Camera Height of Every Overwatch 1 Hero

Поделиться
HTML-код
  • Опубликовано: 23 янв 2025

Комментарии • 500

  • @marinary1326
    @marinary1326 2 года назад +4146

    I appreciate that, since torb has a height of 1, all heroes' heights are easily measured and expressed as number of torbs

    • @RandomPerson59
      @RandomPerson59 2 года назад +407

      He is THE unit of measurement

    • @Centrifuze
      @Centrifuze 2 года назад +271

      Today I learned I am 1.77 Torbjörns tall.

    • @reddieredtoons
      @reddieredtoons 2 года назад +122

      Petition to have the standard unit of measurement changed from meters to Torbs

    • @stefsot2
      @stefsot2 2 года назад +52

      Actually the 1 doesn't matter. You could represent any unit as a torb even if he was 1.293288382829 height. That's the whole point of using units. The 1 just makes it easier because the result of the division (division by the height of torb which is 1) is easier to calculate.

    • @RapTapTap69
      @RapTapTap69 2 года назад +27

      Yeah league of legends does the same thing. The smallest character is named Teemo so he's used to calculate distances

  • @z.b.oakley8467
    @z.b.oakley8467 2 года назад +3779

    All I'm gonna say is that half of the heroes feel like MASSIVE sitting ducks when crouched.

    • @Nikolas5842
      @Nikolas5842 2 года назад +126

      All the tanks

    • @Ziseth
      @Ziseth 2 года назад +399

      and then theres Ana who seem to be able to almost complete hide while still having vision xD

    • @Saltier
      @Saltier 2 года назад +107

      Junkrat has no such qualms, this is the power of being a living Joker moment.

    • @joshhambleton90
      @joshhambleton90 2 года назад +78

      @@Nikolas5842 lucio too, you feel so tiny crouching but still really obvious behind basically all cover

    • @___echo___
      @___echo___ 2 года назад +35

      Baptiste has a really bad one too, I think thats more to make it feel like he's charging up his jump

  • @VoltsIsHere
    @VoltsIsHere 2 года назад +3953

    This is some of the highest quality OW content I've ever seen. Camera heights are not something I've ever seen talked about, and the ones that don't accurately line up with the character model's actual eye-levels, either horizontally or vertically, could lead to issues that I'd never thought possible with OW. Great video :)

    • @pasghetto975
      @pasghetto975 2 года назад

      nut and bolt

    • @NamikMamedov
      @NamikMamedov 2 года назад +2

      True

    • @neyaneya5554
      @neyaneya5554 2 года назад +1

      SkylineOW talked about these things in 2016, as part of his grind to GM series.
      This video is still great though.

    • @mitzyy7
      @mitzyy7 2 года назад +2

      now i have another excuse to make when i lose a fight :)

  • @jake.xander
    @jake.xander 2 года назад +2506

    “Two torbjorns in a trench coat can almost impersonate a sigma” UNTRUE! Torbjorn is a sigma regardless of his height!

    • @ffcc3770
      @ffcc3770 2 года назад +62

      Tobjorn the toddler

    • @alexedc2777
      @alexedc2777 2 года назад +37

      Torbler*

    • @gunnerdown
      @gunnerdown 2 года назад +8

      I think if he was hovering like sigma he’d easily be taller

    • @tdpuuhailee8222
      @tdpuuhailee8222 2 года назад +5

      @@gunnerdown *Insert T-pose meme here*

    • @kosherre6243
      @kosherre6243 2 года назад +8

      @@gunnerdown I can only envision torbjorn orbiting around sigma, panic-stricken as he hopelessly fidgets about while slowly rotating similarly to Earth around the Sun.

  • @Guarrow
    @Guarrow 2 года назад +332

    Finally somebody talks about Tracer's viewpoint !!!! The only moment the first person view aligns with her real headshot hitbox is when she reloads. If you have a widowmaker pointing your head as close range you'll see that her barrel isn't even in front of you, and when you reload then it's on your head
    Really weird actually, I would like them to fix this kind of stuff on OW2 along with the quirks of the objectives limits that are present on some maps
    Great channel btw, RUclips algorithm can sometimes do miracles, keep up the great work you're the best

    • @ReedoTV
      @ReedoTV 2 года назад +12

      I would assume they started every hero with the camera on their face, then adjusted it until it "feels right"

    • @jessicastjames6202
      @jessicastjames6202 2 года назад +8

      I think part of the problem is that many heroes lean/are turned to the side even when they're facing directly forward. Having the camera be dead center on their head would lead to you as the player feeling off-centered all the time. Tracer is a great example, even when facing perfectly forward her character model is actually turned left.

