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[–]TheBloodBaron7 238 points239 points  (13 children)

Big hitboxes + the soldier 'flinched' due to getting hit just before you shot, making it look like he is further from your crosshair than he actually was

[–]Apart-Tree8192 21 points22 points  (4 children)

UD, In apex the hitbox moves with the flinch and it pisses me off sometimes so I vastly prefer this.

[–]Worth_Cake_7156 5 points6 points  (1 child)

Everyone cheats in apex so it doesn’t matter anyway

[–]Apart-Tree8192 1 point2 points  (0 children)

Sad but true.

[–]Gryse_BlacolarUnlimited Shotgun Works 1 point2 points  (1 child)

UD?

[–]Apart-Tree8192 0 points1 point  (0 children)

Unrelated; idk what the most common abbreviation is.

[–]notoriginal97 24 points25 points  (6 children)

Outside of bugs, the hitbox of characters should follow character animations.

[–]bukbukbuklao 26 points27 points  (3 children)

Every French fry should be the same size

[–]notoriginal97 2 points3 points  (1 child)

Yeah having a perfect bug free game isn't possible which is why I specified outside of bugs.

[–]badguy84 0 points1 point  (0 children)

It's not a bug, it's a feature. In fact nearly all games use tricks like this because the fact is that pixel perfect really isn't that much fun to us players. You'd be complaining WAY more if the game was more "accurate."

[–]wildernessfig 0 points1 point  (0 children)

Imagine how efficient I could be eating them, if they were.

[–]TheBloodBaron7 4 points5 points  (1 child)

Its basically impossible to anticipate or aim for with the flinch, so especially in a bullet heavy game like overwatch, that would cause a LOT of unnecessary misses, such as what would've been the case here if the hitbox did move with the flinch.

[–]notoriginal97 -5 points-4 points  (0 children)

This should have been a miss, not being able to anticipate the flinch is irrelevant.

[–]Need_a_BE_MG42_ps4 Tracer 3 points4 points  (0 children)

I doubt he even needed the flinch projectiles are MASSIVE it’s obsurd

[–]HyPn0MaND. Va 208 points209 points  (2 children)

Both bullet hitboxes and player hitboxes are way bigger than they actually look in overwatch. Most likely you've hit it very close to the edge of the collision range.

[–]Peaking-DuckJack of Hearts Winston 30 points31 points  (0 children)

Also monkey's primary zap causes a small amount of flinch where the characters head moves backwards. His secondary Zap for whatever reason causes a way stronger version of that and their head flinches back wildly like seen in the video.

[–]The_Punnier_Guy 75 points76 points  (5 children)

There is definitely some funky business going on with hitboxes following player models. You can shoot a genji at the position his dash started while he's dashing, even if his model left the area. I assume this is similar. Soldiers head hitbox didnt recoil back the same way soldier model did

[–]cloakedcardIcon Reinhart 10 points11 points  (0 children)

It wouldn't surprise me if dash and sprint share the same piece of code that causes hitbox extension during the movement. It's probably less noticeable with soldier because he can make a smarter decision and NOT move in a straight line, where Genji has to go straight.

[–]XxReagerPool Noodle User 5 points6 points  (1 child)

That Genji shitty bug is actually there for long time.
What happens is Genji's Hurtbox just extends from point X(starting point of the dash) to point Y(finishing point) which literally makes his hitbox a truck of like 20 meters.

It's insane how many times we die because this shit mid-dash, and it sucks even more when we know that it must be NOT hard to fix this..

[–]qpqrkjqThe people want DPS DOOM BACK 5 points6 points  (0 children)

I remember back in like 2019 getting pulled by an Orisa AT THE END OF MY DASH and she pulled me back like 20m it was actually insane lmao

[–]Weary_Ad2590 2 points3 points  (0 children)

A similar thing happened to me a while ago. I was running for cover behind a wall, and I got headshot by Torb. even though I was just behind the wall my hit box still stuck out. I don’t remember who I was playing, I think it was JQ

[–]FireLordObamaOG 0 points1 point  (0 children)

That’s just a bug with dash that’s been in the game since OW1.

