Melee

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⚔️ Melee Combat: Offence & Defence

Melee in Holdfast is a 4-directional system. Whether you are using a musket bayonet, a sword, or a boarding pike, your success depends on matching your direction to your opponent's.

Control Reference

Action PC Control Console Equivalent
Attack Left Click Right Trigger (RT/R2)
Block Right Click (Hold) Left Trigger (LT/L2) (Hold)
Directional Input Mouse Movement Right Thumbstick
Feint (Cancel Attack) Right Click while holding attack Left Trigger while holding attack

🛡️ Defence (Blocking)

Defending is the art of matching your weapon's position to the incoming strike. You can block with muskets, swords, and boarding pikes. Note: Knives, axes, and fists cannot block.

1. The 4-Way Block

To perform a block, flick your Mouse or Right Thumbstick in the direction of the attack and hold the block button.

  • Up & Down Blocks: The most common blocks due to the prevalence of bayonets.
  • Left & Right Blocks: Primarily used against swords or Cavalry.
  • The Logic: Even if a "Down" attack is aimed at your head, you must use a "Down" block to stop it. The crosshair indicator is your best guide for your current active direction.

2. Expert Tips for Defence

  • Exaggerate Movement: When starting out, exaggerate your mouse/thumbstick flicks. This ensures the game registers the correct direction even amidst the chaos of a 1v1 duel.
  • Grace Period: Blocks are near-instant and have a very slight "linger" or grace period after you release the button.
  • Chambering: If you time an attack perfectly against an opponent's attack in the same direction, you may "chamber," effectively blocking and counter-attacking in one motion.

🗡️ Offence (Attacking)

Offence follows the same directional logic as defence but includes a "holding" mechanic.

1. Attack Phases

  1. Windup: The initial animation where the weapon is pulled back. You cannot deal damage yet.
  2. Thrust/Strike: The active phase where the weapon can hit the opponent.
  3. Linger: A very brief moment at the end of the thrust where the weapon can still deal damage if it touches a player.

2. Attack Types

  • Up/Down Attacks: Available to all melee weapons. The "Up" attack with a sword typically deals the highest damage but has a narrower hitboxes.
  • Left/Right Attacks: Exclusive to swords, knives, and fists. Bayonets and pikes are limited to vertical thrusts.
  • Holding Attacks: By holding the attack button, you keep your weapon in the "Windup" phase. Releasing the button triggers the strike. This is used to "feint" or bait an opponent into blocking early.

🩸 Damage Mechanics & Vital Statistics

Damage is calculated based on hit location, movement (dragging), and class-specific buffs.

Hits to Kill (Standard Line Infantry)

Action Hits to Kill
Upper Body Hit (Direct) 1
Upper Body Hit (Dragged/Spun) 2
Lower Body Hit 2
Fist (Standard) 4
Fist (vs Grenadier/Buffed Officer) 5

⚠️ Critical Modifiers

  • The Vulnerability Rule: Any player hit while aiming or reloading will die in one hit regardless of the melee weapon (Fists will deal 50% damage).
  • Sensitivity Lock: The game locks your turn speed during an attack. To bypass this, use the "Block-Attack" transition: Hold Block -> Press Attack -> Release Block.
  • Drag Penalty: Moving your camera excessively (spinning or "dragging" the strike) reduces the force of the blow, often requiring an extra hit to kill.

Class Resistances & Buffs

  • Grenadiers: Have a permanent, static resistance to melee damage.
  • Guards: Can "One-Shot" straight-stab even health-buffed units.
  • Officer Charge: Under an Officer’s "Charge" command, Line Infantry can one-shot units that normally have health buffs.
  • Medic/Officer Aura: If a Guard unit is near a Medic or Officer, those classes receive a health increase, potentially requiring up to 3 hits to kill if you only land lower-body drags.