Original Post — Direct link

In the most recent Q&A about S76, blizzard stated that there is no damage falloff or ramp up mechanics in the game at this moment

There's no damage drop off over long ranges for a single projectile, any reduced damage is simply due to the spread of the weapon

I think this is a very bad decision beacuse it makes the game very monotone and encourages one of the worst things in fps games, which is spamming. Imagine you start the match and 2 pharahs are unloading their rockets one after another from the other side of the map with each one dealing 100 damage right when you leave the spawn doors. This is also an issue with hitscan weapons beacuse bullet spread is tight with many weapons and beacuse of that you can spray the enemy from any distance all day long. How fair are those situations? There is no risk, no strategy involved with them. For example, In a game of upward in TF2, I can spam the doors with soldier but I can only deal 30-40 damage (if they even hit the target). To dish out the real damage I have to get close to the enemy and take risks

The percentages don't have to be as absurd as +/- 50% in TF2 but like +/-20 would be fine.

TL;DR: The game should reward you for taking risks by getting close to the ennemy to achieve a higher damage, not reward you for spamming.

Edit: Wording.

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over 9 years ago - /u/Blizz_GeoffGoodman - Direct link

Just to clarify: We do actually have damage fall off for certain weapons in the game, but Soldier: 76 doesn't currently use any. We tend to reserve fall off for weapons that are intended to be close range weapons, such as Tracer's Pulse Pistols or Reaper's Hellfire Shotguns.

For example, In a game of upward in TF2, I can spam the doors with soldier but I can only deal 30-40 damage (if they even hit the target). To dish out the real damage I have to get close to the enemy and take risks

As far as spam is concerned, there's a few things to keep in mind comparing Overwatch to TF2. Firstly, we're only 6v6, whereas TF2 can range from 8v8 to 16v16, so they tend to have a lot more stuff flying through the air at any given time.

Secondly, our tank role heroes are generally very good at shutting down spam like this. If your team is being locked down by a bunch of Pharahs firing rockets into a choke, a single friendly Reinhardt pushing out with his shield up should be all your team needs to be able to push out.

Lastly, we have heroes like Tracer and Reaper that can just avoid the spam all together and go for a flank.

That said, it's something we're keeping an eye on and if it becomes a problem we have a lot of ways that we can solve it.

over 9 years ago - /u/Blizz_GeoffGoodman - Direct link

Originally posted by Whamboozled

Hey. My only concern with spam is that I can build my ultimate off shields. I want to always be aiming for that for a quick build up and a tank trying to prevent ranged poke and spam against his team could actually be helping the enemy team. How do you feel about placed shields (not the ones attached to heroes) charging ults, and is there any consideration to tweak it? or leave as is?

Well we've recently been experimenting back and forth with this mechanic. In our latest builds hitting shields doesn't generate ult for either party.

But even with the way it was, both the shield owner and the attacker gain ult equally (and even then only at a 20% rate), so if you were firing into an enemy barrier to charge your ult you're also charging his/her ult as well.