Everything (still) wrong with Thunder Hammer

So i decided to give thunder hammer another go since we got a new variant and buffs to it in the past. However it really seems like to me Fatshark missed the mark here quite a bit.

The hammer now deals armor damage with its heavy and light attacks which boosted it up from “completely unusable” to “still a meme” category. But why does it simply not compete with any other melee weapon in the game? Well let me explain;

Mobility
Mobility is the most important thing in DT. If you have a melee weapon that allows you to move fast you can deal with literally any situation. The perfect example to this is Combat Knife, the reason why you can solo anything with this weapon is not because it deals ton of damage, its not even because of the bleed stacks, its because of mobility. Nothing can hit you as long as you keep spamming dodge and slide, not even gunners will be able to hit you.

Well now you might say “ok power sword is a low mobility weapon why is it so good?”. You are correct my friend, power sword is a low mobility wepaon BUT the reason why it is really really good is because of its mass killing power. It is also helpful to point out here power sword cannot deal with every situation due to the fact that it has low mobility, however it is still a way better balanced weapon compared to thunder hammer because you actually get something useful as a tradeoff.

But it has single target damage and horde clear does it not?
Well in theory? Yes. In practice? No.

The only real application to thunder hammers single target damage is mini-bosses. You can utilize your single target damage on mini-bosses just fine, however do keep in mind it can still get almost impossible to use against a mini-boss due to gunners or a horde, so it will still have consistency issues.

But can’t we kill elites within a horde easily since it has high single target damage and special now doesn’t get stuck on small enemies(for the most part)?

No, not really.

You see the only problem with thunder hammer was not the special getting stuck on small enemies. It was the most obvious problem but the second most obvious problem is what happens after you heavy charge attack an elite. You do not want to smack an elite that is inside a horde, because you will eseentially lock yourself into the attacking animation and die inside the horde.

Ok now lets talk about the horde clear part. We might say here “ok but this weapon can cleave through a horde like butter! it surely must be good at horde clear?”

Well, no. Its not.

Actually most weapons in the game clears a horde faster than thunder hammer. This is because Fatshark insisting on making 2h hammers not do any damage since V2. The hammer will push everything around, but it will stop doing full damage after the second or third enemy. So you will basicly end up pushing everything around and not killing barely anything. This simply makes everything worse. You never wanna push enemies around its not a good thing to do. You want to control the horde and avoid having the horde going random places. This has been a fundamental problem with hammers since V2.

“Look OP, ok we understand what you are saying but isn’t throwing enemies around good for our team? Don’t we wanna stagger stuff as a frontline?”

Well yes and no.

Yes staggering enemies is important but it is nowhere near as important as it was in V2. You see melee hordes are pretty much a non-issue in this game. Anyone running a high mobility weapon can clear them taking absolutely zero damage in damnation. In V2 stagger could be huge because kiting hordes was a lot harder and most elites could straight up oneshot you in Cata.

But what can be done about this weapon?

Well here are the few things thunder hammer really really needs.

1- Allow the special attack stagger animation after the attack to be canceled into anything. Let it be a followup attack or another special charge up or a wepaon swap. It is already a very sluggish attack and difficult to land it on what you actually want. There is no reason for it to literally pin you down after every attack.

2- Honestly simply remove the damage fall off on cleave. This weapon is already massively handicapping your mobility. There is no reason for you to take 10 years killing 10 poxwalkers.

2- Actually reduce the knockback. There is no reason for this weapon to launch a poxwalker to the other side of the room with every attack. Like i said this is not actually a good thing. Less pushing things around, more killing things.

3- A really weird thing i noticed with this weapon is, it does extremely low damage on assassination targets shields. I can take a shield out within 10 seconds with a combat axe on damnation but this weapon for some reason can’t do it in 10 minutes. Special attacks should do waay mroe damage to assassination targets shield i would say.

4 Likes

To be clear I agree with a lot of your post.

Though using the knife as a reference for a good weapon is kinda funny to me because of all the weapons in the game its the least useful to have on my team mates based on kills and damage. When people run this the best I can say for them is (sometimes) they don’t go down that much.

IMO this is just a playstyle consideration and not a requirement for a weapon to be “good.” I played a lot of hammer and the mobility consideraitons are easily handled by good positioning.

This is, and I mean this as politely as possible, just a skill issue. You can absolutely bonk elites out of a horde. ESPECIALLY now that they have reduced the self-stun time to 0.6s. I’ve done it frequently and it is a high value usecase for the hammer. It is extremely easy to get a block up before anyone can hit you and then stagger everything with a followup swing. This stalwart gameplay is just a different playstyle than more dodge focused gameplay.

