A dash move. In gunplay you already have something similar with the forward slide.
While I agree 100% that a dash move is what a Katana should have, in ACTUAL gameplay making such a move work like it should is easier said than done. How its usually done is that the character moves in a line and strikes along that line. The issue comes when you are trying to hit a strafing NPC enemy at a certain range - you will overshoot and miss your target 75% of the time, and it looks stupid af. The enemies in a game like CP2077 will probably be moving around constantly, and trying to hit those with a dashing line attack will miss and look silly most of the time, plus you have to turn and reposition yourself after every such attack.
Post automatically merged:
Minus IRL, a Katana strike is a whole body move 99% of the time, not just an arm move. You don't hack with a Katana, you slice (that's actually the hardest part about learning how to use it).
Agree 100%. Katana is a cutting weapon, not a hacking weapon. Moreover, an expert would use only the very tip of the blade to cut, not the long edge.
Of course, in cyberpunk world your average street criminals aren't going to know anything about proper sword combat and thus use them however. (Im reminded of Case in original Neuromancer buying a weapon cause he felt threatened and then having no idea whatsoever how to use it). So unless you get like a dojo master to teach you, it would be believable if V didnt know how to properly use a katana. Still, holding that katana directly in front of you with an outstretched arm is RIDICULOUS.
Btw, afaik CP2077 will have a system in place that changes the animations and stuff as you become more proficient in the use of the weapon. How I would like this to affect a katana is that your effective cutting range should extend as you become more proficient in its use. You slice further away, control more space. This because of the footwork.
Last edited: