Hyper Mobility counters aiming. What tools are available to counter hyper mobility?
There are a number of aim training games on Steam.
…aim… ![]()
Cassidy’s magnetic grenade is good against flankers… ![]()
Mei, turrets, and tanks
Not sure why people are suggesting aim. While it is always good to improve mechanics that does not address what I wrote. Hyper mobility is a counter to aim. What are some counters in OW2 that counter Hyper Mobility? Only looking for an answer to this, I assume, fairly simple question.
Perhaps you might fare better by listing the characters that fit your definition of “Hyper Mobility” and why, as the definition likely varies from person to person.
e.g. countering a Hamster’s mobility is quite different from countering a flanking tracer etc. There probably isn’t a 1-size-fits-all answer to all of them.
hyper aiming
Or… mobility is the counter to good aim. Like yeah if they have an enemy widow popping off and we have 0 shields I’m not going to sit still for you on Ana. I’m switching to Lucio or Kiriko and keeping myself moving. It’s not like, taking away your ability to aim it’s just making it harder for you. Or if you’re talking about Genji diving and destroying you, make the switch to counter him. That’s how Overwatch works. Switching to counter.
If you’re struggling with people jumping on your face, your profile pic is a good answer. And Torb. And Junkrat. And Reaper. Or Moira if you’re support. Or use a hyper mobile character to escape a hyper mobile character.
Ok i’ll admit, this made me chuckle ![]()
Thing is, Torb and Sym are fundamentally easy to counter for the rest of the team
But isn’t “hyper mobility” what brought us into OW2? The game became a mess because of all the CCs added into the game to counter the mobility…what comes after OW2 if we keep making the same mistakes?
Objectively, anti-mobility would be stuns and slows. That ship has sailed as a design principle. Valorant might be a better fit for you.
Instead is exactly address the issue, aim is a counter to “hyper mobility”(funny to see this for a game so slow, doom or quake was on a total different level) not the opposite.
There some heroes need less aim, if a player don’t have enough aim skills.
You like other said, you can try Moira, Mei, torb for the turret, Winston.
AOE, auto-aim and displacement also work, if we’re purely talking about features that can be used to combat it.
Yes agreed. But there is quite a bit of AOE and auto-aim doesn’t scale well with skill levels. As pervasive as mobility is, to counter would need AOE, Auto-aim, etc equally pervasive right? Doesn’t seem realistic. Dunno.
Edit: Gah, typos
You didnt answer the question.
Stuns can’t be in a game want to be skill based, they are simple against the skills.
For this they are not used in any serious competitive fps.
We actually have 3 good type of slow, simmetra turret, mei primary fire, soujorn aoe slow.
The tools are already here, players must only learn to use them.
Those skills stop movement based abilities?
The counter to hyper mobility is what I like to call “Consistent Damage” like Torb Turret, Winston’s Taser Gun, or Moira’s right click drain. These abilities punish mobile characters forcing them to use their “Hyper Mobility” talents to disengage or they commit to fighting you which is still a gamble on their part because you have a consistent source of damage while they need to land their shots.
Otherwise if you’re looking to shut these abilities off you’ll need to play Sombra. Hope this helps! ![]()
Wait.
You are talking of mobility(walking speed of the heroes) or you are talking of Heroes skills make them move more quickly or istantly?
If you are talking of the second, the situation is different.
They are created for escape/attack quickly, so normaly can’t be blocked easily.
And usually only hack(sombra) and some ultimate(like zarya for example, but not remember now if there are exception.) can block them.
It also doesn’t seem realistic to leave mobility as pervasive and strong as it is with no equally-pervasive answer. One way or another it’ll need to be dialed back.
AOE isn’t an answer in its current form because most hypermobile heroes have huge burst potential and can kill people before the relatively slow-acting AoE damage abilities that we have now can act as a real deterrent.
Auto aim, as you say, also has skill scaling issues, so that’s a touchy one.
Displacement is a strong contender as an answer, IMO. Most of hypermobility’s strength is tied to the player’s control over it. Make it easier to disrupt their control and waste their mobility moves and poor use of mobility will mean fewer opportunities to use it.
Alternatively, they could make hypermobility harder to control in general, through, say, reducing or adding more decel/accel to their aerial control or capping the amount of movement spamming you can do.
We have tools, but the point you’re trying to get across still rings true. Heroes who were previously shut down by more barriers and crowd control are overly forgiving and difficult to shut down now. They will be nerfed eventually.