Not at all. You can 1tap ragers. You can 1tap every special in the game. Most importantly you can 1tap muties and dogs thus immediately freeing your team’s target priority for other duties. This is especially helpful in games of hi-int shock troop gauntlet where you might kill 3-5 muties sequentially and then kill several dogs and a trapper. All while expending 0 ammo and spending the minimum possible time doing it. Monstrosity damage and Boss damage are just the meme applications that are fun.

hammer survivability is based on its high stagger, not on its mobility. You can be completely buried in enemies and just not worry about it unless theres something heavy enough to eat the hitmass off your cleave. You’re right, though, it has horrible cleave damage and only mediocre first target (unpowered) swing damage.

I think the hammer is slightly on the weak side for sure and changes 3 and 2a seem reasonable. I don’t favor change 2b. I know people don’t like having things not standing perfectly erect so they can swing for heads at maximum efficiency but I like a little variety in my weapons.

5 Likes

Upping the cleave damage capability would make the hammer S tier for me. I

I do however just love that I’m able to solo deamonhost on damnation so I use it most of the time but ye the weapon is not GREAT but it’s the most fun!

4 Likes

Thunder hammer is in a pretty good place if you ask me. It’s supposed to be bad at horde clear, that’s the price you pay for premium tier armor busting. You also get very nice stagger/knockdown potential (even with unpowered attacks) in exchange for its poor mobility. I’ll admit that Fatshark didn’t design it exactly the way I had hoped, but I would say it’s mostly fine.

1 Like

Not when Combat Axe offers the similar armor busting with 100 times better mobility 100 times better cleave with brutal momentum and actual horde killing due to the fact it doesn’t have damage fall off on cleave.

And if you don’t belive me you can test it out. Even a bad rolled combat axe can take out a crusher by the time thunder hammer charges 2 heavy attacks, they will pretty much kill it within the same time frame so its not premium at all.

It doesn’t make sense to have thunder hammer the way it exists when you compare it to other weapons.

Then nerf other weapons. Hell i would be ok with heavy nerfs across majority of melee weapons since i do think the game is too easy anyways. But the state of weapons is just not balanced right now related to each other.

I’ll put it this way, melee weapon balance is worse than V2 which is pretty bad, considering V2 was quite horrific in that regard.

3 Likes

Lately, I have been thinking it is unwise to use the Combat Axe as a measuring stick when comparing to other weapons. Those things are way out of whack. Not that I’m arguing for nerfs. They’re not totally broken in such a way that they invalidate anyone else’s gameplay. But its pretty clear they’re flat out triple S class. They can do everything with no drawbacks at all. They do, IMO, far too much carpace and flak damage for an un-powered weapon. If fatshark were smart they’d just coat the thing in Power Field VFX/SFX and call it a day.

Its more sensible to use the heavy sword on zealot as a baseline for zealot comparisons. The knife, compared to the heavy sword, gains higher survivability through mobility but loses on damage. The hammer gains stagger but loses mobility, but gains single target and armor busting damage.

2 Likes

Get a better TH. Thrush + carapace damage with ult can one-tap crusher, open bulwarks (you can do a heavy now after opening it to oneshot), reapers…

Caxe a top weapon don’t get me wrong, but a TH is far better at things it’s good at than the Headtaker/decimator + BM Caxe.

1 Like

A high-end HS pretty much matches BM Caxe (mostly because Crusher damage is not really an issue due to the ult/ranged interaction), although BM Caxe still remains the easiest-to-use weapon on Zealot. In general power, I’d say only the FS and Ogryn BB are the stronger options in-game.

1 Like

This is purely due to brutal momentum being poorly balanced. That blessing is long overdue for a rework. If you could put a blessing on the thunder hammer that completely negated its natural weakness in the way that brutal momentum does for combat axes, I’d argue for a rework of that as well.

I wouldn’t say that’s quite true. Try to fight 3+ crushers with the heavy sword and you start running into problems the c.axe doesn’t have. The Heavy Sword is geniunely worse at armor and better at horde clear. But the BM c.axe is good enough at horde clear that its not really a weakness.

I’d just like to see an outlier of a mundane weapon supplanted by a 40k chain or power weapon. If the antax was a chain axe i’d probably not complain at all.

I was just saying that due to how Zealot’s ult is interacting with ranged weapons, clearing Crushers can alway be done with Zealot no matter what melee weapon you have. It is usally even safer and faster doing it with your ranged weapon.

