Hey guys I started a new side blog!
It’s called unorthodox meta report where I examine the mostly ignored parts of overwatch gameplay (sounds weird I know, but strategy is my passion)
So you should check it out! the blog looks pretty too

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Hey guys I started a new side blog!
It’s called unorthodox meta report where I examine the mostly ignored parts of overwatch gameplay (sounds weird I know, but strategy is my passion)
So you should check it out! the blog looks pretty too
Symmetra Meta! Watch what happens when 5 people pick Symmetra and one person selects Lucio
Symmetra Might Be the Hardest Hero to Play
I'm on mobile so this won't be an indepth analysis, but here are some thoughts on Symmetra. Symmetra's greatest benefit is her shields and her teleporter. Her shields can give squishy heroes like Zenyatta, Mercy, and Junkrat a boost. Shields, unlike Torbjörn's armor, regenerate. This means that as long as a hero doesn't die they will have 25 extra HP that regenerates. Too often I've seen the shields neglected in favor of getting turrets placed. This, I think, is a mistake. Turrets require three or more to get a kill with the turrets alone and that's with more squishy heroes in the 200-300 HP range. A tank like Reinhardt or Winston can easily take out turrets. Symmetra's teleporter can be the clutch factor in the final moments of the game. My team was fairly evenly matched but the enemy managed to clear the point by timing their ults well. I got the teleporter up just outside the point and we won because my team was able to get back on the point and cleanse it of attackers. Symmetra's teleporter can be just as effective as a Mercy 5-person resurrect if placed well. In the flip side, Symmetra's teleporter can only be used six times before it disappears. It has to be hidden and/or well defended. It's also not available right away so unless your team is doing well defending the point already it can be almost completely useless. Maps like King's Row make her teleporter not worthwhile unless defending Objective A because in order to get the team somewhere close to the payload you have to be able to know where the payload is and predict where the most effective placement will be. Furthermore, unless your team has control of the high points (building windows and such), chances are good that an enemy Hanzo, Genji, or Junkrat will find and destroy the teleporter. Symmetra's turrets are deceptively weak. They appear strong when you get zapped to death, but in reality it's often a combination of damage from an enemy and the turrets. It is extremely difficult to place them well on maps like King's Row, Eichenwalde, and Watchpoint: Gibraltar. Part of the problem is that AoE attacks (usually ults) will destroy any and all turrets. Furthermore, splash damage from Junkrat's pill grenades or Pharah's rockets will destroy turrets even though it was a direct hit. Turrets usually only last as long as the enemy team doesn't know they are there. After that, the enemy will begin destroying your turrets. Lastly, Symmetra's gun is frustratingly limited. The beam requires almost melee-level proximity to an enemy, but it does quite a bit of damage (don't forget though that Symmetra is quite squishy herself). Her secondary fire can be charged creating a giant energy ball that goes through Reinhardts shields. The problem is that the charge takes about 6 seconds which is an eternity and the energy ball moves slowly making it possible to sidestep. That's all for now.
Advice for Symmetra
Turret placement:
Turrets are death. Turrets are weak tissue. Turret placement is everything.
~I am not a fan of turret "nests" (3-6 turrets in one small room) as either they get sidestepped, get taken out in one attack, or catch 1 unsuspecting character before being blasted. What I like to do when I've got the time to setup is placing sneaky turrets behind signs, under bridges, between pillars, above doors, etc.
~They should be protected and not visible until they can fire at a target.
~Best is to have them above a doorway so a character can't see them until they pass through, (usually without looking up), so the turrets can shoot the hero in the back.
~I love putting turrets up behind the doorways of the enemy spawn rooms and hidden near health packs.
~Turrets will die. Turrets should die. Replace turrets constantly when they die or if they are in less useful places. Always try to keep 6/6 up and if they aren't dying they might not be in good places.
A big thing about turrets is that they can charge your Ultimate very quickly while you are elsewhere at a safe distance.
Teleporters And You:
This is Symmetra's Ultimate. Treat it with respect.
~Charge your ultimate up as fast as possible with sneaky turrets and safely blasting enemies with your beam gun.
~If you are hanging around 85%+ with your ultimate charge, don't push too hard and consider falling back to get to a good teleporter position. The walk of shame for a Symmetra is dying with a 100% Ult charge.
~Your teleporter needs to be setup in a secure location, not out in the open. If the enemy can see it while walking down the main lanes, it likely won't live long. I feel like this is obvious, but I'll see people put down teleporters right on the point or just slightly tucked back from a main area.
~Your teleporter shaves off valuable seconds from the spawn room back to the action for your team. Don't get greedy and put it up too far if the other team is giving you a hard time. A destroyed teleporter helps no one, so be safe over bold with placement. (that being said, if your team is on fire, go bold!)
~Good enemy Tracers and Genjis will be looking for your teleporter. Personally, I feel it's your job to put the teleporter in a good place, then it's your team's job to keep it safe.
~Multiple turrets around a teleporter don't really make it safer and can even give it away, so I generally keep mine spread out around the area.
More Teleporter Notes:
~Communicate your ultimate charge and when you have it ready to go. Make sure your teammates know about it going up shortly. Sometimes the in-game heads up gets lost in the action, so I try to jump in chat as well.
You Get A Shield And You Get A Shield
Shields are not health. Shields are life. Don't run from a Symmetra trying to give you a shield!
~Shields should go up on everyone at the start of the game, usually right out the gate. Just spam that E key.
~Remember to give freshly spawned characters rejoining the fight shields as well. It's easy to forget about the E key once things heat up, but keep it at the ready.
~Oh I'm sorry, you want a "real healer" on your team? Teammates who complain about Symmetra on their team right off the bat are more than welcome to SWITCH TO THE SUPPORT OF THEIR CHOICE! Reaper McShotty Main can kiss my ass if I end the game with more eliminations than him.
~Symmetra's support is in the small shields she gives, adding firepower with turrets, and getting that sweet teleporter up time. Her and a Torb beef up everyone nicely.
So that's about what I got. Symmetra players take and compare notes. Non Symmetra players, this is what I'll be doing, so don't give me shit until AFTER the game starts. Almost any game of Defense I'm picking Symmetra up until the payload gets moving, then it's a toss up if we're actually keeping the other team at bay. I personally have success picking Symmetra on Control, though she's most useful in locking down a point with turrets and a nearby teleporter.
Results may vary, but best of luck other Symmetra players! **Originally posted to Reddit here**
If you're Mercy and you follow a Reinhardt as he charges into an enemy controlled point, you're going to die. Accept that. Reinhardt's job at that moment is take as much fire as he possibly can while the rest of the team picks off enemy heroes distracted by the Reinhardt. Reinhardt can't save you. Yes, in theory he could drop the shield long enough to hit a nearby enemy but then he'd be taken out easily. The best thing a Mercy can do in that moment is to stay back with the team, heal as needed, boost as needed, and follow the rest of the team to the point. DO NOT follow Reinhardt as he charges into the point by himself. It's likely he'll die before the point is taken and the area is cleared.