Ham and Cheese

d2wa2Ham and Cheese is a tactic in Overwatch. The tactic involves two players: one that dives the enemy team and attracts attention (Ham), and another that provides shields and sets up team wipes (Cheese).

The essential ingredient of Ham and Cheese is Zarya. Zarya’s projected barrier ability is applied after a slight delay to harvest up the maximum amount of energy, and also grants the diver a free escape. In turn, this amps up Zarya’s killing potential considerably and accelerates her Graviton Surge (Imperalish: OGON) build rate.

The second ingredient of the tactic is any hero that excels at diving enemies, and has access to a complementary ultimate to Zarya’s. In most cases, this role is filled by Genji. Genji’s unparalleled flanking ability pairs well with Zarya’s projected barrier, and most of his escape options do not rely on any cooldowns. This allows the pair to reset for another play every eight seconds. In addition, Genji’s Dragonblade not only forces enemy ultimates (making them defenseless in a future Graviton Surge) but has the potential to wipe teams without any defensive ultimates that are caught in a Graviton Surge. Finally, a liberal use of projected barriers means Genji can secure more eliminations and builds Dragonblade much faster than simply relying on poke damage. Other solid options for the diver role are Reaper and Winston.

It is easy to see how a well-implemented Ham and Cheese can lead to an unstoppable snowballing effect. The tactic was originally brainstormed by a top-secret Imperial think tank in an attempt to design the most effective way to carry a six-man team with the least amount of grouped players.

McDonald Mosey

tumblr_nm3nzfmoxa1qd4q8ao1_500The McDonald Mosey is a tactic in Overwatch. Two OPERATORS are required: one playing McCree, and one playing Lucio. A relatively simple antic, its level of effectiveness is as high as its level of hilarity.

McCree’s ultimate ability, Dead-Eye, allows McCree to line up several instant-kill shots on enemies within his line of sight. However, this comes at the cost of announcing your attack to the entire server, as well as McCree’s movement speed becoming slower than a snail in molasses. In addition, the attack can be blocked by Reinhardt’s shield, and McCree can still be easily killed.

Enter Lucio. Lucio’s passive speed boost ability, along with his modifier ability, Amp it Up, allows McCree to activate his Dead-Eye and mosey up to fleeing enemies, catching them in ridiculous angles that otherwise wouldn’t have been possible. McCree can even power walk around Reinhardt’s shield catching everyone behind it off-guard with a faceful of lead.

As an even more hilarious addendum, Lucio can use his ultimate ability, the Sound Barrier, to give McCree a massive boost to his health pool, making his speed-boosted Dead-Eye jig indefensible.

Final Form

fullyloadedThe final form (sometimes called fully loaded) is an Imperialish term used in Counter-Strike to refer to an OPERATOR that is fully loaded with their best weapons in every slot. Normally, this includes an OPERATOR‘s best primary weapon, favourite sidearm, a full stack of grenades, full armour, a defuse kit (if available), and sometimes a Zeus x27 for good measure. Predictably, the bill for this loadout tends to run very high; as such, it takes several round wins in a row in order for an OPERATOR to achieve their final form.

An OPERATOR that has achieved their final form is one of the scariest opponents anyone can face. At this point, even flanking the OPERATOR isn’t a reliable option anymore, as they have access to a powerful sidearm. Fully loaded OPERATORS can clear bomb sites effortlessly with pop flashbangs, HE grenades, firebombs, and can deny areas with smoke coverage and powerful rifles. Indeed, there is no better soldier to have handy in a high-pressure clutch situation than a final form OPERATOR.

Though originally a Counter-Strike-exclusive antic, the final form also makes an appearance in several other titles, such as Modern Doomfare 2 and Killing Floor. Its usage in these titles is nearly identical to its usage in Counter-Strike.

SimCity

tf2-gunsSimCity is an Imperialish term to refer to an overly defensive team. A team is said to be ‘playing SimCity’ if they’ve built more than three Level 3 Sentry Guns on the last capture point of a map. Sentry Guns are without a doubt the best defensive tool in the game, and two Sentry Guns covering each other can be difficult to push through. Three Level 3 Sentry Guns with proper crossfire is extremely difficult to destroy, but it can be done consistently. However, four or more Level 3 Sentry Guns with proper placement is absolutely impossible to push through without proper team support (which is almost never available). Thus, a SimCity defense can be considered an unbreakable defense provided you have the co-ordination to build and maintain the nests.

