Warning:
All text has been translated via Google, but if you put in a little effort, you will definitely understand everything.
Read all before post comment… Please.
Projectile vs HitScan
HitScan has an instant hit, but the damage falls with distance.
The trajectory of the shot is always straight.
Projectile has no damage drop with distance, but it does have a flight time.
The trajectory of the shot is NOT always straight.
HitBoxes
Sound familiar, isn't it?
NAMEHERO PROJECTILENAME is so big! He doesn’t even need to aim to hit and kill!
HitBoxes Heroes
In short, the heroes are visually smaller than their HitBox. So you can get where you visually missed, both for HitScan and for Projectile.
But there is one BUT.
HitBoxes Projectiles
Projectiles SOMETIMES also have larger HitBoxes. As a result, you can hit even where the character’s HitBox ends.
2 PROBLEMS WITH PROJECTILE HITBOXES
- The more HitBox, the more there will be situations when you will not hit the enemy, but the shield or even enemy hands (instead of the head).
Luckily, most heroes don’t have that big Projectile HitBoxes. (Mercy 0.5m)
- Increased Projectile HitBoxes, an ordinary wall can become a shield, standing next to which the enemy cannot hit you, but you will hit enemy without any problems.
Basically, this was fixed by having the HitBox Projectile to hit the wall LESS than the HitBox Projectile to hit anything else.
This is what would have happened if this problem had not been fixed.
BTW
Here is a FIXED BUG with the fact that the VERTICAL HOOK HITBOX is huge, and the horizontal one is equal to the Widow shot.
The funny thing is that they just fixed the interaction with the walls, but the vertical HitBox is still big. No one know why…
Separately, I would like to note that RoadHog only has a large vertical HitBox Hook, which is very rarely useful.
Unfortunately, this leads to new problems.
Let’s talk about them later, using the example of specific characters.
So, what am I all for …
HitBox Projectiles are big not for hitting where you should have missed. They are big for you to shoot CLEARLY ON ENEMY HERO, she started to move, but you still have CHANSE hit him.
Simply put, the increased HitBox Projectile COMPENSES the flight time. And even in spite of all this hit by the majority of Projectile, one way or another tied to luck, although the community naively believes that the 99% Projectiles Hits its random.
If you disagree, then there will be evidence later on the example of characters.
LOL JUST DELETE PROJECTILES!
N-not. They are needed for a variety of gameplay.
He aimed at a completely different one, but he hit me!
This also happens with HitScanes, but less often. Option 2 - no luck or you yourself did not notice the flight of the projectile and ran towards it.
Let’s talk about all Projectiles and even touch meta and balanse.
In general, playing at Projectile is partly a casino game.
Projectile is bad if:
- You are not a tank (Orisa/Sigma).
- You can’t break the distance (DOOMFIST/GENJI).
- Projectile speed is low (<125).
- No Low Rank.
4.1) People don’t go to narrow passages.
4.2) Human movements are unpredictable and change depending on the trajectory of the projectiles.
To implement Projectile you need to calculate very well:
- When to correct for the trajectory of the shot
- When to correct for enemy movements
- Be able to catch the enemy by surprise
And this is a bonus to the fact that you still need to be able to aim!
D.VA (THROWPICK)
Micro Missiles only good in combination with Boosters to kill some targets (usualy no targets). In general, weak.
ORISA (NORMAL)
Fusion Driver (Primary Attack)
Bad, but since Orisa is a tank, so lol just shoot enemy tanks and shields.
Halt (Secondary Fire/Pull)
It is not bad, as it has a large area of action, which compensates for the flight time. Orisa is not so much about the speed of the projectile (aka the tank) as the time it takes to control the enemy.
SIGMA (GOOD)
Hyperspheres (Primary Fire)
Only because it is a Tank and only because the trajectory of the second shell can be changed.
Accretion (Rock)
Just broken. Unlike Symmetra, this HitBox stone has less interaction with both opponents and walls than the visual model.
Then why does a stone fly through the wall and still hit you?
There are 2 options.
Either you are peering out from behind the wall, or … your HitBox is peeping out from behind the wall, because the HitBox of the wall is equal to the visual display, but the HitBox of your character is not.
ROADHOG (BAD)
Dps in the Tanks world. His damage to shields leaves much to be desired, since he requires comfortable conditions, while he himself is not very good at helping his second tank, so the shots on the shield can end up with the defeat of the team.
Scrap Gun.
Primary Fire just bad because opponents just keep distance.
Secondary Fire just bad because opponets just keep distance. But good hog usually can oneshoot 1 people or more every match.
Chain Hook
Good ability. Although it has a ton of problems, it still allows you to play RoadHog at any rank and not be a ThrowPick if you really are a master of your craft.
But only until people learned to play against this.
Features: The horizontal HitBox Chain Hook is 0. It’s like a Widow shot.
I Can’t Get Hook On RoadHog! Its random?
Yes and no.
First of all, it is worth remembering that immediately after using the Chain Hook, we still continue to move the crosshair, because for the next 0.3 seconds there will be an animation of the throw, during which we can change the trajectory of the Hook.
And so … well, I recommend relying on the rank, and also not to throw Hook instantly, if you can wait and not lose the opportunity to catch the enemy on Hook. Most people have the same movement patterns even when they dodge.
ASH (GOOD)
There are several tricks that allow you to hit dynamite without aiming, but these tricks are ineffective. At the end of the day, DPS has to kill, and it’s very difficult to win the game with one BOB.
DOOMFIST/GENJI (NORMAL)
As I said before, one of the ways to fix the Projectile Projectile issue is to be able to close the target’s distance. Doomfist/Genji can do it.
DOOMFIST PUNCH NO AIM?
It’s easiest for me to show Solider as an example, but it works with all characters except tanks.
Ok, now we will move ahead of the curve
Okay, well, Seismic Slam definitely won’t miss!
Wait what? If the enemy is near you at the moment of landing, will you need to manage to turn around up to 360 degrees? Can not be…
And yes, instead of running backwards, you almost always need to try to get close at this point and force him to miss.
Although, how to know about this, if you do not play this character.
BTW
I could write much cooler videos, but unfortunately my assistant is an ordinary casual and does not have the proper reaction to dodge
HANZO (BAD)
Reducing the speed to 110 made hitting it look like a 777 in a casino slot machine.
JUNKRAT (BAD AFTER MASTER)
The problem is similar to Hanzo, but another one is added.
You hit enemy? Jeff added boop for you, so guess where the enemy will be now after repulsion! Its reason why people use mine after hit. But on long distance… No chanse for hit again.
PHARA (BAD IF ENEMY TEAM CAN AIM)
Just cant survive. Projectiles normal, because aoe area damage compensates for flight time.
SYMMETRA (SOMETHIMES OP)
Its secondary fire bad (but as in the case of the Junkrat it works well in narrow aisles).
It has one feature, in order to explode from contact with a wall, the projectile must touch its center to the wall.
So do not think that being behind the wall at its edge, you are safe.
TORB (USUALLY BAD IF TURRET DESTROYED)
Who even came up with the idea to do 70/140 damage that fly along the trajectory of an arc and even at low speed?
LUCIO (GOOD)
Lol, just protect team, if you wanna kill someone you can just break the distance.
DZEN (BAD)
The problem with Projetiles is relevant only at Low Rank. At a high rank, the only problem is that he is defending, not attacking, and if he suddenly starts winning a duel, then his opponent simply leaves and everything repeats until Dzen dies.