I could stand the bayonet being an instant kill if only because I think if it isn't, the guy using the bayonet ends up probably getting shot. It would really depend on how hard it was to use the bayonet, though.
Is it possible to adress the fact that you want to use the bayonet often when just fired or out of ammo, which the autoreload comes into effect?
SputtyUsing that logic any bullet should be one hit kill, which would further weaken riflemen
It's the old spray and pray vs clinical aimed shot chestnut. Reality aside, you should be rewarded for difficult to master weapons. Any fool can spray a load of hot lead in your direction, if they suck so much that they miss, you deserve that humiliating kill.
Beast of WarBayonet in Road to Rome had an extended range of damage....it was very lethal at close range, ( only instant lethal in the head though, else 2 stabs ) and especially usefull since you didn't have to crouch/go prone to kill enemies laying on the ground. You could just stab them standing up....[/QUOTE]
Actually, I conducted a Great Bayonet Hunt where I made a list of all my clan members and hunted them down 1 by 1 and published their names on a list -- so I did a lot of bayoneting over a couple of months and the one bitch about the bayonet in R2R was whenever they were prone I had to crouch or get down on the ground to kill them. I don't know if they ever got around to changing this - but it makes me think the bayonet range was the same as the knife.
The other thing that sucked was the automatic reload. Early on I made the mistake of firing at close range at an enemy with the idea of if I missed I'd charge in and stick his ass (just how it should work)-- of course I'd get gunned down as it went through the autoreload animation.
[QUOTE=Frederf]Is it possible to adress the fact that you want to use the bayonet often when just fired or out of ammo, which the autoreload comes into effect?
BF Vietnam has a feature to disable auto reload, but I think that's only after the whole clip is fired.
FH and BF cannot represent the intracacies of blade/bayonet combat. Just let it be stated for simplicity's and gameplay's sake: If a soldier manages to get within bayonet range, he deserves a one hit kill.
Yeah, I noticed that with the RTR bayonets too. I had that happen multiple times and it PISSED ME OFF.
I agree to separate myself from my beloved pistols, only and only if I get a good bayonnette.
Rifleman needs a lot more grenades. 3 rifle grenades and 4 or more hand grenades. Otherwise the rifleman will remain simply a more limited class than engineer or German AT.
i voted for all classes but officer, having no pistol. but!.... riflemen should have been the last class to lose pistols, not the first. if only one class is to lose pistol....smgs shoulda have no pistol outta all of them. IMO
Well "should" is a subjective term here. Should for the sake of equal desirability of weapons or should for the sake of realism? In the atmospheric game I want FH to be (and we all want FH to be something different) rifles were not on par with other more sophisticated weapons in terms of desirabiility AND scarcity. Do CQB guys still get their pistol? I would think realistically they shouldn't have one 100% either, just crew and officers. I'd like to see real ratios of pistol packin' troopers, you'd never know if the rifle you're chasing has a Colt or a .38 police revolver or not. Now that's tension in gameplay.