UPDATE 23 Mar, 2021: EXPERIMENTAL CHANGES on Hanzo's Dragonstrike, please use code 9KYSG
A mode showing various abilities' hitboxes in action.
Also showing the hero's melee hurtbox that these hitboxes will interact with.
The current supported abilities are:
- All Heroes - Quick Melee
- Genji - Dragon Blade
- Reinhardt - Charge, Shatter
- Winston - Tesla Cannon, Primal Rage
- Hanzo - Dragonstrike
- Sigma - Gravitic Flux
- Lúcio - Soundwave
- Doomfist - Rising Uppercut, Meteor Strike
- Roadhog - Chain Hook
In Overwatch, a melee hurtbox (MH) was used for each hero to determinate hits from large area-of-effect based attacks. This is generally faster to calculate than using the more detailed hitboxes that were dedicated for bullets and projectiles.
The shape of MHs is an upright capsule. The bottom of the capsule will always coincide with the player's origin, and the capsule will always remain upright, even when the hero was knocked down by Earthshatter or slept by Sleep Dart, for example. In this Workshop mode, the MHs are represented by 4 spheres.
The player can manipulate the MH's size by crouching. This will reduce the height of the capsule, and can possibly dodge and avoid some attacks.
Quick Melee Hurtbox
There are 9 unique "standing" dimensions. Since radius remained unchange when crouching, there are 5 unique "ducking" dimensions.
All numbers to nearest 2 decimal places.
|Radius (m)||Height (m)||Duck Height (m)||Heroes|
|0.50||2.00||1.30||Reaper, Mercy, Hanzo, Pharah, Widowmaker, Symmetra, Zenyatta, Genji, McCree, Junkrat, Zarya, Soldier: 76, Lucio, D.Va (pilot) , Ana, Brigitte, Moira, Ashe, Echo, Baptiste|
|0.70||2.30||1.72||Reinhardt, Bastion, Roadhog, Doomfist, Orisa|
(*) Cannot crouch under normal circumstances.
Quick Melee Hitbox
The hitbox for Quick Melee is a sphere 1.5m away from the facing direction of the player, with a radius of 1m.
The hitbox will stay active for 0.16s. The hitbox visualized in-game will turn from blue to yellow to reflect the active period.
During this period, the player can look elsewhere to reposition this hitbox and damage others even if they were out of reach initially.
Reinhardt's Rocket Hammer / Winston's Primal Rage
These two abilities have similar mechanics for their hitboxes.
The hitboxes consists of two spheres moving in some set positions across the duration of the ability. This is done to match the animation of the ability. For these two heroes, there are two sets of attack, the left-to-right and right-to-left, and the hitboxes move accordingly. When the hitboxes move, the volume in-between the initial and final position are not considered.
The hitboxes stay active for some time after reaching the final position of that swing, hence, similar to Quick Melee, one is able to extend the range by looking around.
Again, the in-game spheres will turn yellow when it is active.
Roadhog's Chain Hook
Hook works also similar to Hammer and Primal, but with the added constraint of checking collision with the world (Hook ending early if colliding with the map geometry), and the path of the spheres will lock 0.16s after activating the ability.
The radius of the sphere is 0.5m, and the final position of the hitbox are at 20m away from the facing direction of the player.
For Hook only, the spheres visualized only applied to a player scale of x1.0
--more text wip--
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