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Overwatch Macro fundamentals

An introduction and collection of the fundamental concepts of Ovewatch. The goal is to give every team a better understanding of the general macro strategy from the different compositions and increate the quality of play from the competitive Overwatch scene.


This compendium is aimed towards all coaches in the OW scene to navigate through the weekly hero bans. #Overwatch #OW #OWcoaching

games, overwatch, guide, macro strategy, coaching, strategy

1 Overwatch Macro fundamentals by Overwatch Strategy Coach Ben “Thor” Richter 2 by Thor#5863

Preamble I created this document from my own experience as an Overwatch coach. This document does not have the right to completeness. I want it to be an introduction and collection of the fundamental concepts of Overwatch. The goal is to give every team a better understanding of the general macro strategy from the different compositions and increase the quality of play from the competitive Overwatch scene.

Name: Ben “Thor” Richter Twitter:@Thor_OWCoach Discord: Thor#5863 Achivements: https://liquipedia.net/overwatch/Thor CV: https://bit.ly/3oNH2NJ If you want to help me out with a donation, here is my paypal. Thank you! You can book a coaching session with me here . paypal.me/OWThor 3 by Thor#5863

How to use this presentation You can find the whole playlist for the presentation here ! 4 by Thor#5863 Structure 1. Overview 1.1. Interaction Brawl, Dive and Spam 1.2. G eneral fight structure 1.3. G eneral communication 2. Deep dive into Brawl, Dive and Spam 2.1. Brawl 2.2. Dive 2.3. Spam 3. Hybrid compositions 3.1. General 3.2. Brawl-Dive, Dive-Spam and Spam-Brawl 3.3. Transitional compositions 3.4. Summary 4. Tempo 5. Summary 6. Glossary 7. Acknowledgement Animation 5 by Thor#5863 1. Overview 1. Interaction between Brawl, Dive and Spam 1.1. Introduction Brawl 1.2. Introduction Dive 1.3. Introduction Spam 2. G eneral fight structure 2.1. Fight phases 2.2. Fight structure 3. General communication 3.1. Ult tracking 3.2. Shotcaller 3.3. Target caller 3.4. Ult usage 3.5. Scouting pre-fight 3.6. Scouting mid-fight Animation 6 7 by Thor#5863

1.1. Introduction Brawl Strengths: ● sustain ● strong defensive abilities ● horizontal movement Weaknesses: ● map control ● vertical movement ● resources based Win condition (play for strengths, hide weaknesses): ● force mid-fights ○ force the enemy to come to you or rotate to them ■ use abilities in the rotation to reduce incoming damage or fortify on objective (they need to contest) ● fortify at a position with the least angles (chokes), close to the point Animation 8 9 by Thor#5863

1.2. Introduction Dive Strengths: ● mobility ● burst damage, close range ● map control (indirect) Weaknesses: ● sustain ● very timing-based ● range damage Win condition (play for strengths, hide weaknesses): 1. Scout target with least mobility or defensive abilities 2. Stage scouted target/position from different angles 3. Dive together on the target → burst damage 4. Reset/next target wait for abilities or look for the next target Animation 10 11 by Thor#5863

1.3. Introduction Spam Strengths: ● constant range damage ● map control (direct) ● long range support Weaknesses: ● mobility ● sustain ● close range Win condition (play for strengths, hide weaknesses): ● attack from long range → constant damage forces resources or picks ● use map control → try to attack from multiple angles → punish enemies in open space or rotations ● play slow, the longer you stay in the poke phase, the better for Spam Animation 12 by Thor#5863 1. Interaction between Brawl, Dive and Spam 13 by Thor#5863

2.1. Fight phases Start Posture Engage Win Poke Positioning Hardreset Softreset Rollout Opportunity Kill Spam Brawl Dive Animation 14 by Thor#5863

