Auto Attack Lockin

RiotRiot Reinboom·9/23/2016, 7:15:48 PM·1 votes·80,365 views

Hello everyone!

We’ve been testing a kind-of quiet change on the PBE for awhile that we would like to bring forth very soon, and we’d like to bring it to your attentions: Attack lockin frames.

This change is intended to primarily make the last frames of attacking a bit more predictable, especially within slightly laggy environments. This helps smooth out experiences when your input frame timing mismatches from the server slightly.

#tl;dr There are 2 server frames right at the peak of an attack where your movement doesn’t interrupt that attack.

#Details The game server has a set frame tick rate. Each action takes a number of frames, depending on the action, to perform. It basically goes like this:

  1. Input happens.
  2. The attack spends some frames winding up. If you do any input at this time, the attack is canceled.
  3. The attack fires.
  4. The attack spends some frames winding down. If you do any input at this time, the attack still went off and you just get to move around. (This is essential for kiting!)

That’s the state as it is right now. On PBE it’s changed slightly:

  1. Input happens.
  2. The attack spends some frames winding up. If you do any input at this time, the attack is canceled.
  3. For 1 frame, any movement input is held on to.
  4. The attack fires.
  5. For 1 frame, any movement input is continued to be held on to. Then your queued movement is processed.
  6. The attack spends some frames winding down. If you do any input at this time, the attack still went off and you just get to move around. (This is essential for kiting!)

#In picture form O means “You can cancel the animation” and X means “Your movement is delayed until the next O” Each image represents 1 server frame (the server ticks at 30 fps)

http://i.imgur.com/hRXMgNz.png

http://i.imgur.com/qspgP5L.png

http://i.imgur.com/d5rcpww.png

http://i.imgur.com/oVwKWve.png

http://i.imgur.com/3g90vkF.png

http://i.imgur.com/DWw6Uik.png

92 Comments

kayakninja9/23/2016, 7:23:26 PM18 votes

Will this fix the issue where you can get the sound and projectile without an attack actually going off?

Roit Gums9/23/2016, 7:18:25 PM5 votes

Thanks! , finally no more boosted attack cancelling

Draven Wun Trick9/23/2016, 7:33:21 PM5 votes

not sure if i like it. i'll have to see it and test it

JayHog19929/23/2016, 7:34:20 PM4 votes

I once cancelled an auto attack as Kled and the W passive triggered, forcing it to go on cooldown. (As in, he never used any of those 4 autos)

Was that intended or a bug? If it's the latter, should I report it?

Masala Chai9/23/2016, 9:47:56 PM3 votes

This won't affect Kalista as she can't cancel her AA animation right?

Seto Kaiba9/24/2016, 10:38:12 AM2 votes

But will this fix Mordekaiser Auto attacks not dealing any damage even if you dont interrupt them?

InTheory9/23/2016, 7:35:36 PM2 votes

[deleted]

None Shall Pass9/24/2016, 12:03:57 AM2 votes

I would like to test it with Jax Jax .. I have never played a champion where I cancelled so many auto attacks. Unfortunately I don't have a PBE account.. I mean it affects me with Jax every game.. I would really like to test it and give you some feedback.

Poluact9/24/2016, 11:47:12 AM2 votes

Slightly off-topic but I'm wondering if there are any plans on fixing another network/sync issue where sometimes two mutually exclusive events happen like root+flash (if root hit a player first he shouldn't be able to flash and if flash came off first then root shouldn't hit a player)? It's not like this happens often but when it happens I get a feeling that the game is broken and it feels bad. :(

SlashStriker9/23/2016, 9:34:15 PM1 votes

MasterYi Udyr I am not sure if I like that as it might disturb my movement macros

What if i need to use ability for instance Alpha Strike to dodge enemy damage?

I REALLY HOPE there will be option that i can disable this because its much better to move and cancel auto attack rather than stand still attacking and being hit by CC. 1 CC = death and it doesn't matter how much tenacity you have because chain CC will definitely follow

standing still can be deadly for melee carries

and btw Udyr when i switch stances some times Udyr cancels his auto attacks and his auto attack goes on cooldown not being able to hit his enemy

Poot9/24/2016, 11:43:33 AM1 votes

Would this feel like Kalista's autos? I sometimes rely on cancelling an auto to dodge a skill shot or fake it to draw enemy aggro into attacking me. With these frames I have concerns I won't be able to cancel autos in time.

Joseph Gladstone10/14/2016, 6:54:28 PM1 votes

lol thanks for breaking riven

Hazelnut Tree9/24/2016, 5:01:35 PM1 votes

Mr. Reinboom I just have a simple question if you don't mind. I'm a Riven main and I think I speak for most Riven mains, how would this affect her exactly, because we all really enjoy the mechanical side of Riven. We enjoy that she is hard and it's rewarding when you finally master or get something down on her? I feel like this change dumbs her down, but I'm not exactly sure, but if it does I feel like all my time learning the fast q and other combos as been wasted and that kind of makes me upset. Am I wrong that this won't change anything or is it gonna dumb her down, which makes me a bit angry. Well anyways I appreciate your time, and if you get back to me that's great. P.S. Please try to avoid dumbing down Riven, because we all enjoy how hard it is and it is very rewarding to master techniques and things on her. Again Thank you for your time.

Darf Rakki9/29/2016, 11:09:30 PM1 votes

I never realized the server tick rate is so slow. CSGO is 60 tick rates and people complain about that being slow.

The Pale Woman10/5/2016, 2:01:47 AM1 votes

Leblanc's AA hopefully will be helped by this tweak, hopefully.

ChaddyFantome10/6/2016, 3:02:09 PM1 votes

Will this address Auto attacks that deal no damage when you animation cancel too fast?

Sneaky Badness10/10/2016, 2:07:31 PM1 votes

how about the numerous times I see the projectile leave my avi but still somehow cancel my aa

Pápi10/13/2016, 8:11:51 AM1 votes

This is not a good idea in my opinion, I agree that some players misplay as certain circumstances by canceling their auto attacks/basic attacks and dying in return, but think about a champion like Kalista. It's already hard to cancel the jumps that she does with her passive, which is most likely to mess up your farm, because the the the first frame of the animation basically gets her ready to jump, so if you tried to cancel your basic attack, it would still fire off but there's the jump with it. So I believe this will be quite hard for most Kalista players to cancel their basic attacks.

Does anyone agree with me?[slayer-jinx-catface]

Quinn DP9/24/2016, 7:11:22 AM1 votes

You discuss times in "server frames" alone, any chance for a time estimate (i.e. How many ms, or 1/x seconds) per frames

Edit: just read through other replies to find the 2 frames come in at around ~0.06666 seconds. Fairly hefty, I would assume noticeable.