Ok before you tell me the hammers fine, I just played a game where I had a bulldog and got hit by a hammer that was outside of the Bulldogs range…
The hammer has a greater range than the bulldog. Think about that for a second.
You used to stop a hammer with the old shotgun. Even if they brought back the old shotgun, it’d do nothing against the hammer because of this things range. Its nuts.
Maybe desync plays a part in that, I’ll concede to that. And it would explain the wild inconsistency with its range, but it’s a melee weapon…not tarturus’ gavel.
That sounds like a clear desync problem. The bulldog has a greater ranger then the hammer, although the bulldog does lose some effectiveness at those ranges.
It’ll be interesting to see what happens when/if they ever fix the desync issue how the hammer responds. I think it’s still going to have a problematic range.
Nope. Your flat out wrong and I’m standing my ground on this one. I’m 152 in halo 5, never recalled the hammer like that, so I just played halo 5 and that’s not remotely true. And I’ve played enough halo 4 to know the hammer doesn’t work like it does in infinite. If you want to compare to halo 3, I can’t comment.
Sure the hammer had a bit of a lunge, but you still had to hit at least close to the person. This version you don’t even have to be reasonably close.
So while it might have been nerfed in previously flights I completely disagree with other games. Even the halo wiki has the hammer listed traditionally as effective range as close, but it’s out ranging the bulldog which has more range than the old shotgun.
Never said it can one shot you outside of the range of the bulldog, but it does wayyyyyy more damage to you outside of the Bulldogs range than the bulldog does. I had it take out my sheilds and a massive of chunk of health at distance. And that’s not the odd occurence either. Its pretty predictable.
Its a melee weapon. A very powerful melee weapon, but melee weapon all the same.
I have no problem with the power, the impact zone needs to reduced however.
Like I and others on here have said, that is literally desync, yet you choose to ignore that.
I don’t really have time to sit here and try and argue with someone who thinks a weapon should be nerfed just because his game isn’t running correctly.
Have a great afternoon
Hold up, I’ve said I’d concede to desync right from the beginning and it would be interesting to see what it does once the desync is fixed. I’m literally not ignoring desync at all.
But I really do believe that once the desync is fixed, were going to have a problem with the hammers impact effect range in comparison to the other weapons in the sandbox.
You say one thing and then you literally say another right after that.
The Hammer’s range is perfectly fine, what you are experiencing is desync.
And if you truly “conceded” to desync, then I wouldn’t be having to repeat the same thing
over and over.
Yet here we are
The melee weapons have tons of soft counters now instead of 1 hard counter.
The bulldog is still a decent counter, due to the improved range and faster fire rate.
Repulsor + any weapon
Plasma/Spike grenades
Grapple to get out of the situation
Thruster to get some extra space
Needler can destroy them.
Plasma pistol + any kinetic weapon
Mangler
Dynamo grenade + any other weapon (ideally kinetic)
Skewer
Spnkr
The list probably goes on, but that are just what I have found to work.
Just because “The new shotgun isn’t as effective as the old one” doesn’t mean the hammer needs a nerf (or the sword for that matter but the sword can be tricky due to grapple and improved mobility)
Deff a desync issue, I always get one-shotted by it from really far outside it’s range. Yet, when I use it, I have to be almost phasing through them to get a one swing kill
it’s most likely desync issue… the amount of times i’ve POINT BLANK someone with a hammer only for their shields to not even pop… or somehow long range someone with a hammer is just… uncountable.
as a side note, activision called, they said they want their shotgun back in black ops 3
Hammer is inconsistently wild thanks to desync. Sometimes enemies are too close and they phase through you so you swing and miss (then get back smacked). Other times they are at the edge of your radar and you one-shot them.
One thing I dislike about the hammer is that it seems to have far less of an effect on rockets and other projectiles than the previous games. The Mythbuster videos where they try to hit a rocket demonstrate this perfectly. The rocket never moves full speed after it’s been hit.
Remember when the gravity hammer actually affected gravity? Good times. Right now it’s really just like a fence post with a chunk of concrete at the base that we get to swing around. Still fun to smash stuff, but significantly less satisfying.
100% Desync and Player-Position Misrepresentation plays part in it.
Due to how Desync is making players show up on your screen a few inches to even a few meters away from where the server actually is placing them during the match; you will often seen Splash Damage weapons have inconsistent damage output and ranges.
A rocket from the M41 SPNKr is blowing up at someone’s feet. Will it
A - Kill them
B - Break their shields but leave them one bullet to death
C - Do nothing because the server recalculates their inputs and then reveals that you launched a rocket at a server ghost and they are really two meters to the left and have jumped into the air
D - Any and all of the above
The answer is “D” since all happen at random.
Same goes for the Hammer. You are point blank to the enemy? They might die. Or they might somehow still have shields intact after a swing so you gotta swing again and hope you don’t die in the time between swings because every other weapon in the game has a faster ready-up-speed to time-to-kill ratio.
It’s the whole new “radial” thing acting up I feel.
Old Hammers used to deal damage in a set area, and lesser damage in the outer radius.
Infinite’s Hammer does AoE damage through the entire AoE, tapering when it’s further from the center. This AoE is also much larger than previous Halos.
I think what the desync does is kind of spoof the entire AoE to deal the same damage as the “killzone” which gives it the effect of being extremely powerful.
In low ping games, I hammer someone with the furthest outer radius and it just breaks their shield nicely, but sometimes in higher ping games I slam it at the same range it pops their shield leaves them at sliver HP.
For me it’s the complete opposite. Not only was the hammer nerfed with wind up but its range is atrocious when I use it. There have been countless times when I hit someone directly in the face with it yet they magically live resulting in your death. Somethings very wrong with the hammer but I don’t think it’s as simple as it getting a buff or nerf.