OW2 Needs To Address Null Binds / Snap Tap

Got the game in Summer of 2016 and played at least once every season. Used to buy new accounts to play completionist with Lootboxes and the Hero Gallery bars, and held Diamond+ along with hosting West Coast custom games for my earliest successful stream content before the initial patch of ranked decay changes on multiple accounts/roles/modes.
Slowed down after OW2 came out because I don’t like when companies make their games worse by force for fun, but still played, and thanks to the fact the average player still can’t count, or read patch notes, or press Tab/Select, I still perform OK without practicing.
Hope that answers your question, and I hope you try other games some time and have fun.

macros have been there since a long time, im pretty sure ow doesnt allow macro softwares, apart from those in mouse software like razor which give angle snapping which is more of a nerf than useful.

The only other software allowed is ineraccel, which gives mouse acceleration and is generally accepted across esports.

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Also our devs already addressed this with season 9+ patch removing aiming requirement making hitbox box of hitscan and projectiles big, so fast ad strafes dont wont, only wide strafes work.

i doubt this is much of a advantage with wide strafes.

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“omg you leveled out our mouse laser’s arching issue with firmware, CHEATER!!! just do it the proper way like me where i dont even know what that is so i dont care xD”

(they either adapted to their issue and don’t mind re-learning to aim when they get a better mouse, in this example, good for them, or they kept buying and trying until some hardware felt right because computer program hard and scary, everyone should fear them, come listen to my campfire story ooOOOooOOo strafing OOoOOoO AI)

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Even then the short-range AD spam doesn’t always work in your favor. You live a little longer at the cost of reduced accuracy. In the long run it’s not an efficient method of strafing and basically just a last ditch effort to survive long enough to get some healing or help. Especially when we’re talking about a real environment where your enemies are also constantly moving and shooting as well. I don’t think there’s a single person in the world who can accurately track while short-strafing against other moving targets who can also at times travel vertically.

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it used to work for heroes with thin boxes like tracer kiri mercy, its basically buying time for your cd blink tp or ga etc.

but ya it wasnt always useful esp if the opponent is good with reactive tracking, some kovaak grinders can not perfectly but atleast 60%

i personally prefer wide strafing which works against most ow heroes other than soj widow ashe cass

I highly doubt they are getting 60% total accuracy while short-strafing against moving targets that are reactive. Not without pauses. I’m referring to your typical AD strafe spam

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Finally home and have been able to try out the SOCD on the Wooting 60 HE and it’s honestly nothing crazy

Yeah you have instant strafe inputs but you still have to time it well otherwise your hitbox is going to remain in the same spot basically. You will be an easy target to hit. On your screen the quick strafe action back and forth by holding down the A key and tapping the D or vice versa looks like you have some crazy movement, but watch it in 3rd person and you’re barely moving

It does add a level of automation to the strafing, but you still have to time it and vary the amount of time between strafes to have effective moment. It feels counterintuitive to hold a key and tap the other to strafe, I find myself just strafing naturally by tapping each key instead of doing the snappy tappy “Hold A, Tap D to strafe” motion

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I really just can’t imagine a scenario in Overwatch where you would EVER go “man, I sure am glad that guy didnt have null-cancelling movement binds. that would have made this interaction unfun for me, glad blizzard banned it”.
Hell, even the Pharah dying 4th time in a row floating as as slow as possible overextended down main, I can understand being salty about auto-aim on controller, maybe thinking she’d survive if that were removed from the game (keep peeking Soldier, it’ll work eventually, right?).
On the other hand, I know for a fact the game feels more responsive to play when you aren’t psuedo-randomly stopping dead for fractions of a second all the time.
As far as I can tell, some of you just wanna control and dominate people lol, beyond what the game lets you do already by practicing in it.
I proposed a solution that brought us all up onto this tiny step, and you stand by the unwavering principal of “No, bring them down to our level instead, even if the solution is impossible (banning certain AD strafing?), I’m refusing the alternative”. I just can’t relate y’all imma be honest, I’m really lost after that, I’m glad you aren’t devs.

