The hammer has too long of a swing effect and the radius damage is to far…several gameplays show the reticle not even turning red and it still killing the enemy player that is not a balanced weapon by any means and the rag doll physics for the hammer are super underwhelming enemy players are supposed to go flying and they don’t. The hammer needs to be nerfed toned down and addressed 343 before launch…
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> The hammer has too long of a swing effect and the radius damage is to far…several gameplays show the reticle not even turning red and it still killing the enemy player that is not a balanced weapon by any means and the rag doll physics for the hammer are super underwhelming enemy players are supposed to go flying and they don’t. The hammer needs to be nerfed toned down and addressed 343 before launch…
The Gravity Hammer doesn’t have a reload so I think the swing effect is borderline perfectly balanced. The radius is perfect for a Power Weapon. These should feel overPOWERed. Ragdoll physicals could just some work when striking an enemy though.
This is what halo has come to…sprint clamber slide ground pound and spartan charge are fine.,…but the power weapon is too powerful…
my brain…
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> This is what halo has come to…sprint clamber slide ground pound and spartan charge are fine.,…but the power weapon is too powerful…
>
> my brain…
I don’t know why, but your comment almost made me spit out water. It is so true though. Sprint and clamber feel like natural movements however ground pound and spartan charge were the most broken mechanics outside of what Reach did lol.
Power weapons should feel like you are cheating somewhat. That is what dictates the battlefield in arena shooters and pushes action to those “objectives”.
This is literally the most balanced the Grav Hammer has ever been. You can’t rush a good player head-on because you’ll die, so you have to actually play with this weapon in a different way now. Though if you close the gap between your target, you’ll get the kill unless you choke, so it’s still POWER.