W40k melee weapons are still bad

Thanks a lot for that feedback, I will test it a bit more then. Maybe I’ll pair it with a high mobility secondary like the revolver.

The thing is, PS is a bit in a weird place for me… As much as I think it lacks drawbacks on Heresy, I can’t deny that it also feels great. There is a child shouting inside my head “OMG YES! That is a Power Sword!”. And right now, if it even needs a tweak, I also dont want to break that feeling. Slower charged attacks would fix it, as with the VT2 executioner sword, but I doubt it would feel that great in practice. Someone on another thread suggested an overheat mechanic and I think it is an interesting idea.

As for the other power/force/chainsaw/thunder weapons:

Power Mauls I like quite a lot, on both Zealot and Ogryn. Lower damage but great control, similar to VT2 flaming flail on special attacks, and getting used to the mobility drop needs a bit of practice but is very rewarding when it clicks.

Force swords I feel are in a good place, the special charged attack will reach a lot of breakpoints at higher difficulty, and having to monitor peril is interesting. The only thing is, the ability to stop bullets from afar is so useful that you should probably always have it as a blessing. So maybe it should be part of the weapon itself.

I agree that Chainsaw 1h sword feels underwhelming, it is in a weird place between catachan sword, eviscerator and chainsaw axe, and well… It is not horrible, but… Meh. The first 40K signature weapon that you receive as a vet is a bit of a letdown. It might benefit from being turned on by default, and have a riposte as a special, or a crowd control as a special, idk. On the plus side, the current special comes very, very fast.

The thunder hammer I love in theory. Heavies are great crowd control, lights are a bit disappointing coming from VT2 but hit headshots quite easily, and are clearly meant to be used in synergy with the weapon special. Both special light and heavy feel great (plus the ragdolls ^^). Although it is surprising that the special heavy stops on one target it also gives you interesting choices in a pinch.
But… that after-special slowdown will have you killed. The moment after the special attacks where you can’t dodge, it is very, very punishing. You can bypass it by switching back to your primary after impact (Weapon special + attack + keyboard 1 + dodge) but that is a lot of micro in an already tense game. I would like it to be removed or at the very least tuned down.