hello! i’ve been playing for a short while and i’ve found that the hero i enjoy playing most is ana. i’ve had compliments on sleeping people, and some compliments of nades, too. but i wanted to know how you position?
i’ve looked at videos and they tend to lean towards the high ground, but if i sit on the high ground then i tend to get jumped by winston or flown into by d.va, if they’re being run by the enemy team. there’s also the genji issue since my hip-fire prediction isn’t good enough to hit him consistently ^^’’
i think i’m okay with sleeping tracer and one-shot comboing her, and as long as heroes don’t get woken up by my team, i’m usually decent at staying alive. i’m still working on my raw aim (i’m much better with scoped than hip-fire), and if there’s any tips on that, too; i’d love to hear it.
are there any particular times you should use an offensive nade over a healing one? i’m a little prone to throwing my nade at the enemy team just to hit one, and i guess i’ve been getting lucky a lot, too.
thank you for any help beforehand ^^ any tips aside from what i mentioned would be super nice, but i definitely think my biggest weakness right now is positioning. and, well. a low-end pc that runs overwatch at 25-30fps in normal matches ;_; but tfw no money for a better pc so it’s something i’ll have to bear with.
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You shouldn’t get caught in the belief that there’s only one place Ana should position herself; she’s very flexible in that regard. It all depends on the enemy composition, how they play, and the map terrain itself.
For practicing Hip-Shots, try playing Orisa. Her projectiles have a similar speed.
For the grenade, your first priority should be healing, especially if at a distance. The enemy has plenty of methods to negate an Offensive grenade, not the least of which is the slow speed and high visibility of the projectile.
At close range, what you use the grenade for is a moot point because the splash is going to hit multiple people anyway. Throw it at your feet in this scenario to minimize the chance it’s eaten, deflected, or otherwise negated.
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I like to throw a nade when Zarya uses her ultimate, that way Zen won’t be able to save everyone if he uses his Ultimate.
oh, i see! so it’s mainly about learning to read situations and learning the maps? that’s fair enough!
i’ll definitely try that ^^
okay! thank you ^^ i don’t think i’ve really thrown the nade at my feet so when i throw it to heal myself, sometimes a d.va uses her matrix and eats it - so this’ll be a huge help! thank you
You should always be cautious about flankers and dive tanks when you’re separated from your team. Fortunately, Ana has a very strong counter to both in her sleep dart. Just be aware that some Genjis and Winstons/Dvas will predict the sleep dart and will use DM or deflect when they jump you.
As for offensive grenades, they are almost always thrown in when your team initiates a dive. The idea is to have you grenade land to boost the healing on your own tanks and negate the healing on whoever your tank just dived. This is a common tactic used when you’re paired with a Reinhardt or a Winston/D.Va.
Otherwise, learn to quickscope as Ana. This is basically where you exploit the fact that zooming in on the scope always goes to the same spot on your reticle/screen. You do this for half a second to get the instant hitscan instead of the projectile and then toggle back to normal. This reduces the time you are in sniping mode as much as possible, increasing your overall awareness and mobility. Because your healing/damage doesn’t increase when you’ve spent 1.8 seconds scoping like WM, this is the best way to increase your accuracy with Ana’s primary fire.
oh 0: so if i notice they have dive heroes, i should probably save my sleep dart for them? i generally use my dart frequently in the first minute of the match & then save it for potential ultimates or when im getting attacked, so knowing to save it for flankers is probably a good idea d:
oh!! i’m often paired with a winston since one of my friends plays him frequently, so that’s useful to know ^^
is quickscoping at all affected by png? i average on 100 - 150png (which i’m used to in overwatch! before there’s any worry) and while i play fairly well on it, there’s obviously the slightly longer delays.
If you think they will dive you, yes. Just because they have a Winston/D.Va doesn’t mean the players will actually attack you. Just be cautious until you get a read on how your opponent plays.
If you’re playing closely with your team and not alone, then sleep dart is less useful as your team can do a better job of protecting you and any slept enemy is going to wake up immediately anyway because of what your team’s doing (especially if you’re next to a Winston). In this case, save the sleep dart to counter ults or anything that threatens a team wipe (like an ulting Genji or a Bastion in sentry).
Quickscoping should be fine at 100 ping. It requires you to actually preempt damage though, and is generally used at medium to long range. If you’re in close range and brawling it out alongside your tanks, the projectile travel time isn’t usually worth the quarter-second of extra time it takes to quickscope.
oh! okay ! yeah, i’ve noticed that sometimes i’ll sleep someone but they’ll wake up immediately. i guess it’s all based on game sense, then? figuring out when to use it / how to use it / if it’s worth it through playtime
awesome ^^ thank you! this has helped a lot