Positioning | ioStux’s Complete “Bronze to OWL” Guide (Season 1 Episode 1)

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Positioning | ioStux’s Complete “Bronze to OWL” Guide (Season 1 Episode 1)

hey I Oh sexier and welcome to my complete bronze to all guide for overwatch where I plan on covering as many important concepts and techniques required for someone with the right mindset and dedication to make it as far into the game as they’d like whether you want to get from runs to gold or if you are committed to making this a career this series will cover what do you need to know to take that next step this series will be split into three seasons covering fundamental topics in the first season more advanced concepts in the second season and finally cover topics related to the path to throw in the final season certain topics might be appropriate for multiple episodes so if you feel like I missed a topic wait around I will most likely cover it in a future episode before we get into this episode let me quickly introduce myself my name is Ramon Basu also known as I of Starks I’ve been a full-time coach for close to three years now coaching players ranging from bronze all the way to top 500 in my private sessions as well as having worked in professional leagues with teams like Excel 2 Academy and uprising Academy my goal is to share the experience I’ve gained and use the skills I have learned throughout my career so you better understand not only what it takes to become a better player but explain in detail how you can be one yourself throughout my career I have helped countless players make their dreams a reality and prove to them that they didn’t need talent to achieve their goals just hard work and a constructive mindset I do need to give a quick disclaimer however this guide will not replace how to work passion and a positive mindset all factors that are requirements to improving not only in video games but at any scale if you can’t put in the time only play overwatch for fun or tend to get upset and frustrated while playing then no guide is going to help you but if you are passionate about the game and you love playing it if the hour is necessary to reach your goals and are a positive team player at heart then this series will give you the tools necessary to make it to the top I also expect you to be familiar with the fundamental game mechanics if you don’t know what Ultimates are what a payload is or what reinhardt looks like I’d recommend jumping into the game and familiarizing yourself with the basics I also won’t be able to cover time-sensitive topics this is a guide that’s built to last so I’ll avoid talking about specific metas or number that could change as soon as the next official patch to start this series of let’s go over the most fundamental concept in overwatch positioning no matter how good your am reaction time or a hero pic are if you don’t know how to position yourself properly you will have a difficult time gaining value in game this episode will have a micro positioning this means that we won’t go over how your team should position but rather what you should take into account when positioning yourself we will go over a team wide positioning in a later episode let’s go over the topics we will cover today I will start talking about using cover properly the difference between natural cover and artificial cover and how you can use corners and ledges to dramatically increase your survivability we will talk about the benefits of high ground how flanks and off angles work and when you should think about repositioning we will talk about the importance of health packs and escape routes how to be used sidelines and how to take your characters effective range into account and to finish it off we will talk about the difference between playing safe and playing split as well as over extension once we went over all the irrelevant concepts and techniques I will review six separate clips to show you these concepts in action show you examples of good and bad positioning using the gameplay of a bronze player a gold player a masters player and two professional players carpe andronik cover is by far the most important part of positioning because it allows you to control the engagements you take one of the main issues for inexperienced players is not that they don’t recognize when they are in a bad situation but rather they simply can’t do anything about it they know that the enemy team will kill them long before they actually do using cover allows you to choose when you want to face an enemy and when you’d rather hide and recover but how can you find out whether you’re using have a properly or not there’s a simple rule I like to recommend that is a good job that giving you an idea of how good your positioning is and I’d like to call it the Makri rule while you’re in game or when you’re reviewing one of your matches posit any given moment in the game and ask yourself the following question if every single opponent on the enemy team was a McRib using high noon right now would I be able to survive if you are playing close to cover you can simply walk behind it and be safe but if you stand in the middle of the street with nothing to hide behind nearby you will die most of your deaths won’t be one shots with your teammates healing you and your health pool being large enough to eat a few hits you can react to a surprising amount of dangerous situations but if you aren’t playing close to cover you won’t be able to prevent further incoming damage if you’re low HP if you are playing a DPS character like hounds or for example and then we wouldn’t make your lens body shot on you you have

