Flats finds a hilarious mei wall bug in Overwatch 2



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14 thoughts on “Flats finds a hilarious mei wall bug in Overwatch 2”

  1. The inconsistency of this new feature might come from rounding errors:
    Complicated explanation (you can find a simpler one lower): Each pillar is supposed to spawn a set distance from the center one in a certain direction, relative to Mei. However, to make the pillars spawn into the world, they need a set of coordinates relative to the world origin to determine their spawn location inside the world, and essentially the game has to find the set of coordinates relative to the world origin that gets as close to matching the coordinates relative to Mei (because the servers probably can't handlean infinitely precise decimal number, let alone 3 per pillar). This raises many problems, especially when Mei isn't looking in one of the 6 directions of the vectors that define the world space and their opposites, so basically almost everytime she throws down a Mei wall

    Simple(r) explanation: Mei wall coordinates probably start relative to Mei and must be converted to absolute coordinates. There usually won't be an exact match (because the values for coordinates can't be numbers with too many decimal places, otherwise the servers would crash), so instead the game finds the closest available spot and puts the pillars there while praying that everything works out okay, which of course it sometimes doesn't

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  2. I tested it out and if you stop walking about halfway through it you can actually get pushed to the top of it. Wasn't as consistent as walking through though.

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