QoL improvement BALL - Inconsistency

So I main ball. Put in more hours than I’m proud of… but one thing I’ve noticed that can be super frustrating:

Typically as ball, when ur grapple is on CD, if you hold down ur right click, it will automatically deploy once CD is up.

But occassionally, there are times if you mistime the right click (fractions of a second before CD is up), the grapple obviously doesn’t deploy, but also if you keep the right click pressed, it also doesn’t register as it should.

Whether or not it’s because of the timing or perhaps being stunned or interupted, when you are holding down the right click, it should deploy the grapple as intended.

Small detail. But to true ball mains, these little factors are the difference between life and death.

4 Likes

Don’t bother to ask reasonable changes here. This forum hate ball.

1 Like

They may hate ball, but they hate annoying bugs where the controls don’t work more.

They should absolutely fix that.

2 Likes

Unless it’s ball related.

There’s that, and the audio cues have been busted (forever, now) where the Ball Mech will say it’s latched to something and it hasn’t actually attached to anything.

On top of losing fireball on literally nothing on the ground (King’s Row Defence left side rollout, as an easy example).

But for me, the issue that takes the cake is (small) enemies being able to bodyblock Ball instead of him just rolling over them or pushing them out of the way. I think that buff might be too good, but I’d love the heck out of fixing that interaction.

2 Likes

Oh that? that is lag related, the client has said it attacked, but the server says it isn’t.

And the server gets the deciding vote on it. So you hear the connection, and see it, but it isn’t connected.

It’s so bad.

I think that is entirely dependent on ball speed isn’t it?

1 Like

It happens a lot in OW2, I don’t think it was there for OW2 launch, and it never happened in OW1…

I just mean always. Makes zero sense that Tracer can stop a giant metal mech with her body. I can see the argument for the tanks.

1 Like

I know they changed how they did scripting, I didn’t know they messed up ball with it though.

It’s a bug, I’ll raise it.

Some things can be raised on their bug tracker. This is one of them.

1 Like

I’ll raise that again :slight_smile:

I’ll put more details in though, because I know where the mess will be in code.

Good to see people raising bugs though!

1 Like

This is low key a killer to ball to those who utilize it against him. I think its intended by the devs tho. Certain small rooms that health pots are in (for example, dorado first point, right next to stairs).

Another small QoL improvement for ball (which i believe is unintended) is shooting your grapple right thru certain portions of certain payloads. You have no idea how frustrating it is to try to engage and use the payload as a pivot point to grapple only to wiff time and time again when its clearly going thru the payload.

1 Like

Yeah, but it punishes Ball, uniquely. Other brawly tanks such as Rein, Hog, Ram, JQ, can just muscle /dps through squishes in small spaces whereas it uniquely punishes Ball because his brawl damage is so low without fireball/Slam. I get the interaction is maybe supposed to be there it just feels bad and works kinda bad. Often enough the other player won’t intend it and you just get stuck on some silly enviro pole, or something.

Yeah, this also used to be worse in OW1, they’ve actually improved some of it (but not all of it) through his Grapple rework. Some payloads were particularly bad like Junkertown where you could attach to some surfaces but not all the surfaces. I agree they should just make it so you can attach to literally any part of the payload.

I feel like this is how it worked before, is it not? The grapple has felt annoyingly buggy since the rework, but maybe it’s this.

Another flaw, is certain STAIRS are capable of being grappled, while others are not.

Not sure if this is a bug or intentional.

Your suggestion could be implemented across the board.

Like for example I have a habit of holding down M1 little prematurely when I exit DVA’s mech and for a moment the baby won’t shoot even though I have the mouse button held down.

So implement something where the game checks for whether a button is pressed and “presses” it when said action becomes valid if the button is already indeed being pressed.

And another bug claim, is while grappling around sharp turns, or in circles, their are times where hammond flat out goes thru enemy heroes without booping them. And no, I am not confusing it with a hero being cleansed by kiriko, or moira’s fade, or the like thereof. The hitbox is a little odd or different at these hard angles at high speeds.