DPS Positioning: The Fundamentals of OW2 (Guide for Beginners AND Pros)
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- Опубликовано: 8 фев 2025
- DPS is a tough role with a large variety of hero kits and signatures. Coach Spilo breaks down the basics of positioning: angles, range, high ground, and more. There's so much to consider that it can get confusing, so having the bare fundamentals to fall back onto can be a tremendous help for new OR advanced players.
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Thanks for watching!
(Perceived Risk) x (Potential Time At Position) = Estimated Effectiveness
this is a sweet formula anyone can use to theorycraft plays!
Nobody has the time to do math during fights though.
@@patrickimperial579 this is the math high level players are doing in their heads subconsicously
@@patrickimperial579yeah they do; it’s a learned skill
The math is just terrible also. Perceived Risk is a 10. Potential time at position is 15. Estimated Effectiveness = 150 ? Perceived Risk is a 1, Time at position is 100 seconds. Estimated Effectiveness = 100??? I have more Estimated Effectiveness if I am in a super high risk 15 second fight, than a 100 second 1 risk fight?
@@JimmyDropz okay jimmy
This is why spilo is so good at coaching. He doesn't tell people what they are doing wrong he lets them come to their own conclusion. This is infinitely better for retention of the info.
Yo ya probs won’t see this but I hit masters on Ashe last weekend and this video massively helped me. I was hard stuck gold-low plat for years and I decided to educate myself and the game became so much easier. Thanks Spilo!
I want to know everything about this game dude 😭 I only started playing a couple months ago and these kinds of videos have made me SO much more knowledgeable. Thank you for posting so much coaching content Spilo, you rock!
Positioning guides are so educating, thanks bruddah
High ground also provides benefits for heroes that can crit, because the critbox makes up more of what you can see, and generally-speaking aiming for the head and missing is more likely to result in a bodyshot instead of an outright miss when aiming from above. And verticality is beneficial for explosive abilities, as it’s easier to hit splash with an explosive shot that misses slightly if you’re aiming towards the ground, and it’s very useful for grenade-type abilities with very significantly arced trajectories, for both range and ease of aim.
The thing about how it’s harder to get healed and easier to get isolated when looking for off-angles is important when considering the cost-benefit of using high ground and angles by role as well, IMO. A DPS hero only really needs to have a peek option to one member of their own team, right? As long as they can peek for healing when they need it, they’re fine. And a DPS can afford to spend some time with no sightlines onto anyone, if they’re doing something sneaky or just backing into cover for a few moments to relieve pressure on themselves. Those things are far less true of a support, who needs to be able to establish LoS onto teammates according to _their_ needs, to provide them with resources. If you’re playing Ana on the high ground and the edge you’d use to de-peek enemy threats also de-peeks most of your team, that’s gonna be a problem. A DPS hero also has more freedom to focus on a flyer or someone else contesting them on high ground, but it may be more costly to the team for a support to do so, which can make them more vulnerable in that position than a DPS would be.
Something else important about high ground is that going from high ground to not high ground is as simple as walking off a ledge, but the other way around usually requires either cooldowns or a long amount of time
Man you have such a neat way of composing your speech
Is there going to be a positioning guide for tank and support too?
We’ll see- most if not everything in this guide also applies to support and tank
The thumbnail is clean!
I agree
good content coach thank u
I see why everyone says spilo the goat, you're a cool dude , bro.
Yay new spilo vid
High ground is also guaranteed cool down usage
Ik plat on console. Going to watch this NOW. Probably a lot of losses are part my fault.
🐐
3:10 NO SURPRISES?? AS IN RADIOHEAD'S HIT NO SURPRISES??????
I know you were mainly focusing on hitscan, but what about projectile dps? I'm assuming everything applies to them as well? ( Echo main)
vod link please
ruclips.net/video/yBA2OxxGnxg/видео.html should work
You sound exactly like Destiny
Great Bible verse in the bottom right
Everyone is visualising that Nepal map... right?
The other reason, why high ground is good: your shots go straight to the heads - enemy shots stuck in hands, shoulders and other parts of your hitbox. Basically you have damage advantage.
Also, for soldier it may be better to stay behind a tank, if it's a shield tank. Nothing amplifies the value of a shield more than a damage that comes from it's other side.