Just consider something:
Why, in games like CSGO, Valorant, and TF2, are the main weapons nearly exclusively hitscan - while projectiles are almost exclusively explosives or other AoE based attacks?
I’ve covered movement mixups several times, I’m not going to repeat it again.
It wouldn’t though. That just wouldn’t happen.
I’ve given you like 7 examples of game design and why games on the scale of Overwatch - like CSGO, Valorant, and TF2 - have the mechanics they have in order to balance around these things.
If someone has, more or less, a single speed they can move at, you can very easily lead shots with projectiles.
You really don’t have to have some mega-IQ supercomputer brain to figure it out.
If characters can selectively change their speed to a greater degree of precision, while making use of movement abilities that also impact acceleration or outright instantly change position, it will become substantially harder.
Again, consider: CSGO, Valorant, and TF2 are almost exclusively hitscan based, and have very few abilities that instantly change a characters movement speed or direction, and the few that due have severe limitations on it such as round and economy restrictions. The abilities in those games are simply less powerful than the abilities in Overwatch. And because of the movement systems, projectile based attacks just are not as effective as hitscan without other added benefits such as a large hit radius.
I really shouldn’t even have to explain so much why this is the case - you can literally see the design choices and should be able to draw some form of a conclusion if you’ve actually played all of these games a serious amount. They are not the same games. The decisions made for each one were made for very good reasons. Each game has it’s own limitations, and has to be designed around those.