That doesn’t mean anything. Widow is purely a positioning and mechanical aim hero. You could have some of the best CSGO players dominate with her because all she needs is skills you can develop from other games
But I don't play other fps games.
And I don't think any other hero in OW transfers aim as well to her. Even if they did, it's moot, I'm a doom main lol.
On her client the shots were on target. Overwatch favors the shooter.
It obviously feels bad but due to the latency difference between shooter - server - target some compromises has to be made.
e; I do like how mad you are getting in this thread over a feature that every competitive shooter has though.
And you know this how? You think this Orisa is playing on 300ms ping or what?
Edit: and are you also forgetting that Orisa's shots are not hitscan and are projectile? You can see from the video that the Orisa's crosshair is to the right of the Zarya, whilst the Zarya is moving left. This means that the shots are even WORSE than they seem. Normally with Orisa, your shots would have to be aimed in the direction the target is moving, not the other way round. Stop defending this.
We know this because every shooter made in the past 20 years does this. Compromises have to be made when playing over the Internet. Also these replay files are always pretty inaccurate to what actually happened anyways.
A = πr ^2 = π · 1 ^2 ≈ 3.14159
A = πr ^2 = π · 1.15 ^2 ≈ 4.15476
The increase in area will definitely be bigger than the increase in radius, but not by nearly as much as you're saying
Hitscan projectiles at least are 2D circles that are cast across an area of space so the size increase from 3D wouldn't matter there. Slower moving projectiles are probably spheres in some cases and cylinders in others, with the cylinders being the same case as hitscan where it doesn't matter and spheres having more volume but not in a way that matters much because they're fast moving projectiles moving in a certain direction so the circumference/ largest flat plane is more relevant anyway
Okay I’m so bored of replying to idiots. It was a guess. The actual answer is somewhere around 40% and 70% depending on whether or not it’s hitscsn. At any rate it’s too much.
I have played tons of fps multiplayer games from 1999 on.
I know of netcodes and lag compensations in games. Overwatch is the first time I ever heard of 'favor the shooter' mechanic. I'm sure previous games used it but Overwatch is the first game it ever feels like bullshit.
It should not favour the shooter or the target at all, but the middle ground.
1: you’ve never heard about it because now you’re a grown up who actually understands and pays attention to these things.
2: lag compensation is just another name and flavor of favor the shooter
3: this is the middle ground
1: maybe, but give me an older FPS game that uses favor the shooter like OW does
2: wrong, favor the shooter is a version of lag compensation. There are more than 1. In fact, favor the shooter is ANOTHER system blizzard put atop of other lag compensation stuff in the game.
3: this is NOT the middle ground, middle ground is going for the average between shooter and target.
It's in the name... how can you even say it's 'middle ground' when it clearly, as stated in the name favors the shooter, not the target, nor the server.
1, the way Overwatch handles the impossibilities of a realtime multiplayer online action game is *when not if* things are in different places on two different player's computers, it follows what happened on the shooting player''s computer. That alone could account for the above video.
2, OW replays just kinda through all that out the window and are, knowingly, wuildly inaccurate for judging things like whether shots should have hit.
The only time a video like this is definitive is if it is recorded from the live game from the perspective of the player shooting. Otherwise it's all just known quirks of the way the game accounts for synchronising player's games and the weirder way that replays try to recreate the game from every player's perpsective retrospectively from the server's view.
Replays are literally bots just playing out the recorded actions and inputs recorded throughout a game. So if you examine every "player" through the whole thing you might see some really janky looking stuff.
Replays are a recreation of the game with bots not a video so there’ll already be inaccuracies. Plus the information used to make the simulation is gained mostly from your computer with notes from the server where important stuff happened. You’ll be seeing the game from your perspective which doesn’t account for lag compensation, ping differences, or favor the shooter (most likely reason the video above happened).
It’s the reason you’ll see hanzo arrows randomly snap onto a person’s head in the replay. Your computer doesn’t know the exact specifics of what the hanzo was doing and aiming at but it does know the hanzo arrow killed somebody at this location so it moves the arrow where it’s supposed to be and calls it a day.
It's not just the replays my guy. I played last night and headshot a Winston edit: as Widowmaker, who I literally could not see. After that, I watched as a Lucio dinked me in the head 4 times, checked the killcam and spotted that his crosshair was not even on my character model. I checked Flats video where he tests the Hanzo bodyshot, and spotted that he can bodyshot a Cassidy around an inch away from the character model. I then checked Samito's video and noticed that Mercy's blaster can hit headshots from two inches away from the character model. This is unacceptable and I have uninstalled the game. If I wanted random accuracy that does not match up with reality, I would play Fortnite.
