I really love the fly throughs you do when reviewing the maps. I've watched a few other people, and they just use pictures of the map. Really helps drive your point home, when you can show exactly what the angle of attack will look like.
Holy shit, this series is amazing. I've always wondered what rationale the pros have for picking fight locations (instead of the typically quickplay-esque "fight everywhere" mindset) and this series gives it to me perfectly. Plus, you cover some of my favorite maps. Please consider doing Route 66 or Hollywood sometime soon if you haven't already!
Skyline you make the best Overwatch videos! I've learned a lot from watching them. The map mastery series has really opened my eyes and made me re-think how I play the game. Thank You!
I just wanted to say on the last point an attack Widow can be an absolute BEAST. If you can push the payload to final stretch past the last turn and position yourself on the high ground (not the cat walk) you can almost single handedly win the round. Picking off squishes or anyone coming out of spawn is an absolute joy. I've seen people tilt off the planet because, as long as your team is contesting cart, there is little to no way for the defenders to commit resources to getting Widow off her perch.
There are a lot of places for Soldier:76 to rocket jump to. For example, he can jump from the attackers' high ground to the defenders' one, basically surrounding them. Another rocket jump, albeit fairly hard, is on the second area from the high ground that connects to the bridge to the shuttle insides, to the shuttle bow.
this is one of the maps where having a support that knows how to block of certain flanking areas can be extremely effective, opening up quite a few more defense lines
For those who don't know, as the attackers while you wait for the doors to open, you can go up the stairs to look out the big one-way windows and spot the enemy hero picks if they set up to defend at the first turn. =)
If you play dva whilst holding server room you can take high ground pretty much solo because ana has good sight lines on you and you can boop anyone off who challenges you. In general first point defence is really strong for dva.
She can also solo hold the left high ground on the last point defence whilst your team is holding the corner, pretty much forcing them to detour round the back to kill her. If your team is holding corner its really hard for them to get you down without losing someone. I think dva benefits from this type of high ground more than others as it ensures that you get a nano every fight, and the boop on her boosters is extremely underused by most people from knocking enemies off high ground. She also is 100% safe as long as she can dodge the hook, and really is an annoying pin the enemy have to remove before they can properly push the rest of your team. Also with both of these spots she is close enough to the team that with one boost she can be in range to matrix. The only thing you have to watch out for is doing trash damage as her ult takes so long to charge that its generally not gonna be used most fights, whilst the enemies nano can be. Whilst in my opinion, she's the most niche pick on the cast at the moment due to doing generally terrible damage unless holding certain places, she really shines on gibraltar.
You are my favorite overwatch youtuber to watch! I watch all of your guides as soon as I consider using a new hero. How do you submit a VoD to be up for review?
In your Hanamura guide you brought up pointers on how to think when playing with strangers. Like positioning depending on the majority of your team and the best passages to choose with the least coordination required. I kinda missed that in this one. Other than that it's great, as usual!
As an Ana main, standing on the space craft is a huge advantage over the enemy team since you have a better angle at landing the grenade on the enemy team and land sleep darts more easily
That's interesting. I'm only gold but I literally never see anyone defending at the first point you mentioned. Always around the high ground you mentioned that has a lot of flanking routes. I'm interested to try your first option and even more interested to see if my team will go with the suggestion...
On that first point, you suggest not contesting basically until offense is one fight away from taking it. Is there any good way to delay the cart like in your Mei video?
what about the trick to get to the higher ground around the first corner? the one that any hero can technically jump to by jumping on the 2nd one and then over to the first? This puts the team above the flanking staircase so you still have some advantage over them.
this is one of those maps where having a support like torbjorn or symbol that knows to block of specific paths is so damn effective it opens up a lot more lines of defense
I start watching your video these days.I enjoy watching it and I also want you to make a video about the new Dva play.What should Dva do in the team.plz.
You're amazing, your videos helped me get out of silver and go to platinum! I have a question (or rather humble request?) - can you give names to the differrent flanking routes in your map series? I never know how to call flankers, so it usually ends like "ughh, Reaper behind" and noone knows where exactly is behind when there's 3 different flanking routes :(
You didn't mention the flank around to the back of the defender's spawn on the last point. Can come in handy from time to time. Otherwise, really nice video as always!
