Deadeye Can Miss (a lot)

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  • Опубликовано: 29 окт 2024

Комментарии • 1,6 тыс.

  • @Marblr
    @Marblr  Год назад +2761

    UPDATE: most of these problems were fixed with the release of Season 4 on April 11, 2023. there is more info in the description.
    hello this took a long time because this ult is very broken. I've been experimenting with this and other bugs on twitch if you want to hang out: www.twitch.tv/marblr :)

    • @maxmelee1145
      @maxmelee1145 Год назад +9

      hey,
      at least you didn't explain it for 50 minutes

    • @artemisspawnofzeus7732
      @artemisspawnofzeus7732 Год назад +24

      Next up how tf does reins pin hitbox work?

    • @dvdossbsvskfbdvav
      @dvdossbsvskfbdvav Год назад +31

      ​@@artemisspawnofzeus7732it doesn't

    • @cravencaremell737
      @cravencaremell737 Год назад +3

      Hey Marblr can you make a video explaining how melee mechanics work in this game?

    • @StarryKnightVT
      @StarryKnightVT Год назад +1

      do you ever intend on having a stream archive channel? i'd love to watch some of your streams even if i can't catch them all live

  • @engineer8248
    @engineer8248 Год назад +3528

    This really puts the "Dead" in "Deadeye"

  • @ootachi
    @ootachi Год назад +1223

    "I'm not as good as I used to be... but I'm still the quickest gun in the New West" makes more sense all of a sudden

  • @FFxStrife
    @FFxStrife Год назад +8949

    The fear this ultimate causes on people is definitely not equivalent to how dangerous it actually is huh

    • @everkade
      @everkade Год назад +547

      I mean. It still has the potential to 1 shot you. Even if its a janky mess most people don't risk it. Just gives players stuck in the open a last stitch effort to try and force that jank to cause a miss

    • @destructo3457
      @destructo3457 Год назад +215

      To be honest this ult only works for baiting cooldowns and that's it 💀

    • @creakydabomb
      @creakydabomb Год назад +47

      @@everkade last *ditch effort

    • @creakydabomb
      @creakydabomb Год назад +56

      @@everkade if it was you accidentally pressing s instead of d it would say last sitch effort, so I assumed you at some point misheard the phrase and started saying it wrong. Like people who say "up AND arms" instead of IN

    • @creakydabomb
      @creakydabomb Год назад

      @@everkade There's no point to anything, that's why I do whatever I want without a single fuck to give.

  • @ToonDoge
    @ToonDoge Год назад +2164

    I think the fact he has a L.O.S check that's attached to the feet just for the bullet to ultimately be fired towards the chest at the end of the day, is the most bizarre thing about this ult for me. I would've thought the bullet would be programmed to fire along the ray-cast that currently has L.O.S 🤨🤨🤨🤨

    • @masonroyal36
      @masonroyal36 Год назад +334

      That good sir, would be logical thinking, this is Blizzard however 💀

    • @CrayonEater255
      @CrayonEater255 Год назад +224

      Screw simply checking for a head hitbox, here at Blizzard we got 3 LOS hardpoints for no reason

    • @g1gabyt3
      @g1gabyt3 Год назад +157

      Majority of the issues if not all of them could have probably been resolved if the ult didn't seemingly trigger another function that makes the character fire a "deadeye bullet" at a chest hard point, but instead applied the damage directly to the enemy if any of the LoS checks have passed, and then triggered an animation on the clientside. Under very rare circumstances there would be some latency between the ult damage initializing and server confirming that the damage has been applied, but those issues would have been relatively rare and mildly annoying for some targets as Deadeye would sometimes kill them behind cover (something that can happen with any character already anyhow), but not misleading for the actual Deadeye user.
      I can understand why it checks 3 different LoS in order to maximize all the possibilities of Deadeye actually tracking targets a user can see, cause otherwise there would be some cases when a user would initialize Deadeye thinking they can hit enemies since they clearly see half the model, only for the targeting to infuriatingly fail, that would be bad experience. But why the fuck does it actually treat Deadeye bullet as any other hitscan which can fail depending on variety of circumstances shown in this video outside of users control is beyond me.

    • @Fiufsciak
      @Fiufsciak Год назад +6

      @@CrayonEater255 I bet at some point this made sense... wonder what it was used for, though :D

    • @tranngockha6562
      @tranngockha6562 Год назад

      ​@@g1gabyt3 Blizzards logic

  • @disturbedwaffles6653
    @disturbedwaffles6653 Год назад +9340

    You'd think such a straightforward ultimate wouldn't cause so many issues but here we are

    • @danisob3633
      @danisob3633 Год назад +564

      its never as easy as it seems

    • @sunimod1895
      @sunimod1895 Год назад +334

      ​@@danisob3633 I agree but this is kind of ridiculous

    • @SoloHen
      @SoloHen Год назад +588

      I wonder if the same thing happens with soldier ultimate since it also is a lock on, but no one notices because he's continuously firing.