enough time to quickly scramble beyond cover until you can use either a health pack or one of your supports can heal you back up but if you’re playing out in the open then we wouldn’t make who will keep her sights on you and be able to finish you off before you can break line of sight that said it is important to differentiate between so-called natural cover and artificial cover natural cover refers to parts of the map that are fixed in place and won’t go away artificial cover includes cover like various fields from Reinhardt Sigma or ERISA for example our abilities like maize ice wall the main benefit of natural cover is that it’s reliable your shield tank may reposition his shield at any time or a sudden burst of damage might destroy it sooner than you expected leaving you vulnerable natural cover allows you to feel safe and make more consistent decisions that don’t rely on your teammates there is an ultimate combo that abuses this fact actually the may diva bomb combo that is surprisingly effective even in higher ranks a may places down her wall and her friendly diva throws at her diva for the enemy team being unable to think clearly with everything that’s going on might use the may wall to protect themselves from the deeper bomb but shortly after the bomb explodes the may simply destroys her own wall and exposes the enemy team this same combo also works with other Ultimates for example an enemy Reinhardt might drop his barrier thinking that he can afford to let it recharge for a bit until the enemy may wall is gone but a may can drop her wall early allowing her Reinhardt to land an earth shatter while the enemy Reinhardt can put his shield back up in time one of the advantages of artificial cover shield specifically is that it allows you to shoot an enemy while they can’t shoot you natural cover elects this property so what you gain in defensive reliability you lose an offensive potential ideally you want to combine both forms of cover placing shields close to corners is a very important concept that I will cover more deeply in later episodes but if one of your teammates places a shield close to a wall it’s better to stand close to the wall while still being behind the shield instead of completely relying on the shield you don’t want to get caught out in the open when the shield breaks you want to be able to quickly hide be an natural cover until your teammate can put up another shield another form of cover are human shields one of the most basic instincts especially for lowering players is that they tend to shoot whatever is right in front of them you can use characters with large hit boxers like road hog or diva as artificial cover if you’re playing zenyatta for example and an enemy tracer is trying to kill you run around the road hog or IRISA to block her incoming shots this will draw your teammates attention so they can help you deal with the tracer and it makes sure that the tracer shots hit the armored of high HP IRISA instead of the squishy Zenyatta corners and ledges have special properties on top of acting as cover that dramatically increase your survivability they allow you to precisely control who you are peeking and how exposed you are by definition okona is any vertical piece of cover while a Ledge is any horizontal piece of cover a general rule of thumb is to place your crosshair as close to the nearest corner and ledge as possible you won’t always be able to use both a corner and the ledge but when you can you should let’s take a look at the following situation three enemies stand side by side out in the open the worst possible position to be in would be right in front of them out in the open there are three problems we don’t have any cover we can disengage behind we are exposing ourselves to three opponents when we can only shoot one ourselves so we are peeking opponents unnecessarily and our entire body is exposed making it easy for the enemy team to land their shots let’s use the concepts we have talked about so far to improve this position first let’s move towards the nearest wall and place our character next to it this fixes the first problem well we are still exposed to three opponents and our entire hitbox is exposed we now have a piece of Cobo we can hide behind if we feel we are about to die next let’s place our crosshair on the opponent furthest away from the wall and start moving behind cover stopping once our crosshair hits the corner now we fix the second problem we can use the corner to actively control how many opponents were exposed to and this way we have turned a1 b3 into a1 b1 there’s only one problem remaining the opponent can still see most of our body if we hug the corner we can partially hide our hitbox using the vertical cover but if we walk too far to the left we can’t saw as I see our opponent any more and any advantage we had is gone this is where horizontal cover or ledges come into play they allow us to control how much of our body we expose we can use either stairs or high ground they both achieve the same effect let’s

