‎Adds animations to attacking & much more! (Extensive config included)
(Compatible with Spartan weaponry and Quality Tools)
Logo of Immersive Combat (1.12 Better Combat) mod for Minecraft
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Immersive Combat (1.12 Better Combat)

Adds animations to attacking & much more! (Extensive config included)

5.0
1 review
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Gameplay

5.0

Aesthetics

5.0

Performance

4.0
Logo of Immersive Combat (1.12 Better Combat) mod for Minecraft

Immersive Combat (1.12 Better Combat)

Adds animations to attacking & much more! (Extensive config included)

5.0
1 review
Excellent100%
Very good0%
Average0%
Poor0%
Terrible0%

Gameplay

Aesthetics

Performance

Genres:
Themes: ,

MC Versions:
Type:
Owner:
Mod Loaders:
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Immersive Combat (1.12 Better Combat) Reviews

Avatar for Outra
November 4, 2025
Outra
Gameplay
Aesthetics
Performance and Stability

Each weapon feels unique, Heavily configurable too

#What is it ?

A mod which adds first person animations to attacking, which vary in order to adapt to the type of weapon you attack with (includes sound effects too) ;

This mod also affects certain properties about the weapon depending on the config (with certain mods such as spartan weaponry already in mind), properties such as Sweeping, Potion effects to give to the target or you on certain conditions, Critical hit chance, if it’s Onehanded or Twohanded, amount of Knockback, Reach distance and ability to parry.

Finally the last but quite important thing this mod does is delete spam attacking. This means in order to attack you will have to precisely wait for the cooldown to end, instead of having the ability to attack earlier but deal considerably less damage.

#What does it offer ?

A **greatly configurable** mod which by default applies **properties** and **first person animations** to **melee weapons** based on part of their “modid:name” (if it’s written as “modid:warhammer_dragonsteel” it will automatically receive the warhammer animations and properties found in the config, which again is configurable). **Dual wielding** as well as **parrying** is a possibility and you can very much slaughter enemies with one sword in each hand if you’d like.

It also adds config on **shields** such as ability to **shieldbash** (with related configurable damage, knockback and cooldown), as well as configurable amount of **shield disabling** depending on the type of axe used against a player’s shield. You can also tweak some stuff about **bows** but I have not personally used that part of the config, so I don’t really know how useful or interesting this is.

Nausea and Blindness will now affect entities, and a few custom potions effects have been added with the mod. This mod also comes with a few generic enchantments, which are quite basic, but again they can be disabled if you don’t want them.

I can’t really think of any major **cons** for this specific mod, as I have not experienced any major performance issue while playin with its latest version at the time, though I would like to point out that since dynamic surroundings also adds sound effects to sword swipes while this mod does too, I would recommend checking dynamic surrounding’s in game mod config section in order to avoid having double the sound effects. This mod also does break some mods with the new way melee weapons are handled, for example when put with Atum II you probably will have to remake a whole custom configuration to properly integrate Atum II’s artifacts and the potion effects they should apply on hit (and this probably happens with other mods I haven’t tried with Immersive Combat too).

#In conclusion

This mod really gives each weapon (especially when spartan weaponry is involved) a different feeling through their animations and sounds, as well as little quircks and the fact that all can be easily changed and tweaked adds to the help this mod might give to future modpacks in feeling **immersive** in their combat. The config file has quite a lot of details on how everything works, and is basically its own **tutorial** on how to configure the mod and its properties-system.

Total PlaytimeExtensive (500 hours)
MC Version(s):
1.12
Mod Versions:10 10 25 and earlier

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