I think reducing the knife range as far as actual combatants is a good thing. Not reducing it, obviously makes it easier to knife people. But, then what are we trying to preserve here? The ability to go around and play like you’re Jason from Friday the 13th?
Getting a knife kill in Battlefield 3 was one of the most satisfying things to me. I would actually avoid a firefight to get a knife kill, but it was mostly due to the animations involved. Nothing like ripping a player from his pov to watching an up close shot of you stabbing a knife into his heart. So, the knife, up close from the side/back (though there was a diagonal side/front too), became an instant kill. However, the tradeoff was the incredibly long animation of you slowly plunging a knife into the lungs of your enemy (or throat or whatever other great random animation there was). This momentarily made you a sitting target and if there was another enemy around they could either kill you before the animation finished (saving their teammate) or finish you off as you took his teammate’s last breath.
BF3 Knife Kills Video
This type of tradeoff does not happen in Dirty Bomb. Obviously, you have to figure out how to close the gap, but there is not the same element of surprise. If I am running around a tight corridor and someone is waiting with a knife when I turn to fire on them I still risk getting two RMB knife stabs before I can backpedal (due to its slow nature) and kill the enemy with my gun. So, the option for me typically becomes to fire until they eventually close the distance and I try to RMB them first or hopefully did enough damage with my gun that my RMB attack takes only one shot. The factor of the range being so long that you are able to knife someone without actually even touching them throws these situations in the favor of the knife attacker.
Another game I like to use as an example of having fun with the knife (or melee weapon in this case) is QuakeLive (or Q3). Getting a gauntlet kill is both humiliating and satisfying. However, avoiding the gauntlet can be easy because of fast movement (especially backward movement) and short range on the part of the gauntlet. The damage of the gauntlet was actually quite high (50 per hit), but spawning with extra health or having armor helped players survive it. Also, the gauntlet actually pushes the target away when it hits preventing for a quick second hit. Because of these things I liken the gauntlet more towards the LMB knife attack instead of RMB. It did quick damage, but took quite a bit of hits in order to actually kill someone who had full health and armor.
QuakeLive Gauntlet Wiki
3rd Person Gaunt Vid
I am not advocating that Dirty Bomb needs to be like QuakeLive or BF3, but I think there are queues from both that can be taken into consideration when factoring in how deadly the knife should be. If the knife was like BF3 with the extra kill animations, I would honestly be pretty giddy because I think that game had the most satisfying melee kill I have experienced in any other game before it. But, all that may somehow seem out of place in Dirty Bomb… I do believe that the RMB should be a quick kill, but maybe the damage should be high based on hitting the person in the back instead of when you’re facing them. Basically, keep the 60 damage with RMB, but only if you knife them in the back, and reduce it to the 30 damage like the LMB if you hit them in the front. Just an idea, obviously I am anxious to see what the next patch holds as well.
This is a consideration, but I think if you’re crouching and on top of the body to gib it should still be pretty effortless. I don’t think the range of the knife should be reduced drastically anyways, just more so that it matches up to your actual distance from the enemy.