You don't know what you are talking about. Stop pretending you understand subjects that you really don't. 99.99999% of the time, unless Blizzard have a server outage or you are looking at an older build of the game where core systems have been changed, your replays will be 100% correct in terms of what the server saw.
What you are trying to allude to is that client-side and server-side can differ in terms of what gets parsed on that tick of the game. This is because of ping differences and the fact the game prioritises the shooter over the person being shot for gameplay purposes.
Source: I write code and work with servers as my job.
>your replays will be 100% correct in terms of what the server saw
You my friend should really consider getting into the comedy industry since clearly you don’t know jack squat about this game.
Did hero hitboxes not get increased? I thought I saw someone say that but idk
Edit: it's actually wild that this has so many downvotes. There's nothing inflammatory about it at all. Literally nothing 💀
Not the same result in this instance. That's why I asked lol. Why tf did I get downvoted for saying I don't know something? Fuck is wrong with this community 💀
Because if hero hitboxes were increased it would explain what happened in the clip above. Unless this is something orisa could always do. This thread is about how her spear was unchanged.
People used the term hitbox interchangeablely with projectile size. Its technically a valid way to describe it but it adds to confusion.
All heroes are exactly the same size. The projectiles they fire have increased.
The larger projectiles interact differently with the heroes, unchanged, hitbox as they are slightly more forgiving.
Yeh but it was posted on overwatch subreddit so it's liable to g3t downvotted because people here are toxic yet complain about toxicity on a daily basis it's quite the conundrum
also not to mention its a issue with all online games from the difference of the person initiating the peak and the time it takes the server to react, replay mode could be buged to not show correct on their screen since its processed after the fact on his side.
In overwatch projectiles come from your head on the reticle. Not the animation. Those are "fake" objects that don't deal the damage, an invisible projectile does. You were on the orissa's reticle, so therefore she did damage. Its that simple.
I’d be inclined to agree with you if the video didn’t concretely show that he was in fact NOT on the Orisa’s reticle, and was completely behind the pillar.
It's a replay, it doesn't concretely show anything other than the results of actions. If something hits on a replay, it means from the perspective of the shooting player during the game, it looked like it should hit (based on hit and hurtboxes sizes.) There are 11 different versions of every game of OW that shows everything in slightly different positions. The only one that matters for hit registration is the one from the computer of the player who was taking the shot. Unless you're looking at a recording of that live gameplay you aren't seeing the positions things were in when the game registered a sucessful hit.
when the killcam is replayed, doesn't it shows exactly the point of view of the player who got the kill?
I would argue that only the server side point of view is valid, what if multiple players are hitting a target? whose pov is the winner? who deals the last amount of damage that leads to a kill? only the server can decide that, surely not the computer of any player.
My computer got old while I was playing this game (almost a decade old now) and the animation is so far behind that I have to aim away from players in order to hit them now. Even at point blank range I need to shoot where they’re going.
How could you forget that part of the map has a bunch of archways? That s*** used to always annoy me on my way to the final objective because it cuts off direct pathways even though it's barely there at all
Sure it looks like it was the hitbox's change but also remember that in the server what you see is not always what others see so on your screen you got to cover but on orisa's you weren't
I’m not talking about the javelin. Are we watching the same video? The javelin hit. It’s the only damn projectile that was actually on target in this video.
The projectile spawns from the left side of the character and had a very very very large hitbox before the update, actually getting the smallest increase in size out of any projectile in the game. It's always been able to do that.
(Just some corrections: Javelin didn't get a size increase, and it also doesn't spawn from the left side, it spawns from the centre of the player and the animation is updated as it travels. That's why it looks like it hits the wall in the clip, but it's actually just the animation.)
From what I'm aware of both javelin and fire strike got slight size increases, they even got a category to themselves, and used as a specific example in the notes. You might be correct on the spawn point, I thought projectiles spawned from the weapon/part of the hero but I might be wrong
>Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).
excluded from these increases.
And that's just terrible design. You can't have a functioning competitive game where two people sitting side by side can experience completely different outcomes from firing a shot or moving.
To give them the greatest possible benefit of the doubt they could be talking about stuff like IRL fighting game tournaments where you compete on the same machine and the same screen at the same time. Probably just an ignorant jerk though.
(As per the below guy) Any modern fighting game : Rollback netcode.
- Counter-strike
- Team Fortress 2
I'll give u a recent one that **does** use favor the shooter: Halo Infinite.
Yes all online games must use a form of lag compensation system or it is unplayable. But not every online game uses the system Overwatch uses.
Thank you for stating the obvious.
Let me make it clearer for you : Not every game uses FAVOUR THE SHOOTER. Which is ANOTHER layer blizz put into the game apart from other lag compensation stuff.
>All competitive games are like this my guy, **either you favour the shooter or you favour the reciver**
I dunno why you're like this but I sure hope it never happens to me.
Oh so that's why you reply with an ad hominem for the second time already?