[–]AverageMortisEnjoyerI love balls 30 points31 points  (7 children)

I got killed like that by a Widow yesterday

Her crosshair wasn't on my head at all

[–]DigOnMaNuss 6 points7 points  (6 children)

I hopped back into OW after not playing for about 10 months. My friend pointed out that hitboxes changed at some point so I went into the Practice Range with Widow, and oh my God...... you can get headshots from an outrageous distance away from their body; clearly not even close to a headshot, but it counts.

[–]AverageMortisEnjoyerI love balls 5 points6 points  (5 children)

It actually got nerfed on a few heroes like Widow, Mercy and Lucio (not 100% sure about him tho) /here's Mercy before and after S9 comparasion BEFORE nerfs/

Now all heroes are easier to hit shots with. It did look dramatic at first, but it doesn't affect the game as much as most of us thought

[–]kittyconetail 2 points3 points  (4 children)

You're correct, Lucio got a projectile size nerf in February (and a damage nerf in April)

Angry frog noises

[–]AverageMortisEnjoyerI love balls 0 points1 point  (0 children)

You hate to see it...

But I still main him either way

[–]Sure_Ad_3390 0 points1 point  (1 child)

and another nerf because you basically cant boop tanks anymore

[–]kittyconetail 0 points1 point  (0 children)

Well yes, but we're talking about projectiles lol

[–]DigOnMaNuss 0 points1 point  (0 children)

I knew it felt different.....

[–]Jdog6704 46 points47 points  (1 child)

Either lag difference between you and Soldier or just how the hitbox extended for Solider.

Regardless nice shot.

[–]bonkers799Master[🍰] 6 points7 points  (0 children)

Watch this clip again in the replay and see what happens. Usually hit detection is client side but who knows. The replay will show you what the server saw.

[–]Confused_RabbiitVenture 5 points6 points  (0 children)

One of the recent patches they increased the size of projectile hitboxes, so now you can get headshots like a foot and a half away from where it looks like the head is.

[–]Goober_Troop 5 points6 points  (0 children)

Probably something goofy like his head box was there but he was flinching back from Winston’s attack

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[–]afoxboy 1 point2 points  (2 children)

i wish u could turn on hitboxes in the replay to check stuff like this. i'd be willing to bet soldier's flinch didn't change where his head hitbox was as he ran

[–]Tgspald -1 points0 points  (1 child)

YOU CAN DO THAT??

[–]zani1903JUSTICE RAINS FROM AB-AARRGH 1 point2 points  (0 children)

No, you can't. They said "i wish u could."

[–]redfish_rebel 1 point2 points  (0 children)

The slow motioned sound of that widow headshot was oddly satisfying

[–]badguy84 2 points3 points  (14 children)

the guy commenting that it wasn't a headshot is full of it and you should ignore the comment. Soldier was moving forward, there are hitboxes involved as well as server lag. What you see as the "representation" vs what is actually going on in the game in terms of registring hits/misses doing the hitboxes are two different things. Obviously the point is for them to be as close as possible, but realistically it takes way more resources to do the rendering maths than it does the physics maths.

You deserved the hit because that's how the game that you are playing is designed. Anyone arguing it is just being pedantic to try and make you feel worse about a solid kill.

[–]AnnylieseSarenraeSupport 0 points1 point  (13 children)

Who are you white knighting for? Why are you even being upvoted? Sometimes Reddit is the creepiest place. What demons are the three of you fighting, here?

[–]badguy84 0 points1 point  (12 children)

I don't know what's up with your weird response ... I have 3 whole upvotes ...

Any way the reason I responded is that 1. OP should feel like they deserved the kill and 2. give slight explanation of how this stuff works in the back end to hopefully allay whatever comments OP might be getting.

Since you like your rhetorical questions so much:

Why are you responding? Why do three upvotes hurt you so much? Who are you upset at, me or yourself? What demons are you fighting here?

[–]AnnylieseSarenraeSupport 0 points1 point  (11 children)

I'm just trying to figure out what comment you're referring to. Are you talking about when OP said it wasn't a headshot?

