2 changes I would like to see

Projectiles vs Hit-scan is still not fair or balanced, the inherent consistency hit-scan has over projectile makes them more competitively viable.

Projectiles do have zero drop-off damage, however this buffs there spam damage potential much more than anything else.

Change 1.

Headshots can now be achieved via body penetration (projectiles only): This will take a little bit of explaining, essentially it is a mechanic CSGO has. If you aim a shot and it looks like it is going to be a headshot but it is blocked by another bodypart, In Overwatch you would deal bodyshot damage. CSGO this is not the case, the weapon pierces and only takes the highest damage hitbox into account.

To be clear, I am not suggesting projectiles to pierce multiple enemies, this is a consistency buff and awards good aiming. If you aim and hit a shot and the position where the head should be, regardless of janky animations/hitboxes, projectiles would now land the headshot.

Another example of this is a lot of heroes have hunch backs/bad posture, making it physically impossible to headshot them from behind. Once again, this fixes that.

(It might need to come with a damage nerf, as I honestly don’t have a clue how impactful this will be. The big takeaway though is that it would be a buff to projectiles exclusively which would make the high rewarding hits more consistent.

Change 2.

Ultrawide/super ultrawide support: Damn you devs! Going into Overwatch 2, you decided to add ultrawide (not super ultrawide), good but you didn’t really. Instead you decided to make ultrawide this weird stretch format which actually lowers your POV.

Why? I think it is pretty apparent at this point that Ultrawide really doesn’t offer a competitive advantage, so why are you blue balling us players that have this setup?

Overwatch looks frickin stupid on my 32:9, I was running it in the 21:9 mode until I recently realises it was screwing me over.

Sorry for non ultrawide players, you probably don’t understand this rant but trust, when you see any game in the 32:9 format and see how glorious it looks, it is hard to play games that don’t support it or at least allow you to mod it in.

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so a junkrat would headshot me if I jump over him? or did I missunderstand? if he shoots straight up and would hit my head after my feet, legs, torso it counts as a headshot for him?

since s9 I noticed myself aiming over the heads instead of the neck because aiming for the head/neck feels more body shots on hitscan compared to pre s9.

Junkrat can’t headshot lol, this only applies to heroes that can. So Pharah and Junkrat wouldn’t benefit.

However, if he could then yes. If the pierce passes through the head, it would count as a headshot. You probably could change this to make pierce only travel a certain distance, so it can’t pass through the entire body to land the headshot but I think it would be fairly niche anyway.

Exactly, it is even worse on projectiles due to the bigger hitboxes. It is incredibly easy for another hitbox to block the headshot, even if you are blatantly aiming at the head.

This would fix that completely.

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I actually like this idea.

It makes projectiles more relevant against hit-scan, also I can’t count the number of times I have landed a neck shot or a shot that looks like it should be a headshot but it counts as a bodyshot.

wouldn’t mind something that if its close enough to be technically a headshot to improve that.

my blatant junkrat example would be a case where it should not apply as thats a bit crazy even when hard to replicate.

like a genji would get 3 headshots hitting your feet from below.

but if he basically shoots the head and gets bodyshots it sucks too just because shoulders are now so huge compared to before.

makes some sense yeah.

With the size of all projectiles/bullets would be rare occourences of non-headshots.

That would require smaller projectiles, lower damage and slower travel.

Hanzo shoots logs, hitboxes of both heroes and projectiles are also big. To the point if you combine “crit hitboxes” and most projectiles. Would represent 50% or more of the hitbox of most characters.

Agreed, ok the penetration effect should have a different hitbox in that it would be pixel-perfect.

Actually the easiest way to code it would probably be giving all projectiles 2 hitboxes, there hit detection hitbox and then a pixel-perfect hitbox that would have the penetration effect.

This would stop exactly what you are describing. Also give the penetration effect a max distance of like 0.01m to stop it piercing through multiple body parts.

