Bug: Wesker Loss of camera mobility in between Consecutive dashes. Flicking issue
155 °C
Bug #3258
Wesker Loss of camera mobility in between Consecutive dashes. Flicking issue
| Status: | Open |
| Priority: |
High |
| Added by: |
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| Assigned to: |
Unassigned
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| Due date: | |
| Reported for: | |
| Actual Result: |
When chaining the second bound immediately, the game completely ignores fast mouse movements. Because the 1-frame gap between attacks was removed, the heavy camera stiffness from the initial attack carries over, making it impossible to adjust your aim for the second strike.
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| Expected Result: |
The game should register my quick mouse swipe at the start of the second bound and let me aim in a new direction, just like in the attached video.
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| Severity: |
Blocker
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| Reproducibility: |
Always
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| Platform: |
Steam
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| Additional Notes & Comments: |
Just to be clear, this is not an input bug where the ability fails to activate. It activates, but we cannot aim it. Before patch 9.5.2, there was always a tiny 1-frame gap between the first and second attack. That exact 1-frame window was crucial because the camera temporarily unlocked during it, which allowed us to perform an "insta flick" to change directions for the next strike. When patch 9.5.2 removed this 1-frame gap to fix the animations, it completely removed our ability to insta-flick. Because that gap is gone, the heavy camera restriction from the first move never drops. As a result, if we chain the attacks immediately, we are strictly locked facing forward and cannot rotate the camera at all. BUT THE OTHER IMPORTANT PART is that if you do add back that 1-frame gap the animation needs to also needs to be corrected.
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Steps to Reproduce
- Charge the ability (M2).
- Perform the initial forward bound.
- Queue up the next attack so it happens the exact moment the current one finishes.
- In the final split-second before the second bound triggers, swipe your mouse left or right very fast.
- Notice that the character just flies straight, completely ignoring your fast mouse movement because the camera is still locked.
Explanation
When chaining the second bound immediately, the game completely ignores fast mouse movements. Because the 1-frame gap between attacks was removed, the heavy camera stiffness from the initial attack carries over, making it impossible to adjust your aim for the second strike.
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