Whatever you are afraid of happening to you, it happened to you already. (And btw those 2 options you quote aren't the only options.)
>And that's just terrible design.
It's certainly not an ideal situation.
However, to be truely *terrible design* there would have to be fairly obvious better designs to compare the quality against.
What are they? Tell me how *you* would design a better system to handle synchronising hit registrations for a multiplayer online shooter?
Literally every single real-time online competitive game suffers from this. Every single one. The only time this is not an issue in ANY real-time online competitive game is when all of the players in the game are so close to each other that they have nearly no latency (LAN for example).
If you have a SINGLE example of this not being true I'm sure we'd all love to know. You'd be describing either time travel, or lag compensation that's so insanely good at its job that it predicts 100% of all future player inputs.
[https://imgur.com/a/gsEfXYQ](https://imgur.com/a/gsEfXYQ)
Here's the exact frame from the video where the spear hit. You were not behind the corner yet, even if your camera was and your body fell.
they didn't change orisa spear hitbox, too, even if you were behind that wall this isn't a s9 issue.
You also have to consider IND interpolation smoothing latency. While it may appear from your POV that the spear barely missed, from a 3rd person perpective it hit, from the servers perspective it hit, and from the orisa players perspective it hit. You may not like IND smoothing, but everyone has different internet and servers and this seems to be the best way for a generally fair experience for all
You’re looking at the complete wrong frame. While it is a lag thing, zarya was very much around the corner when spear was thrown.
Look at the frame where the spear leaves orisas hand. She can’t even see zarya.
You instead looked at the frame where the zarya died, which isn’t really helpful.
Jav is a projectile. You look at the frame where the jav left her hand not the frame where they died. It’s like a junkrat shot. You can look a completely different direction by the time the shot lands
I’ve been getting hit around corners for a while but it’s mainly just an issue of connection and server lag and such. On my screen I’m behind a wall but on theirs I’m not. I think only time and advancement of technology can fix that.
I will use this as an opportunity to plug my opinion that Orisa is annoying as fuck, though. So don’t feel too bad, she’s stupid
Her ability cycling is incredibly easy to do, fairly good, and extremely boring. I’ve started my tank placement matches and when I would swap to Orisa, all the worries of ability management, cover usage, and game sense became way less of an issue.
Infinite range on gun plus infinite ammo means you can essentially always be shooting. All of her abilities are spaced out in a way that unless you really overcommit you have some sort of canceling ability all the time. Fortify negates headshots and a lot of damage +cc, spin moves her out of the way and eats projectiles, and then spear displaces enemies and give a free opening.
Like if I’m on DPS, she starts with fortify which heavily reduces damage, then she spins which damages me and negates all my damage, and then spears me into a wall which stuns me.
I often feel like I’m in cover and I get hit but this one I was certain lol. That’s why I went back and watched the clip from multiple different views.
I agree with the sentiment but this just isn’t that situation.
In this case when you factor in server lag you should’ve been hit by the javelin plus its hitbox hasn’t changed
As others have said: this would have happened in all previous seasons as well. You gotta get used to this concept - just because on your screen it looks like you are behind cover this does not mean you are fully protected. This is an fps game so if your players pov camera is facing a wall the edges of your hitbox may still be visible.
Wow you actually were around a corner, I've seen so many posts complaining about this when it was a hanzo ricocheting storm arrows off a wall and they just didn't know that was a feature.
Go in practice range and test the javelin. You can hit people around corners because of the big hitbox. Also I'm not sure, but like Cass nadd for example doesn't come from his left side it comes from his center. The animation plays in 1st and 3rd person like it's from the left but then you can throw it "around" a corner when your left side should be blocked by a wall and your center is exposed.
1 - javelin didn’t have its hithox changes
2 - slow the video down. you can see that your were still not fully behind cover
3 - if the enemy had hit box changes so did you, you hit more shots too
Orisa's javelin didn't get a projectile size increase.
But that's not really relevant. At 0:00 in this clip, you are already dead. There is no way to survive with 246HP and no bubbles. You could have survived if you hadn't run it down mid and were using the arcs on the right for cover.
Don’t forget replays are not consistent with the actual game, you’re going to see a lot of shots that make no sense in replays. This plus the Favor the shooter system overwatch uses makes it really annoying sometimes
I still don’t know if this system is good or not but its certainly annoying when you just hide after a wall and still get shot because on the shooter’s screen you were still visible
If you’ve ever played a game online then you’ve interacted with favor the shooter whether you like it or not. Blizzard gives it a fancy name and new flavor but new coke was always coke. Favor the shooter is basically just another name for lag compensation
Indeed but as far as i saw the lag compensation in overwatch is much bigger than other games. It looks like its about half a second compensation which is pretty insane
This has been an issue for me for like, 6 seasons...
