Don't revert projectile size, make hitboxes more tight

Focus fire is still a thing, and even then these health changes effects both sides now.

the enemy team isn’t magically going to kill your faster then yours can.

M8 no regs have almost nothing to do with in engine, and more so to do with data getting lost between you and the server.

You click the button, and the some data lost makes it look like the enemy is moved a different direction or that the shot was delayed by a fraction of second do to some unexpected traffic will effect that.

Especially in the cases where the enemy kills you first, and you have yet to get that info.

and this focus fire, would these shots not be more likely to land with increased projectile size?

???

M8 higher skilled players are already hitting most of their shots. Their are widows and Pharahs in the top 500 that have 50% acc plus.

This isn’t changing much for them, we already have people that are living aimbots up their. That can two tap pharahs out of the sky with junkrat.

That’s not really going to change much.

So you’re saying that people who are good at the game will see no advantage to making their shots easier to land?

Do you not see the absolutely lunacy?

If I gave a skilled race car driver a car that has 200hp and asked him to run a lap.

You’re telling there will be no difference in his lap times if I gave him a 500hp car?

not really no, it’s not going to change much especially with the health pull changes.

If you can consistently two tap headshot as cassidy, Well guess what? You already at the peak giving you fatting hit boxes won’t really change much. Even after the rework.

???

no I have zero idea what your talking about, is someone doing 500 damage with projectile of a car.

Is their a car hero i don’t know about that has 500hp.

what are you reffering to?

Their is no hero or weapon under that description.

It’s very simple.

If you’re already proving yourself to be a skilled player by literally optimizing your hero. Landing as many shots as possible, but nobody’s perfect so they miss a few.

Now those shots they typically would miss, those land now.

That’s not an advantage? A complete easy mode?

The analogy of the race car driver is that he’s optimizing his lap times by cutting corners, and managing the car better.

If I gave him a better car he doesn’t have to optimize, he can simply brute force a better time from his previous car.

Get it?

Yep people will miss even with the larger hit boxes.

Game still moves rather fast, and the likes of blink and other tools make it very easy to dodge such.

But like I said before that goes both ways to. Your going to have to min max your ability to do as much damage as you can and receive as a little as possible.

That doesn’t change much. especially with slightly large health pulls.

it’s actually a tad easier to take a hit and cycle around to a knew position with heals and try again.

Possibly catching them off guard, and getting a clean shot right off the back.

Yes people will miss, but my point is they will miss less

It’s not earned. You understand?

The flick training, and aim workshops…

Now you don’t have to train as hard. Is that not lowering the skill ceiling

I don’t think it matters. If you adjust the model hitboxes in with exactly how much you adjust the projectile hitboxes out, you will be relatively the same, and the net effect will be indistinguishable.

The only thing that will matter, is that bigger projectiles will more easily hit walls to block their further movement, while bigger models will stick out while trying to cover behind walls.

And not as much as you might think, like people have noticed about a 10% increase at most.

Be it at the same time you have more chances to miss, do to you needing more body shots to confirm a kill.

It all levels out now.

lol, no it doesn’t level out because it takes less skill to land a shot.

There’s nothing balanced about providing players with a handicap.

:roll_eyes:

Have good day dude.

Dude, I just don’t get it.

How could you not see this as a problem?

Making something easier to achieve doesn’t make it more rewarding?

There’s no prestige about making something hard easier. People take on challenges because they ARE hard.

Even in the case of the other changes in the patch, if they never added larger projectiles who would complain???

Here lets put it in practice for you.

Get a 10 sided dice.

And do two experiments.

One where you roll it twice and if it lands on a 5 or higher both times. Mark it as a kill.

And a second where you roll the die three times. where if it rolls a 4 or higher all three times. Mark it as a kill.

Repeat both ten times each.

And see how many tally’s you get. on both ends.

This more or less will simulate having what having larger projectiles and larger health pulls to go along with them.

In the case of say a junk rat or another hero that needs three body shots to kill a 250 vs the two tap on a 200hp hero.

Rolling dice in no way is comparable to something grounded in truth.

You’re saying the statistics behind rolling a pair of dice somehow equates to an individuals aim.

One is a random variable, the other is literal game mechanic.

Yes, on paper these numbers may balance out. But in practice, it will require less effort to perform at your highest.

I can’t get more kills with these dice because I rolled them better.
But if the dice were loaded, maybe it’d be a different story. See what I mean?

Yes it is if like a pharah that went from 50% acc, on a 200 hp hero.

To a 60% acc on a three tap.

And simulates how often that leads to a kill.

You will fine that the top Pharah will be getting more reliable kills then the one below.

Healing also complicates this further. As it will add an extra shot to each to confirm a kill. The dps passive doesn’t actually change this either with Pharah.

Be it will lead to two tap 200 HP Pharah getting more kills on average over their three tap 250hp counter part.

(Yes it’s abit different for every hero but the results are mostly the same across the board)

Their is also a hard limit on how good a person can get. Their is a point where you just can’t get better.

Were not goku now.

I’m not sure I understand.

If a Phara pre-patch had 50% acc because that was just how good they were, and now they’re 60% acc. Where’s the skill ceiling? You just gave the player a 10% acc bonus.

That’s lowering the skill ceiling.

Now remove the larger projectile change.

The same phara is still 50% acc, but maybe there’s a better phara that has 60% accuracy.
Does that not increase the skill ceiling? Reward the player with better accuracy?

If you need to provide everyone a 10% acc bonus just to make your changes work, that in no way benefits the skill ceiling. Because arguably the folks that are better suited to land these shots will excel, and those who aren’t will fall.

Simplifying an engagement doesn’t make it better. It’s blurs the lines between skilled players and non-skilled players.

50% is the skill ceiling on pharah. That is what top 500 Pharah players were spitting out.

And on average people are reporting about 10% higher accuracy on average after the change.

that is more or less the hard limit on what humans can manage on average with the character.

Despite what you may think, you can’t improve forever. Their is a hard mechanical limit for humans now.

I’m not sure where you’re getting your information from, but you’re casually making unsubstantiated claims.

I don’t think you know where that mechanical limit is.