Thats it. FUCK COMPETITIVE, this is too much salt for me to handle. I will never reach Platinium, 2476 was my highest with only 1 more win to plat and then everything come crashing down. Constant losing streak and now im 2238 with 250 lost meaning I need 6 wins to hit plat.
I seriously fucking hate all those random teammates who pick Hanzo/Torb/Bastion/Ana/Widowmaker/Symmetra.
I seriously hate random teammates who refuses to change out their heroes despite being countered every damn time.
I seriously hate random teammates who don't understand team composition.
I seriously hate random teammates who pick heroes they are not familiar/good with because they only play 1 hero most of the time.
If the the mmr brackets you listed by color earlier is how they shake out then nothing you listed here is that important or relevant. I didn't play that much ranked last season because my stack primarily played quickplay due to the diversity of the mmrs but I did calibrate at 41 and zoomed up to 55 relatively easily. I did get stuck there trying to get that last rank point for the extra Comp points but that was my own fault trying to get it at last few days of the season since there were tilters, leavers, and people who didn't give a hoot since comp points were based on season high and not current rank. With that said if I had more time and played better I could have gotten over that hump as well. When I play quickplay solo I get matched up with people in the upper 60's and low seventies. I whooped a smaller streamer before season 2 who capped out at rank 68. Not trying to be braggart, just sayin' I ain't afraid of an imaginary number.
These are my observations from playing through that bracket:
If you have solid DM ability games are often ridiculously easy. One of my first games at rank 41 I was a junkrat and just spammed down the hill. They didn't even reach the first point. I've played these kind of games for a long time. I was blue plating kids in Starsiege Tribes 18 years ago. I'm not as fast as I used to be, age has taken a toll I must admit, but if you work on your mechanics and relax you'll get better. The crappy training bots are a far cry from the tr_walkway custom map made by the community for TF2 but you can still practice aiming at different parts of the map and snapping to targets, and doing basic muscle memory drills.
When games got harder it was usually because of mixed stacks in the matchmaking. A bunch of solo q'ers vs groups with a tryhard who was vastly higher than the average but got placed in the game because he was partnered up with a baby with like rank 30. Supposedly, this is toned down in the new season but I noticed this still occurs in the few calibration matches that I played. Here you have to do some trouble shooting. From playing TF2 pubs, including the gaf community, there was always different tiers of threat depending upon who you'd see. You have the "foot soldier types" who were made up of casuals and kids. Pyros and low rent heavies wearing gibuses waddling around were pretty much cannon fodder. Then you have the tougher types who played the generalist classes like scout and soldier, who could kill you if you weren't careful but weren't that much more threatening for a veteran. Next you got the "bastard" class of folks who played certain kinds of classes that could wreck your team badly but not necessarily beat you in a stand up fight. Sniper and spies basically were the main offenders but it also includes flank heavy tryhard scouts. Then you have the raidboss: a demoman or sometimes a tryhard 'ascended' heavy main with a personal pocket medic. Raidbosses control the tempo of the game and have to be defeated for victory to be insured. The last of sort of "off" category were the Specialists. These were weird loadout players who could fall in any of the aforementioned categories but had a strong psychological impact on a team. Artemis Clydefrog on his huntsman and DJ Crimson on her sandman/Butcher knife combo were two examples on the old Janky Gaf TF2 server.
These player classifications carry over to Overwatch despite some differences here and there including the lower player count for pubs. Foot soldiers and goons are beaten with raw fire power and sustain. Despite Pharah not being "meta" she can still punish these types of players since they lack the mechanical skill to hit her in the air. Junkrat is similar. His awkward and bumbling grenades are less of a detriment against players with poor movement abilities. Soldier 76 is also good here. Despite his whittling dps style his self heal and sprint means he can stay alive and keep up the damage output. My best comp game I had a around 86 eliminations with soldier 76.
Bastard types and flankers like tracer and "ninja dog" genjis who aren't that hot but good enough to eat a weak teammate are beaten by good babysitting. Find out who they are going after and protect/bait them. This is a good job for support characters as long as you are good with their weapons. Being a healer is no excuse for slouching on your mechanics. Mercy isn't meant to zap people with her pistol 24/7 but when you have to you better make it count. I got called the N-word the other day when I hunted down a weak genji hunting for a health pack on hanamura and mowed him down myself. Staggering his respawn was more important that just passively attaching my hose to somebody when nothing else was happening.
