Yeeeeee



We need an animation of Hitting a helmet.
super chuvak
Actually, I prefer the way Enlisted currently handles melee in a WW2 setting.
Since the days of musket-armed line infantry, the bayonet was was a central part of how infantry combat was understood. A short, controlled exchange of volleys, followed by a decisive close assault meant to break the enemy’s nerve, formation, or position, was how European military thinkers at the time thought warfare should be conducted.
In that context, the bayonet was doctrinally important to a massive degree, and so too were drilling the troops in proper techniques. It represented the final decision of the engagement. Either the enemy gave way, the attack was repelled, or one side broke in the attempt. Actual bayonet wounds may have been relatively uncommon, but the threat of the bayonet charge - the willingness to close and finish the job - was central to how armies thought battles were won, because no one wants to stick around to be bayoneted.
That world gradually disappeared as infantry weapons became more accurate, longer-ranged, faster-firing, and eventually supported by machine guns. By WW2, bayonets and melee weapons of course still existed, and close combat did still happened - but - it was no longer the formalised, doctrinally decisive arm of infantry combat.
What remained was closer to the trench raid tactics of WW1: quick, brutal, instinctive, and over before you really knew what had happened. This carried into WW2 as well, especially in urban fighting. The vast trench networks of WW1 were mostly gone, but buildings, ruins, bunkers, cellars, and tight streets could produce the same kind of sudden close-quarters violence.
One-on-one sparring feels completely out of place within modern warfare. There is no time to settle into a drilled stance, no real opportunity to size up your opponent, and no elegant exchange of blows. Just a flash of adrenaline, followed by a bayonet, shovel, axe head, club, or knife finding its mark.
And then it is over. Bloody, messy, and terrifyingly brief…
More importantly though, from a gameplay perspective, adding a parry mechanic would really just be a nerf to melee combat.
Melee is already extremely situational. You have to get close in a game where literally everyone and their mother has a firearm (unless you’ve forgotten to equip your tankers or pilots), and if you fail to kill quickly, you are usually dead.
If melee attacks can also be blocked once you finally get into range, then why even bother engaging with the mechanic at all…? At that point, you are simply better off doing an Indiana Jones.

However, it would be great if at least an animation for throwing a knife at the other side was added, and if we could pick up that knife from the ground and do it infinitely, especially after running out of ammo.
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I think Gaijin could cleverly add some of these to the game.
For example, the woman here is resisting the man with a sword using only a knife, and she can even attack him.
Wow! This lady is a real beast!
But it’s not really a knife. Against a sword, a knife has far less of a chance than a dagger. If it has any at all.
This video shows it much better, and it also has a first-person camera and shows what she does against the knife and sword, especially at the end of the video.
The Native American character in last year’s April Fools’ Day event could throw axes to kill enemies.
That wasn’t an axe, it was supposed to be an old gun; he’d throw the gun away after firing it. He was a pirate-like character.
