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Dmg season 3 story two
Dmg season 3 story two












dmg season 3 story two

During this time, they can prepare for the attack, or plainly destroy the teleporter. The enemy can see (and hear) the ambush coming, since it has a lengthy deploy time. A common tactic is to set up 3 turrets on the ground, and then placing a teleporter into the enemy team, giving them a sudden burst of damage that they have to deal with. It is a decent ambush tool, given you can teleport an unlimited amount of allies and things over its duration.This ability can give you free reign over high ground, or otherwise inaccesable parts of the map, for both you and your team.Teleporter: Symmetra builds a teleporter between two locations. Throwing turrets at a full enemy team is not very effective, as they can be shot out of the air.

dmg season 3 story two

  • Another very good ranged tool in her arsenal, her turrets can help cover different parts of the map at once, such as chokepoints.
  • dmg season 3 story two

    Sentry Turret: Symmetra launches a small turret that fires slow beams at enemies. Rapid firing orbs is only recommended if you need to hit very low health targets, since it has low damage per second. A fully charged orb deals considerable damage (120), requiring only one full charge and one semi charged orb to secure a kill.

  • Secondary fire requires quite a bit of leading at longer ranges, but it makes up for primary fire's low range.
  • However, given that attacking barriers recharges the weapon's ammo as well as helping ramp up its damage levels, it is a good idea to target nearby enemy barriers first, then firing at enemies, taking advantage of the fully charged and reloaded beam.
  • Primary fire also has a high tickrate, meaning it doesn't fare very well against armor, and it is a bit difficult to consistently maintain the beam on the target.
  • Primary fire's range is rather lacking (at 12 meters), so it is best used in combination with Teleporter.
  • dmg season 3 story two

    The projector has two modes of fire: a short range beam, and a chargeable, explosive energy ball. Photon Projector (weapon): Symmetra's main weapon. Her low health and mobility means that she must coordinate with her team in order to survive. She can cover chokepoints with her Sentry Turrents, deploy a Teleporter to provide teammates higher ground or ambush the enemy team, and split the map in half with her Ultimate. Symmetra's abilities provide both defensive and positional advantages to her team.

  • Orientation can be changed by pressing the Ultimate key again (like Mei's Ice Wall).
  • Can be placed from anywhere (including from the spawn room), since it covers the entire map.
  • After cast time starts, there is 1 second recovery period where Symmetra cannot use her weapon.













  • Dmg season 3 story two