Raidbosses are defeated by direct assassination and/or taking down their support structure. You can do this with a variety of characters but Hanzo, oddly enough, is iconic for this. Specifically his scatter arrow skill is more or less designed to remove a single problematic individual. With a max potential for 450 damage, 50 more damage than tracer's bomb, you can essentially delete any character in the game. The cool down is 10 seconds which coincidentally is the standard respawn time for a character. Meaning it'll be off cooldown by the time they get back...in which case you cheese them again and send them back. Do not pass go. Do not collect 200 dollars. Even if you don't kill them all the time, if you occupy their attention and draw them away from your team this alone can create a game winning advantage. This was especially true in season one where the large mmr gaps possible meant that their baby companion was left all alone to be easily consumed by your teammates making it a 5 v 3 fight in your favor while you are off dueling the raidboss.
Specialists are probably the most dangerous. Negative perception of builder characters has trickled down to all mmr spectrums, but a surprise bastion, a torb who can use his rivet gun, and a symmetra who can stay alive and farm fast ult charge are NOT foes to be underestimated. In fact they are dangerous for their the psychological impact they have on your team alone. I've seen it happen on both sides when a torb goes ham and people panic when they are losing to a torb. Similar to the "Dan effect" in Street Fighter, the fear of losing to a silly or joke character causes you to tilt out and lose in a self fulfilling prophecy. I had a game where I was bullied off of being Hanzo in the pre-game spawn room by a guy who threatened to feed if we didnt' have a "meta comp." Ironically we got utterly destroyed by the most non meta comp of all time. Hanzo, torb, pharah, symmetra, mercy, and a solo roadhog. He was basically in tears crying in voice chat about how he "can't lose to a Hanzo" and just lost it.
Some more general tips off the top of my head:
Value your life and give ground if you have to. Sometimes one death on your part starts a chain reaction of chain feeding on your team that you can't stop. No matter what your character class if you stay alive you become the foundation of your team to group around naturally without having to worry about comms (which aren't necessary despite the reddit consensus).
Don't play when upset.
Focus on your own play.
Don't fall into the trap of thinking team comp is that important. It's honestly not even important in high level games. You'll see streamers in high rank games slam pick their favorite characters regardless of what's going on. Seagull, the infamous Hanzo kid, will play a Shimada bro forcing a Zarya to solo tank and give no fucks. This is especially true for 40s on up to the 60s. Do NOT fall into the trap in thinking 2-2-2 is the best. In fact most of my losses were from having a 2-2-2 meta comp. Putting the burden on doing damage on two dps players who are pretty much guaranteed to have bad mechanics is nothing but trouble. There is no amount of hp you can stuff into a shit McCree to make him less shit. Two tanks often fail because they don't know how to leverage their high hp pools to make space for the team and often just wind up feeding their bulk which gives up huge ult charge advantage to the enemy team. Often they are too static or don't establish any tempo control. Two supports is probably the most egregious problem in "trench" type of games. So many solid Lucio games were utterly ruined by some goober going zen to do the zen lucio thing leaving us with less firepower over all. Defensive supports ults fail because they don't manage it properly and wind up stacking trance with sound barrier meaning the team has nothing to counter ult with. Zens constantly baiting our poor idiot McCrapee player into attacking the wrong targets with awful discord placement. And in general they don't pay attention and uselessly fling their metal potatoes out of position before they get creamed. Zen players in particular remind me of those kind of supports in Dota who know more than the average bear but not enough to be useful. This dangerous amount of knowledge causes them to constantly single pull the lane so I get fuckt'd by creeps and then after losing me the lane goes off to "gank mid" aka miss his spells and feed his ass while I get punched in the doodle by Tusk and Undying.
This post got pretty big and this thread moves fairly fast so it may not even be that relevant but my parting comment is that in pubs no matter the genre of the game, the simple rule should be to keep things as simple as possible. For an FPS that means that more people should focus on first person shooting and less on doing weird complicated junk like you get with 2-2-2.