use the high ground by walking away from the ledge our crosshair is getting closer and closer to the ledge once it hits the ledge our crosshair touches it and at this point the only area of our body the opponent can see is our head we can do the same with stairs as well if we don’t have access to any high ground it depends on the map so by using natural cover we went from exposing our entire body to three opponents to exposing only our heads to one opponent our effectiveness hasn’t decreased but we went from being incredibly easy to kill to being in full control over exposure and being a tough nut to crack this is also one of the reasons why Makris ultimate is one of the weakest in the game because in order to get Danny out of it we need to expose ourselves to multiple opponents at once but as we just saw opposing one opponent at a time instead of exposing ourselves to all of them at once is much much safer high ground is a special case not only does it provide us with natural horizontal cover we can use to control how much of our bodies we are exposing it also makes us virtually immune to multiple characters in the game while allowing us to choose our engagements certain character is like Reinhardt Zarya or junk rep have a very difficult time pressuring targets and high ground characters like tracer need to spend extra time getting from low ground to high ground by positioning yourself on high ground you force the enemy team to spend a lot more time repositioning to get into a place where they can actually pressure you this deters them from going for you in the first place dramatically alleviating the pressure on you during the game another advantage of high ground is that we can choose our engagements it is very easy to drop from high ground but it’s difficult to get up there if you’re playing a mobile character like Hanzo jank red or ash you can abuse this if you are playing on the high ground and someone comes up to try and deal with you who lacks the mobility a Reaper tracer or some rough for example you can simply drop off the high ground and then you use your mobility to get back up again this simple Juke buys you a ton of time and deters certain enemy characters from taking fights against you it’s important to understand the advantages of high ground in order to take advantage of them it’s not as simple as play the high ground always sometimes drop them from the high ground and abusing your kit is more effective flanks and off angles can be devastating to the enemy team you’ve used properly and devastating to your own team if used improperly let’s first address the difference between the two what separates flanks and off angles are the angles that you take in relation to the overall fight let’s take junker Town as an example both teams are set up in front of each other let’s use Hanzo and tracer on defense as an example whether you flank or use off angles primarily depends on your mobility and whether you have a so-called oh [ __ ] button that you can use to quickly get yourself out of sticky situations Hanzo has limited mobility compared to tracer so he can use off angles but shouldn’t go for outright flanks whereas the tracer has a lot of mobility and her recall which makes her an ideal character for flash if we draw out the front lines in this engagement playing split from your team but behind your front line is called an off angle you can be punished but will generally have an easier time getting back to safety this elf angle allows you to circumvent shields divide enemy attention and get access to angles the enemy team might not expect if we are playing split from our team behind the enemy frontline however we’re on a flank the benefits of a flank are that we are less susceptible to random spam damage that we can completely ignore shields and that we can fight the enemy backline without the frontline noticing naturally flanks are a lot more dangerous than off angles but yield results the natural rules of using cover still applies on top of off angles and flanks of course it is important to understand the benefits and the downsides of off angles and flanks if you’re playing enhancer for example you can be incredibly effective abusing off angles if the enemy team isn’t contesting you and your team doesn’t need you but if the enemy team has a shield have your composition and an enemy devourer Sigma Sigma consistently deny you you are better off playing with your team and helping them destroy the shield shooting into a defense matrix while your team elects the damage to destroy the enemy shield before it gets replaced isn’t very useful but playing an off angle uncontested while your team is applying consistent pressure from their end can allow you to single-handedly change the outcome of a fight before it even begins if you understand why you’re going for flanks and off angles in the first place it becomes much easier to understand when going for a different angle to that of your team might not even be necessary or even outright detrimental to your team’s performance understand what you are gaining by splitting from your team and what your team isn’t losing and you will develop a character specific

understanding of how to play each situation based on the map you play and what composition both teams are running something very important to understand is that overwatch is not a game about constantly repositioning two spots that allow you to be 1% more effective than the previous one in order to understand when to reposition let’s first address what makes a position good effectiveness and survivability you might choose an initial position that is very good you have good natural cover you can use you have sidelines that allow you to apply pressure your playing within your effective range you can use the environment to both sustain the pressure the enemy team applies on you as well as effectively apply pressure yourself but the game state is ever-evolving the enemy team will rotate changing up their positions they will fall back they will push in the point will move and they will change up their approach with each retake attempt you might choose an initial position that allows you to be effective and save but as the game progresses that position might no longer be effective for example if you are taking an off angle and your team starts falling back while the enemy team pushes up that off angle quickly turns into a flank which might be unacceptable for the character you’re