Bug: Loss of Physical Momentum Carryover in Dash Mechanics Post-Patch 9.5.0 for The Mastermind - Wesker
Bug #3940
Loss of Physical Momentum Carryover in Dash Mechanics Post-Patch 9.5.0 for The Mastermind - Wesker
| Status: | Open |
| Priority: |
Medium |
| Added by: |
|
| Assigned to: |
Unassigned
|
| Due date: | |
| Reported for: | |
| Actual Result: |
When initiating Virulent Bound while moving (e.g., holding 'S' to backpedal or 'A'/'D' to strafe), Wesker instantly snaps straight forward on frame 1. The previous directional momentum is completely ignored, resulting in a perfectly rigid, straight dash with no acceleration curve.
|
| Expected Result: |
Wesker should retain a tiny amount of his current movement momentum for the first few frames (approx. 2-4 frames) of the Bound startup. This should create a slight visual drift or "micro-curve" in the direction of the held movement key before the forward dash velocity fully takes over.
|
| Severity: |
Major
|
| Reproducibility: |
Always
|
| Platform: |
Steam
|
| Additional Notes & Comments: |
If more details are needed I can provide more footage or additional information of my understanding of said mechanic
|
Steps to Reproduce
- Start walking backward by holding the 'S' key. (or dash forward and rapidly change next dash direction to be 90deg)
- While still holding 'S' and moving backward, activate Virulent Bound.
- Record the gameplay and review the footage frame-by-frame.
- Observe that Wesker's model immediately travels forward on the very first frame of the dash, with absolutely zero backward drift or momentum carryover.
- Works with any previous source of movement
Explanation
This issue is related to the loss of physical momentum carryover since patch 9.5.0. Previously, when we initiated a dash while moving, the initial velocity of the dash didn't instantly overwrite our walking momentum. For the first few frames, Wesker's model would slightly drift in the direction of the held key (for example while holding s and initiating first dash, Wesker would be drifting slightly backwards for a couple of frames before shooting forward) and said thing would happen for any movement soruce, be it movement keys, previous dash if second dash was used instantly after first ended, literally any source of previous movement would create a little "curve" in wesker dash so instead of going from start perfectly forward we would have a little banana shaped beggining Showcase gif lets say that previous force was going from left part of the screen to the right, in this scenerio the curve looks like this https://imgur.com/a/eLTnS3b.
This created a tiny, but crucial, "curve" at the start of the dash. You didn't just fly perfectly straight right away; there was a micro-transition where the walking direction and the dash direction blended. Currently, this mechanic is completely gone. The power instantly snaps the character forward without any physical curve or momentum bleed from the prior movement, making the power feel unnaturally stiff.