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Re: knives and bayonets
Posted: 2011-03-30 04:33
by Total_Overkill
Riflewizard wrote:
The bayonets are cool, but i think they should be removed since they cannot be realistically portrayed.
What so unrealistic about swish, swish, stab? its a bayonet dude not a fighter jet!
(a cookie for correct quote reference)
Re: knives and bayonets
Posted: 2011-03-30 04:48
by Ninjam3rc
Pulling a knife and jumping someone isn't an instant process so unless the ability to shoot with a bayonet attached is added it's pretty realistic as is. I prefer the IDF butt strikes though, I've had several occasions where I've done a beatdown on someone due to a lack of ammo with both parties due to extreme deviation at close range.
Re: knives and bayonets
Posted: 2011-03-30 17:34
by Cheiftain_UK
Acecombatzer0 wrote:Tried that, crashed the game *lol
i really hope you didnt, it was meant to be a joke!! Alt-f4 closes your active window, it works for microsoft word/internet explorer etc, everything!!
Re: knives and bayonets
Posted: 2011-03-30 17:45
by Stealthgato
I think it would be better if the knife / bayonet just stabbed in the first place, instead of a useless slash that does nothing and then the stab.
Re: knives and bayonets
Posted: 2011-03-30 17:50
by ytman
No. Thats a balancing thing. The pull back for bayonets makes alot of sense, thats gonna be a lethal blow if it gets you in the gut. The knives... well they are parrying?
Re: knives and bayonets
Posted: 2011-03-30 19:24
by ZephyrDark
ytman wrote:No. Thats a balancing thing. The pull back for bayonets makes alot of sense, thats gonna be a lethal blow if it gets you in the gut. The knives... well they are parrying?
Or if you're holding the knife backwards you'd be prepping the stab-attack. (i.e. if the knife is in your right hand, pulling it up to your should to prepare for the attack.).
Re: knives and bayonets
Posted: 2011-03-30 19:45
by Stoickk
Oh, come on guys, if you're gonna do this, do it right. Just put in the
ballistic knife of Spetsnaz fame and be done with it.
On a more serious note, I do think that the ready time for melee attacks should be lowered somewhat. For forces that use a fixed bayonet, perhaps just have the weapon leave the bayonet affixed at all times. For factions that use a butt-stroke or a hand held bayonet or knife it would just be a matter of speeding up the animation.
In combat, with adrenaline pumping, realistically speaking, it would take less than a second to swing a rifle from firing position into a butt-stroke. With melee attacks generally being a last resort type of attack or last line of defense, having it take as long to prep your knife as it does to prep a demolitions charge seems silly.
Leave the attack speed alone, as it requires a certain amount of skill to use. I personally wouldn't want the melee attack to be a COD-like insta-death I win button. However the ready time should definitely be shortened in my opinion.
Re: knives and bayonets
Posted: 2011-03-30 21:51
by SGT.MARCO
IT Would be a lot useful if when attaching a bayonets, you still can shoot with left click, but you also can meele with right click and not be able to aim, because i heard once that it messes with accuracy a lot because of extra weight, so this would be an improvement!
Re: knives and bayonets
Posted: 2011-03-31 00:22
by Stealthgato
ytman wrote:No. Thats a balancing thing. The pull back for bayonets makes alot of sense, thats gonna be a lethal blow if it gets you in the gut. The knives... well they are parrying?
That's not what happens. They slash, then they pull back and stab. It should be just pull back and stab. Or did you mean it's balanced that it takes time to land the hit? I think not, if you were granted the opportunity of sneaking up to / charging right next to an enemy with a melee weapon and he was unaware / could not fend you off you should just be able to dominate him outright. It has happened to me plenty of times where I go up to an enemy with a knife, and when the slashing animation is still playing (that long useless thing before the death-stab) he shoots me in the face and walks away. IRL if you have your knife ready it takes half a second (or maybe even less in a danger situation where your senses become super-sensitive and you have faster reactions) to do a stab.
Re: knives and bayonets
Posted: 2011-03-31 01:09
by Total_Overkill
SGT.MARCO wrote:IT Would be a lot useful if when attaching a bayonets, you still can shoot with left click, but you also can meele with right click and not be able to aim, because i heard once that it messes with accuracy a lot because of extra weight, so this would be an improvement!
Brilliant! I second this suggestion
Re: knives and bayonets
Posted: 2011-03-31 01:17
by Rudd
its like the never ending cycle....
you cant have 2 kinds of projectile in a weapon slot in this engine
either you'd need to have 2 weapon slots and the bayonet on all the time to negate the need of a deploying animatino or you'd need to just forget the bayonet and have everyone using normal kinves so that the deploy time is short to get anywhere near what you want.
