Jump to content
EN
Play

Forum

Let's Discuss Hammer!


 Share

LETS DISCUSS HAMMER  

25 members have voted

  1. 1. Which gaming style do you prefer when playing with Hammer?

    • Attack
      23
    • Defence
      3
    • Support
      4
    • Parkour
      4
  2. 2. Which Hammer augments do you prefer?

    • Standard
      0
    • Slugger
      7
    • Dragon's Breath
      3
    • High-capacity ammo clip
      2
    • Duplet
      6
    • Adaptive reload
      4
    • Armor-Piercing Shot
      5
    • Blunderbuss
      6
    • Magnetic Pellets
      3
    • Wyvern's Breath
      1
    • Jamming Shot
      3
    • Stunning Pellets
      5
    • Adrenaline
      0
  3. 3. Which skin for Hammer do you prefer?

    • Standard
      10
    • XT
      16


Recommended Posts

4 hours ago, F41TH said:

Hey @TheCongoSpider could you test Stock Hammer vs 149k Augment Hammer[the one that increases range] for me plz? Sorry and thanks.

its nice, makes it a bit more of a sort-mid range gun instead of just short range. ddoes feel much better with the higher mk's  of hammer though since they have longer range, obviously since hammer works on a spread system it makes what would normally be very little damage at the longer ranges a bit more of an impactful shot. it has a bit of turret rotation reduction but if you play some other slightly slower turning turrets you shouldnt have a problem. 

Share this post


Link to post
Share on other sites

Honestly all parameters of this turret are already good... except the delay between shots, which is a bit too long considering the fire rate of other turrets at similar ranges. Using Slugger on my other account allowed me to get much more score in battle than any other hammer alt since I could stay alive longer at a distance.

Share this post


Link to post
Share on other sites

On 7/1/2020 at 9:06 PM, F41TH said:

Hey @TheCongoSpider could you test Stock Hammer vs 149k Augment Hammer[the one that increases range] for me plz? Sorry and thanks.

Btw, if you are considering an alteration for hammer, slugger is good but the are better ones IMO.

I have both HCAC and slugger and find HCAC's utility to be a better asset than the range of slugger( especially in the slaughterfest type gameplay of nowadays).

Regarding slugger, there are advantages beyond range. It is easier to aim and the impact is insane. The rotation speed penalty is small and easy to overcome. 

Edit: slugger also makes the bouncing pellets much more usable.

Edited by coconuttree

Share this post


Link to post
Share on other sites

@At_Shin

It looks like developers should design an anti-juggernaut turret. That would be a great idea for a new turret. That would be a very useful turret when completing difficult special missions where you need to destroy many juggernauts.

  • Haha 1

Share this post


Link to post
Share on other sites

19 minutes ago, RIDDLER_8 said:

It would be nice to have another Hammer turret in the game that can destroy a heavy hull with only one blast shot.

We have one, the freaking legendary hornet magnum combo.

  • Like 1

Share this post


Link to post
Share on other sites

34 minutes ago, Potdindy said:

People have mentioned that HCAC is really good. Has Duplet disappeared as the go-to alt? I recall recently that duplet was what most/all hammers were doing

Duplet went through 4 changes, all nerfs, and settled on having just a greater pellet spread as its biggest downside now. Meanwhile all of the other Hammer augments were buffed. In the case of HCAC, it had all of its negative aspects taken away. This put Duplet at the bottom for the most practical augment for Hammer in MM. 