    • @hellfrozenphoenix13
      @hellfrozenphoenix13 Год назад +261

      ​@@SoloHenlikely, but the fact 76 has rapid fire and spread may make the issue much less impactful, or at least i think thatd be the case

    • @sznio
      @sznio Год назад +277

      Why the hell is the code even so convoluted. Just check the head hitbox, and fire at the head hitbox.

  • @artofajax7199
    @artofajax7199 Год назад +539

    I love watching the tumbleweeds spawn in with every Deadeye activation, it’s like Cass is trying to turn the map into a literal desert.

    • @techfrank2431
      @techfrank2431 Год назад +10

      Same with the sound effects 🤣

    • @nerdock4747
      @nerdock4747 Год назад +11

      Given the player decline, that's not too bad of a comparison, actually.

  • @wearr_
    @wearr_ Год назад +1298

    gotta love how deadeye is basically just a reload with the occasional maybe killing someone now

    • @ryukandapples3506
      @ryukandapples3506 Год назад +78

      I find the ult is genuinely good just by treating it as an extra quick reload

    • @Black_Aces
      @Black_Aces Год назад +76

      It's good for killing flying heroes even if you get one kill with it that's a win

    • @bobhotpocket1875
      @bobhotpocket1875 Год назад +100

      @@ryukandapples3506 and that's the saddest part. It's more useful to reload then actually use your ult

    • @pratyush7987
      @pratyush7987 Год назад +8

      @@ryukandapples3506 that still makes it a joke

    • @MaseTheMeninist
      @MaseTheMeninist Год назад +3

      I use it to kill mercy every time lol

  • @myseglis
    @myseglis Год назад +790

    This feels like it would take an entire rewrite of Deadeye for it to properly work as advertised because it's fundamentally broken on so many levels. Thanks for putting the spotlight on that and hopefully it'll get fixed!

    • @AE-or7xd
      @AE-or7xd Год назад +7

      It won't

    • @myseglis
      @myseglis Год назад +3

      @@AE-or7xd won't get rewritten? hopefully they fix some of this tho

    • @your_favorite_jackalope_ba1325
      @your_favorite_jackalope_ba1325 Год назад +11

      U know how in valorant theres no like actual byllet and it just automaticay damages the enemy? Why not just that,
      An insta kill for everyone on sight

    • @fuzzyblueberry2917
      @fuzzyblueberry2917 Год назад +39

      @@your_favorite_jackalope_ba1325 This is the same thing, that's called hitscan. Mccrees revolver is entirely hitscan and so is deadeye. They don't fire a real traveling bullet even though the graphics show as if they did.

    • @SprayPaynt2445
      @SprayPaynt2445 Год назад +10

      @@fuzzyblueberry2917 Yeah but the hitscan checks for object in between other hard points. To fix this is to simply only check the line of sight between the head hardpoint (the one the skull marker is one) to check if kill. That way it will always hit if there’s a marker, and will always miss if there isnt

  • @XMBarrett
    @XMBarrett Год назад +3695

    Honestly, Cassidy dodging another Cassidy's Deadeye shot with Combat Roll feels kind of awesome

    • @filipbitala2624
      @filipbitala2624 Год назад +372

      Pretty much the only one that is justified

    • @jrodd13
      @jrodd13 Год назад +123

      You don't even have to bug it either, someone correct me if I'm wrong and they changed it but if I recall the 50% damage reduction you get on Cassidy's roll can actually alter whether or not he dies from an enemy Deadeye depending on how much damage has ramped up

    • @isaacortiz1298
      @isaacortiz1298 Год назад

      Happened to me yesterday actually. Gave him props and died an honorable death

    • @mistameff3528
      @mistameff3528 Год назад +83

      @@jrodd13 Youre right. You can tank a pulse bomb when timed correctly. It is kinda cool not gonna lie.
      Its not easy to use either, you gotta time it pretty good. I liked the change.

    • @krazysamurai
      @krazysamurai Год назад +9

      @@jrodd13 i keep forgetting he has DR while rolling

  • @mackymacky286
    @mackymacky286 Год назад +210

    The double take the case does at 9:28 is hilarious.

    • @sylvrwolflol
      @sylvrwolflol Год назад +28

      It's always great when you can see what the player is thinking lol
      The visible double-takes and turning to stare dead at someone else are consistently hilarious

  • @JordyVsTheWorId
    @JordyVsTheWorId Год назад +1115

    I’ve experienced this manytimes, where deadeye misses someone right out in the open or hits an object

    • @jatoxo
      @jatoxo Год назад +4

      ping diff

    • @magyk5740
      @magyk5740 Год назад

      only 5?

    • @kittyratrawr
      @kittyratrawr Год назад

      me too! i thought i was just bad but it makes so much sense now 😭

    • @JordyVsTheWorId
      @JordyVsTheWorId Год назад

      @@kittyratrawr made me uninstall

  • @monzilarttan4092
    @monzilarttan4092 Год назад +190

    I once missed a deadeye on a walking Kiriko, no sudden animation changes, just walking straight. Nice ult👍

    • @disgustof-riley8338
      @disgustof-riley8338 Год назад +18

      latency moment

    • @villagerc7130
      @villagerc7130 Год назад +5

      I heard smth once about how Kiriko's hand can like make so you can't headshot her in certain positions??? Idk it's really vague but I remember ppl talking about it at one point.

