Today do I want to prove to everyone that projectile ultimates can disappear after it being cast. That projectile ultimates can disappear mid-air.
I’m going to use Mei’s ultimate as an example in this thread because that one has the longest cast time among the projectile ultimates.
I will add a TLDR at the bottom of this thread.
Also, If you click on this text with the arrow,will you see a video about it. I've put it in a 'detail' box to have a cleaner post and to save data for some users.
Alright, let’s get started, shall we?
Information about Mei’s ultimate.
Click here for information about Mei's ultimate:
First let’s take a look at how long the cast time is:
The cast time is 0.5 seconds.
This is the window in which it can be cancelled if Mei is stunned.
The travel time is around 1.0 seconds.
This can vary depending how far you have thrown it.
The moment when you see the robot disappear for a brief moments, is the moment it is being spawned as a projectile. This happens when the cast time is finished.
If Mei is stunned IN the cast time (0.5 seconds) will it get interrupted.
If Mei is stunned AFTER the cast time (0.5 seconds) will it get interrupted.
What is the problem?
Getting stunned or killed after casting the projectile can make the projectile to disappear sometimes during it’s flight. This of course leads to confusion and disappointment to the player who casted the projectile.
The following heroes are affected by it:
- Tracer (You can also get the stuck message and have it disappear)
- Wrecking Ball
Zarya isn’t affected by this because she doesn’t has cast time on her ultimate. It’s being shot like a regular secondary fire.
But this isn’t just limited to projectile ultimates. Cast ultimates with a long cast time like Dva’s Mech Call, Reinahrdt’s Hammer Down and Lucio’s Barrier are also affected by it. It’s just that it’s more noticeable with projectile ultimates because you can see it disappear in front of you. In Tracer’s case can you also see the “stuck” message appear and disappear.
What is causing it?
- Short answer: Latency.
- long answer: What happened on the player’s screen hasn’t happened yet on the enemy’s screen or on the server.
Information on the internet isn’t instant and take some time to reach it’s destination. Overwatch is an online game. This means that the information that players send and receive on their screen is also not instant. Ultimates are no exception of this.
In fact, this is what is causing projectile ultimates to disappear mid-air.
Here are some examples of this:
If Mei is stunned after the cast time (0.5 seconds).
If Mei is stunned after the cast time (0.5 seconds) with ~30 ms ping.
If Mei is stunned after the cast time (0.5 seconds) with ~300 ms ping.
As you can see is the travel time of the ultimate longer with the increase of the latency. It should disappear as soon if Mei is stunned, which is in her hand, but it isn’t. Instead will it travel a small distance before it disappear. This is especially noticeable with a higher ping.
The higher the ping, the longer it takes to send and receive information.
Is the cast time increased with a higher ping?
No, the cast time still has the same duration.
It’s just that the cast animation doesn’t match the cast time
Just like how the cast time is delayed, is the starting point also delayed.
This is because the ultimate hasn’t been casted yet on the enemy’s screen or server. The game will correct this on your screen and refund the ultimate as if it hasn’t been used yet, even though you pressed “Q”.
Here is an example of an ultimate being refunded.
How can this be fixed?
Well, it is not a bug.
Latency is normal and happens in all online games.
You will probably never see disappearing projectile ultimate on local servers.
If the developers wants to get rid of disappearing projectile ultimates, then they could changing the rules of projectile ultimates, just like how the rules of transformation ultimates were changed. The cast animation and cast time of transformation ultimates doesn’t get cancelled with stuns. Only with killing.
Have projectile ultimates no longer be cancellable with stunning the player.
The part where Mei is still trying to finish the throwing animation even though the robot has already disappeared when Mei was stunned is probably a bug.
(I really recommend you to read everything and to watch the videos.)
- The cast animation happens on the player’s screen immediately if the ultimate is being used.
- Unlike the cast animation, does the cast time not start immediately.
- To put it simply:
- The cast animation is client based. (It starts immediately.)
- The cast time is server based. (It starts later on the enemy’s screen.)
- This means that projectile ultimates can be cancelled even though the cast animation has already finished on the player’s screen.
The cast time (and animation) hasn’t been finished on the enemy’s screen (and server) yet.
- But just like how the cast time is delayed, is the starting point of it also delayed.
This means the ultimate will be refunded if the cast animation has already started on the player’s screen and not on the enemy’s screen yet and the player is stunned or killed.
- This is not a bug.
The only way to fix this is to change the rules of projectile ultimates, just like how the rules of transformation ultimates were changed.
I hope this clears some confusion about disappearing ultimates.
What is your opinion about it? Do you think it should remain the way it is, or should it be changed?
Also, if you like, can I also make videos with timers for other ultimates.