How to kill slept Tracers in Overwatch without wasting Reinhardt’s charge - Dexerto
Overwatch

How to kill slept Tracers in Overwatch without wasting Reinhardt’s charge

Published: 3/Apr/2020 21:12

by Bill Cooney

Share


A new technique for Reinhardt is making its way around the Overwatch community, and it’s a great way to take care of a sleeping Tracer without wasting your charge.

One of the best ways to deal with an annoying enemy Tracer is to hit her with Ana’s Sleep Dart, if you can, and let your team take care of the rest.

Advertisement

Reinhardt can obviously charge the sleeping hero to instantly end her existence, but there is another option that doesn’t drain any of his cooldowns and is a good technique for players to get down in general.

Blizzard Entertainment
Tracer can be one of the toughest heroes to take out in Overwatch.

As Irish main tank player Liam ‘Liam‘ O’Donnell shows in a new clip, charge is usually the most reliable way to take out a sitting duck Tracer.

Advertisement

You can also use a combo of his hammer swing/Firestrike, as well as two of Reinhardt’s primary fires in a row, but this gives the tricky time-traveling hero plenty of time to escape.

Instead of just swinging twice at Tracer with Rein’s hammer, like normal, there’s a way to make Rein deal more damage faster with his primary fire.

To pull off what Liam calls the “Double Swing,” players have to start using Reinhardt’s hammer with Tracer to their left. After striking her the first time, you’ll need to keep her at the left edge of your screen, which will make Rein hit her much faster than if she was in the middle of your crosshairs.

Advertisement

This eliminates Tracer without giving her the chance to blink away, but that’s not all that the technique is good for, not even close.

It can be used basically any time your in a fight to deal bigger chunks of damage to enemies than a regular swing would, increasing the chance you’ll knock them out.

Anyone who’s played Reinhardt for a decent amount of time has probably noticed this mechanic before, but practicing with it to the point where the “Double Swing” is a useable skill is definitely worth doing.

Advertisement
Blizzard Entertainment
Practice the “Double Swing” enough, and you too can rack up those Reinhardt kills like a pro.

Mastering the technique might not land you a spot on an Overwatch League roster next season, but it will make those squishy DPS heroes this twice before getting up in your face.

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

Share


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

Advertisement

In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Advertisement
Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

Advertisement

It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

Advertisement

While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

Advertisement