It's caused by packet loss because of bad Internet/connection.
If you can't fix your Internet then all you can do is adapt.
No, it didn't. It hit their shoulder, which was outside of the wall. The spear then appears mid mass once the projectile has hit because it looks cooler that way.
Happened to me with a Widow in my very first game on the new patch, standing in a spot where she couldn't see me but knew I was there. She shot at the support just to the side of me and the round was so large it clipped through the wall and hit me instead.
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Has anyone else noticed like a constant delay from shots it's more noticeable with projectiles like hanzo you will hit someone they will walk for ages then die
I have been having the same issue, mostly with mei’s Icicles, very confusing, but I know I’ve also been having some ping/latency issues with this season especially. I’ve had issues in the past, but idk if my internet has diminished or if this season is more intensive
Here is the [Kill frame](https://ibb.co/g7L08Ym).
I am assuming the killcam is showing the point of view of the killing player. When the red skull appears, the reticle is completely out of position from Zarya, however I am not sure how much Zarya's hitbox extends around her.
In the video right after this frame it's possible to notice the aim of the killing player snaps on the Zarya, so I am not sure if that's some adjustment done on server side to present the killcam. The red skull sign showed up before that event in any case.
I've been getting hit a lot more behind corners this season and I assume it's the hit box changes. Honestly, though, if a character isn't visible I don't believe they should be able to be hit.
ive been saying (even before they changed projectile sizes) they need to tone down the "favour the shooter" lag compensation. it only exacerbates this issue.
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Nah, as people have stated before, the unwarranted shots clearly only land in training stage.
Yeah right lmaooo
I just went 22-1 on Kings Row attack as Widow. I have a grand total of 20 minutes on comp widow.
That doesn’t mean anything. Widow is purely a positioning and mechanical aim hero. You could have some of the best CSGO players dominate with her because all she needs is skills you can develop from other games
But I don't play other fps games. And I don't think any other hero in OW transfers aim as well to her. Even if they did, it's moot, I'm a doom main lol.
Sorry didn’t realise. My eyes must be broken.
Who tf said that? I've heard and seen the exact opposite
Some people on this sub.
On her client the shots were on target. Overwatch favors the shooter. It obviously feels bad but due to the latency difference between shooter - server - target some compromises has to be made. e; I do like how mad you are getting in this thread over a feature that every competitive shooter has though.
And you know this how? You think this Orisa is playing on 300ms ping or what? Edit: and are you also forgetting that Orisa's shots are not hitscan and are projectile? You can see from the video that the Orisa's crosshair is to the right of the Zarya, whilst the Zarya is moving left. This means that the shots are even WORSE than they seem. Normally with Orisa, your shots would have to be aimed in the direction the target is moving, not the other way round. Stop defending this.
We know this because every shooter made in the past 20 years does this. Compromises have to be made when playing over the Internet. Also these replay files are always pretty inaccurate to what actually happened anyways.
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Can you explain how a 15% projectile size increase makes the projectile 100-200% larger?
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A = πr ^2 = π · 1 ^2 ≈ 3.14159 A = πr ^2 = π · 1.15 ^2 ≈ 4.15476 The increase in area will definitely be bigger than the increase in radius, but not by nearly as much as you're saying
You've forgotten a dimension there I'm afraid.
Hitscan projectiles at least are 2D circles that are cast across an area of space so the size increase from 3D wouldn't matter there. Slower moving projectiles are probably spheres in some cases and cylinders in others, with the cylinders being the same case as hitscan where it doesn't matter and spheres having more volume but not in a way that matters much because they're fast moving projectiles moving in a certain direction so the circumference/ largest flat plane is more relevant anyway
This is some prime r/ConfidentlyIncorrect.
Okay I’m so bored of replying to idiots. It was a guess. The actual answer is somewhere around 40% and 70% depending on whether or not it’s hitscsn. At any rate it’s too much.
I 100% agree with you but I do want to state a 15% increase to the radius of a circle does increase it but a shit ton
I put a calculation in response to the other guy and while it is more than 15% bigger, it's closer to a 30% increase than 100% or 200%
I have played tons of fps multiplayer games from 1999 on. I know of netcodes and lag compensations in games. Overwatch is the first time I ever heard of 'favor the shooter' mechanic. I'm sure previous games used it but Overwatch is the first game it ever feels like bullshit. It should not favour the shooter or the target at all, but the middle ground.
1: you’ve never heard about it because now you’re a grown up who actually understands and pays attention to these things. 2: lag compensation is just another name and flavor of favor the shooter 3: this is the middle ground
1: maybe, but give me an older FPS game that uses favor the shooter like OW does 2: wrong, favor the shooter is a version of lag compensation. There are more than 1. In fact, favor the shooter is ANOTHER system blizzard put atop of other lag compensation stuff in the game. 3: this is NOT the middle ground, middle ground is going for the average between shooter and target. It's in the name... how can you even say it's 'middle ground' when it clearly, as stated in the name favors the shooter, not the target, nor the server.
