My testing indicates not.Torbjorn kind of is, until her ult is ready.
I'm sure enough research will show that Tracer's counter is actually Mei, but Gas will stubbornly refuse to admit Mei is good for anything that's actually useful.Every night, it becomes more apparent to me that there is no counter to a good tracer. The only counter to tracer is the person playing her not being good.
She almost sounds like she could be, but tapping left shift a couple times gets tracer away from mei's freeze.I'm sure enough research will show that Tracer's counter is actually Mei, but Gas will stubbornly refuse to admit Mei is good for anything that's actually useful.
--Patrick
Roadhog is actually the absolute WORST on a good Tracer. Landing a hook on her is just as difficult as landing a bullet on her (she can also recall before you get the shot off 90% of the time if you do get a miracle hook), and due to his high health and hit box, all of her gun spread hits him, which charges up her sticky bomb ult like nothing else. Basically if you have a Roadhog on your team versus a good tracer, you might as well just accept the fact you will be sticky bombed every 15-20 seconds.Junkrat's a decent counter, if you're good with traps and bomb ricochets. Roadhog too, if you hold lclick while she gets hooked towards you. Absolute top-tier Tracers, though, yeah, like trying to swat a fly.
Terrik and Dei pointed out (in varying amounts of decibels) last night that as we play more and more competitive, the other team is having less and less of a problem dealing with my Torbjorn's turret when we're on defense, which I guess makes sense to me as I've never really had problems dealing with turrets as 76, and it occurred to me that all my big "plays" lately have been ones where I abandoned my turret and started flanking/tankhunting with my rivet gun - which, while nifty, could be better accomplished by another character in all likelihood. And I'd just gotten in the habit of going Torb on defense because nobody else was (seriously, I was waiting until the last second to lock in), and "It's defense, you gotta have a Torbjorn."
They also tried out a new power duo in Terrik playing Roadhog and Dei playing Zaria, so to hitch my wagon to the new idea, I started playing Lucio. Seemed to work pretty well, with Dei using her barriers whenever either of them got targeted and me providing some healing and speed while shooting through them from behind in hopes of hitting something. Seemed to work out reasonably well.
While I'll miss Platoon 76, I look forward to the snarling between edgelords as to who gets to play Reaper.
It's a timed shield that refreshes while it's not up. 5 total seconds, maybe less?How much does it block before breaking? The thing about the old version was that it took whatever you threw at it until the duration ended, but if it's more like a Reinhardt-style shield, I feel that might feel a bit like a nerf instead, at least in my opinion. It can't be as strong as Reinhardt shield, as Reinhardt loses speed while it's up, but if it dies within a split second of some focus fire, it won't be as good for that big team rush D.Va was good at.
Is there a delay once you let go of right click before it starts refilling, like Reinhardt, or does it immediately start refilling like Pharah's fuel?It's a timed shield that refreshes while it's not up. 5 total seconds, maybe less?
That does not seem like it changed much then other then moving to the RMB? What is this I hear about it having "health"? Patch Notes are not anywhere right now.It's a timed shield that refreshes while it's not up. 5 total seconds, maybe less?
From what I am gathering, it still absorbs unlimited attacks while up, but unlike before where it was fired for a specific duration and then on a long cooldown, it's now only up as long as you hold down right click, and it expends/refuels like Pharah's hoverjets.That does not seem like it changed much then other then moving to the RMB? What is this I hear about it having "health"? Patch Notes are not anywhere right now.
Ah, so the duration is based on the fuel levels? So I could, technically, use it, stop to fire, and then if I see like a Rip-Tire come at me I can pop use it again as long as I have some charge? Okay that makes more sense as a buff.From what I am gathering, it still absorbs unlimited attacks while up, but unlike before where it was fired for a specific duration and then on a long cooldown, it's now only up as long as you hold down right click, and it expends/refuels like Pharah's hoverjets.
Aww. I was kind of hoping this wouldn't be nerfed quite this hard, maybe only limit to 2 of each character, max.
Probably because something like 2 tracers is already super toxic.Aww. I was kind of hoping this wouldn't be nerfed quite this hard, maybe only limit to 2 of each character, max.
See, I can get how they wouldn't want a team to pick 5 D.Vas or 5 Tracers or something, but if you limit a team to having, say, a max of only 1 Mercy, then that's a tactical thing the opposing team can use to their advantage. I.e., if they see a Mercy, they know it's the only Mercy your team is going to have, whereas if the limit is 2 of each char, seeing a Mercy is no guarantee you don't have another Mercy somewhere. If two Mercy players use the same skin, there's even uncertainty as to whether the Mercy in front of them is a new Mercy or the Mercy they just eliminated being rushed back through a teleporter.
--Patrick
If they're any good, sure. But if they're really good at their char then they're probably going to win anyway, no matter which char it is.Probably because something like 2 tracers is already super toxic.
Just because someone's good at Tracer doesn't mean they're good at someone else. - Or, at least, good enough to not have any effective counter. I'd expect a really good Tracer to also make a good S76, but, he can't get out of jail free.If they're any good, sure. But if they're really good at their char then they're probably going to win anyway, no matter which char it is.
--Patrick
100% true, but what I was getting at by "their char" was that even dual Bastion can skew a team to victory, so long as those players are pros at playing Bastion (even if they suck at Tracer).Just because someone's good at Tracer doesn't mean they're good at someone else.
Yeah, most of the high end comps that are rolling the higher ranks are double comps, like two tracer, two genji, two winston, two zarya, etc. If they knock it down to two of each then it ends up not fixing the problem they are trying to correct here. It sucks, I loved stacking, but I still have it in QP, so I guess I can't complain too much.Probably because something like 2 tracers is already super toxic.
If they're trying to fix stacking FIVE of the same hero, then it will.Yeah, most of the high end comps that are rolling the higher ranks are double comps, like two tracer, two genji, two winston, two zarya, etc. If they knock it down to two of each then it ends up not fixing the problem they are trying to correct here. It sucks, I loved stacking, but I still have it in QP, so I guess I can't complain too much.
They are not worried about five, since any of that amount will likely make themselves completely weak in one area that can be exploited hard (like a huge Genji team can get eaten by a single Winston)If they're trying to fix stacking FIVE of the same hero, then it will.
However, if having even two of anyone is that disruptive then I completely get it. I'm not a pro player (still don't even own it yet, still have to adult) so I don't know what's going on in the top-level meta.
I'm so happy this is gone. Team comp will require a little more thought and counter picking will be more required.They are not worried about five, since any of that amount will likely make themselves completely weak in one area that can be exploited hard (like a huge Genji team can get eaten by a single Winston)
The issue is most top comps go doubles of a hero, usually Tracer and Zarya, so you will see one team made up of 2XTracer, 2XZarya, A lucio, and one filler. Almost all of them do the double comp, with very few using a single hero or multiple over 2.