2.2. Fight structure Ult tracking Plan Setup Scouting Execution What/How? When? Where? Win Clean up Snowball Animation 15 by Thor#5863 16 by Thor#5863 What/how? When? Where? What/How? Where? When? 3. General communication Ult tracking Plan Setup Scouting Execution Win Clean up Ult tracking Plan Pre-fight Scouting Mid-fight Scouting Target Calller Scouting Ult tracker Shotcaller Everyone Target caller Animation 17 by Thor#5863 Support Tank Who? ● Support ○ gets most amount of information 3.1. Ult tracking What? ● important ults first (most impactful for our plan) ● additional ults are a bonus Team 1 Team 2 How? ● remember in mid-fight (ears and eyes) ● after-fight: only say what they have (not what they used) Animation 18 by Thor#5863 Who? ● anyone with best macro understanding ○ normally also takes position as IGL (Ingame Leader) 3.2. Shotcaller What? ● which ults we use; from where we approach/hold; strategy A or B ● thinks about the whole map (use a lot of ults or less? Dry fight?) Our Spawn Enemy Spawn Payload less/smaller ults more/bigger ults Animation 19 by Thor#5863 3.3. Target caller Who? ● main Tank ○ least range (hard for him to swap) ○ leads the team (can’t look back) What? ● name of the target ● position of the target (team supports with echoing the call or information calls: “I am with you!”) Animation 20 by Thor#5863 3.4. Ult usage Who? ● player with the impactful ult ○ knows best how to use own ult What? ● answer: Where do you use the ult? ○ at choke; our corner; next corner … ● answer: How do you use the ult? ○ as an engage; after they used X; with the support of Y How? ● prepare strategies in coaching session and vod reviews Animation 21 by Thor#5863 3.5. Scouting pre-fight Who? ● everyone! ○ mostly main Support and off Tank because of high mobility What? ● positioning ● attack: ○ which angles do they hold? hide? key heroes? ■ example: push through choke → find Mei to wall her ● defend: ○ from where ? split? flanks? key heroes? ■ example: use Mei or Zarya ult → find Dva Animation 22 by Thor#5863 3.6. Scouting mid-fight Who? ● everyone! What? ● out of position ● key abilities used ○ Mei wall, Zarya bubbles, movement ability ● low health Why? ● peeling; punish; opportunity Animation 23 by Thor#5863 2. Deep dive into Dive, Brawl and Spam Spam Dive Brawl Animation 24 by Thor#5863 2.1. Brawl 1. Brawl general 1.1. Introduction Brawl 1.2. Specific communication 1.3. Ultimates 2. Brawl vs Dive 2.1. Positioning 2.2. Summary 3. Brawl vs Brawl 3.1. Positioning 3.2. Set up flanks 3.3. Summary 4. Brawl vs Spam 4.1. Positioning 4.2. Exercise 5. Summary Animation 25 by Thor#5863 1.1. Introduction Brawl Strengths: ● sustain ● strong defensive abilities ● horizontal movement Weaknesses: ● map control ● vertical movement ● resources based Win condition (play for strengths, hide weaknesses): ● force mid-fights ○ force the enemy to come to you or rotate to them ■ use abilities in the rotation to reduce incoming damage or fortify on objective (they need to contest) ● fortify at a position with the least angles (chokes), close to the point Animation 26 by Thor#5863 1.2. Specific communication Brawl needs to play as one unit at all times! How? → good communication and trust in allies ● command calls: ○ “in” → attack into the enemy team ■ trust calling person, that you have an advantage (Reaper in pos., …) ○ “turn” → everyone peels for backline ■ stops every aggressive movement to not get split (Reaper in backline, …) ● tactical calls: ○ “stabilize” → play defensive , wait for abilities, group up ○ “stack on X” → group up on X Animation 27 by Thor#5863 1.3. Ultimates Enabler: ● goal: force abilities ● no preparation ○ but follow up plan -> push advantage ● DVA, Moira, Lucio, ... Finisher: ● goal: wins the fight ● preparation ○ no specific abilities from enemy team ■ defence matrix, zarya bubble,... ○ specific position ● Mei, Zarya, Reaper, ... Animation 28 by Thor#5863 2. Brawl vs Dive 29 by Thor#5863 2.1. Positioning How does Brawl position? ● grouped → why? ● goal: survive power spike from Dive ○ safe abilities for this moment (Mei wall, shields, defence matrix, …) ■ Dive gets no value → Brawl is stronger in mid-fight ● defensive abilities only vs one direction ○ → position where dive gets least amount of angles ■ don’t isolate from each other ● force mid-fight ○ contest objective or catch enemy backline with rotations Power spike Animation 30 by Thor#5863 2.1. Positioning Defending vs Dive: ● Dive has a higher mobility ○ they can always touch the point ● → forces a rotation from Brawl ○ if you split 5-1 to touch ■ dive can jump isolated target ○ if you split 3-3 ■ dive can jump weak group ● each rotation is a opportunity for Dive to isolate somebody ○ stay close to the point ■ → less rotations necessary ○ only main Tank touches point Don’t hold a choke vs Dive 10 meter 4 angles, far from point 10 meter 5 meter 2 ½ angles, close to point Animation 31 by Thor#5863 2.1. Positioning Attacking vs Dive: ● Goal: force mid-fight, survive power spike ● force mid-fight ○ → contest objective ■ tanks needs to contest ○ → rotate and catch backline ■ tanks need to peel ● survive power Spike ○ use abilities vs engagement ■ clean rotations → least amount of abilities used ○ least amount of angles from dive ■ brawl abilities defend only one direction many angles → a lot of dive opportunities less angles → few dive opoortunities → always go left or right side Animation 32 by Thor#5863 2.2. Summary Goal: survive power spike from Dive ● stay grouped ○ no isolation ■ no opportunity for Dive ● safe abilities for engagement ● force mid-fight ○ rotate to objective or on backline ● defend close to point with least possible angles ○ abilities to defend each side ● attack from left or right side ○ less opportunities for Dive Animation 33 by Thor#5863 3. Brawl vs Brawl 34 by Thor#5863 3.1. Positioning Mirror matchup: → strengths and weakness less impactful Use chokes for defensive advantage: ● close range ○ forces a fast mid-fight ○ enemy team has to push into your setup ● one direction of attacks, but multiple from defence ○ stay your ground and don’t push into them ■ → don’t give up advantageous position ● enemy has to use abilities first to push through choke ○ position smart to counter this ■ example: mei should not stay with the team Animation 35 by Thor#5863 3.1. Positioning How to push through a choke? 2 possibilities: ● mobility ○ rotate faster than defending team (Hammond, Winston, Tracer, …) ■ not possible in Brawl mirror ● more firepower ○ push through the choke with impactful abilities ○ create space for the team after the choke ■ flank with DPS ■ use ultimates (DVA, Mei, …) Animation 36 by Thor#5863 3.2. Set up flanks Map control in Brawl vs Brawl ● Brawl does not have map control! ● → both teams don’t control the flanks ○ opportunity for flanks from both teams ● flank forces resources ○ → less abilities on the frontline ○ → frontline pushes after the flank ■ → flank creates space for frontline ● prepare reaction for enemy flank ○ peeling squad (DVA, Lucio,...) ○ push enemy frontline ■ look for 6vs5 engagement Animation 37 by Thor#5863 3.2. Set up flanks How to set up flanks? ● DPS goes to the enemy backline ○ flanks from different angles ■ use defensive abilities to get back to your team ○ wait until both groups are in position ● enemy backline comes to the DPS ○ team baits enemies to rota te ( What is a bait? ) ○ → DPS waits for the enemy backline to rotate into him Animation 38 by Thor#5863 3.2. Set up flanks 39 by Thor#5863 3.3. Summary Use chokes for defensive advantage : ● close range ● one direction of attacks, but multiple from defence ● enemy has to use abilities first to push through choke Brawl does not have map control! ● → both teams don’t control the flanks ○ opportunity for flanks from both teams ● flank forces resources ● prepare reaction for enemy flank ● set up flanks with rotations Animation 40 by Thor#5863 4. Brawl vs Spam 41 by Thor#5863 4.1. Positioning Goal: reduce angles for spam → force fight on objective ● grouped! ○ abilities strong vs 1 direction (shields, DM, Mei Wall,...) ■ only if you are all together ● attack from lane with most cover ○ rotate from left or right side ■ map ends at one side → natural cover ● rotate on high ground ○ reduce possible angles for Spam ● force fight on objective ○ the more time Spam has, worst it is for Brawl Animation 42 by Thor#5863 4.1. Positioning How to set up flanks? (look Br awl vs Brawl) 43 by Thor#5863 Extra: Exercise Workshop mode: C1RGH Settings: ● team blue: 4 hard bots (1 Bastion) + 2 free spots ● increase health (150%) and damage (120%) ● team red: 6 Players to practice Additional rules: ● receive damage if not near another player → stay grouped ● payload stops until Reinhardt walks into marked location ○ location is defended from Orisa + Bastion Goal for the player’s is to push the payload to the end! 44 by Thor#5863 5. Summary Win condition: force mid-fight → play by the objective, open up least angles ● vs Spam: ○ push Spam from high ground → less angles , force fight on objective ● vs Brawl: ○ hold on chokes, map control does not exist → use Flanks ● vs Dive: ○ grouped, position with least angles , use abilities defensive to survive power spike Strengths: ● sustain ● strong defensive abilities ● horizontal movement Weaknesses: ● map control ● vertical movement ● resources based Animation 45 by Thor#5863 2.2. Dive 1. Dive general 1.1. Introduction Dive 1.2. Specific communication 1.3. Ultimates 2. Dive vs Spam 2.1. Scout 2.2. Stage