You forgot to mention that most games have the defenders start on the high ground first and then fall back to the place you said is the earliest viable defensive spot. Even in your last video showcasing Orisa, you start on the high ground and then fall back after they push through the tunnel.
I remember the defense taking the high ground on the first corner since forever. Even at the pro level for the first few months. Why is it suddenly changed to a place where if defense losses one fight, they lose the point?
You forgot to mention the flanking route for tracer/pharah/widow at the last point where they go around the corner via the left side crossing the gap with blink/jet fuel/hook. EDIT: love your videos btw
So do you just let them push till you can reasonably defend indefinitely? I get antsy whenever the payload's uncontested but that might explain why I'm in gold -- any answers?
it feels wrong, but taking a fight in a bad position early and loosing it and then taking another fight in a proper position is way worse than simply letting them push until you can take a good position. (because this leaves opportunities for stagger and gives the attackers a big ult advantage for the second fight)
Yeah, especially Ana nerf. Personally I, as diamond scrub, thinking that this nerf literally killed her. Stylosa trying to tell me this is OK. But I need to hear sky opinion about it.
the nerf didnt kill her, but it does change her playstyle significantally. Her healing is still insane - the zen buffs with the ana nerfs tho may kill her as zen will be everywhere now
Ana was just to strong in damage quesite, She is a Sniper, with no damage fall off, and she had a combo who would instant kill all flankers [Dart-Shot-Granade-Shot-Punch] that dealed 255 damage and now will do 185 damage. To be honest, if you select Ana and play 100% as DPS-Sniper you would do more damage than a Widow or Hanzo. This nerf was really needed, because no other DPS had chances do shiny. Think this way: Lúcio = Gives Speed, just a little help to squisher heroes, can disrrupt and distract enemyes Zen = Debuffs, heal just a little to help DPS heroes, can kill and do a lot of damage Those two fight for the place to heal the 200HP heroes on the team, and at this point is a fair fight, I would say that Zen is great on lower ranks because the DPS players on your team have a bad aim, and Lúcio is better on higher ranks because your team can use better the speed and your dps heroes can do the job by theyr owns. Mercy = Heal a fuck ton of health, can damage boost(use only for ally ults, otherwise shotting with the pistol is better) Ana = Heal a bigger fuck ton of health, can stop ults, can stop heals, can stop almost anything. and can do a ton of damage without needing to trade weapon, also can heal with safe without needing to risk her life. between the choise of Ana Mercy to heal the tanks, Ana is way better in all aspects. They are lowering the damage just to try to put Zen in a spot to damage deal again. But Zen + Lúcio wont work, you can't heal a tank with Zen+Lúcio, they will die to fast. This update will make just Zen have more spotlight, probably he and lucio will have the same usage and Ana will still be way greater than Mercy
I mean, Zenyatta dealt 40 damage in the beginning, now buffed to 46, and nobody cared. Now that Ana's damage is lowered to 60 (Zenyatta can only deal such damage with Discord Orb), it suddenly is a terrible nerf. There's nothing bad with weakening her sustainability. I mean, she used to be able to solo heal quadruple tank lineups while also killing flankers coming to get her and never dying because of 100 healing from grenade. Now teams will be forced to have an additional support just to keep Ana alive and actually care about her more... or simply swap her for Mercy.
Medal it is because Zen can shot 2,5 times per sec and Ana 1,25 Also Zen can Head Shot. But ana will hit her targets a lot more because of the scope with hit scan
Is it just me or does it seem that a lot of people aren't agressive enough(especially dps)? As a rein main, I am used to being the shield for majority of the time letting my team do their shit, but I find myself being more agressive this season.
Aggression gets one killed. It's much safer to play defensively, hide behind cover, etc. I've seen too many Reinhardts die just because they've put their shield down and begun hammering people left and right. Of course, you are free to experiment with your playstyles, but generally you have more use if you don't die.
Finding a balance between aggression and defense/shielding is very important to playing rein. Sometimes you need to charge that enemy rein/bastion because otherwise you'll lose the teamfight. Sometimes you need to continue shielding because your team is shredding their rein's shield. This is hard, and I get it wrong a lot, but when you play it right, it can be the deciding factor in any fight.
Troy Teter II he is ok but God is a really big overstatement Junkrat in general sucks I dint care what you say he isn't viable unless your a god sent Junkrat.
