What I don't understand about Roadhog's hook

Why does it force the target right in front of him?

Once in a while a Roadhog will catch me on Tracer mid-blink, and when watching the replay, you can just see how his target is not even on the screen, but magically gets pulled right in front of his gun. Something similar happens (though to a less extreme degree) with hooks catching targets mid-jump or mid-movement-ability (Genji Dash, McCree Roll etc.).

You did something similar with Doomfist, where the uppercut aligns the target EXACTLY with the upward mobility of Doomfist, making it very, very easy for him to hit his shots.

But why? In those cases, couldn’t the enemy movement be seen as a skillful move that should make it hard for Roadhog? Why this obsession with making it easy for the players?

IMO it would balance out Roadhog’s hook if targets were not served on a silver platter, and it would infuse some skill in the combo, if the Roadhog would actually have to react fast to flick his aim onto misaligned targets.

Stop designing the game to play itself for its players.

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Netcode explained simply:
Your replay is based on what you see on your screen.
His replay is what he sees on his screen.
And there’s the server playing referee in the middle.

On his screen he followed all the logic checks to get that hook.
And the server looked at it, and agree with his computer more than your computer.

Kinda sucks when it goes the other direction for the Hog player.

https://gfycat.com/heartyshrillargentineruddyduck-overwatch-hooks

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No, you are wrong about that. The replay is exactly what happened on the server.
What your video shows is 100% client-side. Replay is not.

By replay are you talking during the match “this is how you got killed replay” cause that’s client-side.

Or did you save a replay code, and watch it back?

It does not always do it, but the idea is that hook is a stun. So it makes sense, in my opinion. Landing a hook on high mobility targets takes more skill than… using mobility abilities?

You wouldn’t happen to have patch notes or a reference for this would you?

GM: Use Chain Hook bugs for survive
BRONZE: Chain Hook bugs make him OP


Anyway, this is not a Chain Hook problem.

Tracer, for example, can use Blink and fall asleep after Blink end. No have video for this, but its work like first my video here.


About Genji Dash – its ultra broken ability. And all interactions are prescribed for this SEPARATELY.

Do you think that is necessary when you can just go into the game and do it?

You completely miss the point.
The point is the lining up for a 100% kill after the hook goes through, no matter how the target moves or acts.

Sure there might be some inconsistencies with landing the hook, it is AFTER landing the hook, that I am addressing.

because game is on shooters favor.

Th game said hog shot out hook and you got caught, too bad. Game says so. This si why hanzos and widows get sometimes impossible headshots/kills

  1. Replays are not from the shooter’s perspective. They are a rerendering of your data on your system which isn’t the same as the Hog’s

  2. Favour the shooter. If both things happen at the same time (hook and blink within milliseconds of each other) the server will always favour the shooter over the target.

I can go into the game and “do it”, but i can not go into the game to see when/where they changed it.

I dont recall them changing anything- Which is why I ask.

However to a more on topic note- What exactly would you expect hook to do?