|>> || 1479717983981.png -(37449B / 36.57KB, 1024x578) Thumbnail displayed, click image for full size. |
As for playing as D.Va, there are two ways to play her. I main her as a harasser, which not everyone agrees is the best way to play her. Depends on the team comp. If there's another tank that's fine. Here's what I do if she's 2nd tank:
- Always aim for slightly below the head. Accuracy doesn't seem important, but D.Va up-close is all about the headshots. By aiming around the shoulders you'll get a fair bit of headshots and many shots that miss will hit the body.
- Use your defense matrix somewhat sparingly, and never let it run completely out except in dire situations. Focus on blocking explosives, which it just eats up. You can also use it to block ults, Bastions, turrets, etc., and let teammates go in behind, like a low-powered Reinhart. Shield is useful for dealing with 76, Reaper, McCree, etc., too. Count shots on Reaper (8) and McCree (6). When they start to reload, rush in and spray them down. Then put your shield back up again. If you get in trouble, it's only a few seconds until your booster is active again.
- Run away from anyone who can use a beam weapon, as defense matrix can't block it. Zarya especially. Harambe is a problem and so is Mei. Mei you can often get the better of just by a health advantage though.
- Use your boost to get into unexpected places. The best way to end a boost is with a melee attack. This will knock players back, and is great for dislodging snipers from their roosts. After this follow up with either headshot guns or DM if they see you and can do damage. You can also melee Pharah in the air for some hilarious finishers. This is much easier to pull off than it sounds, as her melee range is pretty forgiving.
- Boost out when you're in trouble! Be the health-pack whore. Know where all the packs are on every map, especially the big ones, and work them! You have great mobility and you can easily restore a ton of health.
- Outside your mech you are more dangerous. Aim for headshots. I often just fire a straight line at head-height and wait for people to pop around corners. Occasionally I will stay outside my mech (if there's a lot of players around to protect me) to keep my increased damage output. Your main mech ult DOES build slowly when outside mech. Try jumping erratically, and sometimes TOWARD people, when you first pop out of the mech. They expect you to run and will lead shots as if you are trying to get away. You can often turn the tales by doing something unexpected. When you're close, melee. I've 1v1'd pretty much every hero at full health out of mech and won before. It requires a bit of luck but it's very satisfying.
- Mech does a tiny bit of damage when you get back into it, and knocks back slightly. You can use this to get a surprise low-health kill.
- Her ult can land you some team wipes if you time it right. I've provided a handy image to help. You should use booster right before ulting 99% of the time. There are some specific situations where it's useful to release it as the mech is killed, or stationary when you're low health in order to get a new mech and clear the area, but you will rarely get kills that way. Instead, hit booster and release at the right time. Keep in mind booster is 2 seconds and the ult is 3. I've spent a few hours in custom mode testing shots and this is my rule of thumb. If you're aiming straight, release immediately and it will detonate as close to the end of the boost as possible. Release slightly later depending on the angle of your shot. The mech will go to the end of the boost, then drop, still carrying some of the forward momentum. In this way you can keep the mech moving all 3 seconds that it takes to detonate, making it much more difficult to avoid. For example, doing it 25% into the boost will mean it will go exactly straight for 75% of the boost (1.5 seconds) and fall at the end (1.5 seconds). If you can keep it falling for that full 1.5 seconds, you're in the sweet spot. On a control point, sometimes straight up is a good bet (though it's almost always better to do a slightly angled shot from a distance). Release at right around 50% for the mech to explode just as it lands. Delay slightly less, maybe at 40%, and it will explode above their heads (depending on ceiling height), which sometimes is harder to avoid. Play around with the angles, though. It's a great tool and it wins matches.