Soffor Unessa well then that makes me a god tier junkrat only playing the game a few hours a week. He is viable in the right situations, high ground is one of them, so are all those chokes that are the only entrances to the hangar, he can literally cover the entire room from the top of the ship and reliably duel anyone who goes up there that isn't a tank, if the odds are bad the blast urself out of there it's not rocket science...
I really love the fly throughs you do when reviewing the maps. I've watched a few other people, and they just use pictures of the map. Really helps drive your point home, when you can show exactly what the angle of attack will look like.
Holy shit, this series is amazing. I've always wondered what rationale the pros have for picking fight locations (instead of the typically quickplay-esque "fight everywhere" mindset) and this series gives it to me perfectly. Plus, you cover some of my favorite maps. Please consider doing Route 66 or Hollywood sometime soon if you haven't already!
Best Overwatch RUclipsr, hands down.
Thanks so much, man. :)
Skyline you make the best Overwatch videos! I've learned a lot from watching them. The map mastery series has really opened my eyes and made me re-think how I play the game. Thank You!
By far the BEST Overwatch channel. Thank you so much, Sky. I'm learning a lot from you.
How do they get that ship out of the hangar? It's clearly too big to fit through either major opening.
Roof?
I thought the roof was closed/walled off, I guess I'll have to double check
Cubik the power of science
timestamp 10:24
Simple geometry
Love these map videos. You do them so much better than others. Keep up the hard work bud!
What a coincidence, I was playing this map the other day and thought “I'd love Skyline to make a video on this map!”
I really like this map. Good vid.
I just wanted to say on the last point an attack Widow can be an absolute BEAST. If you can push the payload to final stretch past the last turn and position yourself on the high ground (not the cat walk) you can almost single handedly win the round. Picking off squishes or anyone coming out of spawn is an absolute joy. I've seen people tilt off the planet because, as long as your team is contesting cart, there is little to no way for the defenders to commit resources to getting Widow off her perch.
Ive literally never used that left exit and basically didn't realize that it existed. another great vid, thanks
These videos are so good, I love your videos!
There are a lot of places for Soldier:76 to rocket jump to. For example, he can jump from the attackers' high ground to the defenders' one, basically surrounding them. Another rocket jump, albeit fairly hard, is on the second area from the high ground that connects to the bridge to the shuttle insides, to the shuttle bow.
A big help for understanding those drawings would be different colours. Makes things a lot more cleaner and smoother.
this is one of the maps where having a support that knows how to block of certain flanking areas can be extremely effective, opening up quite a few more defense lines
For those who don't know, as the attackers while you wait for the doors to open, you can go up the stairs to look out the big one-way windows and spot the enemy hero picks if they set up to defend at the first turn. =)
If you play dva whilst holding server room you can take high ground pretty much solo because ana has good sight lines on you and you can boop anyone off who challenges you. In general first point defence is really strong for dva.
She can also solo hold the left high ground on the last point defence whilst your team is holding the corner, pretty much forcing them to detour round the back to kill her.
If your team is holding corner its really hard for them to get you down without losing someone.
I think dva benefits from this type of high ground more than others as it ensures that you get a nano every fight, and the boop on her boosters is extremely underused by most people from knocking enemies off high ground.
She also is 100% safe as long as she can dodge the hook, and really is an annoying pin the enemy have to remove before they can properly push the rest of your team.
Also with both of these spots she is close enough to the team that with one boost she can be in range to matrix.
The only thing you have to watch out for is doing trash damage as her ult takes so long to charge that its generally not gonna be used most fights, whilst the enemies nano can be.
Whilst in my opinion, she's the most niche pick on the cast at the moment due to doing generally terrible damage unless holding certain places, she really shines on gibraltar.
Your videos are great! Keep it up.
Hey, I just played this map yesterday in comp and lost, so I'm excited to see this
Thanks man, you're my favorite Overwatch content creator on RUclips
Not only Genji and Pharah, but Tracer too can flank around behind the last spawn of the defenders.
Thanks for the guide!
Sombra too with a well placed translocator
You are my favorite overwatch youtuber to watch! I watch all of your guides as soon as I consider using a new hero. How do you submit a VoD to be up for review?
In your Hanamura guide you brought up pointers on how to think when playing with strangers. Like positioning depending on the majority of your team and the best passages to choose with the least coordination required. I kinda missed that in this one. Other than that it's great, as usual!
