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Speed Test

Found 3 results

  1. After a little over a month, we can finally see how the rework for,now defense hero, Symmetra looks like on the PTR. We can see noticeable changes to her primary and secondary fire of her gun with the following details Photon Projector - Primary Fire No longer locks onto targets Range increased to 10 meters Damage ramping (up and down) now takes 2 seconds per damage level instead of the old version which was 1 second Damage ramp increased from 30/60/120 to 60/120/180 Now generates ammo instead of spending it when hitting barriers Photon Projector - Secondary fire No longer pierces targets Now explodes on contact Projectile speed increased Charge up speed increased Damage changed to 60 impact / 60 explosive Her turrets also get a changes Sentry turrets Turret is now placed like a projectile instad of being set in place Can hold a max of 3, down from 6 Can now deploy a max of 3, down from 6 Damage increased Amount of slowing effect increased Health increased from 1 to 30 Now one of her old ultimate is now available on her E as an ability Teleporter Can now place the exit up to 25 meters away from Symmetra Entrance will automatically be built in front of Symmetra, rather than at her team's spawn point Lasts 10 seconds Health lowered to 300 More things can teleport through it (e.g: Junkrat's RIP-Tire) Entrance can be destroyed (if either the entrance or exit is destroyed, the other is removed) And finally her new ultimate is, not saying anything else insane, this is "photon barrier" on of her old abilities that has been moved to the Ultimate slot, but no longer creates a circular barrier that moves wherever you created at, now creates a massive shield that covers all the map, dividing it in half New Ultimate: Photon Barrier Deploys a barrier that is big enough to span and cut through an entire map orientation can be changed by pressing the ultimate button again Has 5000 heath Lasts for 15 seconds This is what the developers said on the patch notes: The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense. This changes also might not come to the live servers as it is on the PTR right now, I can't wait to try this
  2. After a little over a month, we can finally see how the rework for,now defense hero, Symmetra looks like on the PTR. We can see noticeable changes to her primary and secondary fire of her gun with the following details Photon Projector - Primary Fire No longer locks onto targets Range increased to 10 meters Damage ramping (up and down) now takes 2 seconds per damage level instead of the old version which was 1 second Damage ramp increased from 30/60/120 to 60/120/180 Now generates ammo instead of spending it when hitting barriers Photon Projector - Secondary fire No longer pierces targets Now explodes on contact Projectile speed increased Charge up speed increased Damage changed to 60 impact / 60 explosive Her turrets also get a changes Sentry turrets Turret is now placed like a projectile instad of being set in place Can hold a max of 3, down from 6 Can now deploy a max of 3, down from 6 Damage increased Amount of slowing effect increased Health increased from 1 to 30 Now one of her old ultimate is now available on her E as an ability Teleporter Can now place the exit up to 25 meters away from Symmetra Entrance will automatically be built in front of Symmetra, rather than at her team's spawn point Lasts 10 seconds Health lowered to 300 More things can teleport through it (e.g: Junkrat's RIP-Tire) Entrance can be destroyed (if either the entrance or exit is destroyed, the other is removed) And finally her new ultimate is, not saying anything else insane, this is "photon barrier" on of her old abilities that has been moved to the Ultimate slot, but no longer creates a circular barrier that moves wherever you created at, now creates a massive shield that covers all the map, dividing it in half New Ultimate: Photon Barrier Deploys a barrier that is big enough to span and cut through an entire map orientation can be changed by pressing the ultimate button again Has 5000 heath Lasts for 15 seconds This is what the developers said on the patch notes: The goal of these changes is to move Symmetra to her new damage role and make her more flexible and viable across more areas of the game than she was previously. Now that Symmetra is no longer a support hero, she is expected to be able to dish out heavy damage, and these changes allow for her to do so. She should be more powerful and interesting in more team compositions and maps, and she should also be stronger on offense and defense. This changes also might not come to the live servers as it is on the PTR right now, I can't wait to try this View full article
  3. Hero Guide: Symmetra

