So last night i got an idea in my head, based on the recent gameplay footage which showed your weapon interacting with the environment, being pulled to your chest the closer you stand to a wall etc.
That got me thinking to such consequences in a melee fight.
Would this apply to the proximity of an enemy as well?
Imagine a long rifle with a bayonet, say has a reach of 1,5 metres. What happens when an enemy stands closer to you, past the bayonet?
Also, if he stands that close to you, a logical consequence is that you can't stab him with the bayonet, because you cant draw back your weapon that far.
That leads to my suggestion: have two melee options based on distance to your enemy, though the player shouldnt have to choose between them, it should be automatic.
If the enemy stands far away you stab him with your bayonet, however if he is to close to you, you knock him away with the butt of your rifle.
That could lead to a combo of sorts: first knock back your foe, then ram your bayonet into him.
This would also lead to a better choice between weapons used in CQB, depending on their length.
A second suggestion would be involving player momentum on the 'damage' of your attack.
Imagine running up a hill to do a melee charge. When you reach your enemy, you will not have much speed and therefor your attack has less power behind it.
If however you run down that same hill, the extra momentum you get will lead to a powerful blow.
That would lead to extra tactical decisions, and makes holding the high ground even more useful.
Also, running up a hill should drain your stamina faster because it's much more intensive, and unlike in Ostfront, you shouldnt be able to sprint up steep hills.
That got me thinking to such consequences in a melee fight.
Would this apply to the proximity of an enemy as well?
Imagine a long rifle with a bayonet, say has a reach of 1,5 metres. What happens when an enemy stands closer to you, past the bayonet?
Also, if he stands that close to you, a logical consequence is that you can't stab him with the bayonet, because you cant draw back your weapon that far.
That leads to my suggestion: have two melee options based on distance to your enemy, though the player shouldnt have to choose between them, it should be automatic.
If the enemy stands far away you stab him with your bayonet, however if he is to close to you, you knock him away with the butt of your rifle.
That could lead to a combo of sorts: first knock back your foe, then ram your bayonet into him.
This would also lead to a better choice between weapons used in CQB, depending on their length.
A second suggestion would be involving player momentum on the 'damage' of your attack.
Imagine running up a hill to do a melee charge. When you reach your enemy, you will not have much speed and therefor your attack has less power behind it.
If however you run down that same hill, the extra momentum you get will lead to a powerful blow.
That would lead to extra tactical decisions, and makes holding the high ground even more useful.
Also, running up a hill should drain your stamina faster because it's much more intensive, and unlike in Ostfront, you shouldnt be able to sprint up steep hills.