    • @manchovies2476
      @manchovies2476 Год назад +9

      ​@@villagerc7130 that's only while sleeping, her sleep animation has her hand covering her head

    • @TheOneWhoKnocks18
      @TheOneWhoKnocks18 Год назад +1

      @@villagerc7130 That's only when she's sleeping and you hit her from her left

    • @Monkey832
      @Monkey832 Год назад +4

      I once shot a Kiriko with deadeye who had the red skull… and she survived with ~20 hp. Didn’t use any abilities, just straight up didn’t take enough damage

  • @samasaurus6
    @samasaurus6 Год назад +773

    It's interesting because I've never had Deadeye miss in OW1, but have had 2 misses due to pose changes in OW2 already. One of them being Ana....jumping...

    • @gamebuster800
      @gamebuster800 Год назад +109

      as ana i survived a few deadeyes when caught in the open, trying to flee (and jumping)

    • @mjrobo1795
      @mjrobo1795 Год назад +31

      Same but for me it was a baby dva 2ft from me jumped to the left out in the open and my deadeye missed

    • @isawadelapradera6490
      @isawadelapradera6490 Год назад +133

      "What do you mean it's the very same game? It is not! We've introduced MANY new bugs!"

    • @itsTyrion
      @itsTyrion Год назад +42

      @@isawadelapradera6490 and fucked up so much with the greed we make people miss lootboxes

    • @jzburda
      @jzburda Год назад +25

      Overwatch 2
      Changed the monetization scheme to make it so it is no longer feasible to get anything for free
      Added 2 whole heroes
      Kept the same baseline
      Somehow broke everything
      How did you manage this in what's supposed to be a sequel Blizzard is beyond me

  • @maseow
    @maseow Год назад +76

    genji's double jump also counts as a sudden pose change

  • @maxgoose707
    @maxgoose707 Год назад +1820

    I'm curious to how much time it takes for you to make these videos, because its very clear that you put a LOT of effort into them

    • @Kaiwala
      @Kaiwala Год назад +48

      He said 2 weeks so, a decent amount of time

    • @arshiawin6833
      @arshiawin6833 Год назад +12

      this dude is the literal definition of an angel in stuff like this. as a developer, sometimes we don't even know how we wrote it and spend months on design bugs like this. He deserves to be paid by blizzard

  • @dezrettel407
    @dezrettel407 Год назад +67

    Although it would be a nightmare to test, I wonder if certain emotes would have the same "moving the hardpoint" effect, like Junkrats lounging emote.

    • @JiorujiDerako
      @JiorujiDerako Год назад +11

      Or if it counts as a sudden pose change. Emoting right as you know he's about to fire could potentially 'dodge' the shot if that's the case.

  • @Nullbound
    @Nullbound Год назад +418

    I knew I wasn't THAT bad with high noon 😂😂😂

    • @l30n88
      @l30n88 6 месяцев назад

      Don't you mean "past your bed time?

  • @abaddonarts1129
    @abaddonarts1129 Год назад +27

    Honestly the fact Cassidy can roll dodge a deadeye is badass enough that it both isn't something I'd complain about and makes sense as a character but for everything else it's ridiculous

  • @nezkah
    @nezkah Год назад +495

    this happened to me last week as ana, enemy cass deadeye managed to just completely miss me when I was in full LOS the entire time from his triggering ult to pulling trigger. I guess latency possibly? but I had no movement abilities to use so I'm still surprised it missed. i did try to sleep him but he was suzu'd immediately before. it was a very bizarre moment. incredibly glad you did a video on this one, it's been driving me crazy lol

    • @raspberry3189
      @raspberry3189 Год назад +113

      I wonder if ana's scope in animation could have adjusted her just enough for it to miss, she does have a pretty bad hunch

    • @denzy3929
      @denzy3929 Год назад +61

      Knowing the game, it was probably a rogue leaf flying past and blocking the bullet😂

    • @ossifiedtoad798
      @ossifiedtoad798 Год назад +36

      @@raspberry3189 This was my thought too. Ana not only hunches down quite far, she also kinda leans her upper body to the side, so the position of hardpoint #1 probably moves quite a bit. Ana also has a really low crouch and a surprisingly high jump, so I could see either of those animations possibly causing the miss too.

    • @toyodathon08
      @toyodathon08 Год назад

      I’ve had this exact same thing happen as well!

    • @alexo_pog
      @alexo_pog Год назад +10

      @@raspberry3189 or sleep dart animation, since they mentioned using that right before the ult shot, especially since "using an ability" is the case for mercy and sojourn

  • @noahpalin6402
    @noahpalin6402 Год назад +11

    This is such an absurdly well-made video! Everything from the writing, explanations, and editing is just outstanding. Subscribed!

