Because I'm a nerd, I did some calcs to determine what the "effective range" of most projectiles are in the game.
To define a projectile "effective range", we need to look at what's important: direct hits or just splash?
In most cases, splash is only 1/2 or less of the total damage of a shot and even has a falloff gradient from impact (i.e. further away from impact point, less damage splash is). In these cases we care about direct hits. If there's no difference between splash damage vs direct, then we care about splash. Hence we need 2 formulae:
Dodgeable_Direct_Range = (proj_size_radius / avg_hero_speed + avg_reaction_time) * proj_speed
For simply just splash:
Dodgeable_Splash_Range = ((proj_size_radius + splash_radius) / avg_hero_speed + avg_reaction_time) * proj_speed
i.e. the logic these formulae is: assuming the projectile is aimed perfectly directly at the target, at what range is it feasible for the target react + walk in a straight line to retroactively dodge a direct shot/splash of the project?
Because if a target can react + move to dodge a projectile no matter how well you aimed it, then evidently you're at a range where the projectile isn't being "effective". Or alternatively, if you're at a range where targets can reactively guarantee only receiving at most splash damage, then you're in a range where you're at most only achieving fall-off damage i.e. not in effective range.
Before I show the table, these were the assumptions made:
- average human reaction time being 0.25s which is based on https://humanbenchmark.com/tests/reactiontime
- projectile size radii sourced from https://us.forums.blizzard.com/en/overwatch/t/projectil-hitbox-sizes-width-table/454600 (it used a custom game mode to derive the diameter of projectiles)
- there are some projectiles that couldn't feasibly be derived from this and hence they've been excluded from the table (e.g. orisa primary or echo primary)
- average walk speed being 5.5m/s which is actually the case for most heroes. this and other data like splash radii is sourced from https://overwatch-archive.fandom.com/wiki/Overwatch_Wiki
- further note these numbers do not take into account projectile arcs.
So without further ado, here is the table.
|Projectile||Projectile radius (m)||(Max) Projectile Speed (m/s)||Dodgeable Direct Range (m)||(Max) Splash Radius (m)||Dodgeable Splash Range (m)|
|(Ana) Sleep Dart||0.2||60||17.18181818||17.18181818|
|(Ana) Biotic Grenade||0.2||30||8.590909091||4||30.40909091|
|(Baptiste) Biotic Launcher||60||15||3||47.72727273|
|(Bastion) Configuration: Tank||0.3||60||18.27272727||4||61.90909091|
|(Brigitte) Whip Shot||80||20||20|
|(D.Va) Light Gun||0.25||50||14.77272727||14.77272727|
|(Hanzo) All arrows||0.1||110||29.5||29.5|
|(Roadhog) Chain Hook||40||10||10|
|(Junkrat) Frag Launcher||0.2||25||7.159090909||2||16.25|
|(Junkrat) Concussion Mine||0.2||25||7.159090909||3||20.79545455|
|(Lucio) Sonic Amplifier||0.15||50||13.86363636||13.86363636|
|(Mercy) Caduceus Blaster||0.25||50||14.77272727||14.77272727|
|(Pharah) Rocket Launcher||0.2||35||10.02272727||2.5||25.93181818|
|(Pharah) Concussive Blast||60||15||8||102.2727273|
|(Reinhardt) Fire Strike||0.85||25||10.11363636||10.11363636|
|(Soldier) Helix Rockets||0.2||50||14.31818182||3||41.59090909|
|(Symmetra) Photon Projector Orbs||0.5||25||8.522727273||2||17.61363636|
|(Torbjörn) Rivet Gun (primary)||0.1||70||18.77272727||18.77272727|
|(Zarya) Particle Cannon (Secondary)||0.2||25||7.159090909||2.5||18.52272727|
|(Zarya) Graviton Surge||0.2||25||7.159090909||6||34.43181818|
|(Zenyatta) Orb of Destruction||0.15||90||24.95454545||24.95454545|
|(Torbjörn) Molten Core*||0.2||40||11.45454545||2.5||29.63636364|
|(Tracer) Pulse Bomb*||0.2||15||4.295454545||5||17.93181818|
|(Widowmaker) Venom Mine*||0.2||20||5.727272727||3||16.63636364|
*These abilities' dodeable splash range shouldn't be treated as the same as others due to delay in explosion/splash.
- Dumb Experimental Ideas I have 2: Electric Boogaloo
- Molten Strike DPS with Slower Projectiles test
- Hero Concept: Highlander
More about OverwatchPost: "Calculating Effective Ranges for (Most) Projectiles" specifically for the game Overwatch. Other useful information about this game:
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