Evanovic said:
It's pretty silly to make melee a defense-focused thing when there are guns involved in the general gameplay. It just promotes camping and empowers the large and firing-focused regiments even more. Proper competitive and meaningful melee often comes when a regiment that is losing in the shooting decides to bank all it's money on getting into melee, but if the focus of melee is being defensive you're just punishing them ever more for being punished.
Melee isn't only defensively focused, offense is just as important as defense. Defense is just more important in NW rather than MM due to having more than one lethal attack, that doesn't mean melee all of a sudden has become defense-focused.
It's not really defensive/offensive in NW, it's rather that what Hekko said: it's stale, pale, and quite really boring. When you have two attacks that do the same things, the other just a trifle better, is not very great. Plus the matter of being able to instantly spam off your opponent after being stabbed by a bayonet - wtf?
Due to this defense-focused gameplay it generally comes to whoever gets bored or tries something complex first loses in both duel and groupfighting, when you get 2 pretty equally matched opponents.
The exact same thing happened in MM, more actually. It was just continuous down-stabbing at each other until one just gave up.
Actually, no. There was a lot more variation. Let me explain it to you: the animations worked back then, you did not have lightning-fast overheads from point-blank range nor did you have downstab spam. My playing style, for example, involved nearly as much uppercuts as it did involve stabs. No offense man, really, but I've yet to find an argument from a top melee player back from MM who says that NW melee is better than MM. What does that really tell us? Now, I do respect your opinion, but I doubt you had the privilege to see the said top players dating back from MM play, or play yourself on that level. I don't want to bash your opinion because of that, though. Just telling you that you might not be completely credible to define us the melee in MM since you did not experience it to its extent. And sorry for this sounding douchey.
- Loss of utility in chambering, the main thing that gives his/her attack continuity.
- Increase of stubs and inconsistent hit-damage: creates more uncertainty for an attacker who relies on eliminating enemies fast and efficiently.
- Loss of turning speed: when attacking you're likely going to come up against more opponents than you have allies and therefore you need agility to deal with them should they encircle you.
I agree with all of this and they are issues that need to be fixed, especially the hit-damage.
Indeed. About turning speed, often if you try to feint your opponent can just sidestep out of range, and due to the loss of turning speed, kill you without fear for being stabbed.
[quote author=Hekko]If it's blockable as it is now it does not break the pacing at all, it just means that the person will have to do the same thing he would have done anyway to stay alive. And the presence and threat of chambering and the meta-game around that was what made MM melee very deep.