Bayonets have too short range+we stop running while use it

I feel like i have to hug enemy to kill him with bayonet. It should have about 2m of range.

Also during attack we slow down. I think it should be fixed.

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Right now, bayonets have literal range of knife…
Weirdly enough, all melee weapons have same knife range right now.

Not to mention that melee damage only counts on the end of animation since last big update, not hit… which is kinda stupid and gets you killed way too easily.

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Really? That sucks.

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Yeah, I noticed it shortly after update when I suddenly had problems with sword not actually registering hits properly (I used to hit and quickly move to another target).

Only after I stayed put to the end of entire animation I began getting proper sword hits.
It seems to be working like that ever since.

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Because physics is for weaklings.

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At least for me, it is somehow less visible for the axe, because I simply have to always stay for the end of that juicy bonk animation, but I guess that if I could actually try to do same stuff with it as I used to with sword, it would end up in same result anyway.

I’ll have to pay more attention from now on.

I guess devs do not want us to use melee weapons outside of “stealth” purposes.

But it really can be comical… no damage registered only because you kept running after you visibly managed to land a hit.
Kind of reminds me a scene from Monty Python
black knight

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I guess it would make sense. Although not as much sense as making AI good at dealing with a melee attack.
It’s still quite easy to go on a melee killing spree (but there are improvements in comparison to how it worked in the past). Last week or so I managed to bayonet the whole sniper squad without any reaction from them (unless you count staring as a reaction).

Like, I know that simple and cheap solutions are nice because they are simple and cheap (a bit changed joke “why cheap wine is good? because it’s cheap and good”). But I hope they are placeholders as almost always such solutions don’t make any sense and are only covering / delaying the problem.

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Speed should increase damage too just like how mount and blade is when riding a horse with a spear

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Personaly never really seen damage registering on hit, instead of end of animation as a problem… Sure, you could take down whole squad in some situations… but you can still do that… in some (but less) situations.
But even as defensive weapon used in haste, this kind of crippled some weapons more than necessary (most notably swords).

Tbh I don’t know if it’s a problem or not, if it’s good for balance or not.
But I don’t like that it doesn’t make sense from any point of view. I’m not expecting this game to have for example M&B lvl melee combat but doing damage at the end of animation instead of when enemy is hit is ridiculous (if it’s really the case as you say).

Like, instead of implying real life downsides of a knife (guess how many knife killing sprees happened so far during the war in Ukraine), devs add some weird limitations that imo don’t make much sense.
Sure, it probably would require more effort than hit reg at the end of animation. But I was always told that good things require effort.

i miss the times when you could kill the enemy with one hit. Now its more of a slug fest just to be able to kill them. Especially when they all have like 1 second med revive

Let us take example with bayonet where it is also visible sometimes.
Try to observe situations where you hit enemy with bayonet, you see a soldier reacting to the stab, but no damage gets inflicted because you get shot at the second that triggers the reaction of your target.
So, you visibly pierce the target that also responds with “hit taken” animation, but nothing happens.
With sword, it is more awkward because slashing animation is less visible than pierce in Enlisted, but from logical standpoint, you can still easily determine whether you actually hit or not .
The damage will not count, because you couldn´t finish whole animation.

With sword it can be seen upon attack in following way: You strike and hit target, but if you observe closely, hit applies only after you finish entire swing down on your target (so animation returning you to “idle” does not count… luckily), not when you hit (which should be in middle of the swing in most situations).

With knife or axe it is not as visible because:

  1. knife is too fast for you to really notice
  2. axe animation makes more sense (from logical standpoint, you can´t hit with axe sooner than on the end of strike, so it makes perfect sense there).

The delay time is not even a second, but in melee combat, and in comparison to last pre-big update way how these hits worked, it is noticeable and can be impractical.

EDIT: after some more testing, Im not entirely sure that the hit registering on the end of animation is a thing from last big update.
For example: watch old Zacharoni video with a sword in slow motion. However, it seems that upon swing, the “hit” is applied on your right hand, not exactly in low part of the middle of the screen. I will probably need to try to test it a bit more, it is possible that nothing has changed on animations, it might just be wacky hitboxes and knife range.

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how do you get the sword?

Swords were available as rewards is Summer Battle and Fiery November events.

Most likely they will return for the future events too.

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i didn’t play these events, so i really hope they return later

I prefer how the animations are now, they require good timing and not just a spam on the melee key. I do agree tho that the range is too short for a bayonet, there are def times where I feel like it would be in their throat but it counts as a miss. Otherwise bayonets have been really spot on for me, I have gone on some rampages