VIABLE: Symmetra on Attack

General Discussion
Even on 1st point defense she is too easily countered nowadays. Against competent opponents I can't see her accomplishing much of anything on attack.
07/03/2016 01:02 PMPosted by Trish
Every character is viable if your opponents are so incompetent and awful that they would allow Symmetra, who has zero mobility of any kind, to flank them hard enough to put up a backfield teleporter. She literally has to walk right in.


"The thing about Symmetra is, they always try and walk it in!"
07/03/2016 01:02 PMPosted by Trish
Every character is viable if your opponents are so incompetent and awful that they would allow Symmetra, who has zero mobility of any kind, to flank them hard enough to put up a backfield teleporter. She literally has to walk right in.


A lot of opponents leave their flank open. It's extremely common. Aside from that, while I can't say flanking routes are very common on koth maps, on escort maps, they're all over the place. It's very easy for Sym-- or any low mobility character-- to use these routes.
I play offensive Symmetra all the time and it generally works out really well. People who go with the kneejerk reaction of "uuugh we don't need Symmetra" are flat out dumb. You just need to be fast with your turret placements, and you can build safe spaces for you team really close to the point you are trying to claim. Saves a lot of time.
I don't know why I get so much hate when I play Symmetra on offense, but whatever, they'll thank me for the win later.
It not viable vs people who know to kill teleporters, or can hold chokes. Her problem is she dies to fast honestly, she has to be right on people to get her damage going and it needs to charge, the orb thing is easy to dodge as moves slow. It is rare that the strange of flanking will ever work vs a decent player, even one decent player will prioritize killing the teleporter and Symmetra.

The main problem is she cant even put her shield buff on herself.
07/03/2016 02:36 PMPosted by Un4seen
It not viable vs people who know to kill teleporters, or can hold chokes. Her problem is she dies to fast honestly, she has to be right on people to get her damage going and it needs to charge, the orb thing is easy to dodge as moves slow. It is rare that the strange of flanking will ever work vs a decent player, even one decent player will prioritize killing the teleporter and Symmetra.

The main problem is she cant even put her shield buff on herself.
That's the thing, though. Sending the team on a teleporter hunt distracts them from the objective, and if you set up a turret room and wait in it as Symmetra than quite frequently you can get 4 kills in a row of people diving in to get your teleporter and going down via turret and life sap combo. Also, Symmetra automatically has a shield buff, she doesn't NEED to give herself one. Half of her HP is blue shield.
I've considered the possibility of a sort of zerg rush strat with her, where you let her whole team go out and die while she sneaks into the back and sets up and have the team rush out all at once from an unexpected and advantageous position.

It's a weird idea and it probably isn't as good as the popular "wait until entire team dies while hiding then revive" meta with mercy but it has potential.
she still won't make a difference if your team isn't winning ,as stated before, she is a ''win more'' hero and yes I do love her.
07/03/2016 02:29 PMPosted by Lessera
I don't know why I get so much hate when I play Symmetra on offense, but whatever, they'll thank me for the win later.


You shouldn't get hate for playing Symmetra on Attack - I do it quite a bit too. I hate the knee-jerk 'we're on Attack, don't pick Symmetra' mindset, because she's a squishy-killer and a pretty good anti-flanker on payload maps. But I 100% understand why people have that mentality. If I look at somebody's stats and see that they play a lot of Symmetra in conjunction with sone other heroes - cool. She's my 2nd most-played hero. If I see somebody who 'mains' both Symmetra and Torbjorn almost exclusively, I'll be happy to ask them kindly to switch on Attack, because I know EXACTLY what kind of player they are: the kind that doesn't play Symmetra offensively. Torbjorn's turrets are easy to deal with on Attack, but not as easy as Symmetra's sentries. You can't just 'sit it and forget it', and you can't rely on kill rooms to do the work for you. You need to keep those sentry turrets on rotation, and you need to make sure that once you've got some turrets up, you need to already be thinking where you're going to have to place them next. Because Symmetra CANNOT carry a team on Attack - until your team has the clear advantage, your turrets plain-and-simple will not stop an entire enemy team. More importantly, they need to actually use her Photon Projector - use her secondary fire to drop Torbjorn turrets, harass Widowmakers and Bastions, and deal some damage to teams gathered up behind a Reinhardt. And *most* importantly, learn to circle-strafe properly, and know your close-range high-ground flanking positions: sometimes the best way to deal with enemy flankers is just to outflank them, and with Symmetra's poor mobility, sometimes the best way to get the drop on enemy heroes is to literally get the drop on enemy heroes. Route 66 is my primary example: at the map start, she is at an extreme disadvantage on Attack. There is no ambiguity about this - fresh out the gate, Symmetra WILL have the slowest-building momentum on offense - potentially in the entire game next to Zenyatta and Mei. Her greatest strength, with turrets as well as without, is terrain advantage - and Attackers do not start with terrain control. But once you push the payload into town, the buildings and upper-elevation landscape means that a Symmetra on the move can effectively begin to create 'mini-chokepoints', as well as position herself just out of line-of-sight until an errant flanker or DPS hero happens to end up just below you. Again, DO NOT rely on 'kill rooms' - kill rooms are a gimmick, and one that is easily avoided.

And again: PLEASE do not try and backcap unless you are with people that you know that are down with those kinds of shenanigans. Not only is it not a great strategy, I've been in one too many games where we have essentially been down 1 to 2 players on offense because an errant Tracer, Genji, or Symmetra swept ahead to Point B and started spamming in chat for us to hurry up and capture the point so he can rush us to the win. That's poor teamwork, period - and when you're sitting there for an entire 30 seconds so far behind enemy lines that the enemy doesn't even know that you're there, you're not contributing: you're actively hindering.
Symmetra in the right hands is terrifying.
Symmetra is a support and supports are always viable.

