Whilst walking in, what you could call a safe stance, the audio of the footsteps don't seem to be in sync with the walking animation.
- Legacy ID
Walk with a low combat stance (So left arm is loose/hanging down to the players side)
Agree. This is very immersion breaking. Actually the footstep sounds are out of sync with many of the movement animations, and make them feel even faster than they already are (too fast). I am hoping that they are just placeholder sound loops for a given animation, which will be replaced later on with randomised sounds when each foot actually contacts the surface.
Unable to replicate in dev build. Footsteps and footstep sound are synchronised for any length of time I've spent walking with that animation.
- Lower weapon (2xCTRL)
- Switch to walk (W+S)
- Walk (tried forward, back and strafe)
If these steps are incorrect to reproduce please provide them and I'll give it another shot.