I’m not allowed to mention games that aren’t Overwatch, but Source gamers, we can all quietly snicker at this concept applied to, like, mandatory huge right-sided viewmodels, right? (“but i wanted to hide behind them, it’s part of the game!! that guy cheated by seeing me on the screen because I wouldnt have!”) I know Steam Input clears in games that aren’t made by Valve too, y’all should see some of the synergy indies have with all kinds of input methods for their games instead of being losers that are obsessed with the maximum amount of input translation the game will do regardless of context for anything in the game including /interacting with the mechanics/ for /the player OR enemy/… somehow

100%

I felt like I was getting hit more trying to utilise this “snappy tappy” BS than just normally strafing

I don’t see a situation where snappy tappy is actually effective unless you have really bad carpal tunnel in your left ring finger specifically and cannot lift it off the A key to strafe normally

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This is what I’m sayinggg dude, like even a lot of the people who want it banned are trying to discourage it like “it’s not even that good” (because in this context it’s really not-- most people WANT their inputs to just be as they press them, again like I said because MOST of the time a robot taking over is bad, or a specific compromise like automatic turning that you would still have to learn to apply properly instead of… just turning yourself.
But if it’s not that complex/intelligent of an automatic input, and we’re all agreeing it’s not that complex of a thing to fight against… Do we just hate handicapped people?
I’m being over-the-top, I’m inviting disagreements here, but seriously, I’m so baffled that people draw the line this adamantly against being able to tell your character to do something and then they do it.
You’re not hitting a win button with that macro, you’re not augmenting your fundamentals at all to be able to mash A on command.
Even headbob strats like Tracer don’t move hitboxes as much as possible unless you use slower tapping than AaAaAaAaA, and even a macro for that slower input would be fine because then using it loses you the option to manually time your movement… OR it adds an extra step to wanting to mix up your movement because you then have to manage bits of manual movement on top of toggling your predictable macro for theoretically-ideal movement that shouldn’t exist in the game anyway as a use-and-profit meta option, set of ideal inputs like a cheatcode-- all this put up with by that player to avoid disappointing their joint doctor lol, but nah they should uninstall I guess, we should ask Blizzard to somehow ban people who ADAD optimally too often.

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I’m sorry I can’t find the video I was thinking of specifically, but if you can put up with the technical tidbits or happen to play these fighting games, I think these videos “linked” below are great watches, for considering accessibility in PVP games, just from an input standpoint, as much as I’d love to sing the praises of something like DBFighterZ’s particular auto-combo system too.

First up is Hax$, a long-time SSB Melee player, who pioneered many technical playstyles in the game and eventually had violent wrist failure, needing to speak to a national specialist to maintain use of his hands at all. He worked to design a sort of stickless (no analog) arcade stick, that would still allow him to play the game. The new ergonomic controller, naturally, features ways to tell the controller how far you want to press the control stick (Ie: on stick/pad you’d just slightly tilt down to crouch without dropping through a platform. On the ergonomic stickless pad, you’d have to do multiple specific inputs intentionally in sequence, to do something like walk instead of run, or attack at certain angles). Different, but only SELECTIVELY better.
https://www.youtube.com/watch?v=I25zYh2XI4U
Despite the fact that most players would never purposefully opt to use something like a keyboard to play an analogue-stick fighter, Hax has many videos explaining how he NERFED the effective output of this controller with a higher barrier to entry, because the competitive scene was afraid of the specific strengths it would make people fight.
This guy was programming nerfs to his worse-than-standard controller, between visits to the doctor, just so he could go win more tournaments. Is Hax$ really ruining a sacred place somehow? (supposedly drama has happened since but im asking about B0XX controller users right now, not personal bickering in the scene)

Second, is a shoutout to BrolyLegs, a top-level Street Fighter player, with a handicap that prevents him from moving every part of his body besides his mouth and one finger. He beats players with his mouth. He doesn’t modify the game or anything, but in some videos he DOES explain that he has to carefully map what his game buttons do (controller has to be small enough for his tongue and cheeks to get use while he looks at the screen), because while he can only physically access a few, combining those buttons in certain ways lets him access more (still not all) of a character’s moveset. He combines things like simultaneous movement/attacks or even using meter when a normal player wouldn’t because he can only afford to bind his most powerful actions. He uses quirks of the way the game handles inputs to play. Should those quirks be removed from the game? Do you really think anyone with self-respect looks at BrolyLegs and goes "yeah I lost cuz the game let him bind 3 kicks to one button and do super moves without perfectly pressing ‘d-df-f-d-df-f K in sequence, Blizzard help’ ?
https://www.youtube.com/watch?v=s1MYSgy4QMw