    • @PunkZombie1300
      @PunkZombie1300 2 года назад +5

      @@jessicastjames6202 I don't think that'd actually be a problem. The first person models aren't the same as the models other characters see in game*, so they could just line up the first person camera with the actual third person head, and have the first person model aligned with that. Whether the third person model is leaning or in an awkward pose doesn't really matter at that point.
      *For two easy examples, look at Genji and Hanzo. When Genji deflects, he simply holds his sword still in front of him in first person, but in third person his model is swinging it wildly even if nothing's hitting it. He also does flips while double jumping in third person, but in first person he simply jumps straight up twice. For Hanzo in third person he fires his bow like a normal person, in first person he fires it horizontally.

    • @Guarrow
      @Guarrow 9 месяцев назад

      @@PunkZombie1300 A year late but yeah, I completely agree with that. I feel like it's just a quirk/mistake. I don't see any real reason for it to be like that, I feel like it could actually be a disadvantage but in practice I guess it doesn't make any real difference. We'll probably never have an answer about why it is like that

  • @metrofireOW
    @metrofireOW 2 года назад +937

    I do overwatch workshop coding, genji's camera is probably the worst, his camera is far back from his face, if you disable first person, you can actually see genjis neck in the camera view

    • @atkvin
      @atkvin 2 года назад +128

      Junkrat's camera at 6:06 looks even worse somehow with regards to the camera being behind their head. Mei and Echo crouching are probably the most egregious ones that affect gameplay like not knowing how exposed your character is while crouching behind cover.

    • @tigerfalco
      @tigerfalco 2 года назад +33

      hopefully this is a good excuse fir why I lose people in my FOV when I ult as Genji.

    • @Nickwilde7755
      @Nickwilde7755 2 года назад +1

      Teach me your ways please

    • @sebastian-benedictflore
      @sebastian-benedictflore 2 года назад

      Echo bruh

    • @CasualCat64
      @CasualCat64 2 года назад

      @@Nickwilde7755 be a nerd

  • @dezrettel407
    @dezrettel407 2 года назад +226

    bastion in sentry is a really useful one to know, as there are places where you can shoot the enemy and they can hardly see you. Junkertown 3rd point defence is a good one. there's a window on the left that you can shoot over

    • @fizzlock
      @fizzlock 2 года назад +12

      Same with a rock on the left of Hanamura A Defense

    • @ClaraBennett
      @ClaraBennett 2 года назад +5

      @@fizzlock Alas, that spot won’t be useful for much longer.

    • @fizzlock
      @fizzlock 2 года назад +3

      @@ClaraBennett I mean, fair, but it still deletes people for now. Hanamura won't really be a thing come October

  • @jacob-4595
    @jacob-4595 2 года назад +142

    Dva’s camera gets a little lower when she crouches because she gets down on one knee. And Doomfist can’t get much lower because he’s already stands with a crouched stance, like a martial artist.

  • @milliondollarmistake
    @milliondollarmistake 2 года назад +505

    What about the various 3rd person angles like Rein's shield, Ball, Doom ult etc. Is it possible to test deployables like the turrets and BOB?

    • @Marblr
      @Marblr  2 года назад +286

      I tried testing Bob but the workshop would not reveal his eye position when I tried. Third person cameras don't change the first person camera (except for Doom's ult, which changes his camera height to 1.00m) so I couldn't measure those either.

    • @hectic8486
      @hectic8486 2 года назад

      The turret's POV is where the laser comes out I assume.

    • @hectic8486
      @hectic8486 2 года назад +1

      Also the camera angles of 3rd person angles are not very relevent as none of thier abilities are hitscan.

  • @TheCapDavid
    @TheCapDavid 2 года назад +27

    This is absolutely amazingly done, keep it up!

