![]() The usual Sym strategy was to get charge on a tank (since they are getting hit from all sides, they tend to ignore you more often), then let the tank go, and start melting squishies with the 120 DPS beam. So if you just reached level 3, you had time to swap targets while still keeping level 3 alive. After crossing the 33/66 threshold, you had a full one-second period where, no matter what, your charge wouldn't decay below that tier. Even ignoring that the charge "bar" raised twice as fast, once you reached a new level, her gun had a grace period where it couldn't lose charge. This is very different from how Symmetra behave before the new rework, which is why so many Sym players still get confused about how the beam works. You need to keep hitting after reaching level 3 to sustain it long enough to make a team kill. ![]() So, it's not enough to just "reach" level 3. But if you had charged it all the way to 100, it will take much longer to reach that 65 mark where it will decay. If you are not damaging a valid target, the bar will decay at the exact same rate it goes up, so if you go to 70 charge, then miss a bit and it fall to 65 charge, your beam goes back to level 2. Once you hit 33, your gun will scale up to level 2, and once it hit 66, it scale up to level 3. ![]() While you are damaging a valid target (enemy, barrier, building, NOT Mei's wall), that bar start gaining charge. It's hard to explain without a gif playing in the background, but think of Symmetra charge as a bar that goes from 0 to 100. ![]()
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