2.3. Dive

2.4. Reset or next target

2.5. Summary

2.6. Exercise

3. Dive vs Dive

3.1. General

3.2. Differences to Dive vs Spam

4. Dive vs Brawl

4.1. Differences to Dive vs Spam

4.2. Dive on defence

5. Summary Animation 46 by Thor#5863 1.1. Introduction Dive Strengths: ● mobility ● burst damage, close range ● map control (indirect) Weaknesses: ● sustain ● very timing-based ● range damage Win condition (play for strengths, hide weaknesses): 1. Scout target with least mobility or defensive abilities 2. Stage scouted target/position from different angles 3. Dive together on the target → burst damage 4. Reset/next target wait for abilities or look for the next target Animation 47 by Thor#5863 1.2. Specific communication Scout pre-fight target: Who? ● everyone (best practice: Sombra) What? ● Who and where is the target? ○ depends on mobility, position, abilities, ultimates 1. Tank -> most sustain 2. hard to reach, good mobility 3. too far away 4. Dive target -> “Mccree on left high ground” Animation 48 by Thor#5863 1.2. Specific communication Dive timing: Who? ● Main tank (whoever calls the engages ) What? 0 1 2 3 6 Burst-Damage Pre-fight set up (Ana nades…) Distractions + Lucio speed boost Rollouts (DVA, Ball, Doom...) Traveling (Winston, Reaper, Tracer...) Burst (every DPS Hero and more...) Animation 49 by Thor#5863 50 by Thor#5863 1.3. Ultimates Ultimates speed up your macro game! ● to create space ○ develop opportunities to dive (Primal, DVA-Bomb, Hammond mines …) ● to deal damage ○ dive phase -> burst down one target (Blade, Pulse bomb, …) ● to support DPS ○ secure offensive play style from DPS ■ direct -> Nano, … ■ indirect -> EMP, … ● to cover weakness of composition ○ after dive -> sustain (Soundbarrier, Valkyrie, …) defensive ultimates Animation 51 by Thor#5863 2. Dive vs Spam 52 by Thor#5863 2.1. Scout Target selection (before the map): ● least amount of self-sustain + peeling potential ○ self-sustain: defensive abilities (reduce damage), health or mobility (avoid damage) ○ peeling potential: can he peel better for himself or for the team? ■ Support can’t heal themself as much as the team DPS Heal 1 Heal 2 Heal 1 Heal 2 ● prefer to dive Ana instead of Mccree Animation 53 by Thor#5863 Target Selection (before the fight): ● depends on ○ positioning ○ abilities ○ health ○ ultimates ● every hero can get dove! ● force opportunities for your dive ○ hack target is not always dive target

