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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