If you're talking about soft lock, then we've already had that. What you're saying won't even freaking matter very soon. Because they're fixing the key binding, aim toggle and lock-on toggle will have separate buttons. When that happens you can just lock-on with bolter in hands. Next time, get more info first before skipping to whining, okay?
Did you even read what you wrote before trying to talk down to me? "Can lock-on with bolter in hands" So we just go full on aim bot now? Sure, let's make the problem worse! They did state, with pistol equipped, they will add the ability to lock-on or aim normally. I highly doubt they would let you lock-on with a bolter/plasma rifle/melta since that is disgusting. This is just an example of the problems lock-on brings and why I feel it's a worthless endeavor to get it to work.
Yes, we do have active Soft Lock. It's at least 90° and the magnetism occurs around 8-10m out (you will not hit with a Sword weapon, but will be pulled closer). You know why no one talks about relying on it ? Cause Soft Lock sucks just as much balls in a tightly packed, fast moving group environment. It follows the same rules as the Lock On: Attacks are not instant and ALL of them trigger towards the enemy position defined at the time of the RMB input, it absolutely does not guide the attack beyond that point. Only the Smart Pistol does that because it's instant damage (and needs to die). If it were any better at detection it would require less aiming and less timing (boo !), and if it had better target tracking it would be inescapable auto-aim (BOOO !). What stops the current Soft and Lock On from being true auto-aim in EC is the attack delays, animation locks and compulsory travel distance: You can whiff like a mother fucker all day long by milking either system and not using your twitch skills. It's the pacing of melee that makes me lean on the Lock. Missing hurts a lot, defensive Evades and Sprint are quite fast and favour the defender (with short recovery time and minimal ranged bloom/delay), non-melee classes have considerable defensive abilities and frequently kill Assaults in CQC with melee, there is next to no stun and it's about to get even twitchier (input interruption bug is getting removed next patch). Probably more but I haven't had enough coffee to think straight yet What I would find much more useful/interesting than a stronger Soft Lock system is a fully unlocked melee camera and snap turning from Sprint (with an acceleration delay on sharp 180 turns) so we can reconnect faster. And ONLY with a melee primary or while your secondaries are equipped. Don't think either of these are going to get picked up anytime soon but without them I can't see zero Lock being viable without a massive DPS increase on melee attacks or a return to stagger-ville.
I actually like the auto-lock mellee function. It at least does not bother me at all. If that is a lazy feature than I am simply a lazy person, and I can not be the only one. I can understand the people who are against it though. In the game's current state there is no progression, no open-world, no PvE etc. The only thing there is is basically practicing combat skills, and the auto-locks do reduce the need for skills in that regard. In a not so distant future there will be a lot more things to set our minds towards. What I lock forward to in this game is progression, open world and PvE. Having to aim your mellee attacks is just not something I miss.
They can make melee good by simply cleaning up the things that are wrong with their current system, most of which are the statistics. From what I can tell, soft lock has a massive arc as it has caused me to attack players standing some feet to my side, especially when performing Charge Attacks. 6-meters and 30 to 45-degrees. The slightly longer range allows players to make more effective use of Charge Attacks from a distance, especially on slower attacking weapons like the Axe/Fist that should cover more distance than other weapons per swing to make up for their slower speed. I.E. Chainsword Charge Attack with 0.6-sec Attack Speed covers roughly 3.6-meters per attack for ~6-ms speed. Power Axe with 1-sec Charge Attack Speed should cover ~6-meters per attack. The point of lock-on is that even with soft lock there are going to be newer/less skilled players and players with sub-optimal game performance that without lock-on would be more likely to perform more poorly in melee than if they used it, while the average gamer and/or those with optimal game performance may find they do better in 1v1s or small fights using lock-on than when not, while the more elite players shouldn't notice any real different in performance whether they use lock-on or not. That'd just make the game feel proper as that is what actually happens when you dodge; you move in a straight line. Dodge causing a character that is locked on to another to auto-roll to their back removes skill and makes the gun easy and boring. It should in that its attack speeds, damage/stun values and stuff need to be adjusted, yes. That is already how the game works. When performing a Charge Attack, it does not actually attack in the direction of your reticle until after you have charged it sufficiently. This means you can begin charging the attack and turn your camera 180-degrees and your character will turn and leap to attack in your new camera facing. While moving on that fixed trajectory the character swings their melee weapon, covering a much larger area than any single bullet does. This means you can still hit enemies that are not directly in front of you, in addition to being able to hit multiple enemies at once. Which is poor game design as you cannot guarantee that there will never be 1v1 situations in the game. In a "2v2" situation, if you both are engaging different targets than there are two 1v1 fights going on. Even in Planetside 2 when there are more than 100 players attacking a single base there are still frequent 1v1s. The idea behind the misses is that your enemy did do something about it, as most people aren't just going to stand there blindly and allow you to attack them. They are going to take some sort of defensive action, be it raise their arms, flinch back, duck, etc. etc. When you add in actual defensive skills like Dodge then there is an even greater chance of attacks missing them.
You're one who don't understand what I'm saying. The lock-on only works for melee, what the fuck are you talking about? Lock-on for melee and aim for bolter will use different key soon, so they will not mess with each other anymore. That's why in the future you can use melee lock-on without having to switch to pistol. Right now you can't because aim toggle and lock-on toggle are using the same key. The reason why you can't lock on with Tact/Havoc or aim with Assault is because of that.
More often than not that isn't stated in the rulebook of such games. That's why I usually adapt such rules by making the defensive throw harder the better the attack throw is. Like in the Infinity rules. But that is going off topic. Btw, when I use the actual rules I described "misses" like you did too. The wording is still odd though, because it says "Miss" and not "no hit" or something like that.
May i ask you what class you play when you feel lock-on should be removed? This is not an insult or a trap, im just curious