As a bit of history on the bayonet and weapon club attacks, back in the mod there was always the problem with hitting your melee attack where the impact hit as soon as you hit the button and usually killed the enemy before the stab animation was completed.
A few people had an issue with this, which brought in the current style of melee attack in which you hit the button, it then goes through the animation and then makes impact.
The problem I find with this is that trying to time it right is all screwed up and I continually seem to miss my target and then end up being killed. For me, it doesn't make sense to attack, then have the actual attack occur a second or so afterwards.
Solution?
How about having melee attacks being a button-holding action like a charge.
In real life when you're going to jab someone with a spear or bayonet, or club someone with something, you generally have the weapon and action prepped.... you'd come charging at the guy with your rifle pulled back and then thrust forward when you wanted to inflict the attack.
Same with clubbing someone. You'd have the weapon in a position to build up an attack and then you'd give a big swing and club em.
Why not have the melee attack set as a button you hold down so that when you want to hit the guy at the right time, you let go, it attacks, and hits at the same time.
This way if you just tap the melee button, you'd give a quick swipe or slug the guy with a lower powered attack, but if you held the button down for a second or longer, you're arms would animate up and back as if you're getting ready to spear the guy, then let go and smack em.
Now I'm not for some type of effect where the longer you hold the melee attack the more your Dragon Ball Z powers up and you gib the guy.... just something realistic that gives you a better opportunity to time your attack right. A quick tap would not inflict a whole lot of damage, but holding for a second or longer (the amount of time it'd take you to wind up your attack in real life) would inflict some serious damage if contact is made.
Thoughts?
Personally, I find the current melee and the old melee systems lacking something and I think this is what it is.
A few people had an issue with this, which brought in the current style of melee attack in which you hit the button, it then goes through the animation and then makes impact.
The problem I find with this is that trying to time it right is all screwed up and I continually seem to miss my target and then end up being killed. For me, it doesn't make sense to attack, then have the actual attack occur a second or so afterwards.
Solution?
How about having melee attacks being a button-holding action like a charge.
In real life when you're going to jab someone with a spear or bayonet, or club someone with something, you generally have the weapon and action prepped.... you'd come charging at the guy with your rifle pulled back and then thrust forward when you wanted to inflict the attack.
Same with clubbing someone. You'd have the weapon in a position to build up an attack and then you'd give a big swing and club em.
Why not have the melee attack set as a button you hold down so that when you want to hit the guy at the right time, you let go, it attacks, and hits at the same time.
This way if you just tap the melee button, you'd give a quick swipe or slug the guy with a lower powered attack, but if you held the button down for a second or longer, you're arms would animate up and back as if you're getting ready to spear the guy, then let go and smack em.
Now I'm not for some type of effect where the longer you hold the melee attack the more your Dragon Ball Z powers up and you gib the guy.... just something realistic that gives you a better opportunity to time your attack right. A quick tap would not inflict a whole lot of damage, but holding for a second or longer (the amount of time it'd take you to wind up your attack in real life) would inflict some serious damage if contact is made.
Thoughts?
Personally, I find the current melee and the old melee systems lacking something and I think this is what it is.