playing maybe the enemy team is falling back outside of your effective range and you need to push up to continue getting value out of your abilities as may for example you want to consistently look to free certain targets and split the enemy team using your walls but as the fight progresses you might no longer be in a position to do that maybe you’re playing an ax and your tank has just turned a corner which prevents you from healing him this is another situation where you would have to reposition to regain line-of-sight it’s important to understand that you should only reposition when you absolutely have to I will address this more in depth in a future episode but so-called rotations ok moving from one position to the next can be extremely punishable in part because during the rotation you might expose yourself to the enemy team due to a lack of natural or artificial cover so don’t be fidgety or anxious don’t look to reposition yourself every single fight unless you have a reason to you can win some fights without leaving your position at all playing like a turret one very common issue for the average player is that they feel the urge to be on the move constantly which is a good instinct to have but there is a difference between making yourself a difficult target with and going on a pilgrimage around the map constantly the classical example is the player that drops from high ground consistently a large chunk of the player base could climb a whole tier if they’ve stopped accidentally falling off high ground multiple times each round as long as you can shoot whatever it is you need to shoot even if it is only a shield and as long as you are in a position where you have tools to stay alive in case the enemy team applies increasing pressure to you like natural or artificial cover you should be fine it’s all about a risk versus a reward spending 15 seconds on an exposed rotation just to take high ground takes you out of the fight for quite a while and puts you into an easily punishable position for an extended period of time and if the reason for the rotation is high ground is good I have to take high ground even though your previous position allowed you to be effective already then it’s better to hold your ground health packs are often overlooked when it comes to positioning yourself but they are very important characters like tracer with her extensive movement options or soldier and road hog with their healing abilities don’t have to worry too much about taking health packs into a column for their positioning they either don’t need them or have the mobility needed to access them no matter their positioning but if you are a low mobility character without any self sustaining like a creep or Hanzo positioning closer to health packs is incredibly valuable it increases your effective health pool which makes it more difficult for flankers to kill you and more importantly it alleviates pressure from your healers a mercy might have her hands full keeping her Winsett alive and changing her healing beam to Heaney you sort of your main tank might result in him dying and you’re losing the fight if you can instead take a half pack your supports will have an easier time dealing with all the incoming damage keep in mind that health packs are not a priority you shouldn’t sacrifice your effectiveness or your access to cover for health packs and you shouldn’t split from your team when it’s inappropriate just so you can use a health pack but a health pack can decide whether you take an off angle to the left of your team where there is no health pack or to the right of your team where there is a health pack let’s take Elias ruins as an example if you are a McCree you would benefit from playing on the coastal side of the map to take advantage of the large health pack next

to the Statue you could have the same sight lines on to the point from this scaffolding on the opposite side of the point but the lack of a health pack right next to you is a disadvantage it is important that you maintain a clear route between you and your spawn at all times taking your mobility into account of course as a general rule of thumb you want to try and be in a position that allows you to disengage safely after a fight is over if you are positioning properly you can lose a game without ever dying simply by taking escape routes into account let’s take the first point of hana mora as an easy example if you are playing hands on defense you might want to play the high ground on the right side you have access to a health pack you can abuse the high ground itself and you have clear sight lines that allow you to pressure the enemy team but there is an advantage to opting against using the high ground and instead playing on the left side of the area if someone gets picked while you play the right side high ground and the enemy team starts pushing towards the point any reinforcements will be cut off making it easy for the attacking team to catch them as they come back from spawn or maybe the enemy team gets three kills and you decide that it’s better to give up the first point and instead set up for the second point if you play the left side you can simply walk towards the second point and wait for the enemy team while you set yourself up but if you start it on the high ground to the right you have no clear route back to the second point that wouldn’t expose you to the enemy team your best bet is to take the trip off the map which costs time that you could have used setting up on the second point making it easier for the attacking team to snowball keep in mind that the attacking team gets a spawn advantage whether you should play the high ground or play the left side with the clear escape route