LowKeyNerd Top 500 D.Va Main Guide | Boosters and Positioning HD
Hello there. Here is the much anticipated Boosters and Positioning Guide. This is where you can find me: Twitch: https://www.twitch.tv/highkeynerd Discord for fun: https://discord.gg/sRGQhXs Twitter: https://twitter.com/LowKeyNerdOW Full script (trimmed some because of length): For this video, we will be focusing on Boosters and Positioning because they are related. The reason this video was saved until last is because it really defines your playstyle as a D.Va player more so than the other abilities. 1. We will start with something fun. There are many maps in Overwatch that allow Boosters to boop players off the map. Some of these locations are obvious, but some our less obvious. The Lijiang Tower Bridge is a more clever example. Or, how about a perpendicular boop on the Nepal crosswalk. Maybe this walkway on Oasis at the start of the round? Even a flashy under-bridge sweep on Eichenwalde (curtesy of Codey)? 2. Boosters are your main source of engagement and escape. They have a 5 second cooldown that you will subconsciously come to know after enough time. You can travel up to 25 meters and the boost lasts up to 2 seconds. It can be cancelled by stuns, you shooting, or you meleeing. Knowing when to engage and disengage comes with practice. But, in general, make sure you are the Tank for your team. That can mean different things in different situations. Sometimes it means you need to dive first. Sometimes it means you need to dive behind your dive cores or fellow dive tanks to Matrix them into battle safely. 3. Escaping is less of an art and more of an “it’s time to gtfo”. Keep an eye on your teammates and if they have fallen. If you know for certain that the team fight is lost, then you should try to retreat. The worst thing that can happen is you get left as Pilot D.Va to only be stagger killed seconds later. With better communication comes better dives. Talk with your teammates to strategize dive targets and timings. 4. When engaging chokepoints, especially when multiple heroes are grouped, turn on Matrix and do a sweep through the enemy team. A Booster hit does 25 damage, so hitting 4 heroes will do 100 damage. This is a decent amount of burst for the start of a fight, especially since it goes through shields. Boosters are also pretty disorienting for enemies. Take for example a Winston trying to fight in his bubble, you can boop him out. A Winston or any hero that leaps or climbs to high-ground can be denied high-ground by a well-timed booster engagement. 5. After Boosting into enemies, it’s usually better to shoot than melee depending on the enemy’s health. If the Boost-Melee combo will kill the enemy, then perform the combo. If not, it’s more beneficial to start tracking and shooting so that you can move to the next target with D.Va’s unbroken rate of fire. To put it in perspective, a 25 damage boop and a 30 damage melee deals more than 1/3 of Tracer’s health in damage. No aim, no problem. 6. It’s always good to have high ground s
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