2.1. Scout force point -> rotation/split … hack or poke … poke … nano blade or primal ... Animation 54 by Thor#5863

2.2. Stage What do we notice from the clip? Split -> Why? ● flank or off-angle ( value ←→ safe ) ○ mobility allows safe flanks ■ poke from flanks can result into dive opportunity ○ spam can not cover every lane ■ DPS don’t have to use additional resources vs Spam ○ everyone reaches first target with one movement ability Animation 55 by Thor#5863

2.3. Dive Tanks: Goal: force abilities and take space for DPS How? ● one Tank absorbs the travel-damage ○ direct: defensive ability -> defence matrix, Zarya bubble, … ○ indirect: distraction -> ball engage, boops, … ● second Tank takes space at dive location ○ huge health pool and body absorbs abilities and damage ○ use defensive abilities to secure location temporarily -> Winston bubble, Hammond piledrive ○ isolate target from the team ■ forces it to move -> gives up space ■ easier follow up for DPS Animation 56 by Thor#5863 57 by Thor#5863 2.3. Dive DPS: Goal: output maximum damage in shortest time on one target How? ● supporting role ○ increases the damage output from the team : ■ reduces the amount of potential peeling (deny defensive abilities, …) ■ reduces the mobility options from the target (more time in a position with disadvantage) ■ reduces the aggressive potential (own team can play more offensive, …) ○ → can be done with distraction (Reaper teleport, Widow shots from different angles,...) or direct (Sombra hack, Mei freez, …) Animation 58 by Thor#5863 59 by Thor#5863 2.3. Dive DPS: Goal: output maximum damage in shortest time on one target How? ● damage role ○ use the cover from your team to play as offensive as possible (maximum damage output) ■ find angle from behind or side -> enemy does not see you coming ○ use least amount of resources in the approach to stay longer in the fight ■ do not approach from the same direction as Tanks Animation 60 by Thor#5863 61 by Thor#5863 2.3. Dive Support: Goal: increase damage output from team (direct or indirect) How? ● direct ○ use abilities or auto attacks to increase burst damage ■ anti nade, damage orb, discord orb, ... ● indirect ○ help team to stay longer in the fight ■ focus healing on tanks -> contest the space longer -> more time=damage from DPS ● Positioning ○ stay hidden, no staging phase (most of the time) ■ use dive as distraction to get in an impactful position (use lucio speed boost, …) Animation 62 by Thor#5863 63 by Thor#5863

2.4. Reset or next target Win condition: play for strengths, hide weaknesses ● aft er power spike (Di ve) very weak Decision to reset or continue fighting very situational ● abilities, position, health, ultimates, player-advantage? → if you have the chance to reset/play slow Do it! blue team waits for abilities Animation 64 by Thor#5863

2.5. Summary ● scout ○ weakest , most isolated (split) target ● stage ○ from multiple angles , use mobility to stay safe ● dive ○ dive together, use abilities to stay as long as possible in the fight + burst damage ■ Tanks force abilities and take space for DPS ■ DPS output maximum damage in shortest time on one target ■ Supports increase damage output from team (direct or indirect) ● reset or next target ○ reset if possible or call next target ● ultimates speed up the macro game! Animation 65 by Thor#5863 66 by Thor#5863