in a situational and depends on your composition you need to take all the factors we talked about into account and then choose the position where the pros are value the cons there is no perfect position no matter what character you play no matter what compositions are facing each other on which map positioning is always about compromises trying to find the with the least downsides one of the reasons positioning is so difficult is because it depends on factors that are constantly changing one of them are your sight lines there are three main sight lines we need to worry about what enemies we can see what teammates we can see and what teammates can see us which sidelines are relevant depends largely on the character we’re playing certain characters like Roadhog only care about having a clear sight line with the enemy team they don’t necessarily need to be seen by their team nor see them his self-sustained and lack of supportive abilities means that as long as he can see an enemy he can be effective the polar opposite is zenyatta is a character that needs to see the enemy team clearly needs to see his team clearly and needs to be seen by his team clearly if he can’t see the enemy team he won’t be able to apply discord orbs if he can’t see his team clearly he won’t be able to apply harmony worms and if his team can’t see him clearly he’s an easy target for enemy flankers what sidelines are relevant to you also depends on the situation and certain techniques abuse this fact let’s go over some examples an Anna doesn’t need an active sideline to the enemy team if she has her hands full with healing her own team and she can’t land any mates either because they’re uncool down or the enemy team has abilities that prevent you from landing them in that case exposing yourself to the enemy team is a bad idea but if your team is fairly healthy you want to establish a sideline with the enemy team to apply extra pressure and look for offensive maids if you are playing McCree whether your team needs an active sidelines with you depends on how much pressure is being applied to you and whether you have access to a health pack if you don’t have a health pack close by and enemy pressure is unavoidable without you being ineffective then make sure to not put a wall between you and your supports or they will be unable to heal you or even worse the average support player tends to risk their own lives to heal their teammates so if you aren’t taking their sidelines into consideration they might end up getting themselves killed because they couldn’t heal you without leaving their own safe position I will address effective range in more detail in a future episode focused on ability usage but it affects your positioning so it is something we need to go over briefly this time being in a good position means being able to apply pressure to the enemy team or alleviating pressure from your team one of the main ways to do that is by using your abilities and your ultimate this is important to note because while your weapons effective range stays consistent your overall effective range changes all the time depending on whether you have your

ultimate or your cooldowns available let’s take me as an example she is a character who needs to constantly adjust your positioning based on what’s going on around her if we looked at main isolation she’s already a fairly complex character her primary fire incentivizes you to get up close and personal to freeze targets but your secondary fire icicles are deadly at range and rewards you for abusing your range looking at her blaster and isolation gives us no clear answer or when to use which over the other or how she should position that’s what her abilities come into play if a may for example has her ice block available she can afford to play much more aggressively than if she didn’t and may who just used her ice block wants to keep her distance so she won’t get caught in a tough spot without her safety net and may who has her ice block on the other hand can afford to play more aggressively to be more effective her wall also impacts how she wants to position if she doesn’t have her wall available she can afford to play further in the back abusing her range but when her wall is available she wants to position more closely so she can land the wall more easily and if she manages to split someone off with her wall she can get right into their face assuming she has her ice block to punish them her ultimate also affects her effective range if you don’t have your ultimate as May you can get away with standing further back but if you have it available you need to be more careful about playing from a distance May’s Blizzard is a slow projectile that the enemy team can react to fairly easily if thrown from a distance due to its increased travel time a diva where Sigma could eat ultimate or the enemy team can simply move out of its range before it hits the ground and starts freezing people throwing your Blizzard right in front of you makes it more difficult for the enemy team to react and negate your ultimate and if you are too far away when the perfect opportunity for your ultimate reveals itself you are making it easy for the enemy team to completely deny your ultimate any value one question that comes up quite a lot is how to tell the difference between someone playing safe and playing split if you are playing an ax against a dive composition for example you might think that it’s best to play as far back as you can to make it difficult for the enemy to dive you it’s not quite that simple playing split from your team in the back doesn’t make it more difficult for characters like Winston to get the jump on you and gives you more time to disengage in case