No AD Movespeed Penalty Causes More 1-Sided Matches

Hitting shots becomes too difficult when the enemy is AD strafing, ESPECIALLY if they are being speed boosted.

Moving backwards is already 20% slower, and I think moving fully left or fully right should make you move 20% slower too. Speed boosts should calculate based off of the lower movespeed value, not the 5.5 m/s forward base movespeed (not sure if that’s already the case for backwards movespeed + speed boosts).

So forward movespeed would be the same at 5.5 times x, but AD and S key movement would be 4.4 times x when a speed boost is applied (I think diagonal movespeed should not be effected by the 20% AD keys movespeed penalty because moving diagonally is already 50% slower side-to-side movespeed).

3 Likes

Sorry but hell no. Good strafe timing is a skill and spamming it like a crackhead is not beneficial a lot of the time

But you see, the thing is YOU can benefit from this too by practicing your movement or strafing with a speed boost. It’s not some unfair advantage because you have the option to level the playing field

14 Likes

No. Movement is the way it is for a very good reason.

1 Like

Another classic remove skill from game cuz I feel bad when getting rolled post

1 Like

I started playing Overwatch around when OW1 first launched, and it has always been obvious that AD strafing makes targets too difficult to shoot compared to forward, backwards, or diagonal movement. My suggested change would help accuracy feel more consistent no matter which way the enemy is moving.

It’s already been confirmed that aiming in Overwatch is more difficult than other shooter games where movement is worse. And Overwatch is supposed to be more accessible to a wider group of players.

Almost like strafing is a skill that separates good players from bad ones.

1 Like

what heroes are you playing? i can maybe understand tracking weapons are harder to use against AD strafing but if you’re on a single shot hero you just hold your crosshair at head level and wait for them to move into your crosshair. aim with your own movement instead of your mouse

2 Likes

There was this time where an Ana was AD strafing me as Mauga about 7 to 10 meters away and I was not able to hit any meaningful amount of shots (only barely scratched her). Same thing happened a longer time ago but against an AD strafing Baptiste.

bruh plays mauga :sob::skull:

1 Like

It’s not even just as Mauga, but heroes like Soldier, Cassidy, etc.

And that thing you mentioned where you wait for them to walk into your crosshair could potentially get screwed up by your own movement or not be effective enough if the enemy doesn’t switch direction as frequently as you need them to for the fire-rate of the weapon you’re using.

I’m just speaking for myself here, but I don’t mind AD strafing and I used to really struggle hitting people who were doing it.

What helped me fix the problem was realizing that a lot of times, I’d over compensate by getting too twitchy and over correcting… when all I really had to do was kind of strafe ‘with them’ so I don’t have to worry about moving my mouse back and forth. Or if I’m standing still, just adjusting and making very minor left/right movements (the hit boxes are pretty forgiving in this game, after all).

Just find what works best for you and start reminding yourself to slow down and focus on the target and soon it’ll become second nature.

1 Like

I can’t remember what it was, but I remember a cartoon that had a joke where the character is like “Oh yeah!? but can you do THIS!?”

and they start spazzing and spitting and screeching.

Anyway that’s what always comes to mind when people talk about ADADADAD in Overwatch as “advanced skill tech”.

1 Like

Yeah. Spamming A and D keys is not complicated or difficult to pull off. lol

It’s certainly not an end all be all solution, you still have to make micro adjustments but generally you want to be using that. You don’t need to have as erratic movement as the enemy does. They could potentially be throwing off their own aim too.

Cass is my most played hero and most of the time I’m aiming with my movement especially at medium range. No need to flick or make fancy plays

I just feel like AD strafing can create a massive accuracy disparity compared to when it isn’t being abused, and almost seems like it comes down to luck who hits their shots.

Which is mostly offset by the bigger projectile sizes that every hero has gotten

The penalty for poor aim against a strafing target is much less noticeable than it was in season 8. Sometimes you can “miss” but still land shots especially with projectiles and hitscan being that much bigger

ADADAD strafing is honesty way less effective now than a staggered strafe where you just lean into one side and the enemy gets confused because they’re expecting your movement to return to their crosshair

Well, successful multiplayer fps games are almost completely void of it while the only ones that doesn’t have movement acceleration are more single player or pve focused games. Should we make OW single player or pure pve then? I don’t really mind that compared to whatever we have rn.

I don’t think the projectile size increases in Season 9 were that significant, since AD strafing is still way too effective compared to not doing it. They need to specifically nerf AD strafing. The projectile size increases were only 0.05 meters or something for hit-scan, it’s hardly noticeable to me.

More like nerf certain heroes AD strafing like Ana, Kiri & Juno. There entire body becomes a wacky waving inflatable arm-flailing tube man,wacky waving inflatable arm-flailing tube man,wacky waving inflatable arm-flailing tube man.

idk it’s why i find overwatch so unique, that it was successful without all the fall damage, movement accel nonsense

movement feels so fluid and going back to other games feels like i’m walking through the mud

some of the changes like bullet hitbox and health increase changes were questionable, but this game is so smooth for movement, that’s one thing i’ll always appreciate about it