  • @whynotanyting
    @whynotanyting Год назад +369

    Wow, I can see why they designed the ult this way, but seeing how it doesn't work well irks me. Also, I always thought it tracked the head since that is where the marker is. Strange that they don't use the hardpoint at the head as the aim target since it's much smaller (less room for false positives) and makes thematically sense.

    • @Ross516
      @Ross516 Год назад +25

      My guess is probably so critical damage doesn't need to be accounted for, since it charges up based on hp total, right? So if it was the head, they'd have to apply the critical multiplier to whatever math they use. Just my guess

    • @5tr4wb3rri8
      @5tr4wb3rri8 Год назад +109

      @@Ross516 they could make it so it cant do headshot damage

    • @RemedieX
      @RemedieX Год назад +96

      @@Ross516 They could easily just make the deadeye use bullets that don't crit instead of having to bother with all this hardpoint nonesense that requires more checks running through the game/server. For example, Death Blossom doesn't crit despite using the "same shotguns."

    • @zackwalker1789
      @zackwalker1789 Год назад +26

      @@Ross516 nah, they can just turn crits off for the ult. Lots of stuff doesn't do crit damage, and they can even make orisa immune to crits while fortified

    • @alexo_pog
      @alexo_pog Год назад +7

      i suppose that could cause issues where you see the whole character BUT the head and the ult is not charging up which would be frustrating, but 1. how often does that happen 2. players would accept that its about the head

  • @axoboiii8200
    @axoboiii8200 Год назад +40

    I think an interesting video topic would be how POTG's are chosen (eg canceling rez adds "points" and so does canceling ults/getting ult kills)

    • @Thewinningshep
      @Thewinningshep 10 месяцев назад

      The old fire mechanic can give you hints becuase im pretty sure it was based off of whoever got the most of those points within a certain timeframe although you can no longer see the points i think its tge same effect so if its not a solo kill it will only give a certain amount depending on the percent of damage you did +elim credit ult cancelation and rez cancel count as 50 along with elim if im right and a solo kill will count as 100 contesting objective slowly gives 10 which is why you can be on fire just from contesting (sorry for very late reply)

    • @bulletbro4745
      @bulletbro4745 Месяц назад

      Pretty sure it’s the most amount of fire someone gains in a small amount of time.

  • @PrestigiousInferno
    @PrestigiousInferno Год назад +32

    The deadeye shot must be shooting the hard point on the client side and missing when it doesn't match what's in the server. That's why the latency is so important

  • @i-know-alice3874
    @i-know-alice3874 Год назад +73

    To add to your list. People standing up from earthshatter, people getting slept and also waking up from sleep can also cause this. Lost a comp game because deadeye missed a sleeping nanoblading genji who woke up

  • @macefilms_
    @macefilms_ Год назад +1

    this guy is the shounic of overwatch. same editing style, video format, its awesome

  • @OrigamiAhsoka
    @OrigamiAhsoka Год назад +148

    This is so bizarre, I never thought it’d be such a technical ultimate

    • @arcadema
      @arcadema Год назад +7

      Ikr. It's always super interesting to learn these things as an average player with no dev experience whatsoever. I always thought that deadeye would be really simple from a backend perspective but I guess it's never quite that simple in game dev.

    • @magi_stricide
      @magi_stricide Год назад +15

      @@arcadema It feels like they made it needlessly complex.
      Just use one hard point for everything, the head. The ult icon even indicates Cassidy will shoot their head, so just make the ult about shooting heads. This will solve all the issues.
      The only slight nerf here is that the ult won't ramp on someone if you only see their feet or body, but you can fix that by making it a bit more complex. Use three hardpoints like before, yellow means it will miss, red means it will hit, circle touching skull means it will kill.
      This way, it will still charge if you see their feet, even if you can't see their head, but you will still one shot the moment you do.

    • @nayd5043
      @nayd5043 Год назад

      They could use whatever they use for torbjorn`s turret tbh.

    • @Tomwithnonumbers
      @Tomwithnonumbers Год назад +1

      It's interesting how sometimes seemingly simple things can be really intricate to programme. "I can see a player" is surprisingly complicated when you think of how to check it, when to update those checks etc.
      Saying that, the bit about the bullet and lock-on indicator not using the same haedpoints as the LOS check just seems bad.

  • @birb9325
    @birb9325 Год назад +9

    That Zenyatta t-pose is gonna haunt me in my dreams 4:38

  • @ossifiedtoad798
    @ossifiedtoad798 Год назад +45

    Oh man, I am so excited that you validated that one of the miss conditions has to do with sudden pose changes and is affected by latency! That was my guess after studying a few examples in the replay viewer.
    I’m surprised to see that you found that Deadeye doesn’t seem to follow favor the shooter as expected, though. In the examples that I studied, the bullet trails and blood spatters were not aligned with the target’s centerline, in some cases not being on the hitbox at all, yet the target still took damage. I thought that that must have reflected where the target was on the shooter’s client at the time that the bullet was fired. (Unfortunately, those replays are no longer valid, but I do have some screenshots saved if that would be useful to share.)
    Based on that interpretation, my guess as to why the shot missed during a rapid pose change was that maybe the target’s _position_ was being rewound to where Cassidy saw them, but that the _pose_ was not being rewound properly/consistently. So, in the Mercy-ending-GA example, Cassidy shoots while Mercy is still in the horizontal pose on his client, but on the server she has finished her GA and is upright again. My guess is that the hit registration is evaluated based on the position and hitbox pose that Cassidy sees, like normal, but the selection of where Deadeye shoots is based on the hero’s pose on the server. I think that could explain the behavior that you saw where the window for missing is latency-dependent, and the bot on the server never misses. But, I don’t know how to reconcile this hypothesis with your 4th miss scenario.
    _Edit:_ In your tests on the latency-related miss window, did you test against other heroes’ pose changes or just Mercy? Were you able to test at latencies in between the 60ish and 250ish you showed? The fact that the 60ms latency resulted in a 60ms window to miss seems like it would support my hypothesis that the hardpoint is being evaluated based on how Mercy is posed on the server’s timestamp. If I was right, I would expect the miss window to scale 1:1 with the latency up to whatever the duration of the pose-change animation is. Maybe that’s the 160ms you found with 250ms ping? That could be tested with finer-grained ping tests (maybe using the minimum latency feature?) or possibly more heroes, since presumably the pose-change animation times would differ.

  • @mejestic_pie_flavor325
    @mejestic_pie_flavor325 Год назад

    You have no idea how excited I get whenever I see one of your videos pop up

  • @magical86
    @magical86 Год назад +38

    never thought i’d hear someone advocate high noon canceling for the reload alone and i’d walk away actually convinced to do it

  • @Cloud7050
    @Cloud7050 Год назад

    The kind of content I love. Fascinating how you investigated this.

  • @TheBlairThing
    @TheBlairThing Год назад +234

    I wonder if this bug affects S76's tac visor too, but nobody notices because it's a channeled ult? May want to test that.

    • @genericgamer2003
      @genericgamer2003 Год назад +155

      Its something he tested on twitch but apparently didnt make it to the video. Visor will never miss unlike highnoon.

    • @vivelespatat2670
      @vivelespatat2670 Год назад +96

      You'd expect 2 Aimbot ults to function similarly, but we are talking about Overwatch here.

    • @Flechashe
      @Flechashe Год назад +6

      It's not a channeled ult

    • @NoName-ts8eo
      @NoName-ts8eo Год назад +1

      @@vivelespatat2670 deadeye mechanical is different from visir

    • @RYNO2511
      @RYNO2511 Год назад +1

      Tac visor is hitscan though, no? Deadeye is projectile-based, which is part of the reason why it misses when the enemy is in full LOS.

  • @orellaminx3530
    @orellaminx3530 Год назад +5

    9:13 This is the fundamental problem with Phara, one that affects literally any character that shoots at her. The hitbox becomes disconnected from the model from movement changes. Happens to all characters, but flying ones that move in every axis benefit from it especially. In Deadeye's case, the bullet is tracking to the hitbox, but the disconnect is so small that with a decent ping, the server returns "Uh no, the hitbox is over here, not over there anymore" by the time the bullet hits, leading to a no-reg.

  • @TYSGoldenWolf
    @TYSGoldenWolf Год назад +28

    ive been complaing about deadeyes sea of bugs for years and never felt like anyone ever heard or cared. THANK YOU MARBLR for being a voice for the voiceless. WE CAN'T LET THIS STAND.

  • @Irockman1
    @Irockman1 Год назад

    I appreciate the amount of effort that goes into research for these videos.

  • @MaverickTF
    @MaverickTF Год назад +72

    Kudos to you for answering so many people's questions about this stupid ultimate. Your videos are amazingly well produced and researched. Keep up the great work man.

  • @Poke1236ok
    @Poke1236ok Год назад

    great video as always, glad someone was around to fill this niche on RUclips, very useful stuff!

  • @soccerburn552
    @soccerburn552 Год назад +30

    The quality of the work you do is always incredible, but this one takes the cake. Fascinating to see some of the weirdness that happens in this game.

  • @Favmir
    @Favmir Год назад

    Seeing that [Patched] on the title feels so good, and it's thanks to you and your rigorious tests. OW community thanks you!

  • @kilyaded7332
    @kilyaded7332 Год назад +6

    I love how all 3 examples are flats

  • @nowshipping
    @nowshipping Год назад

    1:13. Thank you for using this example of character dialogue.

  • @ArdaSReal
    @ArdaSReal Год назад +14

    It must be fun to gut the games mechanics like this but man i just cant imagine all the work and time that goes into this channel

  • @Used-vi3fd
    @Used-vi3fd Год назад

    Never played over watch and still love watching these kind of videos

  • @Neeeeeeeeeto
    @Neeeeeeeeeto Год назад +87

    cass ult is just a glorified reload

  • @myrez_
    @myrez_ Год назад

    mad science you did in this video, very well made. good job!

