As someone that used to play a lot of CSGO, has played numerous Mil-Sim games in the past, and a lot of Valorant and Tarkov and is pretty good at OW and the aforementioned titles, all of which have inertia based movement - this is an awful idea for Overwatch.
Overwatch does not have movement based aim penalties, character hitboxes are vastly different in proportion, and there are numerous movement abilities which drastically change character’s movement speeds and directions.
This change would make hitscan far too strong in comparison to projectile - as tracking in general would become substantially easier outside of abilities, and you would have to try to juggle predicting an opponents change in acceleration coupled with their movement abilities, meaning hitscan abilities with no travel time would dominate much more prolifically as players begin to learn movement mixups.
Something which is obvious if you play Tarkov or other projectile-based mil-sim games in which movement options like diving become much more viable as it’s an instantaneous change in player positioning that mixes up their conventional movements, making it harder to hit projectile based shots.
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I couldn’t disagree more. I think you’re exaggerating the problem. If there wasn’t some shooting mechanic preventing people from AD spamming in the other games, people would do it. And I think that the more control people have over their character, the more skill can be expressed, and the more difference in skill can be ascertained.
I have played every game you have listed, don’t think of me as an upstanding citizen. I’m a gaming degenerate.
I think I read somewhere they had changed the movement acceleration slightly in OW2
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You dont need movement based aim penalties other games dont have that too, it wouldnt make hitscan too strong it would actually make them weaker because projectiles would be easier to predict
It would actually make tanks better because due to consistency you could lower overal damage of alot of characters abilities that charge direction could just overide the speed accel I dont see what the problem is?
Ah yes isnt it FUN to lose a 1v1 vs an Ana without their cooldowns simply because they abused unfair quirks in the character’s animations and movement? No actual skill, nonono, you werent outmatched, you were cheesed. It’s not even at least consistent, some characters can and some can’t with no actual rhyme or reason other than the way the animators felt like animating the character - nothing to do with the balance team.
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It would make both hitscan and projectile stronger.
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Nearly every tactical shooter I’ve played such as CSGO and Valorant have movement aim penalties - which is required due to the limited scale of maps, much like Overwatch has. It’s not as prolific in mil-sim games because of the range of engagement that the larger and more open maps allow for.
I literally explained to you how you are wrong. Play any mil-sim game and you’ll get it.
CSGO and Valorant guns are hitscan for a reason.
I explained to you what the problem is.
Control in CSGO and Valorant is fine it literally only penalizes AD spam all other movement isnt really effected.
I know how this works Im high ranks in both games Valorant im Platinum 3 and in CSGO im the 3rd highest rank making me about the top 3%-6% in both games which is the equvilent to about masters in this game.
Overwatch has so much more different movement and other gameplay than those games. I don’t think copying what they are doing in necessarily good for Overwatch, and I don’t care about your ranks.
Counter-strafing is incredibly prevalent in CSGO?
And it’s not as useful in Valorant, but it’s definitely still used a lot in Valorant
As someone who is higher ranked than all of those in each respective game, and has played substantially more than just those games, I’d like to argue that I understand it even better than you do.
Inertia based movement would make Overwatch miserable as you’d have to adjust your aim continuously to a vast array of hitbox sizes and proportions, of which they can have different individual speeds, varying abilities which make tracking more challenging, and numerous ways to introduce movement mixups - which is the predominant counter to projectile based attacks.
Valorant in CSGO have uniform hitbox sizes, as do most if not all mil-sim games, and for a reason. Otherwise tracking would be too challenging between targets.
Valorant and CSGO are hitscan based because of the size of their maps. Mil-sim games like Tarkov and Arma can afford to have more complex ballistics projectile systems due to the much larger engagement ranges and sizes.
Valorant and CSGO have to have movement penalties as a result of this limited range.
None of these things are viable in Overwatch. They would require a complete redesign of every feature of the game. It will not ever happen, and any half-cocked attempt to do so would ruin the game instantly.
Counter strafing is prevelent but its not AD spamming like in this game its somewhat articulate and well thought its also reactable.
I still disagree on the fact it would make projectiles worse it would buff both but I think it would make projectiles more worth while playing, if your playing tracer your moving left and you blink right it does it just overides the movement I dont see any problems with that.
