I think that most of us realized by now that the hit detection on e.g. the butterfly knife is *a bit* broken and results in random facestabs from time to time. I don't think, however, that many of you realized how CONSISTENTLY broken the hit detection is, making facestabs and other weird things happening during melee combat into a serious problem.
I found it out only today by randomly hitting a wall on ctf_2fort with the Axtinguisher - initially everything was fine but then, at some angle, I noticed that the bullet holes stopped appearing where my crosshair was while I was still getting hit sounds. I turned around and to my astonishment saw that I've been hitting the wall to the right, at an angle of close to 90 degrees - nowhere NEAR my cross-hair or the previous bullet-holes that were positioned correctly when I was actually AIMING at the wall...
Crovax pointed out that the axe is simply swinging from right to left and hence the hit detection is logical BUT there's a problem with this: only SOME of the animations (usually critical hits) display the sideways swing, most show a top-to-bottom swing - that's also what you're seeing from a third person perspective.
Another problem which I would have explained on Mumble if Crovax hadn't interrupted me with a useless comment as usual is that TF2 (like most mods and in fact games) treats melee weapons just like pistols with a very short range. That is - you don't really swing anything, at least not in gameplay terms, you just get a moment where having the target close to you and in your sights will result in a hit - it won't result in a hit before or after this "moment". Currently, the only MOD for the Source Engine I am aware of that traces your swing arc from start to finish is
Pirates, Vikings & Knights II (since Beta2)... Go check it out, it's quite good although development progresses slowly...
Anyways, I proceeded to test the butterfly knife since that's the tool that does all the facestabs AND the punch attack of the Heavy, which, considering how you hit the wall on the right side while making a LEFT handed jab, puts any theories about logic or realistic arcs out of the question. I repeated the tests on a player and the results were the same: totally ridiculous.
I quickly recorded three demos. I might have shown more extreme angles but I think everybody gets the picture and you can easily test it yourself anyway.
You can download the three demos from the following URL:
http://www.codclan.org/ccount/click.php?id=18
(The last one needs the map achievementbox_pyro - you can download it from
here. No worries, it's not a map with any goofy stat-altering modifications or anything.)
Alternatively you can watch the Youtube video although the quality leaves a lot to be desired and you probably won't see the crosshair showing how FAR off target I'm actually aiming (well, you will be able to see that the guy I'm hitting is off-screen, however ;-).
[youtube]
http://www.youtube.com/watch?v=eEgwyUoJ ... 26fmt%3D18[/youtube]
P.S. Yes, I will be submitting the demos to Valve.