Why can he hit people behind where he is swinging from?
You can time something to enter his range after the hammer has passed you and still take damage. It’s probably not even a bug but a bad feature to help this no aim hero do good with his stupid high damage
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Why do you want to enter his range? Like theres only a few heroes I can think of who would need to get into his range to do damage to him and most of the time you aren’t going to 1v1 a rein
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Because Reaper does not deal any damage outside of the hammer range
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Rein’s hammer always been a bit iffy. But most Rein mains would claim it’s a “feature”. It’s a known fact if you spin the camera while swinging you can enlarge your hit box. Not a full 360 far as I know, but you can turn it into a good 180 or so degree swing.
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what i find weird is you can not jump over a hammer swing, but you can jump over a junkerqueen carnage axe swing even though it has a clearly diagonal animation that should hit you if you try
I’ve always thought it was crazy how long the hammer hitbox remains active. All the momentum is gone from the swing and you just kinda bump the hammer into them a little, and that’s a full hit.
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You have to account for latency too, so for example the range is 5m, latency will make it anywhere from 1m-10m.
I think that’s just how melee works?
I don’t remember if the Practice Range has any destructible railings but you can try this on any map with rails, run up right next to it and face away from the railings, then press melee and quickly move your crosshair towards it and it’ll still break the railings despite the animation already has your fist out. The hitbox stays far longer than what the animation shows you.
a lot of rein’s strength comes from shafting the player on the receiving end of it.
his hammer’s hit box is bigger and wider than the hammer itself so quite often you’ll be hit despite thinking you’re well out of the way
his charge is very inconsistent, often feeling like you’ve been sucked straight into it because his shoulder touched a single pixel of your hero’s hitbox
his shatter often feels a little too forgiving as well, allowing him to hit heroes who aren’t even touching the ground or on a ledge seemingly out of its range
part of me thinks it’s all a necessary evil to make him viable but I also think if you can’t make him viable without shafting the other player then he shouldn’t have been in the game to begin with
I don’t think you understand game design. Hitboxes are often made bigger to make the game run more smooth. Not even just hitboxes, but things like guns or door frames or streets or cars. If you think Reinhardt’s generous hitbox is shafting the player, I legitimately suggest you download Unity 3D and code a melee weapon to see what I mean. Its not as hard as it sounds to start; the difficulty comes in when you have to make it fun to use and functional to use.
this is what is happening. Add in some “favor the shooter” compensation and you may experience different outcomes.
If you are playing reaper in the current meta, rein’s hammer hitbox is the least of your worries lmao.
This is pretty standard in games nowadays to enable hitbox tracking with the camera on melee weapons. If you just made a static hitbox that stood in one space or stopped the character from moving during the whole duration it would be pretty awful. Both from a feel standpoint and viability.
In a fast paced game where melee is arguably pretty disadvantaged against literally any gun Rein hammer having a large swing at 5m is justified compensation to allow him to be a threat in close range and something you want to give up space around so as not to be within his hammer range.
Even if it lets one do some rather large swings and fast rotations its still justified to keep in it. You SHOULD be afraid of rein hammer.
you’re right, I don’t know anything about game design but I do know what does and doesn’t feel fun to me and rein’s kit often doesn’t feel all that fun to be on the end of
Your feelings matter, but you need to remember something: sometimes things FEEL bad, but are necessary. Its something game design teaches people, and why annoying characters or mechanics still exist in the game. It FEELS bad to have a team swap to counter you when you’re doing well, but if you couldn’t swap to counter, how could you play overwatch?
Similarly, it feels bad to be on the recieving end of a jank hit, but if Reinhardt didn’t have a generous hitbox, how could he exist? There could be scenarios where you swing, see the hammer clip through the enemy, and then do no damage because the hitbox is too small. He already has to be extremely close to the enemy, so without a big hitbox, he’d be useless.
which brings me back to my original point, if he NEEDS these things that sometimes feels cheap and unfun just to work, is it worth having him in the game at all?
obviously I’m not going to go as far as to suggest he be removed or even reworked since his design isn’t game breaking or anything like that but it does make me wonder why they felt to include him if he doesn’t work without feeling janky
You misunderstood a bit. Each and every hero has something like this, and they have to so the game can stay running smoothly. Tracer has low health, so she has her blinks which can be annoying. However, giving her more health and taking blinks away can ruin the game balance for obvious reasons. You can’t just say “Well, if he needs this, he might as well not be in the game at all!” because then we’d have to throw away most (if not all) of the roster.
sure I get balancing has to exist for various reasons but rein’s entire kit seems to suffer from it. the only parts of his kit that feels right and fair are his shield and fire strikes
the rest directly shafts the other player
didnt say op learn to read said broken hitbox
edit: ooh hes embarrassed lol
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Reapers shotguns go crazy up close too, just don’t get close