I am not comparing apples and oranges, if anything I am comparing two different fruit both that have been grown using the same pesticide that is poisonous. You tell me that don't eat that fruit, it's poisonous because of the pesticide used. I then ask you, what about that other fruit, to which you reply: no it's a different fruit.
No, it's like...there's fruit full of pesticides, and then there's this insect, which say, pretends to be a fruit. I'm telling you not to eat the insect that pretends to be a fruit, though doubtless the pesticide is the problem. It's an entirely separate question as to whether we need the masquerading insect.
If anything this thread has shown that exactly the same rethoric can be used on both sides when it comes to feinting and spinning. Yet still people persist that they are apples and oranges. I ask you: How is feinting and different from spinning? Both look silly, both are unrealistic to the degree they are/were implemented. And from a gameplay point of view feinting is less noob-friendly and more dominant at the moment.
It has shown nothing of the sort. What it has shown is that satire is no substitute for argument.
Walking AWAY, then spinning on the SPOT, while being able to aim and strike, and being too fast to be caught by a strike, is not something anyone should expect to face, or need to win. Whatever problems MnB melee may have, spinning should not be a solution, because at that point we might as well introduce magic, combat pets, teleporting, kamehamehameha qi strikes and other fantasy elements.
Feinting is 100% part of what is expected, and it's only the representation that suffers. Blocking is also expected, though the amazing downblock is what caused the entire problem to start with. It's a matter of bad implementation, but you don't need to spin to deal with that.
Now, it may be because I'm not trained in bayonet combat, but I am pretty sure that you are not forced to lunge in a straight line forward from where you are standing, so that you could for instance, stab the guy standing to the right or left of the guy dead-centre infront of you in order to catch him off guard. So arguably being able to turn while stabbing is an intuitive mechanic, albeit poorly represented. So they seem quite equal, all three of them.
You're misunderstanding, perhaps. MnB already allows to aim stabs with, say, a horse lance. Doing the same with a bayonet would be as you say, a representation of aiming at the guy next to the guy.
It's another thing to pivot on the spot and hit the guy in the shoulder past his block, and entirely something else to magically avoid the bayonet point that is placing itself where you are because you're spinning and then of course there's the fact that half the time you're dragging your bayonet through
your opponent and then manage to stab your opponent anyway. Or when you're spinning inside
his animation, and stab him.
Do me a favour, go and get a 5 or 6 foot broomstick and try spinning at a stationary target at the kind of distances that spinning happens in MM. See what happens.
Now if I am not completly misstaken you can strafe using the A and D keys. Additionally if that would be the gameplay you would end up with gameplay focused around strafing your bayonet into your enemy.
You're actually turning to face, not strafing. That's why all combats become circular and why spinning is good. If you're going to turn might as well turn really fast.
Part of it is because as Evan mentioned all attacks are launched from the extreme right side and turning is necessary to hit anyway since you can't really aim the direction like you can with a lance without turning.
If you could strafe and aim, that would probably make combat more enjoyable for bayonet specialists like you. More chances to fail, more openings to exploit. If they could make blocks timed and not held it would be even better. It would probably also be a completely different game, and I have doubts it can/will be done. Still doesn't say one single positive thing about spinning.
My bottomline here is though: Gameplay is what matters and from a gameplay point of view spinning wasn't a negative or even dominant force (in group fights sure, but then in that situation it was used in conjunction with other knowledge of melee like feints, chambers, timing, distance judgement, footwork, understanding the hubris of a group etc., if it was someone spinning like a rotor without any other knowledge of melee he would end up dead quickly (as seen on the groupfighting server).
Most people are not on the groupfighting server, and would readily agree with me that it was
dominant and it was
negative. Hence the change, by the by.
To an extent feinting but above all spamming are playstyles that should not be too powerful, because they are easy to pick-up, and they lack though and does not require you to pay attention to the doings of your opponent.
Spamming is entirely what the bayonet is about. You're supposed to run at the enemy line, stab, then carry through, and carry on. You're certainly not going to convince me that battles became little dancing circles and came to complete fullstops every time two men with bayonets met.
I don't understand why you think the bayonet should be a weapon made for fine fencing. Do you complain that fighting with a rifle as a club inelegant, or sabre briquets are ineffective? What's the purpose of this mod, in your mind?