  • @noahwattel4226
    @noahwattel4226 2 года назад +25

    Imagine having a shield and therefor a 3rd person camera giving you even more possible camera positions.
    Like I honestly love the ability to look around corners as Brig.
    Also damn her first person cam is actually on her eyeballs at all times rather then on her chin, chest or even belly with some of these characters.

  • @ponticrook8208
    @ponticrook8208 2 года назад +6

    criminally high quality for criminally low viewcount and subcount. instant subscribe. please keep on going, buddy! this is incredible ::)

  • @n0b0dy241
    @n0b0dy241 2 года назад +222

    High quality content, I appreciate the attention to detail. Just a friendly advice to help you bring the quality that little bit higher - there's some noticable popping from the mic. You can alleviate it by being slightly further away from the mic, not having the mic directly in front of your mouth but rather to the side, or using a pop filter. Best of luck!

    • @DrummerrDuckie
      @DrummerrDuckie 2 года назад +60

      Oh wow, I didn't even notice any popping, and usually I'm super sensitive to sounds like that. You must have a really sharp ear!

  • @hundvd_7
    @hundvd_7 2 года назад +10

    I've never even played Overwatch, but this is the third video of yours I watch
    They're so well done and incredibly insightful

  • @YourRndm
    @YourRndm 2 года назад +19

    this channel is a hidden gem

  • @kurvakardos
    @kurvakardos 2 года назад +25

    "Tracer can hid-" that character doesn't need to hide she's just annoyingly goes from your right to your left

  • @javianbrown8627
    @javianbrown8627 2 года назад +18

    with both my Dps mains having a messed up 1st person cam while crouched (Mei & Echo) this explains a few interactions I've had in game. It's rare but if you're the type to use your crouch button to hide from say a DVa bomb then you sometimes get surprised when you die for no reason because the game made you think your character has no line of sight to the damage source and vice versa.

  • @saitama2467
    @saitama2467 2 года назад +122

    the tracer camera does actually matter, because that means the tracer can corner peak alot easier from left to right than right to left because its harder to see them, theres been times ive died to a tracer because im trying to get away and go behind a doorway and wait for her to push to try and kill them while theyre chasing but they corner peak and shoot me before i can even see them, this is very useful to know now on which side to hide on so she doesnt have the advantage

    • @nicoow2493
      @nicoow2493 2 года назад +4

      And it’s easier to stick someone with pulse bomb if he’s on one side of your crosshair than the other side (I think if he’s right side it’s easier but can’t confirm , saw that on a kabaji vid but never knew it was because of the off center first person view)

    • @GalactoseGalaxy
      @GalactoseGalaxy 2 года назад

      @@nicoow2493 yeah you want your pulse target to be a bit to your right

  • @iParadoxify
    @iParadoxify 2 года назад +3

    One of THE BEST OW channels ever to exist on RUclips. Love your stuff man, keep it coming!

  • @CyberJedi1
    @CyberJedi1 2 года назад +16

    Why the camera is not positioned at eye level on every character is beyond me.

    • @graysonwells21
      @graysonwells21 10 месяцев назад +2

      The camera needs to be at gun level, not head level. Even tho it’s an FPS…

  • @PaulHoleybatch
    @PaulHoleybatch 2 года назад +6

    This goes along well with the video "The Slightly Odd Way Bullets Work In FPS Games" by Garbaj.
    Also, rip left ankle at 7:32

  • @gabrieldinix
    @gabrieldinix 2 года назад +2

    This is a very high quality production. I expect it to get way more views, or at least hope so. It would be extremely deserved

  • @Isaacfess
    @Isaacfess 2 года назад +3

    Nice and very informative video dude! Super high quality as well.

  • @cordell7494
    @cordell7494 2 года назад +1

    Honestly, The content is so good. Lucky I found you!

  • @roamdhong
    @roamdhong 2 года назад +76

    Bullets originating from your camera instead of closer to your weapon has always been apparent to me since I play a lot of Reaper and Hog. Often times you are point blank staring directly at someone but because the bullets come from your face and not your gun, the spread has more time/range to kick in and thus not get an instakill/the damage you were expecting. Pretty annoying sometimes.

