Overwatch's dodgy aiming becomes a target for fan outcry | PCGamesN

Overwatch's dodgy aiming becomes a target for fan outcry

Overwatch Mercy Miss

Overwatch's dodgy aiming is becoming a bit of a theme as hitboxes and now trajectory becomes a target for player criticism.

Odd shots aside, Overwatch is still one of the best PC games of 2016.

As Blizzard's first shooter continues to pick up steam – with more than 7 million players already in the game – some are finding slightly strange behaviour in the core mechanics of shooting people.

The latest of these, as pointed out on Reddit and in the official Blizzard forums, cause player shots to be sent completely vertically when near the limits of aiming up or down.

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The degree of play between aim and shot trajectory seems to be only a few degrees, and at the extreme edge of vertical rotation, so at best it is an edge-case. But at worst this causes player shots to miss at a critical time, say when Pharah has begun a barrage almost directly above you, but not quite.

As Darkstar notes in the video evidence (and you can test for yourself by heading into a practice match) projectiles aren't the only ones affected by this as hitscan weapons – ones that immediately apply damage at a point on the bullet trajectory intersect – also appear to miss through a few degrees.

Programmers in the forums have suggested this is a result of a vector mathematics problem called Gimbal Locking which can cause problems with rotational objects in 3D space once angles approach a limit (such as directly vertical) and two of the planes of rotation overlap.

The bad news is this isn't the only strange behaviour beleaguring the online shooter, which can get pretty frantic at the best of times.

As seen above, there are potential hitbox issues with Hanzo's arrow and Mercy's pistol when fired at the heads of stationary targets.

Blizzard has gone into great detail about the server and client-side magic they employ to ensure hit detection is fair, using shooter-favoured interpolation delays to anticipate shots landing on targets.

But these are non-moving targets, requiring no prediction of movement or intercept and clearly aimed past any part of the model which should register a hit.

Jeff Kaplan was eager to explain that Blizzard is always listening to feedback in a recent Eurogamer interview, and ready to make changes if the fanbase is unhappy.

"Hopefully they'll know that if something like the queuing system isn't working how they like it," Kaplan said. "They realise that instead of just being angry at us, they'll know that Blizzard actually listens to its community, they'll probably make changes based on the feedback."

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Recluse avatarJenks avatarAkeldama avatarXerkics avatarAnAuldWolf avatarn0pax avatar+4
Rock1m1 Avatar
1 Year ago

Love Overwatch, but Blizzard needs to fix these things if they want any chance for Overwatch to go big in the competitive scene.

Recluse Avatar
1 Year ago

Fix this site I'm tired of having to verify my steam account all the time

DuoBlaze Avatar
1 Year ago

The number of times I have been killed after already having used an escape ability or moved behind cover is too damn high. As opposed to all other shooter titles, Overwatch actually REWINDS live gameplay after it has happened if a player attacking you had it rendered on their screen. This means someone playing with a 500ms delay or someone with high network jitter (which causes rubberbanding in other games) gets to impose their disadvantage upon all other players. Combined with the piss-poor 20hz tick rate the experience is unbearable for experienced FPS gamers.

Also sniping is not balanced for the PC version. Widow is too effective on PC as achieving headshots is a great deal easier. Fortunately Blizzard has promised to balance PC and console seperately. We'll see if they listen to feedback. I would bet that the global headshot percentage of all widow players is much higher on PC than it is on consoles.

Jenks Avatar
1 Year ago

I'm sorry, but they are the absolute worst company when it comes to listening to feedback. After they told fans of vanilla wow asking for a classic server "you think you want that, but you don't" it's hard to read the last two paragraphs with a straight face.

n0pax Avatar
1 Year ago

@AnAuldWolf - Ubisoft told me to tell you hi, but I got killed by a hacker named IIIIIIIllllllllllllllllllllIIIIIIIIIII before I could complete the message.

AnAuldWolf Avatar
1 Year ago

It took them years to get around to wallwalking. It took them years to stop people from automating tasks with an addon library that accepted keypresses. It took them a solid year to fix cooking when that was broken.

I honestly think they just have some of the laziest people working there. It's a testament to how good their marketing team is and how successfully they brainwash people into witless cults that legions of their fans will defend this laziness.

I mean, Overwatch succeeded mostly because of 'waifu' neckbeard culture. I've actually seen it described as 'the most successful case of mass titnosis' and I've adopted that myself because it's really friggin' funny. And true! Oh so true. Though the shiny arses hanging out are also important to their neckbeard-programming magicks.

Ah, glad I'm not a Blizzard fan. Makes me feel like a more intelligent, individual human being.

Ben Barrett Avatar
1 Year ago

Yo man, I love your comments like 99.99% of the time (most of your other one in this very section is pretty good), but you need to cool it on coming into the threads for games you actively dislike from companies you clearly have no respect for and calling their massive fanbases less intelligent than you. It's not a good look.

Akeldama Avatar
1 Year ago

Now I know why sometimes I absolutely dominate with Widowmaker and then sometimes I'm constantly missing. Like I didn't think my "off" days were that drastic

AnAuldWolf Avatar
1 Year ago

No salt here, I'm actually intrigued.

It sounds like all these can be produced in a practise match, which means that no matter how much they want you to believe, the problem isn't actually the netcode. It sounds like someone got lazy with floating point, which is... annoyingly common. Not just with Blizzard, either, but sometimes especially with Blizzard as they are prone to it. Their collision geometry was hilariously fubar in WoW for the longest time, which allowed wall-walking (and wall-jumping still) to be a thing.

I feel they don't check their code enough. Cowboy coders can be one of the plagues of the industry, the ones who just call something done and don't bother to test it or optimise it. There are other coders who'll then get seriously frustrated by this. An acquaintance of mine found this out when he left engineering college and he encountered lazy, cowboy coders out in the wild.

I'll allow myself a bit of a joke, here: Maybe if Blizzard would stop putting an 'experience with the field of psychology' as a requirement for all of their job postings, they'd get better programmers.

HersheySquirtle Avatar
1 Year ago

I really do get the intentional design put into "favor the shooter" logic, but seriously... the high potential (and rate of occurrence) for dying behind cover is simply unforgivable.

Xerkics Avatar
1 Year ago

Got the impression that snipers seem to get too many snapshot headshots.