https://www.youtube.com/watch?v=1wGcNzFd3as
OMG hitbox so broken lulz.
Hmm, also apparently the hitboxes are bigger than live but smaller than launch?
The collision hull pictured here is the same for all classes btw. From the Heavy to the tiny scout they all share this same big box.
Part of my major frustration with the Overwatch community is that there is so much misunderstanding on how these arena shooters work with regards to hitboxes. I suppose part the reason is that it's been so long since this type of game blew up and got so popular. That big hitbox might look goofy, but it's a major reason why TF2's balance is so robust despite being filled to the brim with bloat and every kind of weird alternative weapon you can think of. If you look at TF2's weapon list you see that many different kinds of weapons share very similar damage ranges despite very different ways of delivering that damage.
https://wiki.teamfortress.com/wiki/Weapons
The scout's scattergun does up to 105 in the sweet spot range while the demoman pipes do a flat 100 damage on a direct hit. And while the matchup is scout favored, a good demoman with decent pipe aim can kill a scout quite handily. Despite having roughly the same damage capacity in both their primaries and one being an instant hitscan shotgun blast and the other a bumbling pill that flies in arc, they are balanced with one another because they don't share the same method of hit detection. If the Demoman was forced to actually hit the model of the tiny wiggling and jumping scout, he would be seriously screwed.
Projectiles are costly attacks. Both in terms of how much extra effort the player must exert in order to use them, and also in terms of how the game engine handles them in online multiplayer games because the game has to keep track of multiple projectiles in flight during each "snapshot" sent to the server. Larger projectile hitboxes are a cost mitigation tool to give you a solid foundation when balancing against hitscan. Without those big TF2 hitboxes soldiers would be better suited running around shooting people with their shotgun only OR the rockets would have to do eleventy billion tons of damage to compensate for having to hit the same target as hitscan which would break the math of the game in other ways.