  • @thedofflin
    @thedofflin 2 года назад +9

    Well now I'm keen to peek a widow as ana without getting headshot

  • @marchelokroos8492
    @marchelokroos8492 2 года назад

    I hope this channel blows up, the
    content quality is over the roof

  • @rent0
    @rent0 2 года назад +16

    Oooo I’m so glad RUclips recommended this channel. Over in tf2 we have a channel that does exactly this kind of content and it is my favorite. I love having this precise and in-depth kind of knowledge. :D

    • @PJBloop
      @PJBloop 2 года назад +2

      The ow shounic lol

    • @JetstreamSam343
      @JetstreamSam343 2 года назад +2

      Shounic rocks
      And this guy does too

  • @DingoWing0
    @DingoWing0 2 года назад +1

    This is rediculously well done. So... well done mate :) Keep it up. Can't wait to see what you're gonna post next!

  • @tannerunger7778
    @tannerunger7778 2 года назад

    Glad you were able to find a video idea that was pleased by the RUclips algorithm. Your OW content deserves to reach many many people

  • @Stalast.
    @Stalast. 2 года назад +35

    Incredibly good video, instant subscribe! Echo's camera position looks so bugged...

  • @thechknnuggetgod1709
    @thechknnuggetgod1709 2 года назад +1

    Someone making original high quality videos on Overwatch, the new king

  • @SprongBobbles
    @SprongBobbles 2 года назад

    I just wanna say that aside from this being such a high quality video, I ADORE the use of Kirby 64: The Crystal Shards music. It makes this video so much more enjoyable and fits so well with your narration.

  • @andrehena
    @andrehena 2 года назад

    One of the best videos i've ever seen about Overwatch. Amazing work dude :O

  • @voidwhile
    @voidwhile 2 года назад +1

    Awesome video! Enjoyed the informative vid and epic editing.

  • @rah6969
    @rah6969 2 года назад +1

    where were you hiding? where was this channel all this time man! so informative

  • @Zenyx64
    @Zenyx64 2 года назад +6

    0:16 That "Hey!" really made me laugh for some reason

    • @AlecTheMayor
      @AlecTheMayor 4 месяца назад

      @@Zenyx64 HAHAHA HAHAHAHA 😭😭😭😭. OH GOSH

  • @sgas
    @sgas 2 года назад +1

    2:22 Perfect visualization
    Should maybe add it in the description as a chapter

  • @ThePdog3k
    @ThePdog3k 2 года назад

    This content is extremely well made, this channel gunna blow up

  • @MouthMuffler
    @MouthMuffler 2 года назад +1

    This is that 3am content I’ve been looking for

  • @Juniorfox
    @Juniorfox 2 года назад +1

    This is the most normal thing the OW models have been used for in animations

  • @viacomsspy5439
    @viacomsspy5439 2 года назад +5

    That's why Sigma seems so slow. That and he doesn't have view bobbing

  • @Zaybith_7
    @Zaybith_7 Год назад +1

    I discovered that Ingame, if the placement of his weapon is to be trusted, Rammatra looks out of the center of his chest 🤭

  • @jaminwu6066
    @jaminwu6066 2 года назад +7

    seems like on the models with thicker legs, the heads are more exposed when crouching, because the models cant kneel or squat too much

    • @FirebladeXXL
      @FirebladeXXL 2 года назад

      id rather have them sacrafice crouching optics in favor of a more accurate crouch in ow2.

    • @500ncb
      @500ncb 2 года назад

      @@FirebladeXXL exactly. but additionally from an animator's point of view, i would tweak some of the models to allow a more accurate crouch pose as well.

  • @th3nightlion624
    @th3nightlion624 2 года назад +1

    Well that would explain why crouching behind cover does nothing to help me survive a fight.

  • @Deelusi
    @Deelusi 2 года назад +1

    1:27
    "2 torb in a trench coat, can never be sigma" sould be a saying by now.

  • @PurpleFreezerPage
    @PurpleFreezerPage 2 года назад +1

    The fact you consistently pick music from Kirby 64 makes me wanna high five u

  • @novaskyzero
    @novaskyzero 2 года назад

    Here before this channel blows up, also very interesting video topics so far.

  • @TorManiak
    @TorManiak 2 года назад +2

    4:33
    Just realized D.va's left leg when crouching must hurt a LOT.