  • @CZProductions
    @CZProductions Год назад +11

    As a banana man main this truly pains my soul. I normally use the ult to take out Valking Mercies too :(

  • @onelongwordable
    @onelongwordable Год назад +1

    SHEESH this channel is ESSENTIAL

  • @ragerasse7616
    @ragerasse7616 Год назад +174

    The only thing I miss with it is every potential kill because everyone knows how to counter it nowadays. 😔

    • @kie2
      @kie2 Год назад +38

      yeah it is pretty much the worst ult in the game even without bugs

    • @nontori..4161
      @nontori..4161 Год назад +4

      ​​@@kie2 brigitte ult

    • @knyt0
      @knyt0 Год назад +3

      better than lucio beat imo

    • @thegreatgamingkid8252
      @thegreatgamingkid8252 Год назад +87

      @Knyt Are you playing the same game?

    • @rajkanishu
      @rajkanishu Год назад +10

      ​@@nontori..4161 nah rally is at least somewhat useful

  • @drakealex
    @drakealex Год назад +1

    I don't play this game but watching how you articulate the data and how that data comes, is engaging.

  • @pantuternik
    @pantuternik Год назад +5

    I have an automatic "Do Not Disturb" mode toggle that enables on 8:00 AM. I was watching the video and exactly at 1:13 , when doomfist said "an dey sey, an dey sey..." it got muted because DND mode disabled sound. That's some perfect timing right there

  • @robinurmum8738
    @robinurmum8738 Год назад

    Your content is so interesting and well made,
    you made me watch a 12 min video about a game i don't play

  • @Prehistoric_Nerd
    @Prehistoric_Nerd Год назад +3

    if I know the devs well enough they'll keep this in as a feature and call it a "counter" for cassidy's ult as if there isn't enough thing that counters his ult...

  • @Loganrithm
    @Loganrithm Год назад

    Man I love your videos, so incredibly well made and entertaining. Really shows the backend of one of my favorite games!

  • @Madis.O
    @Madis.O Год назад +7

    0:38 snack has been grabbed

  • @just_neon7978
    @just_neon7978 Год назад

    Dude, your videos are the greatest. Thanks for the content

  • @basketcaseface813
    @basketcaseface813 Год назад +6

    Wow. And I thought I was going crazy with how many times deadeye has missed for me…

  • @TheRenem12
    @TheRenem12 Год назад

    I came here from Flats, and it was just to drop a like and a view, you definitely deserve it.

  • @jacob-4595
    @jacob-4595 Год назад +8

    0:11 to be fair that one just hit a palm tree

  • @BringBackLFG
    @BringBackLFG Год назад

    Good work! You are still creating some of the best Overwatch videos I've seen and I am so happy to have found you
    Keep up the great work bro fr

  • @strikermodel
    @strikermodel Год назад +3

    The latency one makes sense. The latency between recieving server info and client side location have enough discrepency for it to "not lead the shot" correctly

  • @GeorgeAlexanderTrebek
    @GeorgeAlexanderTrebek Год назад

    Thank you for making these videos!

  • @kie2
    @kie2 Год назад +21

    it's actually kinda hype that cree can dodge deadeye by rolling. I'd love to see someone try it in game intentionally.

  • @StingrayOfficial
    @StingrayOfficial Год назад +2

    So good dude, imagine if they don't fix this before the next OWL season, oof. Also fun having you play with Seagull lately, good times!

  • @kyruken6740
    @kyruken6740 Год назад +5

    RIP Birdring , he should have watched your video 😂

  • @yasserboumediane1010
    @yasserboumediane1010 Год назад +2

    Great, now I have to do complicated math equations every single time just to use one ability, thanks Blizzard

  • @necorV
    @necorV Год назад +9

    As a Mercy main unfortunately I cant say I have ever been NOT shot by deadeye.
    So this was actually quite interesting.......

    • @VanSanProductions
      @VanSanProductions Год назад +2

      now we know the secret is to GA exactly when Cassidy is locked on.

    • @halohaalo2583
      @halohaalo2583 Год назад +1

      @@VanSanProductions we can't know when he'll shoot so it's a hail Mary given ga cooldown time

    • @Marblr
      @Marblr  Год назад +2

      at least in the examples I've shown, you need to jump out of GA to have a chance at dodging deadeye.

    • @hotdoghub6690
      @hotdoghub6690 Год назад

      I've had my deadeye miss mercy twice in just the past week and I don't play that much. Just bad luck I guess

  • @schwarzerTeufel88
    @schwarzerTeufel88 Год назад

    Your Channel is exactly the kind of overwatch content that i have been looking for

  • @cristrollelgeekmaster4674
    @cristrollelgeekmaster4674 Год назад +10

    Cassidy mains taking notes on what to do and no to do while watching this

  • @jonschaub7574
    @jonschaub7574 Год назад

    Great video - I saw Flats reacting to it and had to come watch the original myself!

