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## Bayonet Balancing Idea: Dynamic Movement Angle

Salt Miner

Posts: 3,350

Date of registration
: Mar 19th 2014

Platform: Xbox One

Battlelog:

Reputation modifier: 15

Friday, May 26th 2017, 4:12am

I doubt I'd play the MP, but if CoD: WWII's campaign is good I'd probably pick it up for that.
Who has fun, wins.

Posts: 3,220

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Friday, May 26th 2017, 5:52am

That had better be a pretty solid Campaign for 60 bucks! XD
To Aim Assist or not to Aim Assist, that is the question.

### Source code

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### Source code

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AccelerationInputThreshold 0.98
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### Source code

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### Quoted from "Zer0Cod3x"

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2\$ tho

### My "Contributions"

Holy War? No Thanks.

Posts: 2,563

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 14

Friday, May 26th 2017, 10:35am

There is a huge portion of CoD players, me included, that never cared for multiplayer. In terms of singleplayer I never got more bang for the buck in four hours playtime than for MW 1. I did find the WaW campaign rather good as well. Yeah the setting is an issue, but not as big as people make it out to be, BF1 still plays out roughly like BF4, fast semi-autos and full-auto weapons are the majority on the field after all. Optics are there in large number as well, the game added a couple of new things and melee is one of these that are a bit polarizing.

However if they had left it out or just had the (rather glitchy) takedown system of BF1, people would have complained as well, because melee was a factor in the trenches.

Posts: 129

Date of registration
: Oct 8th 2016

Platform: PC

Battlelog:

Reputation modifier: 2

Monday, May 29th 2017, 9:34pm

### Quoted from "commandough"

And the revolver plus 55 melee swing isn't that much better than shooting twice. the swing requires less precision

And that's why melee is incredibly powerful in this game. You don't really need to aim as well in CQC if you're doing 1 shot with a revolver and mashing F immediately, as opposed to doing 2 shots. Hitting someone with the knife 3x is a lot easier if you have autolock.

I'm not looking for a high skill, in-depth melee system in Battlefield, and I think most people here aren't either. Not that I'm against such a mechanic in FPSes, I've got 650 hours in Dirty Bomb where melee and gunplay in CQC are equally dangerous. I just don't really care for it here; as BleedingUranium said, melee was the best in BF4 as a humiliation/pseudo-stealthy takedown.

### Quoted

The poorly working sound system, the bugs, the netcode and the UI issues is proof that all we're doing is rearranging deck chairs on the titanic. I would advise against preordering COD:WWII.

That aside, this is confirmation bias and complaining about something has a skill gap. Of course you can't always get the kill with a bayonet when you charge someone.

Sorry to burst your bubble, but melee in BF1 hardly has this skillgap that you tout it having. You might consider it skillful if you start a bayonet charge 20m around a corner to take out a sentry, but the same melee system also lets people do "2m bayonets" when caught 5m away with an enemy in front of them. Not to mention bayonets completely failing to land when you actually collide with a player but failing to perform the takedown animation, so you "dust" him instead.

Also, what's with the "preordering COD:WWII" comment? Genuinely curious why you'd say that
Well I've a little more time to rewrite the longer post that got lost.

My comments on COD:WWII are related to my defense of the melee system, as both are the product of a profound cynicism about FPS game design. Developers keep putting interesting but unpolished ideas into games, but then abandoning them without trying to improve the skilgap.

The melee system, including the bayonet, balances huge drawbacks by giving great strengths. Perhaps impossible given as I previously mentioned, asking designers to come up with a good new mechanic is like asking them to make a version of pool that doesn't basically play like billiards. But we can still try.

The problem I find with your criticism is that it seems like you're attacking it just because it works. The player followed up a fast attack with a slower attack with more tracking, that's fighting game 101 there. Plus speaking as someone who reached the top of the very small slope of the melee system skillgap, it's not that great of a strat. Waiting to verify a hit from the first shot is enough of a delay that you might as well just shoot again. If you follow up instantly you run the risk of missing the first shot or hitting the arm and not triggering the animation, leaving you very vulnerable.

And it's not that the skillgap is large, it's that there is some skillgap to it. And now the changes coming just make it impossible to do anything better then some player with <10 hours under their belt trying to replicate what they saw in a gameplay trailer.