Yeah, just not sure how you translate accuracy and getting bumped by face hugging into this.
Trying to compare two different game mechanics with each other like that kinda fails.
I will try to lobby a pike like that into the game, let's see how it plays out
I think the hit rate of a rus bow at 2000 range is more or less similar to that of most melee weapon at ~100 range, when you count the dodges and bounces.
Also, the facehugging bump is stupidly underpowered. First, it doesn't work if the enemy isn't standing in front of the archer. Second, it doesn't work if the enemy isn't closer than
unarmed strike range. Third, it only starts to work after a near-infinite amount of time (something like 1 second). Fourth, the movement of the archer is in no way altered. Fifth, it only is active during an arbitrarily small greater than zero amount of time.
I the end, this is one of the most useless and most unrealistic features of the game. Due to the range, you can have situations where the enemy is
into the bow model, yet the bump won't happen. Due to the absence of stun, an archer can easily aim to force the enemy to block with his shield, wait until the shielder enters bump range, then immediately evade, running either backwards of forward. Due to the delay and duration, a shielder can't start to attack before it begins, as it would likely mean getting shot to the face. Yet if he attacks after it has begun, then the archer has plenty of time to evade.
The least thing to do about this is to replace the animation with a proper stun that would prevent any movement.
Edit : btw, I only integrated what is possible to represent with the melee stats.
Ignoring the weaknesses of archery, how cute
Could you make a list of these ?