  • @alnimri
    @alnimri Год назад +7

    *Marblr's videos are entertainingly and enjoyably educational!*
    All this time I've experinced these circumstances as Cassidy and thought it was just a ping/latency situation.

  • @taytaymcfly5451
    @taytaymcfly5451 Год назад

    Incredible work!

  • @YatzeeWillWearAGreenHat
    @YatzeeWillWearAGreenHat Год назад +66

    My question would be: Why doesn't Mccree just make 1 line of sight check and uses that for the bullet as well?

    • @astupidlylongnamethatstoolong
      @astupidlylongnamethatstoolong Год назад +33

      Because that would be too much effort. Ow is held together by shoestrings and duct tape.

    • @YatzeeWillWearAGreenHat
      @YatzeeWillWearAGreenHat Год назад +9

      @@astupidlylongnamethatstoolong Sounds about right. This aint a gamebreaking bug nor is any longtime multyplayer game handled by the same devs.

    • @kie2
      @kie2 Год назад +19

      even if they wanted him to be able to shoot toes you could just change it so he doesn't actually need to hit the shot he just needs to charge the skull and keep LOS

    • @timsonnenberg6977
      @timsonnenberg6977 Год назад +5

      Id say, just skip the bullet concerning the damage. Do the LOS including shields/other effects, have the targets take damage and play the animation+ bullet seperately.

    • @everkade
      @everkade Год назад +4

      because someone coded this mess in 2016 and no one has complained enough to make them give enough of a damn to fix it

  • @negu_the_fennec
    @negu_the_fennec Год назад

    Well a man of culture, you used Blinx the time sweeper ost from the hourglass caves, respect

  • @cold_llama
    @cold_llama Год назад +4

    the april 11 patch notes say this has been fixed... is it true?

  • @skyler7017
    @skyler7017 Год назад

    Amazing video marblr as usual! Keep up the good work!

  • @movenorwhat
    @movenorwhat Год назад +4

    Honestly, i think it's sort of an issue with how the los check is handled, because i believe similar missing issues happen with other burst damage ults as well (i could say that it's not uncommon to "miss" with riptire's explosion)

  • @kmenordesvairado4060
    @kmenordesvairado4060 Год назад +1

    Cassidy: I'm only human after all

  • @Zkeleton969
    @Zkeleton969 Год назад +4

    Please never stop making these. Only overwatch content I’m interested in

  • @N7_Kobold
    @N7_Kobold Год назад

    Great video, always look forward to your vids

  • @halfofgrim
    @halfofgrim Год назад +10

    Have you checked if these bugs also occur without the ult being active? My gameplay seems to indicate that these missed shots happen all the time. not just with dead eye

    • @TheRealBatabii
      @TheRealBatabii Год назад +1

      I really hope this explains why I can never hit anything with Ashe or Widowmaker even though it's not nearly as bad with any other hero

    • @SearcherRyan
      @SearcherRyan Год назад +2

      Skill issue

    • @iamaylacat3935
      @iamaylacat3935 Год назад +3

      Seen *something* similar happening with Ashe lately, except I believe the issue may be with hit reg as the issue occurs not only with regular shots, but at times completely stationary targets (including the ones in the practice range)

    • @MrHandsomeStudios
      @MrHandsomeStudios Год назад +1

      If you have a low end PC you will miss shots even though you on your display can see that your crosshair are on a character. The reason for this is that with lower FPS, it will take longer time for the movement of a character update meaning that there's a bigger window in milliseconds of that the enemy is lagging behind on your screen. If the enemy character moves straight in one direction, imagine them in reality being a little bit further in that direction. The time between 2 frames when you have low fps will also mean that on your display the enemy maybe moves to the left when in reality they move to the right.
      Playing on lower FPS you want to play hitscans like projectile characters were you pre aim in the direction that you would guess they will position in the next frame. As someone who have played on 30 fps, 150 fps and 240 fps avg setups there's a massive difference in delay between 30 and 150 fps. It's so massive that my aim went from 30% to 80% in bronze just by playing on higher fps and I won every single game until I got to gold as Soldier back in 2019.
      So in other words, the higher fps you have, the smaller the window of were the enemy can position the next frame resulting in you having higher accuracy since you will know exactly were they will be.

    • @ArchSchizo
      @ArchSchizo Год назад +1

      @@MrHandsomeStudios I have a 144 refresh rate monitor, can confirm you just have more opportunities to know exactly where they might be. Diminishing returns exist, I wouldn't dare go above 144. Input lag + internet inconsistencies/speed are likely bigger issues in Overwatch.

  • @Cyrax559
    @Cyrax559 Год назад

    This is very surprising and interesting for such a simple ultimate. Very eye-opening

  • @PrinceAbubu59
    @PrinceAbubu59 Год назад +11

    I feel like if I heard "It's high noon" so many times while testing and found this many misses, I wouldn't even bother hiding from this ult next time I hear it in game lol

  • @Add_Infinitum
    @Add_Infinitum 2 месяца назад +2

    Uhhh yeah I'll have the hitscan ult, hold the hitscan

  • @thefolder69
    @thefolder69 Год назад +5

    1:48 damn Cassidy, Mercy's eyes are up there, you know!