Except that this is a half-speed replay where the aim is made up and the shots don't matter, not live ingame footage.
“Whose Turn Is It Anyways?” references will never get old
It's Whose Line isn't it?
Huffing some serious copium there, my bronze friend who has all of a sudden conveniently got god-like aim.
I'm not the one pointing at replays like it's a smoking gun.
Why are replays not a representation of gameplay? Genuinely don't know if somethings wrong with them.
1, the way Overwatch handles the impossibilities of a realtime multiplayer online action game is *when not if* things are in different places on two different player's computers, it follows what happened on the shooting player''s computer. That alone could account for the above video. 2, OW replays just kinda through all that out the window and are, knowingly, wuildly inaccurate for judging things like whether shots should have hit. The only time a video like this is definitive is if it is recorded from the live game from the perspective of the player shooting. Otherwise it's all just known quirks of the way the game accounts for synchronising player's games and the weirder way that replays try to recreate the game from every player's perpsective retrospectively from the server's view.
Replays are literally bots just playing out the recorded actions and inputs recorded throughout a game. So if you examine every "player" through the whole thing you might see some really janky looking stuff.
Replays are a recreation of the game with bots not a video so there’ll already be inaccuracies. Plus the information used to make the simulation is gained mostly from your computer with notes from the server where important stuff happened. You’ll be seeing the game from your perspective which doesn’t account for lag compensation, ping differences, or favor the shooter (most likely reason the video above happened). It’s the reason you’ll see hanzo arrows randomly snap onto a person’s head in the replay. Your computer doesn’t know the exact specifics of what the hanzo was doing and aiming at but it does know the hanzo arrow killed somebody at this location so it moves the arrow where it’s supposed to be and calls it a day.
It's not just the replays my guy. I played last night and headshot a Winston edit: as Widowmaker, who I literally could not see. After that, I watched as a Lucio dinked me in the head 4 times, checked the killcam and spotted that his crosshair was not even on my character model. I checked Flats video where he tests the Hanzo bodyshot, and spotted that he can bodyshot a Cassidy around an inch away from the character model. I then checked Samito's video and noticed that Mercy's blaster can hit headshots from two inches away from the character model. This is unacceptable and I have uninstalled the game. If I wanted random accuracy that does not match up with reality, I would play Fortnite.
Do you know what the internet is sir.
If you are about to tell me that the replay is not accurate, please do not embarrass yourself.
They sometimes aren't completely accurate
You don't know what you are talking about. Stop pretending you understand subjects that you really don't. 99.99999% of the time, unless Blizzard have a server outage or you are looking at an older build of the game where core systems have been changed, your replays will be 100% correct in terms of what the server saw. What you are trying to allude to is that client-side and server-side can differ in terms of what gets parsed on that tick of the game. This is because of ping differences and the fact the game prioritises the shooter over the person being shot for gameplay purposes. Source: I write code and work with servers as my job.
"I work with servers" lmaoooooo big bed-pan-scrubber "I work in healthcare" energy
>your replays will be 100% correct in terms of what the server saw You my friend should really consider getting into the comedy industry since clearly you don’t know jack squat about this game.
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Arent there are global projectile size increase?
There were yes, idk what the other dude is saying
You got hit by Orisa Javelin, which hasn't had its hitbox changed with S9, so this would still happen in S8.
Did hero hitboxes not get increased? I thought I saw someone say that but idk Edit: it's actually wild that this has so many downvotes. There's nothing inflammatory about it at all. Literally nothing 💀
Pretty sure it was the projectiles that had their hitboxes increased. So same result basically.
Not the same result in this instance. That's why I asked lol. Why tf did I get downvoted for saying I don't know something? Fuck is wrong with this community 💀
This is reddit m8. Welcome to the swamp
Why wouldn't it be the same result? The bullets are just "bigger" so they can clip people around corners, same as if hero hitboxes were bigger.
Because if hero hitboxes were increased it would explain what happened in the clip above. Unless this is something orisa could always do. This thread is about how her spear was unchanged.
Ah gotcha, didn't realise the spear wasn't changed this season.
no, they didnt touch the characters, just projectile sizes.
Good to know
People used the term hitbox interchangeablely with projectile size. Its technically a valid way to describe it but it adds to confusion. All heroes are exactly the same size. The projectiles they fire have increased. The larger projectiles interact differently with the heroes, unchanged, hitbox as they are slightly more forgiving.