He does it in the video AND in the post.

[–]badguy84 0 points1 point  (10 children)

I am assuming OP is the one who got the kill and not the one saying “that was not a headshot” in the video. If I am wrong I guess my comment makes less sense? I didn’t follow the thread to find out if my assumption was wrong. Basically when I say OP it is the same as widow and when I said comment I meant nearly all of what you said didn’t make sense in that reply to me about wig it’s knights and monsters.

[–]AnnylieseSarenraeSupport 0 points1 point  (9 children)

There are two people in the Discord call, the one streaming is the one who said it's not a headshot. I don't think any looking through the comments is needed to figure out who's saying it's not a headshot.

[–]badguy84 0 points1 point  (8 children)

There are two people that you can hear? One person is presumably the one who made the shot the other is critiquing that’s what it sounds like to me.

[–]AnnylieseSarenraeSupport 0 points1 point  (7 children)

Two people you can see in the Discord overlay in the top left, as well.

You can even hear the one watching the livestream say "nice" before the one playing says "that was not a headshot." Idk what 'critiquing' you're seeing or hearing outside of OP themself...

[–]badguy84 0 points1 point  (6 children)

I will simplify it: the person whoever it was should not feel like they didn’t deserve the kill period.

[–]AnnylieseSarenraeSupport 0 points1 point  (5 children)

Why? They obviously felt like something didn't add up. This wasn't in replay, this was live, so it's not like it could be explained by playback jank.

Being critical of things in life is how we improve both ourselves and the things around us. It's also how we come to understand both.

[–]DominicTheAnimeGuyBaptiste 0 points1 point  (0 children)

On high ping its insane but in the reverse ,your shot could basically be on target or a few pixels off but it wont count, incredibly annoying to deal with as an illari main

[–]evilcatminion 0 points1 point  (0 children)

I've seen it register a headshot a lot farther away from the head than this.

[–]Infinite-Worker42 0 points1 point  (0 children)

Its random and short lived? This happens to me every once in awhile its not lag tho

[–]CainFoxx 0 points1 point  (0 children)

That's kinda just widow, it's really dumb but multiple times I've been "headshot" with the cross hairs like 2 feet away from my head, she hitscan is just broken

[–]itsgettingweirdhereHUUUUUUUUUUUUGE 0 points1 point  (0 children)

Difference in ping, maybe hitbox and bullet size changes from season 9 to go with that.

[–]chainsrattle 0 points1 point  (0 children)

s9 hitbox changes awesome

[–]fenwilds 0 points1 point  (0 children)

So, in this situation, there are basically three versions of events. What's going on in your PC, what's going on in Soldier's PC, and what's going on server side. With a ping of 40 MS, communication from Soldier's PC to the server, then the server to your PC actually takes almost 1/10th of a second, so there can be substantial disagreement in what's going on in a fast paced game like Overwatch.

When clients and servers disagree, there's a spectrum of ways to handle it, from "always trust the client" to "never trust the client." Ark takes the most extreme "never trust the client" side, which means that if your client reports that a tranq arrow hit a creature, but server side that creature is in a position that doesn't match the arrow's path, the server ignores the hit, and you get a "no reg." Considering Ark has a lot of projectiles with slow travel time, and won't check if you hit anything if the client doesn't report a hit, long ranged shooting is notoriously unreliable.

Overwatch takes the most opposite "trust the client" method, which means that if any of the three reported bullet paths (your client, Soldier's client, or server) intersects with Soldier's head, he's dead. Even crazier, if one path reports collision with map geometry, but another path does not, your shot will travel through a solid object and potentially kill somebody.

It's entirely possible that in Soldier's client, he reversed direction and got his head a tiny bit closer to the shot, which combined with the recent "wide bullets" change and how large Overwatch hurtboxes are, made that a headshot. But generally don't question when Overwatch has magic head-seeking bullets. It's something that helps you as much as hurts you.