    Strategy Symmetra is a unique Support hero who keeps her allies alive through unconventional means. She can deter enemies from traveling through chokepoints with her Sentry Turrets, protect allies while pushing chokepoints with her Photon Barrier, and can dramatically shorten the distance between the respawn room and the frontline with her Teleporter, or give her team a great health advantage with Shield Generator. Despite appearances, she is also one of the most damaging of the Support heroes, with a weapon that can deal devastating damage at both short and long range. Despite this, her complete inability to heal her allies, along with her relative fragility, makes it challenging for her to serve as the only Support on a team. Weapons & Abilities Photon Projector: Symmetra's primary weapon. The primary fire creates a beam that tethers to the first hostile target in range, dealing increasing damage for as long as the beam remains active. The beam will fall off if the tethered target moves out of Symmetra's vision. The secondary fire shoots out a slow moving projectile that bypasses barriers and passes through enemies, dealing damage. The size and damage of this projectile increase the longer the secondary fire button is held down. The primary firing mode ignores Genji's Deflect. The primary fire requires time to build up to its highest potential damage. At its maximum damage, it is one of the most devastating weapons in the entire game. If you have the opportunity to safely use it on a durable target like Reinhardt or Roadhog, do so. The damage buildup accumulates on the weapon itself, not the current target, and fades away quickly. Charging it up by attacking one enemy leaves the Projector charged and ready to immediately engage another with increased damage. Because the primary fire's tether automatically remains locked on as long as Symmetra keeps the tethered target in view, it is a good way of damaging agile, close range targets like Tracer. When attacking this way, act evasively, moving around your target to confuse them. At maximum charge, the secondary fire deals a high amount of damage, and can hit multiple targets. Charge up the secondary fire and shoot it down choke points and corridors to discourage enemy movement. Sentry Turret: When activated, Symmetra enters a targeting mode, which she can use to place a Sentry Turret on a solid surface. Sentry Turrets have 1 Health and automatically fire on the first enemy that enters their range, dealing continual damage and slowing them. Sentry Turret works on a charge-based system, where Symmetra gains a new charge (up to a maximum of 6) every few seconds. Symmetra can have a maximum of 6 Sentry Turrets up at once. Placing a new Sentry Turret in excess of 6 will destroy the oldest Turret that was placed. Sentry Turrets are incredibly fragile, and can easily be destroyed by splash damage from rockets or grenades. Place them strategically in places that your enemy is unlikely to fire on, but which will still discourage them from traveling through an area. Symmetra sees a small icon in her view for each of the Turrets she has placed. She is alerted when a Sentry Turret is attacking a target (with the icon changing to an orange "alert" sign), as well as when it is destroyed. If you are worried about an enemy trying to flank behind you, place a single Sentry Turret on the major side routes so that you will be alerted if they either pass by it or destroy it. A single Sentry Turret will rarely deter people from traveling through an area. You will usually need to place at least 2-3 in an area to slow them down or stop them entirely. Look for clever positions to place your Sentry Turrets, such as behind bushes or underneath overhangs. This can confuse your enemies as to where it is, letting your Sentry Turret survive for longer. One of Symmetra's achievements involves having all six turrets attacking one enemy (The Car Wash). While it is tempting to group up the turrets, spread them out a certain distance so they won't be destroyed all at once. Photon Barrier: With this ability, Symmetra deploys a moving barrier that absorbs damage as it moves forward. It moves at the same pace as most heroes, and is destroyed upon hitting an obstacle. This ability can be used to push through chokepoints, blocking large amounts of fire from the front. Its speed is ideal for such as it moves at the same speed as most, allowing them to push through in the shortest time possible. It can also be used to block static defenses, such as Bastion, Torbjörn's turret or snipers for a short time, buying your teammates time to move forward. Unlike other barriers, as it is moving, it needs both aiming and positioning to be used effectively. The Barrier can move upward on some angle like stairs or some location which is around 45 to 90 degree. Teleporter (Ultimate): Symmetra's first Ultimate ability. When activated, Symmetra enters a targeting mode, which she can use to put down a Teleporter on a solid, horizontal surface. A second Teleporter will appear in her team's respawn room that allies can pass through to instantly reach the first Teleporter. The first Teleporter has a Health pool, and will be destroyed if damaged sufficiently. The Teleporter can only teleport a maximum of 6 allies before shutting down. Symmetra does not gain Ultimate charge while she has an active Teleporter. A