  • Like 1

Share this post


Link to post
Share on other sites

Ironically, Slugger used to be the least used alteration of Hammer, even though it was only 20K crystals back in the days. Now it's price has multiplied by almost 8, yet it's now one of the most popular Hammer-augments. I am not very familiar with this turret and its augments, but what change(s) has Slugger undergone to make it more viable? Just asking out of curiosity

  • Like 2

Share this post


Link to post
Share on other sites

1 hour ago, BloodPressure said:

Ironically, Slugger used to be the least used alteration of Hammer, even though it was only 20K crystals back in the days. Now it's price has multiplied by almost 8, yet it's now one of the most popular Hammer-augments. I am not very familiar with this turret and its augments, but what change(s) has Slugger undergone to make it more viable? Just asking out of curiosity

Slugger could be interesting, with higher precision and more strength you can better harm firebird and freeze from outside their damage effective range. So it is certainly more efficient for the current test, while Adaptive reload is the worse along side Duplet. Dragon's breath will become more and more challenged as Hull Heat immunity will be more and more available.
Regarding Slugger occurrence it  was rewarded in the challenges #25, and it is the cheapest hammer augment of the lot. 

Edited by Tokamak
  • Like 2

Share this post


Link to post
Share on other sites

16 minutes ago, Tokamak said:

Slugger could be interesting, with higher precision and more strength you can better harm firebird and freeze from outside their damage effective range. So it is certainly more efficient for the current test, while Adaptive reload is the worse along side Duplet. Dragon's breath will become more and more challenged as Hull Heat immunity will be more and more available.
Regarding Slugger occurrence it  was rewarded in the challenges #25, and it is the cheapest hammer augment of the lot. 

It has always been the cheapest of the Hammer-augments, so I doubt whether that has had any big influence. However, from @At_Shin's reaction I can find some clarification. It's funny how the tables have turned big time, Slugger has become from the least-used alteration generally to the most-used Hammer-augment, while things have become opposite for Duplet now being the worst augment. I don't really think Adaptive Reload is all that bad, most augments have overshadowed it but I believe it's still viable to use - however, practice may prove differently

  • Like 2

Share this post


Link to post
Share on other sites

1 hour ago, BloodPressure said:

It has always been the cheapest of the Hammer-augments, so I doubt whether that has had any big influence. However, from @At_Shin's reaction I can find some clarification. It's funny how the tables have turned big time, Slugger has become from the least-used alteration generally to the most-used Hammer-augment, while things have become opposite for Duplet now being the worst augment. I don't really think Adaptive Reload is all that bad, most augments have overshadowed it but I believe it's still viable to use - however, practice may prove differently

Adaptive Reload is bad now (with light hulls having twice more HP), but in 2 days time it will be back on my Hammer. ?  

Duplet interest is to finish of an enemy very quickly which is not possible now (with light hulls having twice more HP). But both Adaptive reload, Duplet and Dragon's breath are not suitable for TJR.

From 70% to 30% turret speed is indeed an improvement for Slugger.

Edited by Tokamak

Share this post


Link to post
Share on other sites

HCAC > Armor-Piercing Shot > Slugger > Adaptive reload > Dragon's Breath > Adrenaline > Duplet.

HCAC: I always used HCAC to begin with, even when it had all those downsides. There was also a time where you could pair HCAC with Slugger...which was awesome.

Nowadays, it's the only turret augment that is a direct upgrade, and I cannot tell you how awesome this is. You have no downsides, and five shots in your clip, which can slaughter a whole team of attackers provided you use Hunter to stop them all in your tracks. It's necessary to learn the pellet spread, but that's actually quite easy to do in practice compared to its difficulty on paper.

To this day, it's still my favorite augment.

AP Shot: The duration is really powerful. I'd say this comes very close to HCAC, but the problem here is managing your shots straight after applying the effect, as you only have one chance to make it work as a result of the downtime.

Slugger: I don't really need to go in depth here - everyone knows what it does and why it's popular.

Adaptive reload: Retains the same accuracy and a tiny increase in reload for the chance to have infinite ammo as long as you manage damage well. Cannot be countered by Heat Immunity, which is exactly why Dragon's Breath pales in comparison.

Dragon's Breath: Exactly the same clip reload penalty, and suffers against Heat augments. Nothing else to say here, really.

Adrenaline: The Adrenaline augments are, as a whole, underwhelming due to a damage bug not allowing them to reach their full potential. This applies to Hammer as well.

Duplet: Stay dead. No one liked how brokenly OP you were at the beginning of 2019.

