No mincing of words, no attempt to make a clever title. It is what it is, and it’s inherently unbalanced.
Hitscan works by casting a ray trace to determine if anything along the line of fire intersects or gets hit by the trace, this is also instantaneous with no travel time. This could be an obstacle, player, or object. But the one thing to keep in mind is that unless programmed to do so, a ray trace will continue on infinitely until it hits something.
Now while this effects all hitscan heroes, only a few really benefit immensely from it, those being high precision heroes. High ROF automatic hitscan are in the best position of balance as a skillful controlled rate of fire (loss of accuracy with sustained fire) often leads to higher yields at range as well as devastating damage output at close range due to a higher target area. In my opinion, heroes like Soldier 76, Tracer, Bastion, and Sombra are all balanced well in this regard as damage falloff is an afterthought compared to the accuracy loss. While many players complain that loss of accuracy is a major hindrance, it’s actually what put these heroes into a state of balance that gives devs another factor to tune for proper balance (if done correctly), and by extension it’s also what allows precision hitscan heroes their favorability. And that’s where the problem lies.
It’s not that high ROF hitscan heroes are bad per se, in fact objectively I think they are incredibly balanced if it weren’t for the inherent imbalance that precision hitscan heroes have. You see, all hitscan (save for Widow and Ana) have drop off, but unlike high ROF heroes, precision hitscan heroes have no true accuracy mitigation. With an exception of Ashe (who partially gets it right) there is no penalty for rapid followup shots. While this isn’t inherently a problem, it becomes one when the ability to hit a target at any range instantly is factored in.
This is an incredibly powerful ability because even with damage falloff, you’re still inflicting damage at a range that other heroes may not be able to do damage or fight back from creating distance. To be clear, this isn’t exclusive to Widowmaker as some players like to claim, but to any hero capable of dealing damage in this manner (McCree, Ana, Ashe, Baptiste, Widow) who also coincidentally are all picked well before a single high ROF hitscan hero is. It only stacks the odds higher when critical hits are factored in.
Put it this way. After playing a lot of Halo Reach, and watching some documentaries on the weapon mechanic comparison, Halo Reach’s DMR is what precision hitscan is in Overwatch, where it should be something akin to that of the BR in Halo 3. The DMR (semi) and BR (3 round burst) share the same role (on paper), a precision mid range weapon than can be used (but outclassed) at both short and long range if skillful. Both weapons require 5 shots to kill a Spartan, but unlike the DMR, the BR requires that a full burst hit the target to count as full damage. At range, the BR can still kill targets, but the balance comes from the fact the damage is divided up among the three shots whereas the DMR can deliver the same damage at range at the cost of one round allowing the DMR to excel at much longer ranges without much drawback creating a lot of space. Halo didn’t have damage falloff but instead relegated its balance mechanics to weapon mechanics, and by ditching this as a creative art choice (of all things), it took a weapon that was balanced and highly overtuned it. This was offset by applying weapon bloom, but it’s something that was added much later on in development due to the imbalance it presented.
TLDR: Halo 3’s combat outcome was decided at much closer ranges while retaining weapon roles and ranges (BR mid range), whereas Halo Reach’s combat outcome was decided at much longer distances negating or hindering weapon roles (DMR mid-long range).
As it stands, high ROF hitscan heroes (and to an extent projectile heroes) won’t get a chance to shine or even show their inherent balance until something is done about precision hitscan’s ability to outclass them at any range, even that of the range high ROF should succeed at. This isn’t a bashing of hitscan heroes by any means, and while I’m not the biggest fan of them in general (being a Pharah main), this is more of an observation and comparison than a call for nerfs.
Thanks for coming to my Ted Talk.