# Chain Weapon Toggle

**URL:** <https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167>\
**Category:** General Discussion\
**Created:** [November 26, 2025, 8:53am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167 "2025-11-26T08:53:27Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![BizarreSalp](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/bizarresalp/32/28058_2.png) [@BizarreSalp](https://forums.fatsharkgames.com/u/BizarreSalp)\
**Post date:** [November 26, 2025, 8:53am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/1 "2025-11-26T08:53:27Z")

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What if Special activation just _toggled_ between modes on chain weapons? Unactivated/low rev mode has cleave, high-rev mode is single-target but has good AP?

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**Author:** ![Mankeys](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/mankeys/32/110290_2.png) [@Mankeys](https://forums.fatsharkgames.com/u/Mankeys)\
**Post date:** [November 26, 2025, 9:45am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/2 "2025-11-26T09:45:14Z")

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Honestly not a bad idea would make chain weapons have an interesting niche where activated mode removes cleave for single target damage also be much better than having to go through the tedious process of activating your special after each enemy hit, although not sure how this will work with evis mkIII activated heavy sweep 😅

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**Author:** ![URKA](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/urka/32/75129_2.png) [@URKA](https://forums.fatsharkgames.com/u/URKA)\
**Post date:** [November 26, 2025, 11:51am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/3 "2025-11-26T11:51:48Z")

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Nice idea.

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**Author:** ![Heretical\_Cactus](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/heretical_cactus/32/73867_2.png) [@Heretical\_Cactus](https://forums.fatsharkgames.com/u/Heretical_Cactus)\
**Post date:** [November 26, 2025, 12:30pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/4 "2025-11-26T12:30:44Z")

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If Chain weapons would be reworked, I’d love to see it happen as a Rev/heat meters.

With most attack increasing the rev meter (Causing it to do more damage, but gain stickiness), but other consuming rev for futrher additional damage.

With the Special either being a special strike, or a hold to generate revs.

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**Author:** ![eatingsand](https://avatars.discourse-cdn.com/v4/letter/e/aca169/32.png) [@eatingsand](https://forums.fatsharkgames.com/u/eatingsand)\
**Post date:** [November 26, 2025, 5:20pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/5 "2025-11-26T17:20:02Z")

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I remember that with the power swords, the issue was people claiming they actually like the activation mechanic better. I can’t get behind that at all, but if they did something like this they would probably just add 1 new type of chainsword with this mechanic and leave the old ones as is.

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**Author:** ![MarxistDictator](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/marxistdictator/32/106716_2.png) [@MarxistDictator](https://forums.fatsharkgames.com/u/MarxistDictator)\
**Post date:** [November 26, 2025, 5:25pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/6 "2025-11-26T17:25:33Z")

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I’d like a chainsword that works this way but I’m mostly fine with the way the rev works right now. I just think it should be brushed up in frame inputs to where we can cancel the animation near the start. No one needs to go ‘by the power of Gray Skull!’ and raise their weapon up before then doing another animation for an attack. It got better but it should still leave the game totally. Along with thunderhammer hit stun, it’s so dated and makes them a liability in goofy difficulty where variety in choice is most needed.

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**Author:** ![Downer](https://avatars.discourse-cdn.com/v4/letter/d/ce7236/32.png) [@Downer](https://forums.fatsharkgames.com/u/Downer)\
**Post date:** [November 26, 2025, 5:49pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/7 "2025-11-26T17:49:13Z")

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Maybe do that for mk of each chain weapon.

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**Author:** ![anon61080228](https://avatars.discourse-cdn.com/v4/letter/a/76d3ee/32.png) [@anon61080228](https://forums.fatsharkgames.com/u/anon61080228)\
**Post date:** [November 26, 2025, 6:18pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/8 "2025-11-26T18:18:27Z")

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Nice idea, however i wonder will it be irritating constanly or most of the time hearing rev sound.

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**Author:** ![BizarreSalp](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/bizarresalp/32/28058_2.png) [@BizarreSalp](https://forums.fatsharkgames.com/u/BizarreSalp)\
**Post date:** [November 26, 2025, 7:17pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/9 "2025-11-26T19:17:41Z")

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That’s true. Sound could be toned down, tho.

Glad this idea seems liked. I’d just love to see this change.

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**Author:** ![se05239](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/se05239/32/115181_2.png) [@se05239](https://forums.fatsharkgames.com/u/se05239)\
**Post date:** [November 26, 2025, 7:44pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/10 "2025-11-26T19:44:10Z")

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Wouldn’t say no to this.

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**Author:** ![HotRod](https://avatars.discourse-cdn.com/v4/letter/h/8e7dd6/32.png) [@HotRod](https://forums.fatsharkgames.com/u/HotRod)\
**Post date:** [November 26, 2025, 8:37pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/11 "2025-11-26T20:37:52Z")

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Anyone remember the original chainsword from launch? It was basically just a club you’d whack things with until you activated it for 1 swing. Absolute garbage.

