I get the feeling that a lot of problems could be absolved if they scaled down the hitboxes for the majority of characters in this game.
Currently, a lot of the heroes in this game have hitboxes resembling that of them being in astronaut suits, and while sure, Overwatch isn’t a tactical shooter like the likes of Valorant or Rainbow Six Siege, surely it wouldn’t hurt testing this idea?
After all, a game like Apex Legends has hitboxes that are more in-touch with their character’s design, and that game doesn’t seem to have too much of a problem in that regards… at least to my knowledge?
Perhaps this is something that could bolster the idea of Overwatch 2.0 being an actual sequel? Amongst other things.
I feel like you’re not about to say the suctioncup on Rein’s charge or Ana’s sleepdart and healing bubble or aoe abilities in general but just specifically Hanzo. Feel free to prove me wrong tho.
I’m just talking in general: mostly character hitboxes.
While yes, those mentioned abilities do relate to character hitboxes being wonky, it does not just involve them.
Technically speaking, by reducing hitboxes of the majority of heroes in this game, it should at least address a part of some heroes’ problems:
Tanks being too susceptible to enemies
Skill shots and other methods of damage feeling more rewarding
Big hitbox, non-Tank heroes (i.e. Reaper and the likes) not being gimped
So on and so forth
It was simply something that crossed my mind about how forgiving hitboxes are in this game compared to other “competitive shooters” that Overwatch wishes to compete with, to my knowledge.
As shown in the video given by FateofSouls, this is what I’m mostly talking about: hero hitboxes being a bit too forgiving for a supposed, “competitive shooter.”
[Thanks for providing video references. Additionally, I’ll edit the title to add the word “Heroes’” for clarity.]
Most character hitboxes feel 1:1 with their actual model. If you want to reduce the hitbox then you’d actually be shrinking the model itself.
I think the bigger issue is with abilities not really the model itself. Hitting stuff being too easy is only when you’re talking about hitting tanks. Tanks should be easier to hit compared to the other roles because they also have the hp/armor to compensate for that.
Stuff like Mccree’s FB has no business being the size it is as it is a single-person kill tool, not a team-wide disruption ability.
And your title is fine, i should have read better.
Technically, no, as shown by the video, while the hitboxes are mostly spherical in design, they appear too inflated—thus the phrase, “astronaut suits”. Simply scaling the spheres’ size down to be a bit closer to the model is the intention.
Ideally, the developers would not need to change the characters’ models, unless they can’t marginally reduce the size of a sphere?
It might look that way on video but in game it does not feel that way. You’re not getting hit regs aiming at people 6-7 inches off your crosshair like when you whip out Mercy’s pistol.
Then there’s also the possibility of causing a ton of hit reg issues.
I feel like that’s not much of an issue to overcome? While, sure, in the heat of battle you won’t notice the nuance things such as hitboxes, they do have a level of impact to the game’s overall design.
Additionally, the game closest to Overwatch (in terms of design), Apex Legends, has done hit box reductions that addressed issues their Legends had (mainly Wraith, Gibraltar, Pathfinder, and Caustic).
This is the first I’m hearing of it. When was this?
Then again, the current developers have had a track record of not producing things in the most optimal of fashions… If that is the case, then this would be more of an idealistic approach in the given scenario where a skillful development team would be in place to properly fashion said hitboxes.
Ana is actually one of the heroes whose hitbox is closest to the model and probably wouldn’t need a disguise.
Compare Widow’s and Ana’s hitbox and see the difference.
All you have to do is look at the hitbox on Tracer in that first video and you’ll understand why “in the heat of battle” that’s the only thing that matters. 10:44
Unless you think she’s extremely easy to hit with her spacesuit hitbox?
Doesn’t really matter what another game has done. They use two different velocity systems, two different movement systems and are played in two completely different ways for the most part. I don’t think there’s a point in comparing the two