You already have to adjust your aim to different hitboxes and individual speeds anyway so I really dont see how movement accel effects that argubly it makes it easier to deal with pro players who play characters in this game literally complain about the lack movement accel because it is just physically impossible to be very consistent because it is so rng the lack of movement accel introduces actual RNG aiming RNG has no place in competitive games and terrible movement animations has no place in casual games either
And I mean if pro players find the game to be somewhat RNG and hard to shoot in then you know its a game issue and not a personal skill issue these are some of the best players in the entire game
A good example of a game with individual speeds movement accel and different hitboxes TF2 which has movement accel although it has very light movement accel but never the less movement accel.
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That’s the problem; it increases RNG. You can’t ‘balance around that’, it’s a data-collection issue. You’re just assessing skill in a worse way. It’s not a “challenge”, you, physically, cannot do anything about it. That’s the whole point of this conversation.
“feels” isn’t the point. This is a data-quality problem with a clearly-definable answer; Movement Accel is needed.
That isn’t a requirement.
It would make it more consistent, not stronger, because it’ll be producing better results. This does mean higher damage, if the numbers are left the same as now, but nobody is proposing that.
Not just over their character, but over the factors that affect the encounter. That’s why we propose Move Accel.
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Mostly because the overall movement speed - and consequently the game pace - is much slower in those games than in Overwatch. It’s a natural conclusion to these different game paces.
Overwatch is much faster paced, a change to the movement system is going to require a complete game pace change as well.
I am not going to continue arguing this point. Go play a mil-sim game, such as Tarkov, and watch how prevalent simple movement mixups impact the state of an engagement.
Now adapt that to Overwatch, where movement mixups can be literally instantaneous such as with Tracer’s Blink, or near so such as with many dashes, and try to extrapolate just how you think that would work.
THAT IS THE PROBLEM!!!
It would make tracking with projectiles harder as you’ve have to first adjust your aim to the Tracer’s head hitbox, then track her slow in movement, and suddenly she would teleport out of it. How are you not making the connection there?
So… you just aren’t aware of “jittering” in TF2? Have you actually played the game on a serious level? It’s literally AD spam.
Also - characters in TF2 can not literally teleport like they can in OW.
I feel I can’t make that clear enough.
Movement mixups are incredibly varied and complicated in OW. Overwatch is not CSGO. It is not Valorant. It is not TF2. It is an entirely different game with completely different mechanics, and those mechanics exist for a reason.
Please show me examples of Pro players saying this.
Taimou complained about it some years ago but the movement hasnt changed since so its still valid he said it on his twitch im looking for it but I might not be able to find it but heres a reddit post from some years ago talking about it
I dont remember the other pros who said it but other pros have complained about it
https ://www.reddit.com/r/Competitiveoverwatch/comments/6b6zkt/how_would_movement_acceleration_affect_the_game/
No movement accel is inherently an issue in this game and introducing would fix a lot maybe there would have to be some tweaking but it would 100% work
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So the only example you could produce - which I also found within 2 seconds of googling it - is a single example of Taimou 5 years ago complaining about it.
Also, if you read the comments, you might notice a few people excited at the fact that Taimou was the only noteworthy person to have stated this opinion.
I also, personally, do not care about Taimou’s opinions, as I’m familiar with his history.
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Yeah his a bad dude I agree but still a pro or ex pro rather, other people have complained about it I just cant find any videos on it
Ive heard people complain before on YT and Streams I just dont remember what videos.
You can see people rage in clips about it too shoots they wouldve hit if not for instant accel, even if they dont directly address it.
Someone raging in the moment versus someone creating a serious proposal for changes to game mechanics are two entirely different things.
I get angry at countless things when I lose to them, that doesn’t mean I want them axed or changed entirely, it just means I was frustrated that something happened.
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Anyhow I think the fact that its a staple in every game across almost every genre since the original doom somewhat proves its a superior mechanic.
Those games are modeled after tactical shooters like CSGO. OW is modeled after fast speed arena shooters like Quake and UT, which aren’t popular in e-sports scenes currently.
Movement accel would slow the pace of the game down with the exception of TTK, which would be faster as a result of reduced aim requirements. Remember that OW has larger character hitboxes than many other e-sports games specifically to account for movement. With movement globally nerfed, hitboxes would now have to be shrunk as well to compensate so dealing damage isn’t too easy.
The end result would be less Unreal Tournament inspired and feel more like a Valorant clone in my opinion.
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Doesnt quake use movement accel though? Maybe not but since it has strafing I would assume it has movement accel otherwise there would be no point in strafing to gain speed.
Movement accel has been in almost every game across almost every genre since the original doom released in 1993