the enemy team starts applying pressure on you but it also puts you out of your team’s range their sidelines and makes you very vulnerable two flankers tracers and sombras especially look for isolated targets they can assassinate without their team noticing if you played all the way in the back on your own you’ve gained a bit of safety but you also lose safety it’s important to understand that if you die in game it’s not always you playing too far forward or you overextending very often it’s you being too far behind your team being split from them and making it easy for the enemy team to isolate you sometimes playing right with your front line and forming a so-called death ball a clump of multiple heroes together can very effectively deter enemies from diving in against the games you dragonblade for example you might instinctively think to just spread out but quite the opposite in some situations stacking up is actually the correct choice dashing into a clump of six people as Gendry can be suicidal whereas if you are split from each other you can simply clean you up one by one when positioning yourself in game don’t assume that you’re getting killed because you’re playing too aggressively more often than not playing too passive or too far back split from your team is what allows the enemy team to push up and isolate you playing further up allows you to apply more pressure which makes it more difficult for the enemy team to engage and it makes it easier for your teammates to peel for you alright so in order to actually understand these concepts that we just talked about we’re now going to look at a couple examples that are going to put the theory into practice this first boat that we’re looking at is buy a gold level on a player on os’s now the main issue is that this player struggled with in terms of positioning is that he wasn’t capable of using natural cover in the moment right so as we can see right here if I just pause it this player has no access to any sort of natural cover without even having any sort of sidelines now it is very difficult for the player to actually get punished in this position but it would be better for the player to play a little bit further back if we go back a few seconds here and play around these pillars over here and use them as natural cover and once this team starts moving forward towards the point he can then follow up because at that point he doesn’t have to worry

about enemy sidelines anymore because they’re all they you know already pushed up ahead so if we just let this play real quick right there he should not have walked towards those pillars he should have just stayed in the back especially with his main tank now eventually his team starts to go for a raishin towards the point right here we can also see how again this is a position where he relies entirely on artificial cover right so he is completely exposed to the enemy team and the enemy team has some very very dangerous picks amongst the group over there is a hunter that could potentially one-shot him and the only thing that keeps him from really you know staying alive against that Hanzo is this Arisa barrier that is almost broken not only that he doesn’t really need to have an active side line with the hands were at this moment because he’s behind the shield so he wouldn’t be able to pressure him anyways right now this is a little bit awkward for the player because as his team rotates look at the rotation that he is forced to make he has to go straight across the road completely exposed from the enemy team completely relying on his ERISA shield and the ERISA is moving towards the point which means that she ideally wants to replace her shield if again she would have this Ana player would have stayed back at the pillars right here instead of having to walk across this very very exposed area he could have played this corner right here and once he sees his team moving towards the point he could go for a red rotation right here and that way he could get sidelines on the point without having to expose himself to the enemy team now unfortunately the player doesn’t do this which again puts him at risk and again he’s in a very very awkward position because while he’s not too worried about you know the enemy team actually pressuring him because they’re not really in a position to do that right now most of the artists standing at the wall he again relies solely on their assertion and if we really look around the screen there is no real cover to hide behind the only thing that he could do is take the time to walk back he’d jump up into the little cubby and then take cover there but at this point the this players priority should be to take those steps right now so that when he gets low HP he can simply go around the corner and he’s going to be completely safe but the player doesn’t do that and is completely exposed especially right here he’s not taking advantage of the eraser shield which is problematic because again we’re playing against Townsville and there’s also no real corner that he’s playing around and it’s not really a part of his decision-making process okay even right here we can see he just stays on the point continuously because he’s so focused on healing so this is the second example we’re going to look at and this is a bronze low silverish kind of fluctuating tracer player and the main issues that this player has is that he again isn’t using corners to control how many opponents use exposing himself to right but he is also not using off angles and flanks correctly which is vital for a character like tracer to really apply pressure so for context he just won the first teamfight and what he should be doing right now is set up for the next fight and