Maybe I’m getting a little too theoretical, but these videos, along with a lot of other recent gameplay innovations, including features in Overwatch now, make me think about what’s really important in games. What do features add in terms of the challenge and content on my screen/the server? How often does it feel like I’m unable, not unfit or unpracticed, but unABLE to act a certain way according to the game. What would the game be like if those restrictions were removed?
The answers aren’t always clear, naturally, but a lot more features I look at nowadays and I just go… sure whatever, have fun.
Overwatch has 1000000000 things in it that are less fun than fighting cocky AD-spammers, and like I said even that issue stems from other things I wished were changed like the game’s instant-accel movement (again) or animation smoothing/lack of. That last comment doesnt meant I want sluggish movement insisted upon everyone, we’d be really far away from yelling at me for global null-cancel if that were the case, just that we have a lot of options and removing them on purpose is something I’m naturally opposed to.
This conversation is a bit more to me than just the morality of this new Razer keyboard option, so I apologize for the baggage, but like I also said, I really believe in solutions that could make these AND bigger related issues, not as much of a problem for everyone, I do.

That’s no longer an issue with enlarged hitboxes. OW originally made a mistake putting both rapid movement and small wacky hitboxes into the same game. Quake had that figured out decades ago. If your characters fly across the screen, there is no need to add hibox to thumb on their hand. Just make them nice and round, so nobody is having problems aiming correctly and not hitting.

Except how I didnt say we should “be okay with it” so dont put words in my mouth.

The reasoning it shouldnt be bannable is obvious to anyone who stops and thinks for half a second.

I am saying outright that the average person will not expect a major company of 175 million users, and a household name for anyone with a “gamer” in the family, to sell them and market features that are bannable. You will get SO many undeserved bans from people that wont know better and shouldnt be expected to know better considering what Razer is.

You wanna take the fight to Razer or MSI for making abusable tech? Go right ahead, but trying to say turbo randoms who physically dont know any better deserve to be banned because a company hit the grey area between a neat feature and a cheat is delusional.

If Blizz cant find a way to make sure those features cant be used then sorry but Pandoras box is open on null binds, its not optimal but its what happened. Its not the consumers fault a reputable company pushed boundaries, and while some people will be aware what theyre doing may be against some rules, 99% just outright wont and is under no obligation to do wacky research to make sure the tech put into a keyboard made by one of the biggest gaming keyboard manufacturers isnt against the rules.

The point of me bringing up the company size and reputation isnt because “oh razer would never break rules, theyre too big and infallible!” the point is that hundreds of thousands of normie casuals buy razer products and should never be expected to self police on something as simple as their keyboard that they themselves made no modifications to. The onus to do something is on either Blizzard and/or Razer, not the consumer, and as such the consumer should face ZERO repercussion.

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I think if higher FPS is allowed and higher refresh monitors can take advantage of that, this shouldn’t be banned either. Plaything this game 60hz monitor vs 480hz monitor is night and day difference and there is a real advantage there. Playing this game with 10ms latency vs 100ms latency also has different effect. I always hated OW1 for not allowing ultrawide aspect ratio and finally they brought it for OW2. It was like “oh no you can see more with ultrawide” no it doesn’t matter if I have ultrawide and if I paid for it, I want to use it all. Also I don’t even think it actually helps anyway because you are so focused in the center of your screen for the most part anyway.

Hardware companies, that specialize in gaming gear, bundling cheats into their products is egregious.

Blizz will probably do a partnership with Razer now because they know that they can make some serious cash off of it. Simply add some overwatch colours to it, maybe a D.Va or Genji picture on it, and voila, money in the bank.

480/540hz in OW is nuts but I don’t think it’s a competitive advantage. Movement genuinely looks lifelike

It’s a lot more immersive than a lower refresh rate but a potato nooblow player playing at 540hz is still going to be a potato nooblow player

Same thing happened with hitbox regarding fighting games in past.
Intially companies like Capcom would enforce hardware SOCD clear for tournament play.
Obviously not much was done for ladder or older games and things like blocking from both sides and walking forward and doing sonic booms or up and down charging while neutral.
Later on new games like Street Fighter 6 adapted and adressed SOCD clearing in the software side.

Will same happen with OW? No idea. Razer is a joke of a company. Their Huntsman keyboards are inferior than Wooting and Steelseries ones with magnetic triggers that they had to resort to null scripts. See how easy it was to implement when Wooting did it in a day as well.

There has to be a line at some point drawn about cheats.

Why is this relevant?

I don’t aim anyways.

If I do its at your feet and you’re gonna get hit either way.