2.6. Exercise Requirements: 7 Player s ( Simulate Dive vs Spam ) Team 1 = 6 Player -> aggressive dive Team Team 2 = Torbjörn (increase health and damage) Goal: ● Dive Torbjörn’s turret without receiving any damage ● practice the timing of the engage ● communication Animation 67 by Thor#5863

3. Dive vs Dive 68 by Thor#5863 3.1. General ● mirror matchup: ○ both teams same macro possibilities ○ match-up depends a lot on micro and execution ● both teams play on flanks -> DPS 1on1’s likely to happen ● generally Dive is a fast and aggressive composition ○ favored if proactive -> dives first ○ trade backline instead of peeling (situational) ● different variations depending on heroes ○ 2-4 Split (2 dive - 4 peeling) (MT+FDPS - OT+HS+MS+FS) ○ 3-3 Spit (MT+FDPS+HS - OT+MS+FS) ○ 6-0 best practice (any 6 player dive) Animation 69 by Thor#5863 3.1. Differences to Dive vs Spam Scout: ● because high mobility almost no perfect opportunity ● proactive dive into enemy’s backline leads to opportunity for DPS Stage: ● almost no staging phase, because of high mobility ● both DPS play on flanks -> a lot of 1on1’s ● every used mobility cooldown → possible dive target (Winston, DVA …) Dive: ● depending on composition, different splits are possible (2-4,3-3,6-0,...) ○ aggressive dive from enemy team provides opportunity for team 2 to dive backline Animation 70 by Thor#5863

4. Dive vs Brawl 71 by Thor#5863

4.1. Differences to Dive vs Spam Scout: ● problem: Brawl is grouped and has good sustain -> hard to find dive target ● solution: isolate the target -> develop opportunity How? ● opportunities through “soft dives” ○ defensive dive without commitment or longer cooldowns on abilities ○ quick retreat, don’t hold space ■ → bait abilities -> Opportunity for “hard dive” (committed dive) ● poke from Tanks, DPS and Supports ○ high mobility -> safe flanks/angles -> possible poke damage ■ → bait abilities, force player out of position or low health -> opportunity for “hard dive” ● create own opportunities with abilities (hack, anti-nade,....) or ultimates Animation 72 by Thor#5863

4.2. Dive on defence Attacker advantage: When to fight? Defender advantage: Where to fight? How can we work with the defensive advantage? ● killzones ○ combination from “where” and preparation (stage) ■ stage (for killzone) from multiple angles ● → no countdown needed ○ but scouting: “where” and “who” Killzone Animation 73 by Thor#5863 4.2. Dive on defence Animation 74 by Thor#5863 75 by Thor#5863 5. Summary Win condition: 1. scout, 2. stage, 3. dive, 4. reset ● vs Spam: ○ weakest target , stage multiple angles, Tanks first → create space for DPS ● vs Brawl: ○ create opportunities with soft-engages or poke ● vs Dive: ○ micro and execution, proactive dive, different splits Strengths: ● mobility ● burst damage, close range ● map control (indirect) Weaknesses: ● sustain ● very timing-based ● range damage Animation 76 by Thor#5863 2.3. Spam 1. Spam General 1.1. Introduction Spam 1.2. Ultimates 2. Spam vs Brawl 2.1. Positioning 2.2. Rotation 2.3. Summary Extra: Line of sight Extra: Bait 3. Spam vs Spam 3.1. Positioning 3.2. Summary 4. Spam vs Dive 4.1. Positioning 4.2. Summary 5. Summary Animation

Overwatch Macro fundamentals
Info
Tags Games, Overwatch, Guide, Macro strategy, Coaching, Strategy
Type Google Slide
Published 27/09/2109, 00:54:08

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