  • Like 3

Share this post


Link to post
Share on other sites

20 minutes ago, Tidebreaker said:

 

You should write a newspaper article about it. If I knew about it I would have bought HCAC instead of Adrenaline.
I find Dragon' breath very useful as a Hornet user, the added Heat damage is good and it carries on even if you are dead.
What is this damage bug for Adrenaline? 

Edited by Tokamak
  • Like 1

Share this post


Link to post
Share on other sites

2 hours ago, Tokamak said:

What is this damage bug for Adrenaline? 

Alright. Imagine the regular damage without Adrenaline. Now, imagine the boosted damage through HP loss as an entirely new section. Combine them together

When applying DD, you'd think that both get doubled and would become quite formidable, right? Nope. All that happens is that another "section" of your original base damage gets added on top of the damage, meaning that the Adrenaline bonus is only applied once, hence rendering DD pretty much useless.

2 hours ago, Tokamak said:

You should write a newspaper article about it. If I knew about it I would have bought HCAC instead of Adrenaline.

?

Share this post


Link to post
Share on other sites

4 minutes ago, Tidebreaker said:

When applying DD, you'd think that both get doubled and would become quite formidable, right? Nope. All that happens is that another "section" of your original base damage gets added on top of the damage, meaning that the Adrenaline bonus is only applied once, hence rendering DD pretty much useless.

When DD is activated, it may not apply to the extra adrenaline damage, but it still doubles base damage, does it not?

[(Base damage x2) + adrenaline damage] is still better than no augment at all right?

So if you use Gauss for instance, adrenaline is always beneficial right?

Share this post


Link to post
Share on other sites

18 hours ago, Tidebreaker said:

Alright. Imagine the regular damage without Adrenaline. Now, imagine the boosted damage through HP loss as an entirely new section. Combine them together

When applying DD, you'd think that both get doubled and would become quite formidable, right? Nope. All that happens is that another "section" of your original base damage gets added on top of the damage, meaning that the Adrenaline bonus is only applied once, hence rendering DD pretty much useless.

?

That's is not a bug, it is how damage is calculated when several damage boosters work together.
If your base damage is 100, DD would add +100 and then Adrenaline +100*0.30 so from 100 you get 230 at the end. You can also add the % from passive drone boost (up to 5% or 10% for brutus) or the massive booster boost.
 

Edited by Tokamak

Share this post


Link to post
Share on other sites

I really like this Armor-Piercing Augment for Hammer. I deliberately leave the third and last shot in the clip, which is the AP shot, and shoot the enemy tank as soon as I see them, even from afar. This way, as I get close to them I can kill them much easier with the AP lasting for 7 seconds from Hammer. I love how this works against Titan's dome. Since the AP shot works against multiple tanks, I can get up to 3 tanks!

Edit: I have MK7+ Hammer AP on my main account not on this one.

Edited by Fatherland
  • Like 4
  • Agree 1

Share this post


Link to post
Share on other sites

I've used Super Smart Minus Field a little bit more and I've come to find that it really shines in PRO Battles, especially in maps like Polygon or Noise.

Wrong thread. I thought this was Let's Discuss Augments!. ?‍♂️

Edited by GrayWolf8733
  • Haha 3

Share this post


Link to post
Share on other sites

I used to use slugger and hcac together but since they changed things Ive seen slugger used a few times. Can someone explain why they use it? Adding range to hammer is nice but is that the main reason?

Share this post


Link to post
Share on other sites

6 hours ago, Potdindy said:

I used to use slugger and hcac together but since they changed things Ive seen slugger used a few times. Can someone explain why they use it? Adding range to hammer is nice but is that the main reason?

It has the same maximum range as Stock. Decreased pellet spread allows you to deal consistent damage to a single target at the far reaches of your range. So it generally increases your Hammer's damage output against a specific target that is farther away than usual. An additional benefit to decreased pellet spread is concentrated impact force. You will be able to knock off the aim of an enemy more easily with this augment and potentially flip Wasps and anyone going up a ramp or off an incline in one shot. 

  • Like 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...