Improve melee weapons

Let’s start with a proposal that will be the least doubtful of its usefulness. The main advantage of a weapon with a bayonet over a weapon without a bayonet is not that you can rip someone with a bayonet, but that a weapon with a bayonet has a charge. What if all weapons get charge? Even knives, pistols, and shovels. But such a charge will not end with a bayonet strike, but with the soldier knocking the enemy off his feet. With something like this animation.

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This will immediately solve quite a few balance problems for those factions whose most common weapon does not have a bayonet.

-Now tell me, what kind of melee combat can there be without blocks and parries?

-But this is shooter here, which already uses a lot of buttons.

-Then we need melee combat that can be done with just one button.

Blocking occurs when the defending player presses the hit button.
A successful block can only be made on the 2nd half of the attacking player’s strike.
With each block, the camera of both players is thrown to the side.
The closer the camera is directed to the center of mass of the opponent, the less this throwback. In this way, we rewarding precise strikes.
After a block, the defending player strikes twice as fast, and the attacking player can also block during the 2nd half of the strike, but he must react twice as fast.
With each subsequent strike, the speed of strikes doubles until this chain is broken.

Examples in pictures:

Black - the entire duration of the strike.
Red - the time during which the opponent cannot successfully block the strike.
Green - the time during which the opponent can successfully block the strike.

Strike 1

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Strike 2

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Strike 3

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Just two cyber cutlets from Korea after the tenth strike

Spoiler

https://www.youtube.com/watch?v=wjQcvffZhCI

This mechanic requires some restrictions. For example, so that the knife, shovel and pistol cannot block sword strikes.

Also some weapons need different hit animations during blocks. Swords can use the same animations, rifles with bayonets should use the buttstock hit animations. Here are some examples of animations for other melee weapons.

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I made a similar suggestion if your interested:Sword blocking

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:dromedary_camel: :dromedary_camel: :dromedary_camel:

outside of bayonet charges I rarely if ever see ppl using melee.
Except bots ofc, which smash your skull in 0.01 seconds so blocking them is hardly useful.

Would just end up beeing a nerf to melee but who actually does use melee ingame?
So what is the point? Just bring a shotgun or an smg if you want CQC.

Apparently you and I have different playing styles.

For this reason we should not improve what can be improved?

Seems so, still dont see need for such melee combat additions.

Charge with guns without bayonet is something I agree with.
Be it 1-handed carry charge or what so ever but definitely a welcome addition.

Throwing the axes should be included, the throwing mechanic is already in the game as we saw from the April fools gun game event where we had a throwable tomahawk and a throwable pirate pistol blunderbuss.

There would also be a bit of strategy cause throwing your axe means you cant sprint with it, so you have to choose if you want to throw your axe or keep it to sprint faster. Also you could decide to give some of your Japanese guys axes instead of the swords because of the added strategy available by throwing them.

Also its historically accurate to throw stuff during war cause there was a scene in Saving Private Ryan where the two soldiers ran out of ammo so they threw their helmets at each other.

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And it sucks.

It is also possible to give the ability to use helmets and grenades with handles as melee weapons.

I cut up the bots until 6 a.m.

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