Obviously, the Caxe win out against HS when you only want to melee ogryns or if you are solo against an ogryn patrol.

Me too… Me too…

1 Like

True, true. I mean if we wanted to compare apples to oranges we could take

And say

if you have a gun you can deal with literally any situation
:stuck_out_tongue:

1 Like

I mean it’s important to take weapons in context. If you would need to take an armor buster ranged weapon on Zealot like the Bolter I wouldn’t say high-end HS is as good as Caxe, but since you can take anything with it…

This is the same thing why I think new stubber is too much on ogryn. It’s too much because it’s on an ogryn.

1 Like

They’re Power Axes in all but name. They even use power axe models:

image

2 Likes

Well, I agree that the new ironhelm variant of the thunder hammer is really underwhelming - it’s just my opinion because I tried it a lot and couldn’t make it perform well - but the crucis (the original one) is imo in a very very good place. With thrust you can one tap every special and elite in the game in an absolutely reliable way (even crushers if you take +20% vs carapace), and its light unpowered attacks are now very good once you reach the breakpoints needed. With a few stacks of slaughterer or headtaker you will one shot any normal enemy if you hit it in the head with either an unpowered light attack or the push attack. You can clear a small group of enemies way faster this way than using heavies. The push attack is actually quite fast and is very safe to use because it prevents enemies from hitting you back. Heavies are for hordes. If you are in front of several elites or a mixed horde, do not use the powered special attack!!! Just do heavy swings it’ll knock everything on its back preventing them from hitting you. At some moments you will land a direct hit on an elite head and still do good damage to it. It’s not a horde clear weapon it’s a CC weapon, which at the same time has huge single target dps. You can’t have all at once. You have to pair it with a weapon that compensates its weaknesses. A flamer or an autopistol for example. Autopistol is very mobile so it totally negates the TH sluggishness and you can magdump a horde to help clear it faster if needed.

But yeah, you basically need a god rolled thunder hammer with specific blessings to perform well whereas a medium rolled Caxe with BM is already doing wonders. You also need to put a lot of work into it, whereas the Caxe antax 5 you just have to “left click left click left click”. Since the recent changes I have no problem taking a TH in a damnation high int gauntlet over a Caxe

3 Likes

@Reginald has already answered the main points here, I just want to point out that this first paragraph outs you as someone complaining about something you’re not actually that experienced with. Frankly good feedback on how to buff a weapon practically never comes from people like you. It comes from people who actually dedicate themself to a weapon and master its quirks.

TL;DR don’t pick up a weapon briefly (it’s obvious from several comments in your post your experience with the weapon is very limited) and immediately run to the forums to demand buffs. It’s invariably useless feedback.

This is the one part of your post I actually agree with in its entirety.

2 Likes

TH being a liability among mixed mobs makes it difficult to use the special activation. You want heavy attack to use thrust to crush crushers, but the horizontal swing is definitely hitting the little nerd circling his knees too often. I’ll jump and sometimes hit it, but the skill difference between all that jazz and just click spamming with an axe is incomparable. I use this thing from time to time for the fun of it but it’s in-mission effectiveness is just too inconsistent when I use it.
I’d be ok with it if the heavies had a better cleave damage profile, or the move speed penalty got removed on the cleave heavy.

Maybe because I’ve gotten a god rolled one with Headtaker and Thrust but I absolutely love the Ironhelm over the crucis. The moveset is good, light heavy combo clears hordes great and cleaving into a high value target is great, even if the damage is worse.

Now to be fair I haven’t been able to try out a god rolled Crucis yet, but I don’t think I can ever go back to not cleaving with the special. I also play on Damnation etc. with it, ususally with a Kantrael XII although I did just get a god rolled Shredder Auto Pistol.

1 Like

Having just tried the crucius a few times for the first time in a quite a while I have to say that this is still just awful. The ironhelm is so much more usable as a direct consequence of being able to cleave a few chafe enemies to hit the priority target. If the crucius could even muster 1 cleave target that would make it much more viable. I think I hit a poxwalker 3 times trying to kill the same mutie. It was on the bottom right of my screen so I didn’t even see it until it went flying.

Only thing thammer need is a better dmg curve on heavy. Otherwise it’s fine and OP seems have a skill issue to jump in hordes for sniping elites(or in case with Ironhelm, rolled a bad blessings). It’s how weapon should be balanced. You got drawbacks and you got excels parts. Even caxe with brutal momentum won’t kill elites as fast as snipe them with thammer. Especially if you stacked slaughterer, with it and thrust you can even onetap crushers in hordes without rolled +carapace dmg.