Abrams Ult does not elevate higher when moved out from lower ceiling?

joro9214

New member

Might not be a bug if designed like this but:​


If you Ult as Abram inside a building then get out (while still on the ult) the height of the ult remains as the initial height inside the building. This can be replicated on any match or via the sanbox.

I understand there's a time frame where the ult is "reaching" it's destined height, once it does or doesn't, it locks in that height. It feels like a bug because once you get out of the building it looks like you're just floating above the ground making the ult unusable. - Should the ult not reach the destined height once the ceiling height changes for it to be used properly?

Fix:

I feel like the simplest way to fix this, if wanted, would be to make Abrams always go up during his ult. Once he hits the "limit" for the ult the model can stop going vertically, If he doesn't hit the vertical limit the model keeps going up until the model hits the vertical limit or the player executes the ult. I'm not sure why the lock in sequence was implemented, but it can also remain in place as a timer that enables you to execute the ult once the timer runs off.

If this is working as intended please let me know :cry: his ult already has a long cooldown making it harder to swallow when the ult is not used properly.
 
UPDATE

This is a BUG, Confirmed via Match ID: [57262904]

Abrams' Ultimate (Seismic Impact) locks its maximum vertical height based on the ceiling geometry present at the start of the cast. If the player moves from an indoor area (low ceiling) to an outdoor area (no ceiling) while the Ult is active, the height does not adjust upward. This leaves Abrams hovering slightly above the ground, making the ability visually bugged and mechanically unusable.


The provided Match clearly shows (At Min 15:52) how this is indeed a BUG as I get Clipped in the Bridge geometry and I am not able to go any higher.aghhh.PNG

Impact on the Game:​

  • Mechanical Failure: Because the height is locked low, the player loses the intended tactical "crash" range and visibility.
  • Consistency: This makes the Ultimate extremely punishing to use near doorways or underhangs, as a slight movement error permanently ruins the ability's value for that cooldown cycle.

Fix: The vertical velocity should remain positive until the max_height constant is met, regardless of intermittent collisions.​

 
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