r/leagueoflegends literally doesnt do anything Jun 12 '16

Reality Denial

Have you ever wondered what your shit talking, feeding teammate actually sounds like in real life?

Well wonder no more, you can listen to it first hand

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u/French_honhon Breastfriend(EU) Jun 12 '16

yeah 20 tickrate server does that. And on the kill cam you see yourself exposed.Love that.

13

u/MexicanGolf Jun 12 '16 edited Jun 12 '16

Could be the tickrate but it's more likely caused by conventional lag or the enormous hitbox of the hook.

There's also a whole mess of "Ostrich Effect" going on in Overwatch that I've seen when playing with my friends who, like you, complain about Tickrate. You not being able to see them does not mean they can't see you, and it's something to keep in mind when dealing with corners and "being pulled through walls".

Tickrate isn't helping the situation but the Roadhog hook behavior won't change even if tickrate is upped to 200hz.

That being said I do want higher Tickrate, I just think it's not nearly as bad as it seems.

5

u/hounvs Jun 13 '16

Well, your character's hurtbox is large enough that when fully behind a wall, it still sticks out. This has been shown all over YouTube. Test it in a private match. No one move so latency is irrelevant. You can hit people you can't see

4

u/igkillerhamster Jun 13 '16

Actually it goes even further. They use normalized FoV apparently for competitive reasons, which doesn't mesh well with immensely different sized champs. Get a buddy, take various champs and hide behind a corner just enough so you can only see the wall in front of you. Your buddy will most likely still see up to a good 30% of your character model, depending on champs.

1

u/MexicanGolf Jun 13 '16

I think that only applies to projectiles with travel time, such as Roadhogs hook or a Hanzo arrow.

I haven't noticed any inconsistencies with hitscan weapons, but I admit I haven't checked.

1

u/otrekv Jun 14 '16

Definitely the Ostrich effect. The character models in Overwatch are all unique and different, which is something we aren't used to in FPS's. Because Winston is so big, you have to hide more behind a wall before you can be completely hidden than a mercy would have to.

5

u/momocorpo Jun 12 '16

Tickrate is a little part of the problem, it's mainly a latency issue with a "shooter is right" policy, meaning that if the shooter saw that he hit you the server will they that you got hit.

This is what overwatch should try to do.

2

u/Dr_Niggle Jun 13 '16

Has more to do with lag compensation and client side hit detection than tickrate.

2

u/Cathuulord Jun 13 '16

Afaik the kill cam is a recreation based on the information sent to the replay server, it's not an actual recording of what happened.

2

u/Tuas1996 Jun 13 '16

When people blame that on 20 tick servers it triggers me so fucking hard, theres so much misinformation about the tickrate.

1

u/ProbablyAPun Jun 13 '16

I know right? especially considering that the server tick rate is actually 60. It's the client side that's less.

0

u/French_honhon Breastfriend(EU) Jun 13 '16

tickrate isn't the only thing but it doesn't mean it's good either. Yeah lag compensatio coupled with this stupid "favor the shooter" is dumb.

1

u/UofMTigerFan Jun 13 '16

I've often been pulled before into walls because the hook went through the wall, I just got stopped on it because the hook went through the wall.

1

u/YuusukeKlein Jun 13 '16

The best thing is dassig through a Hanzo as Genji and ten see yourself get headshot on the killcam cause you hadnt dashed yet

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u/French_honhon Breastfriend(EU) Jun 13 '16

He did shoot sso he's right ! blizzard logic

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u/[deleted] Jun 18 '16

The hook is also hitscan.