Javelin Hitbox is BROKEN!

The Hitbox is so big that your crosshairs don’t even need to be on a stationary target to score the stun. It’s INSANE how forgiving the Javelin is. I was wondering how enemies seemed to aim it so well. Went to the test range, and I guess I found my answer

Edit: pushed it even further, can’t tell me this isn’t egregious

4 Likes

Its actually the hero hitboxes lol. Try it with other skillshots.

10 Likes

ht tps://i.imgur. com/aYFJqWD.png

This is projectiles sizes sorry dont know how to post pics

2 Likes

Well man, I don’t know how to say to you…
The whole game is forgiving on aiming.
To be honest that hitbox is not even that big compared to other things. Yes sure, maybe it can feel more unbalanced because it is of a stun that we are talking about, but now that you are already in practices tool, why don’t you give a try to other things like:
Mercy/DVA handgun, Ana’s sleep, Kiriko’s kunais, Hanzo’s arrows, Sigma’s rock
In OW projectiles hit-boxes are big but most of all heros hit-boxes are massive, way larger than they appears. Deal with it.

2 Likes

Cool…

Did you tested other projectiles and hitscans?

Here, I’ll help you out a bit:

it is not that ‘projectile is too big’ it is combination of projectile size and hitbox of hero

2 Likes

Okay then its both. And for good reason. In other games you have tons of restrictions on movement like movement acceleration, diminishing crouches and diminishing jumps. Those are the games with skin-tight hitboxes. With the nearly instant movement and strange animation styles in Overwatch leading to the ability to basically deform your hitbox however you’d like, it makes sense that hitboxes still have so much give. Whats funny is despite such forgiving hitboxes however, “really high” weapon accuracy is merely considered to be around 55%.

1 Like

Not that big. Not so big that I can have a clear gap between my crosshair and the character model and still land the hit (Sig’s rock being the exception).

That video is very very out dated hope he makes a new one soon

It’s still pretty much that though. You can see in the training range using pretty much any projectile or hitscan, hero hitboxes are massive

1 Like

I know it is pretty outdated, but only couple of those changed actually.

1 Like

Yes but its still out dated hitboxxes where changed a lot in beta ow2 i just hope he makes another vidoe for the new hitboxxes

1 Like

Nono, exactly that big that you can have a giant gap between crosshair and the character model and still land the hit.

With Kiriko’s kunai and Mercy/DVA handgun you can literraly, litteraly! Go 4 meters from a target, aim 50 cm/ 20 inches away from the the head of an hero and land every projectile as an headshot.

You slighlty move your crosshair and the bullets go lost at the horizon, passing half a meter from the target. You slighlty move your crosshair in the opposite direction and suddenly you are headshotting the target.

At least Orisa javelin hit-box is probably more fitting than other projectiles.

Seems similar to hook.

The javelin is pretty big still, but as others have said the fact that you don’t physically need your crosshair on the enemy is true for everything because player hitboxes are big.

1 Like

good amount of hitboxes are bigger than they should be without good reason. Mercys pistol, kirikos kunai, javelin. Mostly kirkio and mercy being able to headshot you without actually looking at your head is always fun

Just compare it to Sigma’s stun. Javelin is superior. Orisa is just op and has the wrong abilities. Too much mitigation and too much damage paired together - always a terrible idea. Tanks should be tanky, no tanky DPS. Her whole kit and the hero model itself looks like a kid has designed it. Ugly hero with op abilities.

1 Like

Absolutely not, Widows head is not 2m big

1 Like

OP has discovered why hitscan is so oppressive in this game.

1 Like

Faaaaaccccccttttttsssss

This. Character hit boxes extend beyond the visible character model. The character models are just lazily designed. This is why you see lots of skills hit when they otherwise don’t touch the visible character model.

This is more obvious with projectiles because it’s easier to see this happen in real time or on replays. Javeline, Sleep Darts, Hanzo/Torb/Sojourn/Mercy/Baby D.Va projectiles etc.

But it also happens with Widowmaker, Ashe, Soldier, Tracer, etc. shots. Lots of times a Widowmaker or Ashe can be “off” the visible character model and still score a head shot, for example.

It’s why Hanzo Logs are so frustrating. When you add in factors like latency into the mix, you end up with lots of scenarios where someone’s head is visibly behind a wall but a projectile will still headshot and OHK them.

This is generally a lot tighter in most competitive FPS games. I don’t think you can hit air and score a headshot in Valorant (correct me if I’m wrong, but I’ve never seen that happen when I’ve played it).

1 Like