As it stands in the game, once you attack you have to commit to it. The animation must play until it's finished. However there are times in Melee specifically when you commit to an attack but get hit anyway despite opening up the target to attack and/or heavy swinging. I propose that melee canceling akin to the first game is added so that there is a little more leeway when fighting. (Ignore the pic I didn't really have anything image related that fit what I was suggesting.)
#Melee Canceling
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You can cancel in the game press the opposite mouse button to cancel charged attack
I meant like mid swing. As long as your attack doesn't connect of course. Otherwise that would be busted.
It’s more mid swing. Because there are times where a zombie and you can be mid swing and you land hits on each other. That’s when the canceling via a shove mid swing would come in handy. Afterwards, you can reposition and charge a swing again. It’s like the first game, but we have more options for combat.
The attacks are pretty fast at least for lights so I don't see this happening for light attacks unless they slow down the animation which imo would be a bad idea
Otherwise tye gameplay will look like whiplash as people are canceling otherwise fairly quick attacks
Oh yeah! For quick attacks, this isn’t much of an issue. It’s with charged attacks that this usually happens.
It is torn banner, Im sure it wouldnt be too hard to introduce similar melee mechanics like in their chivalry games. Just a quick "Q" to feint or cancel
This also applies to guns. Shoot a revolver and look how long it takes to be able to bash or kick
How do we feel about this now?
I feel like cancelling should also happen for strong attacks (same side light attacks). I barely see anyone favor strong attacks. Unlike charged attacks, you can’t cancel its slower windup, and unlike light attacks, it’s not as fast for a shove follow-up. It feels like a punishment for messing up your light attack combo rather than a medium melee attack advertised for riot shield zombies.
I actually feel we don't need this anymore. I've gotten really good at comboing melee attacks and the only problem I'm having is sometimes trading hits for no actual reason. Also the strong attack is actually pretty good, particularly for armored zombies and hitting zeds around corners. Just don't use it with 1h lmao, it's much better with 2h.
That is true about using strong attacks when peaking from doorways and cover. Zombie attacks stop as soon as they lose sight with a wall or obstruction in the way (mostly) and you can time peaks while using strong attacks to minimize trading.
idk, strong attacks for me just feel too situational to use compared to light and charged. Mostly because of the strong attack windup on some weapons can be longer than or just as long as charged attacks, and there is no way to cancel it compared to a charged attack windup.