- I would use the animations synced to damage
- I would use the old melee animations with no pause between attacks
The current behavior, like when MbL lost a villager to a long-distance attack from a rhino in Warlords 4, despite successfully quickwalling, suggests that when the patch notes said the new animations were only a visual change, they meant it. Pre-patch behavior was that an animation could start if an enemy was in range, and if the attack cooldown finished before the animation finished, then the damage would go off.
This looks like a long-range attack because the damage from the first attack happened in the middle of the animation, but this damage could happen at the end of the animation.
Post-patch, if the animations are only a visual change, this becomes the attack animation STARTING when the target has already moved out of range.
So: if this is considered a bug, and ends up being fixed, then the “fast” animations visual option could end up with a sort of anti-bug: units could interrupt an attack animation to start chasing, instead of always finishing the attack animation.