HEAVY FEEL LOCKED: the A/B winner folded into defaults, clips retimed to zero contact drift
recover 36 / dmg 36 (DPS 60 held) / contact 20 (20/12/25 per step) / grace 28 / buffer 10 / move-commit 0.25; arc 0.8, finisher hold 7, connect kick 1.1. Clip state speeds retimed 1.0/0.85/0.88 so the VISUAL blade contact matches the damage tick exactly (audit: zero drift; probe: gaps 36/36/54, contacts +20/+12/+25 measured). Step-3 contact sits 1 tick under CastFacingTicks 26 (documented coupling). baseline profile = the locked defaults; heavy-committed kept as the record. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -267,7 +267,7 @@ namespace ProjectM.Client
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// Combat feel pass (2026-06)
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HitFlashBurstCount = 16;
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MeleeConnectFovKick = 0.8f;
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MeleeConnectFovKick = 1.1f; // 07-21 HEAVY LOCK: meatier bite
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MeleeConnectVolume = 0.55f;
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KillFlashBurstCount = 20;
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FootstepVolume = 0.30f; // 07-15: heavier, more present underwater thud
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@@ -287,9 +287,9 @@ namespace ProjectM.Client
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ShoulderLampIntensity = 8f; // 07-16e: the suit lamp actually lights (3 got lost in the murk ambient)
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ShoulderLampRange = 12f;
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CombatIdleHoldSec = 4f; // 07-18: Menacing01 combat-idle hold after the last swing
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MeleeArcIntensity = 1f; // 07-19: arc colors are pre-toned dim; this scales from there
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MeleeArcIntensity = 0.8f; // 07-21 HEAVY LOCK: the weapon is the read, the arc recedes further
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MeleeArcBubbles = 6;
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FinisherHoldFrames = 5; // 07-20 G5: the finisher's heavy beat (~83ms), capped well under the 8-frame ladder ceiling
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FinisherHoldFrames = 7; // 07-21 HEAVY LOCK: a fatter finisher beat (~117ms, still under the 8-frame ladder cap)
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RumbleEnabled = true;
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@@ -84,18 +84,18 @@ namespace ProjectM.Simulation
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ChargerLungeDurationTicks = 18f,
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ChargerWhiffStaggerTicks = 36f,
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GruntWindupTicks = Tuning.AttackWindupTicks, // canonical Grunt-windup source (TelegraphTests couples to it)
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MeleeDamage = 30f, // 07-19 heavy-weapon retime: bigger hit, slower cadence (DPS ~held: 18/0.27s -> 30/0.50s)
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MeleeDamage = 36f, // 07-21 HEAVY LOCK (operator A/B): DPS ~held at 60 (dmg = recover ticks)
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MeleeRange = 2.2f, // 07-20 G2.2 reach honesty: axe tip ~1.8m + a 0.4m player-favoring margin (was 2.6)
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MeleeConeHalfAngleRad = 0.9f, // ~51.5 deg half-angle (~103 deg cleave arc)
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MeleeRecoverTicks = 30f, // heavy-swing lock/recovery (~0.50s; 07-19 weighty-melee retime)
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MeleeChainGraceTicks = 24f, // window after the lock to chain the next hit (~0.4s)
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MeleeSwingMoveScale = 0.35f, // movement-commit while swinging (0..1)
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MeleeRecoverTicks = 36f, // 07-21 HEAVY LOCK: 0.60s light lock (finisher x1.5 = 54t)
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MeleeChainGraceTicks = 28f, // 07-21 HEAVY LOCK: ~0.47s chain window after the lock
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MeleeSwingMoveScale = 0.25f, // 07-21 HEAVY LOCK: deeper movement commit while swinging
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MeleeKnockbackSpeed = 6f,
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MeleeFinisherMult = 1.5f, // finisher (last hit) scales dmg/range/recover/knockback (07-19: 1.8 -> 1.5, recover was ballooning at the heavy cadence)
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MeleeComboLength = 3f, // light, light, finisher
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MeleeFinisherRangeMult = 1.25f, // 07-20 G2.2: finisher REACH (damage/recover/knockback keep MeleeFinisherMult)
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MeleeBufferTicks = 8f, // 07-20 G7: attack press remembered in the last ~0.13s of a lock (0 = off)
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MeleeContactTicks = 16f, // 07-20 G2.1: blade lands ~0.27s after swing start (per-step via MeleeTiming; 0 = legacy immediate)
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MeleeBufferTicks = 10f, // 07-21 HEAVY LOCK: wider buffer fits the slower cadence (0 = off)
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MeleeContactTicks = 20f, // 07-21 HEAVY LOCK: blade lands 20/12/25t per step -- clip speeds retuned to MATCH (wire tool 1.0/0.85/0.88; audit must show zero drift). Step-3 (25t) sits 1 tick under CastFacingTicks 26 -- do NOT raise without raising the cast window.
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StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
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StaggerKnockbackSpeed = 7f, // B2 poise: kb.Speed >= this interrupts windups/lunges; below = nudge only
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SeparationMaxSpeed = 3f, // B1: max separation push (units/s) so soft-collision can't fling
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