As an Ana main, standing on the space craft is a huge advantage over the enemy team since you have a better angle at landing the grenade on the enemy team and land sleep darts more easily
more map masteries plz!
Wow thanks for telling us stuff we already knew
This was super helpful.
Can you do Eichenwalde next?
A map mastery on eichenwalde would be helpful since I always have trouble attacking a bastion rein sym torb defense on solo queue lol
That's interesting. I'm only gold but I literally never see anyone defending at the first point you mentioned. Always around the high ground you mentioned that has a lot of flanking routes. I'm interested to try your first option and even more interested to see if my team will go with the suggestion...
On that first point, you suggest not contesting basically until offense is one fight away from taking it. Is there any good way to delay the cart like in your Mei video?
what about the trick to get to the higher ground around the first corner? the one that any hero can technically jump to by jumping on the 2nd one and then over to the first? This puts the team above the flanking staircase so you still have some advantage over them.
Nice work dude
this is one of those maps where having a support like torbjorn or symbol that knows to block of specific paths is so damn effective it opens up a lot more lines of defense
?
Oh yah duh auto correct for the win
Can we get King's Row next?????????
I've never clicked a notification so fast on my life
The description says Volyskaya industries not watchpoint gibraltar, just fyi
He fixed it now :D
love your viddeos, cheers :)
I start watching your video these days.I enjoy watching it and I also want you to make a video about the new Dva play.What should Dva do in the team.plz.
Behind the shuttle(at the end) offers a nice cover no?
You're amazing, your videos helped me get out of silver and go to platinum!
I have a question (or rather humble request?) - can you give names to the differrent flanking routes in your map series? I never know how to call flankers, so it usually ends like "ughh, Reaper behind" and noone knows where exactly is behind when there's 3 different flanking routes :(
You didn't mention the flank around to the back of the defender's spawn on the last point. Can come in handy from time to time. Otherwise, really nice video as always!
Can you do a map guide on King's Row soon?
You forgot to mention that most games have the defenders start on the high ground first and then fall back to the place you said is the earliest viable defensive spot. Even in your last video showcasing Orisa, you start on the high ground and then fall back after they push through the tunnel.
u can go around and behind with pharah on last point, like behind the spawn of the defenders
You can do that with Tracer too
You forgot the way around the top right side when exiting. Its useful as Lucio or Pharah to push off the tank from highground
I remember the defense taking the high ground on the first corner since forever. Even at the pro level for the first few months. Why is it suddenly changed to a place where if defense losses one fight, they lose the point?
Hello, may I ask what's the software name of the marker you use. thanks :D
You forgot to mention the flanking route for tracer/pharah/widow at the last point where they go around the corner via the left side crossing the gap with blink/jet fuel/hook.
EDIT: love your videos btw
that flank is ticket to hell (you will not return home), so its better not use it too much)
Basuliic yeah but it's still worth mentioning, as are most other gimmicky flanks just to be thorough :)
So do you just let them push till you can reasonably defend indefinitely? I get antsy whenever the payload's uncontested but that might explain why I'm in gold -- any answers?
it feels wrong, but taking a fight in a bad position early and loosing it and then taking another fight in a proper position is way worse than simply letting them push until you can take a good position. (because this leaves opportunities for stagger and gives the attackers a big ult advantage for the second fight)
I should probably hang out on that discord sometime.
at 1:31 ur notepad is up
Review the new PTR patch notes pls
Yeah, especially Ana nerf. Personally I, as diamond scrub, thinking that this nerf literally killed her. Stylosa trying to tell me this is OK. But I need to hear sky opinion about it.
the nerf didnt kill her, but it does change her playstyle significantally. Her healing is still insane - the zen buffs with the ana nerfs tho may kill her as zen will be everywhere now
Ana was just to strong in damage quesite, She is a Sniper, with no damage fall off, and she had a combo who would instant kill all flankers [Dart-Shot-Granade-Shot-Punch] that dealed 255 damage and now will do 185 damage.
To be honest, if you select Ana and play 100% as DPS-Sniper you would do more damage than a Widow or Hanzo.