    • @KaguraHibachi
      @KaguraHibachi 2 года назад

      SOMEBODY GET HER TO A HOSPITAL! A FOOT SHOULD NOT BEND THAT WAY

  • @Caspppui
    @Caspppui 2 года назад

    oh boy you have my sub! that's some next level OW content and I love it!

  • @GabuFGC
    @GabuFGC 2 года назад

    Your choice of Crystal Shards music is giving me such an insane Nostalgia trip.

  • @Seriouspup
    @Seriouspup 2 года назад

    This is great stuff man it’s like asumsaus for ow.

  • @timnegru630
    @timnegru630 2 года назад +2

    Well now I’m peaking with Winston only on the right side of a doorway

  • @SkyTailedFox
    @SkyTailedFox 10 месяцев назад

    if people are confused to why some cameras are so far back, the camera is the centre of the characters 'pill'. the pill is a player volume used for map collisions and is the root for controls and motion, world position etc. (this is not the one used for hit registration, although it can be for specific interactions though I cannot say for sure what special interactions use the pill as a hitbox (possibly earthshatter)). The pill shape allowing smooth sliding when hitting irregular surfaces instead of clipping and gettign stuck. Anyway that pill tends to have the players feet alligned with the centre of the pill as it is where the characters root is for the skeleton and all corresponding animations sync perfectly when performing actions. That also means the camera is perfectly alligned with the pills vertical crosssection to allow the camera to remain perfectly centered while looking around (having the camera offset forwards or backwards would cause it to swing with movement which can be jarring and bad to control). So any characters that contain a form of lean, hunch etc end up with cameras wayyy off their actual head space. In the end it doesnt matter as the player sees a seperate model to the 3rd person model (i believe reffered to as 'Viewport Model' and 'Map Model' respectively.

  • @zachariaravine1568
    @zachariaravine1568 2 года назад +1

    Hi guys, for anyone here that's new to Overwatch and wants to improve on the most important skill in the game, pre-game basketball, here's my comprehensive guide.
    Line up: Position the basketball at the center of your characters body, directly in line with the hoop. Now, aim directly at the center of the solid ring. A big mistake people make here is crouching. Do. Not. Crouch. This part is consistent with every character.
    Step two: Depending on the camera height of your character, the smaller/taller you are, the further you will need to bring down (or move up) the cross-hair. I personally recommend using a dot cross-hair so that you get a good idea of the center of your screen.
    A good beginner character to practice with is Roadhog. With Roady you need to adjust your cross-hair downwards slightly, just to the point where you're aiming at the net directly underneath the solid ring. To put it simply, the solid ring should be resting on the top of the center dot of your cross-hair.
    With this in mind, taller characters like Orissa will need to aim slightly higher, and shorter characters will need to aim lower and lower lower their camera height is. It will take practice but soon enough you'll know exactly where to position your cross-hair with every character.
    Always remember that if you get the basketball in before the countdown ends, you increase your win-rate by almost 15%!
    With this guide in mind you're almost ready to join the Overwatch NBA.
    All you need is a bit of practice, NOW GO SHOOT SOME HOOPS!

  • @goldenknight6026
    @goldenknight6026 2 года назад +3

    I always find it funny with how short genji is

  • @bluefire7412
    @bluefire7412 2 года назад +3

    You deserve way more subscribers with this amount of quality. Liked the video, very insightful and informative

  • @Gacu001
    @Gacu001 2 года назад +1

    The Kirby 64 music, what a fine taste 😌

  • @gelokitty8179
    @gelokitty8179 2 года назад

    This is very informative, hope u can do more informative vids on the new OW2

  • @mellowhny
    @mellowhny 9 месяцев назад

    i have never even thought about that... god that explains so much

  • @IzzyIkigai
    @IzzyIkigai 2 года назад

    Dude we're 6 years into this game and you're the first one i've seen talk about this.

  • @emperortime2356
    @emperortime2356 2 года назад

    Really informative. Nice Job.

  • @lukeyhas3276
    @lukeyhas3276 2 года назад

    Your videos remind me alot of shounics videos he does in tf2. amazing stuff as always!