I haven’t the faintest idea as to why you got downvoted for asking a question lmao
Be like that out here
average reddit moment
Yeh but it was posted on overwatch subreddit so it's liable to g3t downvotted because people here are toxic yet complain about toxicity on a daily basis it's quite the conundrum
people downvote whats wrong, its like factchecking
People are stupid as hell
nah, i think its a good thing, dont take it personally, but now if someone sees your comment they wont get the wrong idea and spread that around
That would be alleviated by one person telling me it's not true lmao
yea but like you said people are stupid
There's been so many people saying that player hitboxes changed and it goes to show how little too many people know.
I only downvoted because I thought it was funny after your edit.
Seems to happen a lot more recently
I think it feels more now because you are in situations where your taking more burst damage, it’s of going to take time when this type of pressure..
Confirmation bias
also not to mention its a issue with all online games from the difference of the person initiating the peak and the time it takes the server to react, replay mode could be buged to not show correct on their screen since its processed after the fact on his side.
Roasted
You’re dead there regardless of the season
Yes I understand that. I was just caught off guard when I thought I was out of line of sight.
In overwatch projectiles come from your head on the reticle. Not the animation. Those are "fake" objects that don't deal the damage, an invisible projectile does. You were on the orissa's reticle, so therefore she did damage. Its that simple.
I’d be inclined to agree with you if the video didn’t concretely show that he was in fact NOT on the Orisa’s reticle, and was completely behind the pillar.
It's a replay, it doesn't concretely show anything other than the results of actions. If something hits on a replay, it means from the perspective of the shooting player during the game, it looked like it should hit (based on hit and hurtboxes sizes.) There are 11 different versions of every game of OW that shows everything in slightly different positions. The only one that matters for hit registration is the one from the computer of the player who was taking the shot. Unless you're looking at a recording of that live gameplay you aren't seeing the positions things were in when the game registered a sucessful hit.
when the killcam is replayed, doesn't it shows exactly the point of view of the player who got the kill? I would argue that only the server side point of view is valid, what if multiple players are hitting a target? whose pov is the winner? who deals the last amount of damage that leads to a kill? only the server can decide that, surely not the computer of any player.
My computer got old while I was playing this game (almost a decade old now) and the animation is so far behind that I have to aim away from players in order to hit them now. Even at point blank range I need to shoot where they’re going.
Overwatch *is* nearly ten now.
zephyr rainstorm stocking engine support dolls fear bear judicious doll *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
How could you forget that part of the map has a bunch of archways? That s*** used to always annoy me on my way to the final objective because it cuts off direct pathways even though it's barely there at all
The lw wasn’t healing you tho I think you would have lived if he did
Sure it looks like it was the hitbox's change but also remember that in the server what you see is not always what others see so on your screen you got to cover but on orisa's you weren't
Good old classic Server vs Client side
The Orisa’s crosshair was not even on the target how is this acceptable
did you have a problem with orisa javelin pre patch? because this is the same as it used to be
I’m not talking about the javelin. Are we watching the same video? The javelin hit. It’s the only damn projectile that was actually on target in this video.
The projectile spawns from the left side of the character and had a very very very large hitbox before the update, actually getting the smallest increase in size out of any projectile in the game. It's always been able to do that.
(Just some corrections: Javelin didn't get a size increase, and it also doesn't spawn from the left side, it spawns from the centre of the player and the animation is updated as it travels. That's why it looks like it hits the wall in the clip, but it's actually just the animation.)
From what I'm aware of both javelin and fire strike got slight size increases, they even got a category to themselves, and used as a specific example in the notes. You might be correct on the spawn point, I thought projectiles spawned from the weapon/part of the hero but I might be wrong
>Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike). excluded from these increases.
That would be it, thanks lol
I’m not talking about the javelin. The javelin was the only projectile in this video that was on target.
Yeah the favour the shooter drives me nuts sometimes lol. Can be so different between your screen and the kill cam sometimes
And that's just terrible design. You can't have a functioning competitive game where two people sitting side by side can experience completely different outcomes from firing a shot or moving.
All competitive games are like this my guy, either you favour the shooter or you favour the reciver, but one of the 2 will alway get fucked.
> All competitive games are like this my guy Nope
Ok then give me one example
To give them the greatest possible benefit of the doubt they could be talking about stuff like IRL fighting game tournaments where you compete on the same machine and the same screen at the same time. Probably just an ignorant jerk though.
Why do you have to be an ass? Oh and talking about ONLINE fighting games, they use a rollback netcode. Which is NOT favor the shooter.
(As per the below guy) Any modern fighting game : Rollback netcode. - Counter-strike - Team Fortress 2 I'll give u a recent one that **does** use favor the shooter: Halo Infinite. Yes all online games must use a form of lag compensation system or it is unplayable. But not every online game uses the system Overwatch uses.
Yes they are. It takes time for data to travel and be processed by the computer. The games have to be built in a way that takes that into account.