just do some scouting running into the enemy team from the front is suicidal that is very very easily punishable and the problem is that he is now playing on the point as the enemy team pushes in when really what he wants to do is start applying pressure from the back and draw enemy attention and if we’re looking at the enemy team come there is no real you know clear one clip target there is no honor or as a nieta but that doesn’t mean that he cannot draw enemy attention towards him right so in this situation right now he is exposed to multiple opponents which doesn’t really do much because in the end he can only shoot one of these targets at a time now if he was playing on the other side of the gates and he could use these walls as cover he could poke you could apply pressure he could draw enemy attention and when an opportunity presents itself right he can go in and capitalize because if we look at the enemy team if someone on the enemy team were to get low HP where would they walk ideally they would start walking backwards and they would use either this wall or the wall all the way back here as cover in order to heal back up and as a tracer if we are behind the enemy team then we can essentially catch them off-guard right there the the low HP opponents the most vulnerable opponents are the ones that are walking right into our lap so again this position as well just extremely risky playing in this case the tracer player is essentially his team’s frontline right which for a 150 HP character really isn’t something you want to do so this entire fight is incredibly chaotic it’s incredibly easy for the enemy team to punish them if

again they knew what they were doing and he isn’t really very effective because most of his shots there we’re really just going into the Sigma shield which again if he was playing behind the enemy team if the Sigma was throwing his shield towards the tracer at least that would allow the rest of his team to get a clear shot alright so this clip is by a high mastery level Hanzo player I believe the player is somewhere around the 3800 SR range and in this case the player decides to go for an off angle on the right side right so instead of having to shoot the shield from the front he’s going from off angle because it allows him to take a clear shot right and he’s also using camera correctly right so not only does this fence in front of him alarm to use some horizontal cover right it counts as a ledge he also has this cone over here which gives him vertical cover and allows him to hide behind it in case the pressure from the enemy team starts becoming too large so this is a very strong position however and this is a mistake that happens very frequently in masters level games he becomes a little bit overconfident so let’s take a look at the play that he decides to go for here she’s playing the off angle he’s only peeking the corner when he’s actually taking his shot but then he does this this is a very bad play and I believe the player realized that it was a bad play because we can see that after he climbed up the wall he immediately used his his lunch to start jumping towards the right in search of some sort of cover but he just blindly jumps across the wall he doesn’t have a sonic arrow or wood or ultimate or anything and he is completely exposing himself to the enemy team if we just look at this position right here there is no cover there is nothing that he can use to hide behind and as the enemy team comes out of spawn they can shoot him with these right now in this case he already has a slight numbers advantage so the enemy team can’t punish him as much but if he would have died here which isn’t unlikely then he could have potentially thrown this entire team fire for his team so we can see that while the fundamentals using off angles correctly using corners correctly using cover correctly while those concepts are in effect even higher rank players still make mistakes and start getting a little bit greedy and exposing themselves at times and these are the kind of mistakes that say a grandmaster or a top 500 level players going to punish in order to put themselves above a player like this right so let’s get to our first pro example actually so this is carping he’s a professional player within the overwatch league and he does some very very good stuff in this clip but that doesn’t mean that he’s playing perfectly if we look at the initial angle that he takes right here you can notice that he is the only really cover that he has is towards his right but if we take this maps geometry into account his team is playing to the left so if an enemy picks him and he has to go to cover if he starts moving towards the right side he’s going to get spread to his team and you know he is essentially forced to get out right at the start of this clip so what he’s forced to do is use his grappling hook in order to start going towards the left side right so he eats that body shot from the Widowmaker ends he says okay I need to get behind cover right and he relies on using his grappling hook which if the enemy Widowmaker would have continued peeking might have been able to punish him now what he does afterwards however is very very good look at the following clip and pay special attention to how close his crosshair is to the cover around him how he is hugging those corners okay so he is always picking one enemy at a time he’s taking this nieta in a 101 he’s taking the hands in a 1v1 with the Widowmaker crosshair hugging right at the corner taking her down and then same thing here again hugging the corner so in this clip karpay actually got four separate kills but he was only peeking one of them at a time and he was getting those kills moments