  • @shirotheshiro1098
    @shirotheshiro1098 2 года назад

    Woah this is pretty cool! kinda wierd how i haven't noticed it with the instances with a huge difference like Winston's primal

  • @fatalerror2169
    @fatalerror2169 2 года назад +1

    this is why I bought the game the idea of a game where different players are at different heights was just so crazy to younger me

  • @CoolExcite
    @CoolExcite 2 года назад +1

    So is this why overwatch has so many "I Could've sworn I was behind the corner, how did he shoot me" moments

    • @aquanis3963
      @aquanis3963 2 года назад

      You also have to take into consideration that projectiles can actually hit you through walls, if you're standing right at a corner; only the center of projectiles can collide with walls, while the full projectile can hit heroes. So yeah - there are quite some moments where you can actually get shot through cover.

  • @ongabonga4378
    @ongabonga4378 10 месяцев назад

    Id love to see an updated version of this video with the new heroes, but also visualizing some more pretty important details like character model movements during other animations like shooting and ads. Im pretty sure that zen for example has his head move down to around the center of his hitbox when firing his secondary.

  • @recluse5245
    @recluse5245 2 года назад +1

    It appears the better posture they have the more accurate the camera is

  • @Madavar_OW
    @Madavar_OW 9 месяцев назад

    This was the first video that I discovered Marblr with.
    Someone reply to me when this video reaches 1 million, I wanna celebrate.

  • @bruhmoment702
    @bruhmoment702 2 года назад +1

    Makes sense that soldier and reaper are almost perfect in camera height and symmetry

  • @Chizypuff
    @Chizypuff 2 года назад +1

    The opening, about attacks spawning from your camera, confused me because I was sure I'd sent things into walls while my crosshair was clear so I did some more testing
    Hitscan will always draw from the cursor, but projectiles- it depends. Ashe dynamite (thrown from her left hand) can be obstructed by a wall to the left of your cursor. Orisa Javelin (also left hand) actually isn't obstructed by left walls, but rather draws the trajectory from her right hand (super weird)
    Dvas rockets both left and right draw from the center and aren't obstructed
    Things that have intended interactions with walls seem to be obstructed easier, all of junkrats abilities, sigma main fire and rock.

  • @chaboiiquan4089
    @chaboiiquan4089 2 года назад +1

    Came for the content, stayed for the voice.

  • @LampDoesVideogame
    @LampDoesVideogame 2 года назад

    The hero height arpeggio was super satisfying.

  • @singledigitdan
    @singledigitdan 2 года назад +1

    Wow, the crouched camera for Reinhardt is very deceptive. Guess I know why I've been getting domed behind "cover" for 6 years.

  • @naknuknik
    @naknuknik 2 года назад +52

    "Two torbjorns stacked on top of each other in a trenchcoat" Made me laugh,like it
    Im also curious how did you measure camera heights?

    • @charKT-7461
      @charKT-7461 2 года назад +1

      You can use the value “eye position” in the workshop to get the exact position of the first-person camera. The height can be calculated by either subtracting the player’s actual position from the eye position, or from simply standing at a surface at y-level 0, such as on the workshop maps

  • @SpeedKing..
    @SpeedKing.. 2 года назад

    man's making the greatest content

  • @ashtar3876
    @ashtar3876 2 года назад

    Even though it's almost 100% unintentional, i guess it's cool that ana's camera is more to the left

  • @rexoverwatch
    @rexoverwatch 2 года назад +3

    thank you

  • @thornels
    @thornels 2 года назад

    It's good to remember that while crouched to solve the issue of your head sticking out you can look down and hide your head. This may not allow you to peek but it helps with hiding.

  • @MrBastionOverwatch0
    @MrBastionOverwatch0 9 месяцев назад

    Bastions got a very accurate camera placement

  • @Nikolas5842
    @Nikolas5842 2 года назад +3

    Lol that's good to know that crouching Ana can peek a corner without showing her head :D

  • @juwanwilson7700
    @juwanwilson7700 2 года назад +2

    I like how Junkrat is one of the tallest Overwatch characters but his camera height is short. I get it's because of his posture but it's still ironic.

