#Plat 5 Hanzo/Sym
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Since you're NA it's difficult to align times for a vod review so I'm just going to give you a written response looking at it now.
First fight -
We follow up main, we wall climb in sight of the enemy, not the worst but we're a bit exposed doing it this close to where they can see. The shot is nice but in essence it was a bit of a 50/50 winning against the other hanzo. We drop down to stabilise, so far so good.
Now this is where it starts to go very wrong. We're currently at 81hp, at this point we're unable to pressure the enemy without risking ourselves instantly dying. This means that we have to play far safer to compensate and we just get a lot less value. Option 1 is we request healing and hoping our ana recognises this and heals you, or option 2 and even better is for you to just quickly take a few steps to the mega and heal ourselves. (We even look directly at the mega and ignore it)
We once again climb up very close and overexposed but again its not the worst thing in the world, what is terrible though is that we see there are people on both high grounds and instead of putting ourselves in only the LOS of lifeweaver and forcing him off or threatening a pick, we instead tank damage from sig that was completely unnecessary and we even worse jump off of the high ground to contest point whilst our entire team is already on point.
Don't jump out onto point or wherever the center of the enemy's attention is on unless you have to. You are a very fragile hero who can't just sit on point and brawl against their frontline. You want to take advantage of the fact that others are doing this for you, holding their attention away from you and you want to just take your time and pressure out the enemy from a safe and comfortable position.
We respawn head straight back in, and repeat pretty much the same huge mistake again. We are so concerned with playing so grouped with our team in the wide open point with absolutely no cover that the moment we do this we get blown up immediately.
I know why you feel the need to do this, in the first instance you felt low and have the idea that stacking on your team would result in your allies healing you, but also (and especially so in the second instance) the closer you are to the enemy the easier it is for you to hit your shots and so it feels like you can provide more value.
What you have to realise though is that on hanzo the range at which you can get value although it does diminish from far away, most other heros have a far greater drop off in the value they can get looking at you. Just in this example there's a sig a life weaver and a sojourn, all of these (except for when sojourn has rail built up) struggle to trade favourably against you at a long range.
So lets talk about how you can get value even from a long range.
One of my favourite resources on this topic (and it doesn't just apply to hanzo but everyone to an extent) is this: https://www.youtube.com/watch?v=Fw2ZTB6zdf4
I won't go through the details too much of the video, but when you play hanzo you need to start thinking about the targets you are trying to hit. Does the target have their attention on something else, are they aware of you? Are they forced into an animation or even just forced to path in a direction? There's quite a few factors and as you begin to try to assess who you're shooting at you'll have a much better idea of your ability to hit these targets and you'll be able to adjust what you're doing to either allow these targets to lose awareness of you and make it easier for you to hit them, or for you to find a different target that you can hit instead.
So back to the vod review. My point is mostly just that after both of these fights we're throwing ourselves onto the point to try and get value, and this is putting ourselves into the enemy's effective range and making it much more difficult for ourselves.
With all of the core ideas put out that you need to look to understand, (Understanding both our own and our enemy's effective range, and how to get value playing outside of our effective range) we can start to watch the rest of the vod and I'll be referencing these a bit more.
I will make one extra point before I go on, hanzo is a crazy hero because of storm arrows, just this one ability allows you to win trades from very close up and makes it that hanzo can play in any effective range and win most duels, so yes playing close up does allow you to get a lot of value especially with storm arrows, however the previous fights we engaged on someone however more than just the target alone could see us. Even if we can beat sojourn in a duel close up, we are going to struggle to survive if we go this close and multiple other enemy's are able to help the sojourn or put pressure on us. In general the more you play cover, and the more you play distance the easier it is to narrow and isolate targets into maintaining a fight where they are the only ones who look at us.
2:27 here the sojourn is very clearly looking at us, it is very difficult for you to consistently shoot at this sojourn as they are actively moving to prevent you from hitting them. Even though the same can be said the other way around, sojourn has a much more consistent firerate and doesn't struggle to land at least some damage on us whilst we struggle to hit anything at all back on the sojourn.