after a line of sight was actually established which again doesn’t give the enemy team a lot of time to react and because he was using those corners so masterfully I’m actually going back again just to replay that clip because this is really what you know the entire corners and cover concept is about because he was using it so well he was able to execute this play without really putting himself in any sort of danger even if he would have missed all of these shots even if he would have only had one or two he still wouldn’t have been in a position where the enemy team can punish him now this Kings roll clip is another example of how to use corners and ledges at the same time so if we look at the start of the Kings roll clip right here okay so do you see how he is not positioning himself all the way up front on the high ground but how he instead starts moving backwards in order to

more of a distance by moving backwards he moves his crosshair closer to the ledge which means that the enemy team can only really see his head but at the same time he’s also using this corner if he starts moving backwards he can control where this corner is in relation to the choke and that way he can quickly get behind cover and he can control how many different opponents he is shooting however this position is very support from his team and as I mentioned earlier there is something that an enemy flanker could punish which is exactly what happens so he has an excellent angle but the enemy tracer comes for him which forces him to get out right so he’s forced to use his grappling hook and he does land a very very nice shot on the tracer but if his mercy wouldn’t have reacted quickly enough or if you would have missed that shot there would have been a chance that he actually died right so that’s kind of the the the pros and cons of playing further back from your team in order to take advantage of these corners and these ledges or being in a position where it’s a little bit more difficult for a flanker to punish you so this is your typical jonne clip and I wanted to go over it because I wanted to use this as an example of how you can use a very thorough and very in-depth understanding of the concepts that we’ve talked about to adapt your positioning on the fly so normally assassin yatta if we look at this clip his positioning was very very poor he put himself out in the open he was taking a lot of fights exposing himself to multiple opponents at a time and he was pushing up a lot where he couldn’t really get back to safety however we need to take context into account we need to take into account that for one he is a mercy that is pocketing him number two he has a lot of armor beneath his shields which allows him to be a lot more tanky than the usual zenyatta and we need to in take into account the kill feed the numbers advantage and we can actually see how his level of aggression changes based on how his resources change so at the start of the clip he knows that he’s being pocketed he has a lot of armor so he is not scared to go for this off angle to go for this flank he’s a yachtie play because he knows that even if the enemy team focuses him is gonna be fine I am so right here the Zarya starts focusing him he can just smoother to go up these stairs but he is kind of split from his team so now he’s playing a little bit more safe staying on the high ground rest sniping but once he gets that pick he gains the confidence to drop down now this year at the end is fairly cocky but he knows he has a ton of armor he has the mercy pocket so he takes that 1v3 now at the end he goes into this room with the Rhinehart and this is the first play that was just objectively incorrect so going for the reinard at the end here was very risky and that was him just trying to make the clip look a little bit more fleshy again he’s an overwatch League player that is just streaming a couple of competitive matches he’s not taking it too serious and if we listen to the sound of the clip as well he was laughing by the end so we can see how based on how much armory he had and based on the Mersey pocketing him he adjusted his level of aggression but when he started moving towards the high ground and he started seeing three opponents on the bridge despite Avila all of his resources he still decided to play it a little bit safe just abusing the high ground of the covers the corners until he gets a pick after which he drops down he plays with confidence and he takes that fight once you know is that the fight is won anyways P starts to get into kind of streamer mode and goes a little bit over the top where he sacrifices positioning it makes very risky plays in order to see if it makes for a good clip and in this case it did so the lesson we can take away from this clip is that professional players when they’re streaming they use a mix of their you know fundamental positioning understanding but sometimes they bend the rules a little based on the situation which is completely appropriate or they bend the rules simply because it’s to stream and they’re just trying to have a little bit of fun so when you’re looking to a professional player and you want to look how they position don’t just blindly copy it ask yourself when they’re actually trying to position seriously and if they’re positioning more aggressively than you would expect ask yourself what sort of resources they have maybe they have armor maybe they have a pocket maybe they have a large numbers advantage and don’t forget that sometimes if they make plays that are just completely out of the ordinary maybe it’s just then being fleshy and you shouldn’t try to copy that as good position [Applause]

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