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There's some issues on hitboxes when using melee since that's what some people say on the discussion page but i dont have this kind of issues i dunno why.
Anyway, what you said is not true, I legit tested 3 times 3 melee weapons: Brass Knuckles, Hatchet and normal knife, all of them are extremly diffrent, first one being much faster, while last one being slower. I don't have my recording anymore, but I still have an old screenshot from my chats with Arc:
https://www.dropbox.com/s/hse0jwz8f4bfa7w/DOI%20melee%27s%20comparison.png?dl=0
The test was done by hitting a friendly bot, recording everything, most importanly the sound. Since each time you swing at a bot, you get a hit sound and I used that to see the swing frequency of each melee.
Down in the sound editing tab you can see how much time it took to hit someone 10 times with each of the three melee weapons. Some people b*tched that not all hits register, but I did yet another test to prove them being wrong again (can't remember how I done it though).
EDIT: Forgot to mention the range or hit boxes. I honestly never tested them, as my main interest was the swing speed.
Yes this is what im talking about. Thank you. I was just about to try a similar idea to prove the same thing. Thank god im almost done getting the fairbairn sykes or i'd probably jump off a bridge from the state of the hatchet.
Apparently Im wrong, After an hour of slashing/hacking friendlies, enemies, walls and even a supply crate, I just found out that range,swings and hit boxes rely on their animation.
gosh i look like a fool attacking a supply crate over and over.
I can tell you the info but i need more time and tools to make sure Im 98% correct, I even write a hypothesis.
Or maybe the devs can tell us about this stupid issue which require less time and effort.