And here we go…The reason it's like that is because Blizzard's "favor the shooter" system. If you see a person on your screen and you kill them, it doesn't matter what they see, so long as you killed them on yours, they're dead once they resync with the server.It's similar to how Call of Duty's latency works, if you snipe a guy who walks through a doorway on your screen, but on his he's behind a wall still, the game will register the snipe on yours, but he'll still die behind the wall on his.Thus brings me into my next point, stop comparing TF2 and Overwatch. Just because the gameplay is similar, does not equate the same.I've logged 2,500 hours in TF2, but have yet to play Overwatch, but even then, I've seen and read countless data tables and gameplay and, arguably, this acts more like a MOBA "hero shooter" with a TF2-like aesthetic.The best way I can explain is this: TF2 has you build loadouts that accommodate your style within your role in a team, assuming you have the necessary unlockables to achieve it. But you're very much independent gameplay-wise outside of a competitive scene if you aren't part of the main objective force, or the "combo," whereas Overwatch has various characters that may fit a role, but it's up to you o find the one that fits your style and can counter the enemy team's composition.In TF2, you build the loadout, usually with a set meta for achieving specific personal goals, but in Overwatch, the CHARACTERS are the loadout, and, as a team, you have to establish a composition to counter the team's composition.Here's an analogy I've come up with to make this simple: "TF2 is like checkers, everyone is equal but the plan of attack will always be different. And Overwatch is like chess, everyone has a specific role to play and it's up to the team as a whole to decide how to counter how the enemy will play their roles."I hope this helps break up this stupid discussion/comparison.