The raycasts have insufficient resolution to properly resolve against zombie animations, they just need to increase the number of intermediate raycasts a little to fix that.
Frankly I'd prefer if there wasn't a 'direct hit' system for entity attacks at all, and it was just 'first entity hit by swing raycasts'.
Also I'd make the damage start lower and peak towards the 'middle' raycast before getting weaker again, which would make it an actual glancing blow system.
Then you could give certain weapons a 'follow through', like sledgehammers could do half or a quarter damage to the second guy in line, then a quarter or an eighth to the third guy, etc. Could even throw follow-through into a perk so you have to spec into group combat.
IMO this would make the entire melee system feel a lot better while still rewarding people with excellent aim, where being a little bit off doesn't punish you too hard. Currently being a little off is a huge drop in damage which makes the glancing blow system have little impact on the result of a fight outside of desperate situations.
The block harvesting system functions based on the cursor raycast but that doesn't actually need to be changed, they'd just need to run the entity collision for the first half of the arc and then block-collision from that one raycast, and if any of them hit anything then abort the arc if there's no follow-through.
Frankly I'd prefer if there wasn't a 'direct hit' system for entity attacks at all, and it was just 'first entity hit by swing raycasts'.
Also I'd make the damage start lower and peak towards the 'middle' raycast before getting weaker again, which would make it an actual glancing blow system.
Then you could give certain weapons a 'follow through', like sledgehammers could do half or a quarter damage to the second guy in line, then a quarter or an eighth to the third guy, etc. Could even throw follow-through into a perk so you have to spec into group combat.
IMO this would make the entire melee system feel a lot better while still rewarding people with excellent aim, where being a little bit off doesn't punish you too hard. Currently being a little off is a huge drop in damage which makes the glancing blow system have little impact on the result of a fight outside of desperate situations.
The block harvesting system functions based on the cursor raycast but that doesn't actually need to be changed, they'd just need to run the entity collision for the first half of the arc and then block-collision from that one raycast, and if any of them hit anything then abort the arc if there's no follow-through.