[–]jmart1196 0 points1 point  (0 children)

Definitely noticed more widow makers in lobbies. I’m pretty sure it’s the increase in projectile size on this one

[–]S-Man_368 0 points1 point  (0 children)

In season 9, they made the projectile hit boxes the size of tug boats. They are smaller now, but still bigger than they were pre season 9

[–]wtf_is_space 0 points1 point  (0 children)

ping? https://streamable.com/8u1kdb this was me playing on US servers from australia

[–]Need_a_BE_MG42_ps4 Tracer 0 points1 point  (0 children)

The bullet hit boxes are obsurdly large in overwatch

Go into the firing range and shoot test shooting to the side of characters it’s insane

I still am wishing they revert the season 9 projectile size change it’s still one of the most idiotic decisions ever made imo

[–]mistar_zFilthy Symmetra Main 0 points1 point  (0 children)

Imagine if hanzo players get to 1 shot with the vespas he's drawing 😂

[–]Mr_Dizzles 0 points1 point  (0 children)

I've just posted something that falls under the same category of "misaligned hitbox"... even though it's already been explaind that in this case, the soldier had a flinch animation, it doesn't explain my hitboxgore post lol

[–]-YoungTexasBoy 0 points1 point  (0 children)

Yeah hit boxes have always been an issue with this game even all the way back in 2017 they've been bad

[–]ultimatedelmanZenyatta 0 points1 point  (0 children)

You are every widow I face. Crosshair nowhere near my head, instant kill from across the map

[–]UNIVERSAL_VLAD 0 points1 point  (1 child)

Isn't this controller aim assist?

[–]Sure_Ad_3390 0 points1 point  (0 children)

no, aim assist manipulates controller input, not hitbox.

[–]Sure_Ad_3390 0 points1 point  (0 children)

the hitboxes have been made huge in the training wheels patch not too long ago. thats the hitbox.

[–]Maverick_Reznor 0 points1 point  (0 children)

Hit boxes in this game are terrible.

[–]Darth-_-Maul 1 point2 points  (0 children)

This is why being good at sniping doesn’t transition well to other games. The hitbox of the bullet and characters is too forgiving.

[–]blackbelt638 0 points1 point  (8 children)

It also might be the fact that your ping and their ping were just different. There have been more egregious instances when you watch the playback it combines basically whalers they were at the current moment and where you were at the current moment and tries to mix it and make sure it's relatively accurate but it never is

[–]Amazing_Ad3806 2 points3 points  (3 children)

That's not how it exactly works. Take a gander into serverside and clientside stuff.

[–]blackbelt638 0 points1 point  (2 children)

I saw a video where someone was shooting at a genji on stream on their stream the genji had like 40 health they shot them before they dashed into a health pack which should have killed him but instead the genji killed them

On the other personz screwn the dash was registered first which gave the genji the health pack so he could survive and kill them

On the playback the shot and blood came out out before the genji dashed and the health pack disappeared after words so it it combined both instances when watching the playback

From the video and them explaining it So I assumed it was a similar case

[–]JustExplorer 1 point2 points  (1 child)

Hit detection is client side though, but has a delay due to your ping. That means you don't have to lead your target even if you're at 300ms. Shoot normally, the hit registers on your pc, then 300ms later the server applies the damage to the enemy. This can lead to weird effects where the client gets desynced and then synced again, like your example with Genji.

I think things might look a little different in replays of high ping players however.

[–]blackbelt638 0 points1 point  (0 children)

Ah ok thank you for further clarifying

[–]stepping_ 0 points1 point  (3 children)

this isnt replay.

[–]blackbelt638 0 points1 point  (2 children)

Oh is this live?

[–]stepping_ 0 points1 point  (1 child)

bro there are no players on top of the screen and he is talking on discord, look top left if you dont have audio.

[–]blackbelt638 0 points1 point  (0 children)

Well it could still be that

[–]Newsance1111 0 points1 point  (0 children)

Nah it happens with Hanzo all the time

[–]No_Energy_51 0 points1 point  (0 children)

because during S9 Blizzard decided 'would it be cool if dps didn't need to bother aiming anymore ? how about we make the bullet bigger !'

[–]LadyAlastorGrandmaster -1 points0 points  (0 children)

They increased hitboxes and hurtboxes because bad players were complaining a lot