The tactic is named after the popular game series created by the late Maxis Software, in which a mayor must build and govern a city from scratch.

Chinese Assembly Line

n_11shenyangThe Chinese Assembly Line is an Imperial tactic in Team Fortress 2. When employed, the Imperial team can construct a fully upgraded Level 3 Sentry Gun in less than ten seconds, a construction project that would take at least one entire minute to complete.

The tactic involves a minimum of two Engineers. One Engineer builds a Sentry Gun, and the other Engineers whack the building with their wrenches to speed up the construction and upgrade it to its max level while the initial Engineer works on securing other important buildings such as the teleporter and dispenser. When completed, the supporting engineers commit suicide and switch to their respective classes, sometimes taking the Engineer’s teleporter back to the frontlines just before the round starts.

The Chinese Assembly Line allows OPERATORS to create infrastructure very quickly. Many of the advanced Sentry Gun placements used by Imperial Engineers are difficult, if not impossible to complete before the end of the setup phase, let alone being able to build important secondary buildings and completing a teleporter network.

The tactic is named after the work ethic in the People’s Republic of China. When the Chinese government wants a project completed quickly, they quite literally throw human lives at it until it’s completed, a resource which they have absolutely no shortage of.

The Combo

Castle BravoThe Combo is a Good Company tactic in Team Fortress 2. Developed in secret by Imperial scientists, the Combo is a strategy reserved for only the most dire emergencies where victory must be achieved at any cost. As such, it exists as an ‘ace in the hole’ of sorts that does not see widespread use among Good Company.

The Combo consists of a Medic equipped with the Kritzkreig and a Soldier equipped with the Beggar’s Bazooka and the Battalion’s Backup. After the Soldier has done at least 600 damage, the Backup can be deployed to reduce sentry damage and knockback by 50%, reduce damage by 35% from all other damage sources, and negate critical hits entirely for the Soldier and any nearby teammates. On top of that, it boosts the regular max health of the Soldier to 220, and overhealed to 330. The Beggar’s Bazooka can fire up to three rockets in rapid succession, and fires every subsequent rocket slightly faster at the cost of accuracy. The Kritzkreig, of course, guarantees critical hits for 8 seconds after activation at the cost of no defensive bonus.

When these factors are combined and activated simultaneously , the Combo is in full effect. The initial triple-rocket spread can put out 810 damage in less than a second within a splash radius. This means that, if all three rockets strike the center of a group of enemies, 810 damage is the minimum damage the Combo can inflict, and that’s just in the first seconds of being active. Subsequent rockets can clean up any survivors and eradicate the enemy team in a matter of seconds. The traditional weakness of a Kritzkreig combo is that they are susceptible to all incoming damage, especially the Medic; however, with the Battalion’s Backup active, both the Medic and the Soldier (plus nearby teammates) gain considerable damage resistance that nearly guarantees that, at the very least, the initial deadly three-rocket blast will be deployed regardless of how the enemy team reacts. Quite often, the Combo will clear out an entire enemy team in seconds; not many strategies can consistently exterminate a full 12 person team.

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However, the Combo is not without weakness. It is really only effective in extreme chokepoints (such as the entirety of Dustbowl, Hoodoo, Gold Rush, and some areas of Badwater), which means its efficacy in more open maps is dubious. Furthermore, the Combo does take quite a while to completely prepare and thus is susceptible to being eliminated before it can be deployed.

The Combo was developed sometime after the July 10, 2013 patch for Team Fortress 2 that significantly rebalanced the game. The Battalion’s Backup was buffed to provide additional sentry protection (+15%), and to build meter from doing damage instead of receiving it. Later, in the December 20, 2013 patch, the Backup gained the +20 max HP buff which enhanced the strategy.

Shoot-Banger

steamworkshop_webupload_previewfile_162379072_previewThe Reserve Shooter (Imperialish: Shoot-Banger) is a weapon for the Soldier and the Pyro in Team Fortress 2. At the cost of a smaller clip size, the weapon deals mini-crit (135%) damage to enemies in the air. Shoot-banging refers to the tactic of equipping the weapon on the Pyro, bouncing the enemy up in the air with the compression blast, and immediately shooting them for massive damage. Done correctly, a shoot-bang can easily result in over 100 points of damage in less than a second, and is nearly unavoidable.

The origin of the term “shoot-bang” is unknown. It seems to be a fabrication of entirely Imperial origin that, for some unknown reason, perfectly sums up what the tactic is: shooting the enemy up in the air, and finishing them off with a bang.