Re: knives and bayonets
Posted: 2011-03-31 01:59
by Stoickk
Rudd, to clarify, my suggestion about leaving the bayonet fixed was strictly for aesthetics. I suggested that as a way to speed up the ready animation when hitting hotkey 1 to select a melee attack. Instead of having to play the animation of the soldier affixing the bayonet to the rifle then readying the weapon, the game could play the animation for going from a firing ready rifle to a hand to hand ready rifle, with the bayonet left attached at all times. I apologize for the lack of clarity.
I don't think that having a ranged and melee weapon on the same slot is a good idea, even if it did work easily in the engine. Going from your ranged weapon to your melee weapon is a tactical decision, and one that leaves you vulnerable. This is as it should be. My only suggestion is that it not take as long to ready the melee weapon once you have made that decision. Having both attacks available would have too much of an arcade feel, in my opinion.
Re: knives and bayonets
Posted: 2011-03-31 02:08
by Rudd
stoickk, my post was regarding what was being said directly before my own post
if the person doesnt specifically cite your post, it generally means the immediately preceding post contains what its regarding, in this case
Brilliant! I second this suggestion
which came from
IT Would be a lot useful if when attaching a bayonets, you still can shoot with left click, but you also can meele with right click and not be able to aim, because i heard once that it messes with accuracy a lot because of extra weight, so this would be an improvement!
Re: knives and bayonets
Posted: 2011-03-31 02:50
by Stoickk
Understood.
I wanted to clarify that because when reading up, it looked to me like I might have inadvertently sparked that idea. I wanted to be clear that I was not suggesting that at all, not just for your benefit, but for anyone else that reads this thread.
Thanks for letting me know though.

Re: knives and bayonets
Posted: 2011-03-31 03:00
by mosinmatt
I probably missed it. But why was the SKS bayonet taken out? I mean...it is an SKS...one of its main features IS the bayonet after all. As INS, it was rather handy in a suicide charge to take out a guy or two. POPPOPPOP, change to bayonet, then charge.
Re: knives and bayonets
Posted: 2011-03-31 06:50
by Nebsif
^ Old school SKS was so good..
As others wrote, usually bayonets are attached b4 entering a CQB zone n stuff, not when u run out ammo and an enemy stands infront of u, how about having bayonets attached all time to SOME ironsight kits like regular rifleman and specialist?

Re: knives and bayonets
Posted: 2011-03-31 15:18
by Psyko
why not give the knife and bayonette a wider aspect ratio when scoped in and a faster stealth walk while scoped in?
also there is a delay between lifting sprint and firing, if it was possible to remove that delay for the knife it would help enormously.
[R-DEV]Rudd wrote:its like the never ending cycle....
you cant have 2 kinds of projectile in a weapon slot in this engine
either you'd need to have 2 weapon slots and the bayonet on all the time to negate the need of a deploying animatino or you'd need to just forget the bayonet and have everyone using normal kinves so that the deploy time is short to get anywhere near what you want.
left click, unshieth, sprint and run no ammo. Right click stabby stab stab with the same type of silent walk as iron sites scoped in.
Re: knives and bayonets
Posted: 2011-04-21 17:51
by -CAL ACO-
Total_Overkill wrote:What so unrealistic about swish, swish, stab? its a bayonet dude not a fighter jet!
(a cookie for correct quote reference)
total Red vs. Blue reference
Tucker: whats so hard about swish swish stab? it's a sword not a fighter jet dude!
Re: knives and bayonets
Posted: 2011-04-21 19:06
by Mikemonster
Knives are ridiculously hard to use, but the benefit is that for some silly reason it makes the victim 'dead dead'.
I say give the knives a huge hit % at very close range, but make it take a couple of hits to kill the enemy, and when you do they are reviveable.
How often do you get majorly trolled as someone prone-dives and strafes, reloading whilst you persistently miss with the [slow] stab of the knife/bayonet?
Also would be nice to make it fast firing, so you fire it at the same rate as a semi-auto weapon in CQB. 2 or three times a second, that sort of thing.
At the moment it's usually easier to just reload whilst dodging the enemy's fire. I would imagine if you were within 1m of a guy IRL you wouldn't do that but would do a grapple of some sort, improved knife mechanics would hopefully make this more simulated.
Also, a knife kill isn't instant. It takes minutes if not tens of minutes.
Re: knives and bayonets
Posted: 2011-04-23 15:11
by heroes maker
Mikemonster wrote:
Also, a knife kill isn't instant. It takes minutes if not tens of minutes.
i shouldn't post this but it will be usefull
are still sure it will take minutes to kill someone with a long knife ?
i think ( if we can with that engine ) make the knife create a heavy bleeding or insta-kill on what hitbox we touch ( arms, legs etc etc ... )