On that note.

Back capping is absolutely viable on point Bs I did it many times. Volskaya is by far the easiest if you want to try it. Peel off point A mid battle basically as soon as you can read the advantage in your favor and hug top left, take the moving platform and setup TP behind a curiously well placed static mesh far left of B, second floor. A techy mini wall. People running back can't physically see you do that too unless they have wall hack.

Now, about escorting payloads. Symmetra needs to be played aggressively on defense and defensively on offense so she becomes more of a backliner on offense. She watches over Mercy and basically deletes anything that passes the payload as she moves her web of detection turrets. Know when to orb up front and when to zap people's behind.

I'm sorry guys I have to tell some of our secrets(jk derp)! It's sort of like Zarya's shield, everybody likes to say "don't get fooled and shoot on it!" but truth is you can't stop a good Zarya from charging up just as you can't stop a good Symmetra from ninja TPing your A$$ and getting work done in KtoH and payload in any direction.

Of course quick deployment of turrets in a wide detection web pattern or "crescent" around the team high up on walls needs to be your go to mindset. On D detection is more important but on O you want to have at least 2 turrets connecting in your spread. You can also fool people by "giving" them a low turret bait while another one way overhead keeps slowing them. So many neat tricks with her!

Argg!! I could go on I love Symmetra so much!
You do know that her ult has a very large range announcement right ? Unless the enemies are deaf there is no way they won't seeking for your telepad. I've tried tons of attack Symmetra and don't recommend it at all.
seen some insane sym plays both on koth and cp.
never underestimate sym as some manage to rack up like 30 eliminations in one game with a 70% teleporter uptime
I like to play Symmetra on attack. It was great in the second week of the game 'cos no-one had really seen it and no-one was expecting it.

You really have to get your teleporter up quickly, or if it's KotH, save it for near the end of the game.
stop telling people my tactics!
-sarcasm
She can be but sadly I have found that in randoms they tend to ignore the teleporter on attack. I play her a lot btw and have a pretty decent win % with her.
Something I don't see many Sym's doing is using their right click as more of a spam. You can let go to shoot tiny orbs rather swiftly, and if you spread those out it winds up being a form of area denial. Not much dmg from them individually, for sure, but if you catch your opponents trying to head away from your deathtrap you can herd them in the right direction much more easily with a spam of little right clicks flying through the air.
07/03/2016 03:44 PMPosted by MZA
Symmetra is a support and supports are always viable.

On that note.

Back capping is absolutely viable on point Bs I did it many times. Volskaya is by far the easiest if you want to try it. Peel off point A mid battle basically as soon as you can read the advantage in your favor and hug top left, take the moving platform and setup TP behind a curiously well placed static mesh far left of B, second floor. A techy mini wall. People running back can't physically see you do that too unless they have wall hack.

Now, about escorting payloads. Symmetra needs to be played aggressively on defense and defensively on offense so she becomes more of a backliner on offense. She watches over Mercy and basically deletes anything that passes the payload as she moves her web of detection turrets. Know when to orb up front and when to zap people's behind.

I'm sorry guys I have to tell some of our secrets! It's sort of like Zarya's shield, everybody likes to say "don't get fooled deeeerp" but truth is you can't stop a good Zarya from charging up just as you can't stop a good Symmetra from ninja TPing your A$$ and getting work done in KtoH and payload in any direction.

Of course quick deployment of turrets in a wide detection web pattern or "crescent" around the team high up on walls needs to be your go to mindset. On D detection is more important but on O you want to have at least 2 turrets connecting in your spread. You can also fool people by "giving" them a low turret bait while another one way overhead keeps slowing them. So many neat tricks with her!

Argg!! I could go on I love Symmetra so much!


These aren't really secrets, though. But again, and I stand by this - I've backcapped multiple times. It's a viable strategy. It's just not the most secure tactic for solo queue. Attack Symmetra is also viable, but entirely dependent on good team synergy. I like running her backline with my friend's Zenyatta because she can handle holding off flankers and it's fun to get a chance to play as the underdog and come out on top.

That said, DO NOT SWEEP TO POINT PREMATURELY. WHILE YOU ARE SETTING UP FOR BACKCAP, YOU ARE DEPRIVING YOUR TEAM OF ONE WHOLE PLAYER. IF YOUR TEAM DOES NOT HAVE THE CLEAR ADVANTAGE AT POINT A, DON'T EVEN THINK ABOUT RUSHING POINT B. THIS GOES DOUBLE FOR SYMMETRA, WHO LACKS THE OVERALL MOBILITY TO LEAP BETWEEN POINTS LIKE TRACER, GENJI OR LUCIO.

If you're sitting at Point B and A is stuck on the first arrow, it's not the right time for a backcap. As with everything else Symmetra does on offense, don't pressure a backcap until you can clearly see the advantage.

Again, I play Attack Symmetra - but I'm definitely starting to see the whole Symmetra 'main' scenario turning into a different flavor of the Genji 'main' scenario.

Either way, people do need to stop flaming people who play Symmetra on Attack - it's not the underpowered gamebreaker some people make it out to be.
It might work, I just don't feel like getting flamed all day. Choose Symmetra on Attack, and I start getting trolled before the match even starts. One game, everyone on the team immediately switched to Symmetra during the set-up phase

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