2:32 We feel compelled to run close and just do as much damage as we can, so we just start shooting into the sigma, the truth is that shooting into sig here isn't that much value, if anything sig as a tank is one of the best to deal with so much spam. If you want to impact the fight you need to look for other targets that killing them give greater value. Yes it is harder to hit other targets that aren't the tank but a lot of the time this trade off is worth it.
2:48 is a very nice clean demonstration of how when they're not actively looking at you and dodging your shots, it's just very easy for you to land shots on your targets.
3:35 this entire section here, you need to get away from playing so stacked from your team, especially after you just won a fight you need to be taking space and your own angle, playing so stacked with your team just makes it very difficult to get targets that aren't directly looking at you, making it harder for you to hit your shots, easier for them to use cover against your entire team, and also be able to force you out much more easily as all the spam going to your team will be getting caught by you, and also your team getting caught by spam meant for you.
4:02 it is absolutely no surprise that eventually we die because of just playing on the cart, directly in the enemy's line of sight and constantly repeeking into them.
I talked about Hanzo a lot and most of what I've talked about is just repeated in the rest of the gameplay so I'm skipping to Sym now.
11:56 on sym you want to be setting up for where the enemy walk into a space that you, your turrets, and your team can contest. For instance if you put turrets on the bridge at the side facing you then you can engage the enemy as they are being beamed by the turrets and your team is close enough to help burn even more resources. If your team isn't there to help out, yes you will distract the enemy for a moment with your turrets but if its only for your benefit to beam them a bit longer and you lose your turrets for this its usually going to be a bad trade. It may be better then to position your turrets to punish any attempt they make to push the corner, placing turrets high up on your side of the corner, and even maybe a turret on the front part of the car. You never want the enemy to deal with just your turrets and nothing else in isolation, you always want there to be timing with what you do. Something else you can do here is also just use tp to take control of the bridge, force their attention onto you, even use turrets to make yourself safe if genji or lucio tries to contest and be mindful that they don't push forwards and break your tp resulting in you stuck out of position.
The majority of this fight we dont really use any of our abilities and get no value from them
12:15 we throw out a turret where the enemy can simply destroy it immediately.
12:21 we throw out a turret towards the sojourn
12:35 we waste another turret throwing it out to the mercy
We're unable to properly build up useful turrets to hold an area because we're being incredibly wasteful with them. The great thing about turrets is that they provide value to each other too, if you place 2 in differing angles then you make it even more difficult for the enemy to deala with them as they provide value to each other, the enemy is forced to first look at one whilst still being beamed by the other and then has to still kill the other all whilst ideally being exposed to you and your team burning their resources too. Not only that but the slow on multiple turrets also stacks and makes it much more difficult for the enemy to even push out of the range of your turrets. Point being, stop wasting your turrets on meaningless things and plan ahead more to formulate an idea of where you can hold with them.
12:49 this turret is great, ideally we would have more and we also want to place it at more of an angle forcing the enemy to look as far away from us as possible to make it more difficult for them to deal with both us and the turret.
13:17 there is so much downtime and we're not doing anything at all to prepare for this. I want you to think of what you could do to prepare here and then once you've come to your own conclusion reveal the spoiler text. ||You need to replace your turrets alongside the entrance if that's where you want to hold, and you want to immediately tp up to the high ground. The faster you tp and break tp the faster your tp is back up and ready to allow you to reposition if you need to. Once on the high ground you can comfortably spam right clicks directly at spawn from a very narrow angle as they come out of spawn doors, and once they push to your turrets they're in range of your left click too, with you being much safer from their team (especially shatter)||
13:30 the next fight happens we're badly prepared for it, we get shattered and realistically we should've died during shatter with firestrike+swing or just with rein's pin, regardless we die anyway and its all because we didnt prepare for the fight whatsoever and played in a way to give them value