deceptively powerful Ultimate. While it has no in-combat application, a well-placed Teleporter allows Symmetra's respawning allies to instantly rejoin the fight, saving valuable time that would otherwise be spent walking back from the respawn room. Teleporters are almost always a priority target for mobile flankers like Genji and Tracer, who will attempt to destroy it if they suspect you have one up. You must balance placing your Teleporter in a safe, hard-to-find location with placing it in an area that will let your allies get back to the objective quickly. Look for elevated locations that are out of the line of fire, or isolated rooms without Health Packs. Shield Generator (Ultimate): Symmetra's second Ultimate ability. When activated, Symmetra enters a targeting mode, which she can use to put down a Shield Generator on a solid, horizontal surface. The Shield Generator is destroyed upon receiving sufficient damage. Like the Teleporter, it is a powerful defensive ability, providing allies with additional shields that will give your team the upper hand. However, due to its wide area-of-effect, it can also be used offensively to protect allies in a large area, provided it is positioned strategically. Remember that, like the Teleporter, the Shield Generator is refunded in Payload or Hybrid map checkpoints with charge regains depending on its remaining Health. This is extremely useful to switch around between the two Ultimates depends on the situation, to move the Generator to another point that it can reach your team more easily or to regain Ultimate charge from a Generator that is about to be destroyed by the enemy team. General Strategy Symmetra wins games through clever thinking and good preparation rather than brute force. Since she lacks any sort of healing capabilities, you must focus on keeping your allies as safe as possible from flankers and on minimizing the number of routes that enemies can take safely. This allows your allies to retreat to cover safely without having to worry about being picked off by a sneaky McCree or Reaper. Symmetra is generally best played on Defense, as it's more difficult to make good use of Sentry Turrets and her Teleporter when on Attack. The Photon Barrier and the quick movement from Teleporter can still benefit an Attack team enough to warrant taking her along, however. Knowing where to best place Sentry Turrets takes a lot of practice with different configurations. Keep in mind that the "best" configuration of Turrets depends a lot on both your team and the enemy team and changes from game to game. For example: if you have another hero like Torbjörn covering one chokepoint, you can afford to invest more of your Turrets in protecting a different chokepoint. Sentry Turrets have a decent vertical firing range, and can be placed while jumping. If you're up against Pharah, look for protected, vertical areas where you can place Sentry Turrets that will hit a flying Pharah, as they greatly reduce her mobility. The Photon Projector can be deadly when used intelligently. When up against fragile targets like Tracer or Genji, charge up the secondary fire on Photon Projector, lure them around a corner, and fire it directly at them when they round it. Follow up with the primary fire to net yourself a quick kill. The Photon Projector increase damage output making Symmetra extremely dangerous in a team fight if you manage to fully lock on into an unaware opponent. Hiding around a corner, a choked point that is protected by your teammates and Sentry Turrets or a high ground to catch your opponent by surprise while using your small hitbox to your advantage by jumping and dodging attacks to ensure your survival and ensure your damage output. Because of how powerful Teleporter is for a team on Defense, prioritize your own safety as much as possible until you can get your first Teleporter down. Aim to shoot your Photon Projector's secondary fire down bottlenecks in order to gain Ultimate charge, and avoid sticking your neck out too far (as this opens you up to being killed by heroes like Widowmaker or Hanzo). Because Shield Generator is a high value target that the enemy team will want to take out as soon as possible, it is advisable to place it somewhere that they will have problem finding it but is close enough to your team to fall back and defending it if it is attacked. Remember, a majority of the Generator's Health pool is Shield make it extremely powerful if you and your team manage to take out the enemy attacker to maintain the Generator. One of the biggest counters to Symmetra is Winston. Winston's Tesla Cannon can easily take out multiple Sentry Turrets without him even trying to. If you want to protect your turrets, tell your team to focus him. A good strategy for Symmetra on Eichenwalde is to put your Sentry Turrets near the bridge on the first point. Place two on the top of the left entrance, and one hidden in the bush on the door's right side. Then place three more on the bridge itself. (info form overwatch.gamepedia.com)
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