And what so sucked in the melee of alpha?
The fact that you could not hit a thing. There are 4 factors that you have to take into considerration with ESF.
1.) Free movement. Flight to be exact moving in a 3D space makes real time melee extremely hard to hit a thing cause the target can move in more directions than 2.
2.) Half Life. Lets face it. Even with standerd gameplay you can hardly hit a thing unless its standing still with the crowbar. Long storry short. The engine is ****ty that would highly alloow real time melee if you had a stun effect and we all know how much that sucks.
3.) Model size. Compared to regular Half Life with its allready hard to hit stuff with melee attacks unless its not moving you have to add the fact that the targets in ESF are 4 times smaller than in half life making it 4 times harder to hit.
4.) The speed in ESF. You have to calculate the speed and port it over to ESF measures from Half Life. Lets say you move with the speed of 20 units per second in half life. In ESF that makes it 80 units per second. What is a slow speed in half life is really fast in ESF. Even with 1.2 speeds you are still going way faster than sprinting with Gordon in HL. Simply because the speed transition is equal to the model scaling. Smaller models = more speed
Those are the 4 main principles (with ping not even listed) as to why a real time melee wouldnt work. Simply having a system of "smash the buttons and hope you hit him before he hits you" is not good for gameplay and not good for your mouse. Not to mention it makes the game look very weird animation wise.
Now you take principle number 4 and apply ping to it. Remember ESFs model size makes people a lot faster than in half life. So the ti9me you have to react is allso slower. ESFs 100 ping would be something similar to Half Lifes 400 ping simply because the speed is that much higher. Ever try to hit someone in half life with a crowbar and a ping of 400?
I hope you understand why i said real time melee is impossible for ESF without breaking gameplay.
But thats where the team made simple melee. All you need to do is be close and have to be holding a single mouse button. How you get close is your choice, be it swoop, teleport or normall flying. Call it a proximity triggered crowbar. Having such a system allows the team to bypass practically all of the principles where real time melee (what you suggested) fails. Face it simple melee can be used good up to 120 ping. Meaning round 480 standard HL ping counting the speed alone.
While its true that KI management is more ping dependant than melee since it actually needs to be done faster and timed better than simple melee.
As said your idea would not work in ESF unless you added a stun time, but then youd play "Smash the buttons and hope to hit him before he hits you" folowed by "Oh **** i got stunned by a lucky shot" Youd literaly loose all skill that exists in the game.
Feel free to coment on my long post of facts.