Movement Update

General Discussion
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Hi everyone,

We wanted to take some time to explain the recent movement changes in depth (with examples). Hopefully this will help everyone better understand what changed, and what did not.

Incline Changes:

There were two persistent issues with movement on inclines that we wanted to clean up.

First, while moving diagonally on inclines you would end up being slightly strafed left or right even if you were only attempting to move forward. This can be a subtle source of aiming issues for many people, and now the player will properly move forward in this situation.

Second, movement up and down inclines had inconsistent speed as compared to the ground. Running both up and down an incline would be faster than walking on flat ground. However faster movement (e.g. McCree’s Combat Roll) would be slower when going up and down inclines. Having consistent character movement speed is important for many reasons, the biggest of which is it allows you to be able to reliably know how to aim your hitscan shots or lead your projectile fire.

Acceleration changes:

The characters in Overwatch have a fixed acceleration (how fast they can change their movement velocity) depending on if they are in the air or on the ground. Previously, this amount would get reduced if you were attempting to change your direction by 90 degrees or less, and was more pronounced if you were going faster than normal (e.g. Winston’s Jump Pack or Doomfist’s Rocket Punch). One of the consequences of this was that if you were in the air travelling forward and wanted to move directly right, you could reach full speed to the right faster if you accelerated backwards to a full stop and then moved to the right, as opposed to simply pressing to the right. Having to do a non-intuitive movement to reach your desired direction as fast as possible is less than ideal, so we made a change to allow you to more consistently use the air acceleration you already had to reach the direction you'd like to be moving in.

The new acceleration can feel like momentum is no longer conserved like before, but the forward velocity is just more efficiently being converted into sideways velocity. The direction is changing faster but your overall speed isn’t being slowed down.

Examples:

If you're flying as Pharah, you can now just press forward and you will properly accelerate moving forward, instead of having to counter accelerate to stop sideways drift.

If you’re leaping as Winston, you can more effectively redirect your velocity around corners. Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.

You can now press forward and right directional inputs after a Winston leap and you will actually move some to the right, whereas previously you would have to only hold right if you wanted to get any acceleration to the right.

It does mean getting used to the new strafing power. No longer do you have to hold strafe for a long time to get a small adjustment to your movement, you can simply short hold or tap it as needed, and pressing forward with a left or right command will do smaller adjustments than if pressing left or right alone.

This does not substantially affect movement when trying to change movement direction by >90 degrees.

Additionally, left and right strafing on the ground and air will be the same along with attempting to accelerate against a knockback will be the same.

We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.
Hmm, so it doesn't sound like it's too impactful for heroes just jumping up and down to avoid being shot, which is good. Don't think people would accept a Genji buff, as he primarily goes left-right-left-right during battles, and that's >90.
Awesome, thanks for the update, Geoff!
We love Pharahmercy on console!
Highly Rated
01/17/2018 10:42 AMPosted by Zorek104
We love Pharahmercy on console!


Ouh yeah we do, nothing makes my day better then getting to 50hp from a rocket from above!! :D
As long as these changes allow the remaining Doomfist bugs to be fixed, I'm a happy man.
Highly Rated
You might have answered this or not, and someone can feel free to tell me, but is there a reason why Lucio feels much heavier than he did before the movement update?
Highly Rated
Can you revert Lucio back to what he was like before this addition?
Please Geoff I love you.
Cool. How these changes affect freezing?
01/17/2018 11:08 AMPosted by Str1kernaut
Cool. How these changes affect freezing?

They most likely wouldn't.
Doesn't seem like these changes would affect the wonky "mash A and D to dodge attacks" issue. Maybe next time.
01/17/2018 11:00 AMPosted by VMajoris
You might have answered this or not, and someone can feel free to tell me, but is there a reason why Lucio feels much heavier than he did before the movement update?


I feel the same thing. It feels like his speedboost after completing a wallride is much slower.
01/17/2018 10:26 AMPosted by Geoff Goodman
Prior to this rework it was possible to achieve similar mid-air turns by always facing your current velocity while strafing, but this was also unintuitive.


RIP air-strafing. My days on CS surf-servers officially useless.
Any word on how these will change Doomfist rocket punch jump? (Jumping during a rocket punch)
Uh, they are already on?
What about console users? You described how this affected movement via a keyboard. How has this changed movement via control stick under the various control settings (dual zone and the like)? Thanks for the info!
I can't explain it but Lucio feels awkward and wrong now. Before felt perfectly smooth and natural to me and now it's occasionally clunky.
01/17/2018 10:26 AMPosted by Geoff Goodman
We’re keeping an eye on these changes to make sure everything is working correctly. Any feedback would be appreciated, and would be especially helpful with any screenshots or videos.


I would be glad to go further into providing screenshots and videos, but we don't have access to the former movement anymore which will make it difficult to do side-by-side comparisons of what used to feel fluid and what now feels jerky.
What impact this has on Moira? Fade jump tricks for example?

Sometimes I fade backwards and ended up killing myself for going on an incline and off a cliff. :(

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