Because according to HIS system, he did see you, and hit you.
Again, the only alternative to this is that nobody hits anything they see, and you have to aim somewhere in front of people to hit them even with hitscan weapons, and pray they don't change direction or speed and that you correctly guessed their ping. If you want the game to favor the target, that is what you're arguing for.
I'm not sure what you're asking.
The server's rebuilding the kill cam from the location data it has. You're asking that everyone's client send it a complete secondary set of location data JUST for building a marginally-more-accurate kill cam? That's a pretty ridiculous waste of bandwidth.
I'm asking the Server has correct location data and that the hook be made more sensible. I've been hooked through doors I haven't run through yet, I've been hooked through walls (No openings, but only once), I've been hooked through Reinhardt shields that never went down, and my personal favourite, 3 separate characters standing between me and the Roadhog.
-Charge is slow, and requires aim. Hook is much faster, on a shorter cooldown, and brings the target to you rather than charging into danger. Reinhardt is also totally vulnerable while charging.
-Arrow/sniper require aiming, and can't hit through walls. Hook can still hit through walls, as has been demonstrated many times. Additionally, its hit box is ridiculously large.
-Cliff deaths account for probably 1% of all deaths when compared with hook deaths.
-Trap requires you to walk into that trap. It's stationary. Hooks can be aimed at whenever, are on a short cooldown, have an overly large range and hitbox, and are instant death for most non-tanks.
Get the picture?
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This is demonstrably false. Client vs Client hit detection can account for some things, but there are many, many, many videos of people demonstrating that his hook can travel through solid walls, even from the Hook-er's perspective. Quit spreading false information. Simply saying "muh 20tick survurs" isn't a catch-all explanation for everything. Hook is horribly designed.
the hook combo itself is fine, That's what his job is on the team, meatshield sniper-ish thing. Personally the problem I have with roadhog is how the hook itself mechanically functions. It's some sort of delayed hitscan ability, after roughly 0.5 seconds after hitting the button whoever is still on your crosshair at that time WILL be hooked regardless of how far they are able to travel in the roughly third of a second it takes the hook to "land" causing a "magical hook" effect for the person being hooked a fair portion of the time. I don't know why it's not already but I think it should be a pure projectile as the animation of the ability makes it look that way.
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That isn't hooking you through a wall though, or pulling you through the wall, it's pulling you around it because you happened to land there after being hooked, which is fine. That wouldn't stop something from being pulled around a corner, the only issue is that graphically the rope sticks to a straight line after pulling, it doesn't go lax or anything, so it looks awkward.
Roadhog is also vulnerable literally all the time. He has no barrier to protect himself while walking around like Reinhardt does. And Roadhog can't do anything while throwing out his hook, chances are he'll die to a Reaper before the hook finds its way back to him honestly. Or, you can put him to sleep as Ana while he throws the hook.
It also requires aim.
Hook also requires aiming, I'm not sure why people honestly think it doesn't. If it didn't, you'd see every single game there's a Roadhog, a card with 100% hook accuracy. The highest I ever see it is around 70% at most.
Also, arrows can go a hell of a lot further than a hook can, and can indeed hit around walls (Scatter shot).
Trap is also 100% completely safe to use, and easy to set up around corners where people won't see it right away (Remember, Enemy Junkrat traps sink into the ground a bit so they're harder to spot).
And it's also instant death for most non-tanks.
Oh, and you don't have to aim the trap.
"El Psy Kongroo!" Hearthstone Moderator
That's his whole thing, picking people out of position and destroying them. Without that he's just a big target for the enemy to charge ults on from afar. I mean he still is that but at least he can punish the people that get out of position.
I didn't say he hooked me through the wall.
I said after one of the patches, hooking me in mid air and pulling me AFTER I went a good "meter" or two behind the wall is normal.
Before a certain patch, you could "block" yourself from pulling by jumping behind a wall in time. Then, even though he hooked you a moment ago, pulling stops due to the wall infront of you.
Now, whether that was a bug or not, I have no idea.
Being able or not being able was a bug and got fixed, or it got bugged after one of the patches. *shrug*
Hook is as much an issue for Roadhog as it is other players.
Is it hitscan, delayed hitscan, or a projectile. I've had occasions using it where you could argue all 3 quite easily.
Pathing is a nightmare. As soon as elevation is involved and even specs of dust it's a lottery. Will they, won't they come to you at all. Above you, behind, to the side. Now add Lucio speed boost into the mix.....Make your god damn mind up.
Roadhog is super vulnerable once hook is on CD, and any hero that operates outside the range of his hook is laughing. He has a huge hitbox, and health pool making him a free ulti charge
As to the OP. Yes he should 1 shot everything but a tank with consistency.... Now try and consistently 1 shot a Mei.. GL.
Last edited by Zelendria; 2016-08-30 at 11:36 AM.
Spam sidestep and jump while stunned, even as D.Va out of mech I can survive it.
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Part of the thing is his hook does some damage and then he has to do a headshot to kill instantly otherwise you are barely alive. Pretty sure the high bandwith servers will help with escape though in that they'll register quicker. Maybe it won't, but it's my hope I can spam my escape and get lucky.
My favorite is getting hooked through two walls. Thinking it's server lag and on kill cam same thing. Or one I've had recently is he somehow tosses his chain behind his back and grabs me.
Actually there are a lot of times you get hooked through walls and can even confirm it on the kill cam. Sometimes it might be a peek, but I've had a lot where I was literally behind a wall or two and still get hooked.
I understand, that's my point though, that since it isn't being hooked through a wall, I still think it's fine. I do know what you mean, Roadhog is one of my top played. Specific situation I can think of is if you hooked someone as they fell off the steps on the way to the middle point on Nepal (the one that the point is on an elevated hill with the pillar on the inside), and you were on the point, before it would just catch them between the steps and the wall and you would get no one hooked to you. Now it pulls them around and up.
"El Psy Kongroo!" Hearthstone Moderator
No they can't. If Roadhog plays it correctly he gets his shot before anything can be done. You are playing bad Roadhogs. It's not up to the person being hooked, its up to the Roadhog's speed/aim. I haven't survived a Roadhog hook as a 200HP hero in quite a while (without teammate intervention). In that sense he counters his counters, which is annoying.
Roadhog just makes the game unfun. He isn't even a strong hero right now really; he just makes it not fun to play against moreso than any other hero. The chance that you can just die at any moment as a non-tank for a low-skill ability is silly. Like having a sniper with a headshot hitbox the size of your average sedan. Its a shitty mechanic, but I don't see how it can be fixed without gutting him.
You could just shoot him like a sponge without going into range.
The 200hp heroes you talk about are what... McCree, S76 and Pharah. All heroes that easily outrange him if you don't go toe-to-toe. That leaves Genji; one of the hardest to hook consistently.
Mcree, 76, Pharah, Mercy, Junkrat, Zen, Ana, Lucio, Genji, Hanzo, Widow, Symmetra... Most heroes are 200HP.
Yea anyone can be outranged if you are looking down a long hallway. His hook is plenty long enough in most scenarios. Good Roadhogs know not to be sponges; they play close to corners and flanks and only pop out for hooks.