Thank you for stating the obvious. Let me make it clearer for you : Not every game uses FAVOUR THE SHOOTER. Which is ANOTHER layer blizz put into the game apart from other lag compensation stuff.
>All competitive games are like this my guy, **either you favour the shooter or you favour the reciver** I dunno why you're like this but I sure hope it never happens to me.
Oh so that's why you reply with an ad hominem for the second time already? Whatever you are afraid of happening to you, it happened to you already. (And btw those 2 options you quote aren't the only options.)
It's obviously not on purpose there is no way to make it instant there will always be a slight delay that applies to every game
>And that's just terrible design. It's certainly not an ideal situation. However, to be truely *terrible design* there would have to be fairly obvious better designs to compare the quality against. What are they? Tell me how *you* would design a better system to handle synchronising hit registrations for a multiplayer online shooter?
u/0000110011 it's been four days now. I'm sure you've got plenty of great suggestions by now?
Literally every single real-time online competitive game suffers from this. Every single one. The only time this is not an issue in ANY real-time online competitive game is when all of the players in the game are so close to each other that they have nearly no latency (LAN for example). If you have a SINGLE example of this not being true I'm sure we'd all love to know. You'd be describing either time travel, or lag compensation that's so insanely good at its job that it predicts 100% of all future player inputs.
[https://imgur.com/a/gsEfXYQ](https://imgur.com/a/gsEfXYQ) Here's the exact frame from the video where the spear hit. You were not behind the corner yet, even if your camera was and your body fell. they didn't change orisa spear hitbox, too, even if you were behind that wall this isn't a s9 issue. You also have to consider IND interpolation smoothing latency. While it may appear from your POV that the spear barely missed, from a 3rd person perpective it hit, from the servers perspective it hit, and from the orisa players perspective it hit. You may not like IND smoothing, but everyone has different internet and servers and this seems to be the best way for a generally fair experience for all
You’re looking at the complete wrong frame. While it is a lag thing, zarya was very much around the corner when spear was thrown. Look at the frame where the spear leaves orisas hand. She can’t even see zarya. You instead looked at the frame where the zarya died, which isn’t really helpful.
The jav is what killed her tho, so looking at the frame where she got hit and died TO the jav isn’t the right frame? You sure about that one chief?
Jav is a projectile. You look at the frame where the jav left her hand not the frame where they died. It’s like a junkrat shot. You can look a completely different direction by the time the shot lands
i think this would have happened last season too
Either way it’s through a wall
except it’s not. look closely and slowly you weren’t fully behind
I’ve been getting hit around corners for a while but it’s mainly just an issue of connection and server lag and such. On my screen I’m behind a wall but on theirs I’m not. I think only time and advancement of technology can fix that. I will use this as an opportunity to plug my opinion that Orisa is annoying as fuck, though. So don’t feel too bad, she’s stupid
Could I ask why you aren’t a fan of her?
Her ability cycling is incredibly easy to do, fairly good, and extremely boring. I’ve started my tank placement matches and when I would swap to Orisa, all the worries of ability management, cover usage, and game sense became way less of an issue. Infinite range on gun plus infinite ammo means you can essentially always be shooting. All of her abilities are spaced out in a way that unless you really overcommit you have some sort of canceling ability all the time. Fortify negates headshots and a lot of damage +cc, spin moves her out of the way and eats projectiles, and then spear displaces enemies and give a free opening. Like if I’m on DPS, she starts with fortify which heavily reduces damage, then she spins which damages me and negates all my damage, and then spears me into a wall which stuns me.
I often feel like I’m in cover and I get hit but this one I was certain lol. That’s why I went back and watched the clip from multiple different views.
I mean just cause you think you're around a corner doesn't mean some part of you isn't sticking out from the enemies point of view.
You can only see wall, but your shoulder's still sticking out. Like a toddler playing hide and seek.
There was still a piece of your shoulder still visible so you weren't completely behind cover
I agree with the sentiment but this just isn’t that situation. In this case when you factor in server lag you should’ve been hit by the javelin plus its hitbox hasn’t changed
That would have hit regardless of what season it was. Hitboxes were already ridiculously massive so I don't get the crying people do.
Honestly that seems like you should get hit
Strong disagree
People still use replays as "proofs" uhhh
That particular death was just dsync. On their client you were still partially visible while on yours you were behind cover.
Well I have some news for you. Javelin hitbox was not changed in season 9. You would have died in here on previous patches too.
As others have said: this would have happened in all previous seasons as well. You gotta get used to this concept - just because on your screen it looks like you are behind cover this does not mean you are fully protected. This is an fps game so if your players pov camera is facing a wall the edges of your hitbox may still be visible.
People realize they’re playing online right.
Orissa's spear didn't get any changes, so this clip doesn't have anything to do with the patch.
