To be clear, I’ve long adapted to the aiming on PC. Was recently playing with my console friends and it just reminds me how terrible the aim mechanics are in this game compared to just about every other shooter.
That should be the real focus of OW2, if making sure the game doesn’t just feel plain bad to play.
Especially in console where there’s less adaptability in the thumbs than the entire arm can do
OW has never been a good FPS from a technical standpoint. Its charm was being the Smash Bros of FPS when it first launched. The further it strayed away from that to try to become an esport the more its flaws have been exposed.
Don’t know about console since I play on PCMR but aiming is perfect here: no movement acceleration (which is the right choice), no heavy random spread to compensate for silly movement accel, very responsive engine, good UI, good everything.
It is the simple fact that this game has zero movement acceleration.
The hard part in other games is getting your cross-hair over the enemy, in Overwatch that is the easy part!
The hard part in Overwatch is consistently tracking them. Zero movement acceleration means that your aim will constantly be thrown off. This doesn’t happen in other games because the player model is incapable of making massive variations to their movements instantly, so a running away hero can be tracked and hit easily. You don’t do that in Overwatch.
It’s also worth noting that the effective play distance is much further than most games barring, like, battlefield. The targets are ways smaller on the screen
All of this to say that the reason isn’t important as to way. It just plays poorly
This has more to do with the lack of movement acceleration, so targets are much harder to hit. Movement acceleration makes movement much more predictable and way easier to track.
Is this all you’re referring to by “it just reminds me how terrible the aim mechanics are in this game compared to just about every other shooter”? Cause you didn’t really give any good examples. If so, I strongly disagree. The fantastic aiming mechanics in OW is one of the primary reasons I play this shooter over others. CoD, Battlefield, etc all feel super clunky to me.
The game has terrible dead zones mixed with characters having no movement acceleration.
Haven’t seen anyone mention this but using a dualsense on the PS4 version through back compat has even bigger dead zones than a DS4. Game feels unplayable bht from my experience they fixed it with ow2.
I play many, many games. I have 2000 hours in this game. I know how to aim. But it is an objectively sloppier aiming system than any other competitive shooter.
Heck, Splitgate feel better.
Gundam, any Cod, Battlefield, Halo
All feel better on both console and PC.
I don’t even feel bad saying Splatoon has smoother and more responsive aiming than OW on any system
The best part? It’s probably the easiest system to change out of any. They could absolutely make it more responsive for OW2. In fact, I hazard to say no person arguing in good faith would not argue for smoother aiming.
Combination of no movement acceleration; non-standard projectile sizes; 30+ different outlines/hitboxes; high-speed movement; generally poor hit detection; low-to-middling gunplay reception/feedback.
There is no movement acceleration, you dont get to easily hit slow moving targets when they change direction. Or shoot people moving in a straight line.
In fact, there was a common complaint back in beta about how sloppy the shooting felt in OW1. And even the developers acknowledged that gunplay was pretty subpar in the developer videos for OW2.
It definitely seems like Sojourn’s gunplay “feels” better, but I also remember running Soldier and feeling like I had a worse time hitting things in OW2 playing him. So I’m not sure what happened here. Maybe it has to do with the “de-coupling” of PvE and PvP.
Strafe speeds are faster than any other console game. It’s physically impossible to be precise when your swinging your thumb left and right to hit a good player.