into the air, using the Concussion Mine as a movement device not only functions as a way to throw enemies off their game, but it also allows you to access areas that foes won't necessarily expect grenades to rain down from.

What are some of the biggest things that you've learned from the Closed Beta? Are there any things that made you think, "Wow, we're in such a vacuum designing this game and I never would have thought that this could happen?" I'd imagine there'd have to be something, since there'd be no point in having a Beta otherwise.

Everyone's favorite peanut butter-loving scientist gorilla also might be the greatest distraction in all of Overwatch. Winston is a great character for those looking to play objectives, but not due to high damage output from his main weapon or his abilities; simply put, the best Winston players will utilize his abilities to pull opponents off of the objective, freeing teammates to either attack or defend in peace. Despite his weapon, the Tesla Cannon, boasting fairly weak damage, it automatically and continuously connects with any foes who are in Winston's immediate area. For this reason, it's the single-greatest way to defeat Tracer, as her abilities can't get her out of the way of this weapon (unless she leaves battle). This is also a fantastic weapon for capturing objectives, as you'll be able to do damage to multiple enemies at one time.

Mei's first core ability, Cryo-Freeze, encases her in a chunk of ice, both protecting her from further damage and healing any missing health over time. It's imperative that any Mei players keep this ability ready to go for whenever she is close to death, as it can essentially become a 'Get out of jail free' card during particularly brutal battles. Her second ability, Ice Wall, is one of the most iconic hero abilities in Overwatch, and you've almost certainly come across it dozens of times during your time on the battlefield. This ability allows Mei to place a massive wall of ice (pretty self-explanatory) onto the battlefield, which impedes enemy progress and can save a great deal of lives. If you find yourself capturing an objective and want to give your team a bit of extra breathing room, this is a sensational battle-forcing ability. Finally, her ultimate, Blizzard, is a large area-of-effect ability that functions similarly to the primary firing method on the Endothermic Blaster, only in a much larger circular area. Not only does this do damage over time, but it can freeze enemies entirely, making it really simple for your teammates to come in and genji Guide 2025 finish off the job.

If there's one constant in video games, it's that rocket launchers are always cool, period. Pharah, Overwatch's resident flying explosive expert, is no exception to this rule, as she has the potential to devastate an entire enemy squad when used properly. Her main weapon, the aforementioned Rocket Launcher, is not only incredibly powerful when it makes direct contact with an enemy, but it also possesses fairly large splash damage, so you don't necessarily need to worry about hitting foes directly. This is a wonderful weapon for taking out enemies that thrive on camping, like Bastion, Hanzo and Widowmaker. In addition to the Rocket Launcher, Pharah also possesses a jet pack mapped to her jump button. Not only does this allow her to reach higher ground for sneaky firing tactics, but it also allows her to hover in mid-air for a limited time when used properly, making all of her abilities all the more surprising.