Another rework would bring it even more justice

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**Author:** ![ZoroDaOtter](https://avatars.discourse-cdn.com/v4/letter/z/f475e1/32.png) [@ZoroDaOtter](https://forums.fatsharkgames.com/u/ZoroDaOtter)\
**Post date:** [November 26, 2025, 10:38pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/12 "2025-11-26T22:38:46Z")

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I would love the ability to rev mid-swing.

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**Author:** ![anon87539211](https://avatars.discourse-cdn.com/v4/letter/a/47e85d/32.png) [@anon87539211](https://forums.fatsharkgames.com/u/anon87539211)\
**Post date:** [November 27, 2025, 12:42am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/13 "2025-11-27T00:42:51Z")

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That’s a simple and really brilliant idea.

FS, write that down!

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**Author:** ![Rvl](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/rvl/32/115814_2.png) [@Rvl](https://forums.fatsharkgames.com/u/Rvl)\
**Post date:** [November 27, 2025, 4:19am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/14 "2025-11-27T04:19:24Z")

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All weapons that require constant reactivations are outdated. Chainswords, original Power Swords and Crusher should all switch to the new heat system introduced with Relic Blade and Power Falchion. They just feel both stronger and more user-friendly. While Power Sword is much stronger than Falchion, I’ll gladly take a small nerf to Power Sword if it means I don’t have to constantly re-activate it after every 3 hits

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**Author:** ![MarxistDictator](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/marxistdictator/32/106716_2.png) [@MarxistDictator](https://forums.fatsharkgames.com/u/MarxistDictator)\
**Post date:** [November 27, 2025, 5:20am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/15 "2025-11-27T05:20:39Z")

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that is the difference between the weapons though…tossing the mechanic for the heat bar and then weakening it is making another power falchion. I think I all the people who use it would appreciate them coming back to Mk3 Scandar’s moveset a lot more. Mk6 has a moveset and the 2 late strikedown hits can even mill uncommon trash with no power button thanks to all of vets buffs now. I regularly use all the powered moves. But Scandar 3 is so boring and just left right at an angle or flat sweep. Weapons like this should make the designers weep.

But there is hope for it, considering how amazingly they overhauled similarly simple weapons to have a lot of depth (Mk1 bully and Mk3 shovel winning hardest but the devil’s claw changes are underrated).

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**Author:** ![aroth68](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/aroth68/32/33737_2.png) [@aroth68](https://forums.fatsharkgames.com/u/aroth68)\
**Post date:** [November 27, 2025, 9:59am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/16 "2025-11-27T09:59:07Z")

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A new chain weapon with a ‘Toggle special’ to switch between quick, high-cleave swings (akin to a club, like old chain weapons) and revved, low-cleave but high-damage strikes, sounds like it’d make one hell of a versatile weapon. 100% agree it would be cool and refreshing.

I don’t care much for the ‘sawing’ mechanic, I hate the camera getting stuck, but I still could get behind something like this.

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**Author:** ![Mankeys](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/mankeys/32/110290_2.png) [@Mankeys](https://forums.fatsharkgames.com/u/Mankeys)\
**Post date:** [November 27, 2025, 11:05am UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/17 "2025-11-27T11:05:30Z")

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Id rather they rework all chain weapons to this idea honestly, were deep in powercreep anyways and chain weapons need all the help they can get.

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**Author:** ![RallyingOx](https://avatars.discourse-cdn.com/v4/letter/r/bb73d2/32.png) [@RallyingOx](https://forums.fatsharkgames.com/u/RallyingOx)\
**Post date:** [November 28, 2025, 4:49pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/18 "2025-11-28T16:49:51Z")

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This is how I want the 2handed Chainaxe to function. (If we ever get it.)

No revving or temporary activation. You just get to switch smoothly between a high impact club that throws enemies around when it’s unactivated and a high damage AP chain weapon when you do activate it.

A sort of versatile middle ground between a Thunderhammer and an Evicerator.

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**Author:** ![Raichu](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/raichu/32/111655_2.png) [@Raichu](https://forums.fatsharkgames.com/u/Raichu)\
**Post date:** [November 28, 2025, 5:13pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/19 "2025-11-28T17:13:45Z")

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A weapon overhaul would be a great quality of life update after hive scum

+adding heat mechanic to power / chain weapons

+adding more cross weapon choices between classes

+rework niche mechanics ie helbore ADS to charge while in ADS

I think adding successful addons to baseline game too would be an “easy” patch to draw players back into game… you know the one 😉

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**Author:** ![reaverbad](https://avatars.discourse-cdn.com/v4/letter/r/f9ae1b/32.png) [@reaverbad](https://forums.fatsharkgames.com/u/reaverbad)\
**Post date:** [November 29, 2025, 3:25pm UTC](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167/20 "2025-11-29T15:25:15Z")

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Yep not a huge fan of how the chain weapons behave, they don’t feel chainy enough.

I hope a rework will come in time.

[Next page](https://forums.fatsharkgames.com/t/chain-weapon-toggle/115167.md?page=2)