This nerf was really needed, because no other DPS had chances do shiny. Think this way:
Lúcio = Gives Speed, just a little help to squisher heroes, can disrrupt and distract enemyes
Zen = Debuffs, heal just a little to help DPS heroes, can kill and do a lot of damage
Those two fight for the place to heal the 200HP heroes on the team, and at this point is a fair fight, I would say that Zen is great on lower ranks because the DPS players on your team have a bad aim, and Lúcio is better on higher ranks because your team can use better the speed and your dps heroes can do the job by theyr owns.
Mercy = Heal a fuck ton of health, can damage boost(use only for ally ults, otherwise shotting with the pistol is better)
Ana = Heal a bigger fuck ton of health, can stop ults, can stop heals, can stop almost anything. and can do a ton of damage without needing to trade weapon, also can heal with safe without needing to risk her life.
between the choise of Ana Mercy to heal the tanks, Ana is way better in all aspects. They are lowering the damage just to try to put Zen in a spot to damage deal again.
But Zen + Lúcio wont work, you can't heal a tank with Zen+Lúcio, they will die to fast.
This update will make just Zen have more spotlight, probably he and lucio will have the same usage and Ana will still be way greater than Mercy
I mean, Zenyatta dealt 40 damage in the beginning, now buffed to 46, and nobody cared. Now that Ana's damage is lowered to 60 (Zenyatta can only deal such damage with Discord Orb), it suddenly is a terrible nerf. There's nothing bad with weakening her sustainability. I mean, she used to be able to solo heal quadruple tank lineups while also killing flankers coming to get her and never dying because of 100 healing from grenade. Now teams will be forced to have an additional support just to keep Ana alive and actually care about her more... or simply swap her for Mercy.
Medal it is because Zen can shot 2,5 times per sec and Ana 1,25
Also Zen can Head Shot. But ana will hit her targets a lot more because of the scope with hit scan
What is he using to draw on the screen?
Can you do R66 or Dorado next? Let's do pure payload maps, then Hybrids, Controls at the end.
Numbani next please
Bravo !
"dark room"? is that the "server room"? it is so complicated! :-(
I fail to see how it is complicated. It's the dark room with servers in it, naturally it is either called the "dark room" or the "server room".
Then you failed!
Is it just me or does it seem that a lot of people aren't agressive enough(especially dps)? As a rein main, I am used to being the shield for majority of the time letting my team do their shit, but I find myself being more agressive this season.
Aggression gets one killed. It's much safer to play defensively, hide behind cover, etc. I've seen too many Reinhardts die just because they've put their shield down and begun hammering people left and right. Of course, you are free to experiment with your playstyles, but generally you have more use if you don't die.
Medal I mean when I'm walking forward with my shield and my dps either don't push up with me or drop back too quickly even when we have the advantage.
Finding a balance between aggression and defense/shielding is very important to playing rein. Sometimes you need to charge that enemy rein/bastion because otherwise you'll lose the teamfight. Sometimes you need to continue shielding because your team is shredding their rein's shield. This is hard, and I get it wrong a lot, but when you play it right, it can be the deciding factor in any fight.
Wtf clicked on the video and never expected to hear btcs voice :)
penis at 14:53
love the series though, thank you for making them Skyline
14:51 lol
Didn't even know there was a second respawn door on the last point! hahahahaha So sad (Or I did and forgot)
James Rivera It's so barely used that I really can't blame you. It's like the second spawn door on the second respawn for defense on Kings Row.
Um... I use the second door a lot, just because nobody ever expects a defending team to go through it.
Medal Alright. Thanks for the input.
yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes
Junkrat on defense in the middle area is GOD TIER, its one of the best places in the game to play junkrat.
thats just straight up wrong
Conqueror933 nope.
It's ok but definitely not one of the best in the game
Troy Teter II he is ok but God is a really big overstatement Junkrat in general sucks I dint care what you say he isn't viable unless your a god sent Junkrat.
Soffor Unessa well then that makes me a god tier junkrat only playing the game a few hours a week. He is viable in the right situations, high ground is one of them, so are all those chokes that are the only entrances to the hangar, he can literally cover the entire room from
the top of the ship and reliably duel anyone who goes up there that isn't a tank, if the odds are bad the blast urself out of there it's not rocket science...
Can you please check your YT messages?
What you bothering him for?
I'm from Gibraltar it's the best
#dogcamorriot
14:50 o_o nsfw
If anyone wanted to try sombra she is very good on this map