  • @somedude4087
    @somedude4087 Год назад

    0:49 interesting case with Iliary release this is not true for her healing beam, for some reason, it has same width for both the terrain as it does for teammates, instead of it being pinpoint
    so around corners quite often, you can't heal heroes you can clearly see

  • @q-tek8349
    @q-tek8349 2 года назад

    2:14 "While Doomfist can't get as low as the others"
    As evidence by his "dance" emote

  • @Enkinanna
    @Enkinanna 2 года назад

    super informative, personally I think those few pixels of peak advantage can absolutely make a difference, wondering if the camera placements are all the same in OW2

  • @snek616
    @snek616 Год назад

    This is very true. I usually play reinhardt, and I can snipe people with the firestrike. The problem is when I play a character of a different height, my aim is wildly off because of the huge perspective change

  • @YellowScar2014
    @YellowScar2014 2 года назад

    1:20
    Bastion is officially the 3rd-tallest hero, this man is a tank cosplaying as a DPS.

  • @potato1341
    @potato1341 2 года назад +23

    All those unspecified D.Va animations helped her drop it low, so she probably has practice in that area. Might explain why she might go lower than others.

  • @TMJ83
    @TMJ83 Год назад

    I appreciate Junkrat’s camera being centered

  • @22centlightbulb6
    @22centlightbulb6 2 года назад

    Thank you now I know why I see hanzo arrows and mei icicles just out right turn mid flight

  • @JunglizmTV
    @JunglizmTV 2 года назад

    Peak Advantage (ie your head critbox is less exposed when you peak)
    Unlisted heroes have a neutral position for their head critbox, no advantage on either side.
    Leftside Cover
    Zarya (5:11 )
    Genji (5:53)
    Junkrat (6:05)
    Mei (6:12)
    Torbjorn (6:47)
    Tracer (6:53)
    Mercy (Crouching Only) (7:33)
    Moira (7:36)

    Rightside Cover
    Reinhardt (4:41)
    Roadhog (4:48)
    Sigma (4:54)
    Winston (4:59)
    Ashe (5:17)
    Bastion (Recon Only) (5:23)
    Cassidy (Crouching Only) (5:38)
    Doomfist (5:41)
    Hanzo (5:59)
    Pharah (6:18)
    Soldier (Crouching Only) (6:32)
    Ana (7:05)
    Baptiste (7:11)
    Lucio (7:24)

  • @Centrifuze
    @Centrifuze 2 года назад

    It seems like the camera heights tend to line up with where the weapon is aimed in firing stance (as opposed to idle stance, as you're showing), and the reason that characters like Mei reveal more of their body than it appears to them is because she and the others like her don't aim down sights with their weapons. The ones who actually ADS tend to have a higher crouched camera placement than those who don't. Which makes me think THIS is the way they coded map-geometry based projectile blocking into the game. Rather than having the bullet fire from the weapon directly, the bullet fires from the camera, which is placed (roughly) near their weapon in firing stance. Thank you for attending my TEDTalk.

  • @RigelOrionBeta
    @RigelOrionBeta Год назад

    This means its very possible to use corners to your advatage when fighting. You are able to attack wtihout exposing any part of your head, due the camera being offset to your head. If the camera is entirely to the left of your head, you can peek around the left side of a wall, see everything and even shoot at a head, without exposing your own.

  • @deivytrajan
    @deivytrajan 2 года назад

    I don’t play OW anymore but you earned a subscriber. Very detailed and nice representation. Maybe you could go out of OW and maybe talk about how different collision box is from view model on various games, like CS:GO, Valorant… and maybe OW?

  • @valtcfox5338
    @valtcfox5338 2 года назад

    Happy to see that the POV of my 2 main (Mercy and Zenyatta) is right where it is.

  • @luv2stack
    @luv2stack 2 года назад

    Subbed for quality content

  • @sebastian-benedictflore
    @sebastian-benedictflore 2 года назад

    As an ana main, this is very good to know. I've been peaking from the "wrong side" a lot.

  • @hakseuu
    @hakseuu 2 года назад

    idk why but i never noticed how low dooms camera is vs his full standing height . i just never payed attention to how slumped he stands

  • @fr00tiie
    @fr00tiie Год назад

    every time i get torb in mystery heroes it feels like i'm CRAWLING. such a tiny man

  • @Godtickles
    @Godtickles 9 месяцев назад

    No mention of the fact that Ball's camera is so high in ball mode you can see over walls and nobody can see you?