That’s more of crotch shot but it’s definitely as impactful :joy:

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I didn’t say it should not hurt the same as a headshot haha

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Let Junkrats airshots crit for headshot multiplier you cowards :triumph:

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Should be reverse, if Junkrat lands a crotch shot on an airborne target, then it crits.

Anything to help lessen the massive TTK gap.

We need better changes then “Oh this hitscan got slightly worse and moves down a tier.” While all the projectiles just suffer behind hitscans.

No need to buff projectiles.
The only advantage of hitscan is consistency and reliability. For everything else, projectile heroes have better kits.

Usually, projectile DPS have better survivability and more utility. Also, projectile DPS have higher burst damage.

It’s a trade-off: you either choose consistency or you choose everything else.

The nice thing about OW is that it allows for a variety of playstyles.

You are just making generilizations and listing the supposed advantages projectile heroes have over hit-scan but this doesn’t translate to the actual game.

Look at the leaderboard. For every 10+ hitscan heroes, there might be 1 projectile hero that reaches the leaderboard.

The chasm between hitscan and projectile heroes is huge. You could argue this doesn’t matter for metal rank players but that would be a silly assertion to make.

The issue with that is overcomplicate things. Implement that on the game with their netcode more often than not would lead to some unexpected experiences.

While the general idea is fine. OW is an action game first fps/moba second.

Most of their mechannics are reasonably simply and straightforward, while at same time often with messy code.

The explanation, execution and perception should be simple, while I can see explanation being simple, execution okayish, the perception is not.

How folks would understand the iteration and how they would know in the game the difference?

Players shotting lasers and seeing crit on the reticle while hearing the audio feedback gives them sense. Folks shooting logs can see where the log hit.

How to give the same feel for the attacker and actually explain to the target whatever happened?

On CS they simply ignore it, on OW? They often tried to give the feedback of it. That’s the major issue with the proposal in general.

They absolutely do not. Who even has notably high survivability? Mei and Torb?

Widowmaker exists.

Other hitscan heroes such as Ashe/Mccree can 2 tap a squishie before their projectile even reaches them. Their burst is far more reliable, not range limited and often simply higher than projectiles.

Everyone is making generalizations, you included

The leaderboard depends on the meta. And hitscan is historically popular in higher ranks, because again, consistency.
That doesn’t mean that projectile is irrelevant. Even in OWCS projectile heroes are consistently being played.

If it was huge, you wouldn’t see as Many projectile heroes being played in OWCS.

The silly assertion is to not look at anything besides the top10 leaderboard and say “this is the absolute truth”

That’s is not exactly the kind of fire problem, but kits.

Pick most hitscan kits and you will notice some patterns. Is not the difference of hitbox size / travel time alone. But several aspects.

Things like rate of fire, mobility, utility are way more impactful than instant damage.

The fall-off effect and armor changes offsets a ton the impact of hitscans being instant, comparated to bigger projectiles, travel time and lack of fall-off. Most hitscans has rate of fire higher than projectiles.

Both forms of damage are reasonably balanced, actually reasonably leaned towards projectiles. The situation is, most projectile heroes have issues on their kits that often aren’t present on hitscans. I would rather say that is more a case of rate of fire, fine tunning of fall-off ranges, damage per fire and the rest of their kits complementing their source of damage.

Consistency which equates to strength.

I never said projectiles were irrelevant. I do think they are worse than hit-scan though.

OWCS is a different format altogether. It is not a good ladder comparison. What is possible in OWCS is very rarely possible in your standard ladder game, even for top 500 players.

It is literally the best stats we have available to us. It might not show the entire picture, however it does give a very strong indication what is being played at the very highest level of play, which then trickles down to the rest of us.

Most hitscan DPS, who are not flankers, are basically sitting ducks. They are all about their main weapon.

The exception that confirms the rule. And widow has nothing outside her primary weapon.

Yeah but here you’re excluding both the professional level and the average ranks.
You’re basically basing all your analysis on the Samito Elo.