I’m fine with the way it currently works.
It makes sense to me that 47 can instantly knock out scrawny civilians, but that trained combatants put up a bit of a fight. The fact that 47 can still KO a seasoned mercenary or a policeman in two button presses shows he’s a great fighter.
My issue with the “counter-attack” animation in the video above is that it doesn’t accurately represent what I, the player, am trying to do.
If I approach an unwary guard and try to sucker-punch him – I should do just that.
47 should hit him in the face or the stomach, then he should recover and counter, and then, assuming you hit the button prompt, 47 should counter his counter and knock him on his backside.
Also, if 47 were able to instantly KO guards with his fists, it’d devalue melee weapons like pipes and hammers.
(An alternate combat method I’ve considered, however, is this:
Combat lasts fractionally longer, and requires two button presses instead of one.
If you fail the first button prompt, the guard hits you and the sequence restarts.
If you hit the first prompt, but fail the second, you knock the guard over, but you have to finish him off the ground.
If you hit both button prompts, however, you instantly KO the guard, who collapses to the ground seeing stars.
In short, there are three outcomes to hand-to-hand combat instead of the two we have now:
- Fail and the fight continues.
- Partially succeed, and knock the guard down.
- “Flawless victory!”
These fights would also be a bit harder (and hopefully more engaging) than the ones we have now, because the two button prompts would be randomized, instead of the same every time.)
P.S. That was quite a lot of extra information to include in brackets. lol