New hitboxes are unreal big

Have a look at this Widowmaker vs. Tracer duel at close range:
xxhttps://www.youtube.com/watch?v=AqBPEvtqwnc

Anyone believing this game has anything to do with skill, is sorely mistaken.

Another thing to take away from this:
Tracer suffers heavily from an increase in hitboxes, as the problem with their size gets exponentially bigger at close range, where Tracer fights alot. As you can see from the video, it is literally impossible for even medium skilled players to miss shots at this range, and that means that the only way Tracer can win duels at this range against opponents, is by attacking from blind angles or blink around like a madman.

If you are playing Tracer or other close-range heroes and felt you had problems, this is why.

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Blizzard rigging hitboxes. I confirmed by watching my replays on 0.25 speed. I land headshots and they are not registering. Always when i am in line to lose by rigged matchmaking.

If matchmaking decide that i must win, i start landing rudiculous shots out of nowhere.

Riggedwatch2+cheaterwatch2.

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The hitboxes have been massive since OW1, its now ‘bigger’ because the bullets now have size

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It does not matter at all where the hitboxes are increased. The end result is the same. The only thing there is with big hero hitboxes is that it might be possible to hit them when the hero is visibly behind cover.

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Yeah avg. size of the projectiles was volleyball before S9. Now it is a gymball.

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It is this that makes it hard to climb out of gold for me. Before comp rank was skill expression now it is just pure luck and MM favor you…

Sometimes it feels like my hit box is lagging behind when I turn a corner.

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LOS check on that video is not done on the crosshair but actually on Widowmakers elbow.

The shot comes from below and tracer stepped down a ledge (probably crouch spamming) so yes, she was on the trajectory.

Not saying hitboxes have not increased but thats how the LOS trajectory check is done. Its not done like the bullet comes from Widow’s eyes but the elbow/lower part of the rifle. This is done to avoid wiggle head peeking where the defender has full advantage vs attacker.

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Wasn’t there a video about Mcree high noon where it checked players feet?

Yeah there are a few skills that have weird LOS checks to avoid people getting shot on pixels or escaping when they shouldnt. Many Mercys have escaped Deadeye just by hitting shift and CTRL to shift hitboxes behind a wall. Pretty funny.

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No, this is not true. The true raycast will be from the center of the camera. Otherwise you will get a number of problems with the shots not lining up with the crosshair. What you claim is simply not done in game development.

Where did you get your information?

that has always been the case in the game, along with the hit reg and janky lag compensation with the low tick rate that makes hitting shots feel weird

Widowmaker needs to go back to her pre season 9 hit ray, current size is ridiculous and is why she is so oppressive right now.

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First of yes, its true and for the reasons I listed.
Again she is zooming in, but the shot does NOT come from her eyes. You can literally verify this in game with other heroes and see how when they are near the target, the LOS check starts lower.

Second, as Nerfgoth also said, even some ultimates have LOS checks outside the actual impact because of that. Nothing new under the sun mate.

If you look at other hero shooters this is what they do. They are pretty big in Rivals and huge in Paladins. In Destiny they have super strong aim assist

Why you would make up something like that is beyond me.
It is literally not possible to make an FPS that way and have the shots line up with the crosshair.

You seem to think that your point of view is the character’s eyes. For mei, her pov is chest height to align her crosshair with her gun.

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Fine, but don’t pretend your game takes skill. I see no reason to make a league of any kind in an environment like that.

It can not be anything but the center of the camera. Nothing else would align up the shot with the crosshair, which is also in the center of the camera.

IDK why you are so resistant to knowledge my guy. You know you can LITERALLY go into the training range and see it for yourself, right?

Like if you pick heroes with bigger hitboxes, like beams, its even more blatant. Again, look at the video, Tracer is like 20cm away from Widow’s weapon.

Again:

Otherwise you would be able to put yourself behind a wall, where the enemy can only see your eyes and shoot them with your weapon on hipfire.

:man_shrugging:

Visuals and the actual math do not follow each other. I am sure you can position yourself in a way, where the visual shots will go through walls. Try it.
If not, then Blizzard made a secondary system to prevent that.

The raycasting MUST come from the center of the camera. There is no other way to align the shot and the crosshair.
The visual is secondary and will look like it comes from the end of the barrel, but this is only visual.
The visual for hitscan is easy, you just draw the ray. Projectiles is more difficult. Here you have to interpolate the position of the projectile, until it finally aligns up with the raycast. It may look like the projectile is curving in the air while travelling.

Look it up, if you don’t trust me. Any guide on game development will tell you this.

Yes, but the camera could be anywhere. It might not be on the gun or in the eyes.
The guns and hands we see in first person are a separate model to the one that everyone else sees in the game.

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