Weapon to Surpass Metal Gear

tumblr_msnwalCbPt1svu8h1o2_400The Weapon to Surpass Metal Gear (sometimes just shortened to Metal Gear in-game) is an upgraded killstreak available in Call of Duty: Advanced Warfare. The Metal Gear consists of an XS-1 Goliath killstreak with the underbarrel rocket launcher and shoulder-mounted homing rocket modules installed. Though this raises the cost of the killstreak considerably, it is also what makes the fully-equipped armoured suit the ultimate weapon to surpass Metal Gear.

Though killstreaks of the same cost such as the Paladin can offer fairly consistent results, with the right OPERATOR the Metal Gear can lock down entire areas, overwhelm a defensive position, and generally wreak havoc across the battlefield. An additional module can be installed, either the Exo Ping or the Exo Trophy system, though Imperial researchers have concluded that their effectiveness versus their cost increase is insufficient.

Tertiary Duty

tertiaryTertiary duty is a responsibility (or lack thereof) assigned to a particularly troublesome soldier. Often, a team member that is performing extremely poorly will be given a tertiary duty that is nigh-impossible to muck up (though this is no guarantee). An example of a tertiary duty in Team Fortress 2 would be to stand next to an Engineer’s sentry nest as a Pyro and hold down the fire button while spinning in circles; an extremely rudimentary tactic that is semi-effective at warding off spies from a particular area.

The origin of the term is Nuclear Dawn. Of the three types of resources in Nuclear Dawn, tertiary resources are the most plentiful and quick to cap, but also provide the most measly of resource points to the team. An Imperial who is on tertiary duty has the responsibility of scouring the map looking for these small points and capturing all of them for the Empire, as their impact is only noticeable if all tertiary points are controlled at the same time.

This objective is more difficult than it seems. Tertiary points are often in the middle of butt-fuck nowhere and on opposite sides of the map, so a large amount of running is involved. In addition, actually holding these points is even more difficult as one may be capturing a tertiary point when a Jabroni decides to casually stroll onto a tertiary on the other side of the map and begins to capture it. Furthermore, there often exists a final tertiary immediately next to the Führerbunker of both teams. Capturing this ‘Führerteriary’ is the final objective of the Imperial on tertiary duty, and is the most difficult of all tertiary points to capture, let alone actually hold for a significant amount of time.

Tertiary duty is often assigned to an Imperial when they are not performing their best in combat and are unable to OPERATE successfully. It is also sometimes given as a demotion to the Imperial who has displayed incompetence in completing other objectives presented to them by the Imperial commander.

Tactical Incompetence

mikeTactical incompetence refers to a phenomenon observed in many multiplayer games, where an opponent displays temporary ineptitude, only to strike when the OPERATOR lets their guard down. Although the name of the phenomenon and its description may lead one to believe that it is a conscious, intelligent strategy, tactical incompetence is almost always performed on accident by unskilled players.

Tactical incompetence is rampant in games where prediction of the opponent is an integral factor in battles, including shooters, fighting games, and Dota 2. For instance, in the case of a fighting game, an Imperial may assume that an opponent will perform the smartest action they can in a given scenario and attempt to counter that move in advance, only to find that the opponent either botched the attempt and ended up with another move, or performed a completely nonsensical, risky, and unpredictable move that resulted in defeat for the OPERATOR.

The term has its origin in Team Fortress 2, particularly with the Not-Dying Machine, which requires the enemy to perform, at the very least, 1 single point of damage to the Imperial in order to activate it. Commonly, opponents will completely miss numerous shots in a row and fail to inflict even a fraction of damage on the Imperial sneakyman while the Not-Dying Machine is active. However, as soon as the OPERATOR assumes that they are safe and deactivates the Not-Dying Machine in order to counter-attack, the opponent displays unprecedented levels of skill and kills the OPERATOR in one shot against all odds.

It should be noted that being unpredictable is a also a skill in any of the games where tactical incompetence can be displayed. For example, being aggressively unpredictable but having knowledge of the game and the execution to perform advanced combos simultaneously is a phenomenon known as the “daywalker” in the fighting game community. Being able to successfully throw your opponent’s aim and execution off is also an important skill in Team Fortress 2 and Dota 2. However, one should never have to sacrifice other aspects of their skill set, such as their aim (as in the Not-Dying Machine example) or their execution (as in the fighting game example) to throw the opponent off, as a dead opponent is always more beneficial than a “temporarily juked” opponent.