  • @kaiKudos
    @kaiKudos Год назад

    i have heard too much "RAAH". i can't unhear this now. but seriously, great video and keep up the good work ❤️

  • @zag5766
    @zag5766 Год назад +6

    1:52 my mans eyes do be awandering there

  • @richardkern112
    @richardkern112 10 месяцев назад

    This is insane. Great work

  • @victormunhozzz
    @victormunhozzz Год назад +5

    What I've learned today is that: if I'm caught in the open by Cassidy as Mercy I should at least attempt to fly away as there's a chance I'll dodge his shot with Guardian Angel

  • @dihharea1735
    @dihharea1735 Год назад

    Thank you for this this was so unfortunate but informational

  • @NafedalbiFilms
    @NafedalbiFilms Год назад +5

    "Don't use -disguises- deadeye when -the enemy team doesn't have an a pyro or demo- you have high ping. Or ever. Just don't use -Spy- Cassidy."

  • @mattattack57
    @mattattack57 Год назад

    Incredible work.

  • @mohammedbaig9569
    @mohammedbaig9569 Год назад +9

    I don't know if you've covered it already but can you explain the differences in first person animation vs third person? Like for example in Cassidys ult where he has his left hand placed horizontally from the player POV but from outside that isn't visible, or how moira looks like she's naruto running from a third person view but from the players perspective her hands never move to her sides?

    • @reggieisnotadog4841
      @reggieisnotadog4841 Год назад +5

      I can answer this. Your first person (the detailed hands and weapon) and third person (the full body) models are separate, but move around in the game world together.
      Game engine cameras can decide what they show at any given time. So your camera shows your first person model and hides your third person model, while showing you everyone else's third person model. When you do things like get charged or emote it hides your first person model and shows you your third person model so you can watch yourself die or dance or whatever.

    • @mohammedbaig9569
      @mohammedbaig9569 Год назад +3

      @@reggieisnotadog4841 oh thats sick thanks for the quick reply. Do you know the name of this phenomena or technique so I can look into it myself sometime? Been wanting to use it for some game dev for a while now and it seems like it'd be super handy. And one more thing does that mean that the models are basically overlayed on top of one another then? Because if so how does hitbox detection work between the 2?

    • @arrowtongue
      @arrowtongue Год назад +2

      @@mohammedbaig9569 The viewmodels do not have any hitboxes or collision with the world, they are rendered only in your client's camera in first person and layered over everything so they don't clip into stuff. The models themselves are technically overlayed but the viewport is only ever rendering one or the other at a given time. This technique is probably just called viewmodels and is the way FPS games have been doing this since Wolfenstien.

    • @ImplyDoods
      @ImplyDoods Год назад +1

      @@mohammedbaig9569 useually viewmodels are done with 2 different camera's overlayed ontop of eachother
      this is because the viewmodels FOV should never change as it'd make the gun look weird and since you want the player to be able to change FOV its a seperate camera the viewmodel and all so why would you give the viewmodel a hitbox? it doesnt need one they are all so rendered first before anything else to effectively make sure they can never be behind objects to stop them clipping into walls

    • @reggieisnotadog4841
      @reggieisnotadog4841 Год назад

      @@mohammedbaig9569 People have answered this already with the point that it's two cameras and is switching between them. For a game engine specific tutorial on how to do FPS arms look up camera stacking in Unity, and for how to show certain models (i.e. only first person models and third person models for certain cameras) look up 'camera culling mask unity'.
      Don't worry that it's for Unity if you're using another engine. Once you understand those two concepts you will be able to apply them to your own engine by either fiddling about or googling the same concepts, unity just has some good tutorials on how they work in general.
      You can also look up 'Animation Bootcamp: The First Person Animation of Overwatch' for a great video on how they do it in OW specifically. Hope that helps and good luck with game dev!

  • @v8p4r
    @v8p4r Год назад +1

    That blinx the time sweeper ost in the background at 0:43 🔥

  • @helixflynn9987
    @helixflynn9987 Год назад

    YOOOO THE BLINX 2 STORE THEME RIGHT AT THE END! Very good video too!

  • @gtbkts
    @gtbkts Год назад

    Thanks for the awesome content and great video!!

  • @neon_light5608
    @neon_light5608 Год назад

    I love the quality of your video. Makes me excited, I love you.

  • @burak4847
    @burak4847 Год назад

    yo bro. you are best content creator for ow. the effort you put in this videos are amazing. and i am little bit sad because i love mccree s deadeye since ow release. but now its only useful for pharah mercy duos

  • @Crusty_Sword
    @Crusty_Sword Год назад

    This video reminds me a lot of Shounic both dive deep into the mechanics of the game and both do a super amazing job at explaining it love the content.

  • @ProfOfficial
    @ProfOfficial Год назад +1

    I thought for the longest time Sojorn has an because of this bug. I was baffled at how stupid that is in such an already powerful character, I'm glad I was just stupid