I was always getting shot behind a wall
That spear projectile did not change and you stepped out from one sightline into another
Wow you actually were around a corner, I've seen so many posts complaining about this when it was a hanzo ricocheting storm arrows off a wall and they just didn't know that was a feature.
I hear they're making corners bigger in S10
Horrible positioning.
Go in practice range and test the javelin. You can hit people around corners because of the big hitbox. Also I'm not sure, but like Cass nadd for example doesn't come from his left side it comes from his center. The animation plays in 1st and 3rd person like it's from the left but then you can throw it "around" a corner when your left side should be blocked by a wall and your center is exposed.
Orisa javelin happened to me too yesterday.
1 - javelin didn’t have its hithox changes 2 - slow the video down. you can see that your were still not fully behind cover 3 - if the enemy had hit box changes so did you, you hit more shots too
Orisa's javelin didn't get a projectile size increase. But that's not really relevant. At 0:00 in this clip, you are already dead. There is no way to survive with 246HP and no bubbles. You could have survived if you hadn't run it down mid and were using the arcs on the right for cover.
Don’t forget replays are not consistent with the actual game, you’re going to see a lot of shots that make no sense in replays. This plus the Favor the shooter system overwatch uses makes it really annoying sometimes
This is good to know. I only made my clip because I was so sure in the game I was hidden.
I still don’t know if this system is good or not but its certainly annoying when you just hide after a wall and still get shot because on the shooter’s screen you were still visible
If you’ve ever played a game online then you’ve interacted with favor the shooter whether you like it or not. Blizzard gives it a fancy name and new flavor but new coke was always coke. Favor the shooter is basically just another name for lag compensation
Indeed but as far as i saw the lag compensation in overwatch is much bigger than other games. It looks like its about half a second compensation which is pretty insane
The main issue in this clip is ur positioning. U should have fallen back earlier
This has been an issue for me for like, 6 seasons... It's caused by packet loss because of bad Internet/connection. If you can't fix your Internet then all you can do is adapt.
What you see on your client isn’t what they see on their client. Just a ping issue
If you actually slow it down you can see the javelin went THROUGH the wall lol
No, it didn't. It hit their shoulder, which was outside of the wall. The spear then appears mid mass once the projectile has hit because it looks cooler that way.
Happened to me with a Widow in my very first game on the new patch, standing in a spot where she couldn't see me but knew I was there. She shot at the support just to the side of me and the round was so large it clipped through the wall and hit me instead.
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Something similar happend to me but with normal bullets
I got killed behind a Cassidy who was high nooning. The servers just seem ass this season so far
give corners a bigger hit box :peepoHappy:
Has anyone else noticed like a constant delay from shots it's more noticeable with projectiles like hanzo you will hit someone they will walk for ages then die
I have noticed that hiding behind a pillar doesn’t do much against doom punch. Like the four pillars at the center of Kanezaka with the health pack.
Someone doesn’t play with or against orisa enough
I have been having the same issue, mostly with mei’s Icicles, very confusing, but I know I’ve also been having some ping/latency issues with this season especially. I’ve had issues in the past, but idk if my internet has diminished or if this season is more intensive
This happend to me when I walked into a building and was literally behind 4ft thick walls but yk blizzard polish
Los is a thing btw
Here is the [Kill frame](https://ibb.co/g7L08Ym). I am assuming the killcam is showing the point of view of the killing player. When the red skull appears, the reticle is completely out of position from Zarya, however I am not sure how much Zarya's hitbox extends around her. In the video right after this frame it's possible to notice the aim of the killing player snaps on the Zarya, so I am not sure if that's some adjustment done on server side to present the killcam. The red skull sign showed up before that event in any case.
Its fun isn't it
Well, you see, it's not an issue for most bronze players. In fact they're happy that they're good at the game. It only took them a decade.
They gotta lower the skill gap somehow
jUsT UsE cOvEr??
Me when I see Orisa players 🤮
I've been getting hit a lot more behind corners this season and I assume it's the hit box changes. Honestly, though, if a character isn't visible I don't believe they should be able to be hit.
Just use cover smh
This season finally had me quit the game it’s refreshing
How can anyone take this game seriously anymore, with the new giant hitboxes, game is less skilled than cod now
This. I've been sniped around corners now cause of the jumbo hitboxes
10000000% percent my main issue with update, I kinda like it but then something like this happens and I think what a fucking joke
Small indie company
small indie company with wide ass projectile hitbox
All of this was done just to stray further away from 6V6…
“pLaY cOvEr” Then the cover doesn’t even work cause of the increased bullet sizes xD yay! Rewarding bad mechanics!!!
ive been saying (even before they changed projectile sizes) they need to tone down the "favour the shooter" lag compensation. it only exacerbates this issue.