Overwatch hit detection delay

i played a lots of fps and shoot games
warframe ,call of duty ,quake,halo ce,destiny,battlefield,cs…
and there is something i cant put my finger on it but
something in overwatch feels off.and i do not think i will get used to it.
it feel like hit detection has some frame of delay.
when you shoot you can hear,feel and see the shot then after a delay you see the damage or the death.
sometime i see the death after i turned around when i m really fast.
making overwatch hit scan feel more like a projectile than a real hit scan…
it is very obvious with ashe i think.
and i m sure it isn’t my ping i m around 30ms…
i saw the same issue in a lots of overwatch video too.
do you feel the same?

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Ashe has as issue with 144fps monitors.

i play only at 90fps . my monitor doesn’t go beyond sadly (it has been oc)
but i remember old articles from 2016 when the game released .
and most of them was complaining about really poor netcode and hit registration in overwatch in general.
it is maybe what i am feeling.

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Ana has this problem particularly.
I one tricked her for a looong time.
There’s a video on YouTube comparing Ana’s hitscan/scoped shot registered versus Widow’s scoped/hitscan shot register and Widows is much faster by a magnitude of milliseconds.

My thoughts were because the game has to several calculations that other games do not. For example, the game has to figure out if Anas shot should be damage or heal. This has to be done by a post-processing subroutine; there is no other way.

ButtonClick --> Intersects GameObect == Enemy || Intersects GameObject == TeamMate ? Dmg 70 : Heal 75

This example subroutine that comes after the ButtonClick adds a few MS as opposed to Widow. That’s my hypothesis.

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yea but i heard it is because ana damage isn’t instant, it is an hypodermic injection and not a bullet so they slowed it down for the lore and no headshot.

Thats the excuse they give for not being able to do the register w/o post processing… they probably designed her with dmg over time to “mask” the technical issue they were having.

"It’s a feature! Not a bug :slight_smile: ". It’s how we designed her, see, the lore!! Us software devs use that one A LOT for stuff we know is not possible to fix or can’t figure out how to fix lolol.

the sound design match (injection sound when hit)
anyway it isn’t a topic about ana.
yea widow timing are almost ok but…
ashe soldier and bastion seems still off to me as hit scans.

Yeah, I agree. Ashe feels off… not responsive at all. And Bastions almost feels like really fast projectiles (like Orisa on steroids).

Sorry, I play mostly Ana and feel like her hit register for hitscan suffers just as much if not more than other hitscans, just like the heroes you mentioned.

It’s the servers and the TIC Rate they are set at. So yes, it comes down to hit detection being very wonky, especially with specific heroes.

Note this, I come from playing a lot of the top major FPS games over the last 25+ years, like the Original Doom, to Quake & Unreal. My main game for a long time was Counter-Strike 1.3-1.6. So I know quite a bit about the Tic Rate situation affecting an FPS, among other important settings we don’t have control over in this game like the UpdateRate, Interp Rate & Interp ratio. All of which would turn a lot of players into God’s at this game (figuratively of course).

When Overwatch first came out, they used Activision’s old Call of Duty Modern Warfare 2’s Xbox360 servers. Those servers had a 24tic rate. So every PC Player was playing at 24tic. Now that is HORRENDOUS hit registry for any hero let alone a hit scan. They upgraded the server to newer ones about 1 year ago, that were not much better, they run at a variable 64tic - 67tic. So the improvement is there, but that low of a tic rate is still not good enough for the high rate of fire DPS classes like, Soldier, Bastion, Tracer and Sombra. They will no doubt not register about 20% of their direct hits during a full spray. While this may not be like Counter-Strike, Overwatch relies on the crosshair painted over the hitbox to make a mathematical projection of if and when the shot landed its target. In CS, it wasn’t even based on the games math as match, but rather on the latency input because the shots where instantaneous. Overwatch takes it to a double Standard, it relies on the math and the latency.

Projectile Heroes benefit from both, but more so from the math side. E.G. You aim a hanzo arrow at an enemy, but you clearly overshoot, on the enemy screen it goes over their shoulder, but the game server sees it as the arrow trajectory was spot on, it makes up for the latency whether it was or wasnt there, and gives you the hit. Probably not the best example but I hope you get the jist of it.

As for Ashe and her .22 lever action. I think she has the Hanzo Arrow bug from Launch. His arrow had a box that was super huge, so if you clearly misses by a foot, it still hit the enemy player. Ashe’s bullet is not quite as big but its noticeably larger than her Holo DOT when ads.

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yea i agree the difference with bastion and orisa is very small at regular range.
at long range you see the speed difference but it is still very wonky timings.

yes hanzo hit detection feels like he shoot tree trunks sometime.

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Zen too. But I don’t mind that :). First, it’s not a 1HS kill like Hanzo. Second, it helps me pop off Tracers/Genji who think they can flank me :rofl:

I don’t know if this is hit detection or junks tire just not appearing but here is something similar
https://xboxdvr.com/gamer/tastemehsquanch/video/66939504
he pops his tire out, you see the edge of it, I shoot, but as he pulls the ripcord it kind of vanishes for a sec? then registers the hit. idk, it’s weird either way.

yea there is clearly a delay between the animation finishes and the rip tire spawn.

Yeah, I’ve noticed a delay in shot registration with Ashe a bit ago. At first, I chalked it up to differencess in ping , but the issue kept popping up fairly consistently (and I have a relatively good ping around 45-50 ms). Then I started watching my replays at 0.21x Speed. I confirmed there that there is definitely a consistent delay with Ashe: Characters seem to be able to “dodge” my shots if they’re moving around a lot, even if I pull the trigger while my crosshairs are within their hitbox. This delay has cost me multiple matches (NBD because I don’t play comp yet, it’s just REEAAAALY annoying) .

I hope they do something about this because I like Ashe, but she’s unplayable like this.

Dont necro old posts. Just gets them locked and deleted.