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Let's Discuss Hammer!


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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


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3 hours ago, MysticBlood said:

This augment is actually pretty good. I use this augment for its fire rate and dps. To me dps and fire rate would matter more .

I have been using Plasma Torch after the recent buff, and it's alright, however, its incredibly long reload really holds it back. 

You are often left with an empty mag and lots of enemies to shoot, and in that case there isn't much you can do... while with Duplet Hammer, you'll quickly kill a target and then reload the clip to repeat the process. Basically as I said, a better Plasma Torch ricochet without reloading penality, huge crit potential and high spread. 

Edited by 2shots2kills

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14 minutes ago, ghost-guns said:

Just got the stunning pellets augment in a container - any good?

Is it better than Stock Hammer? Yes. 

 

With Stun Hammer, you get to control when you stun the enemy, and with stun, you have an automatic advantage against Vulcan, Shaft and Railgun and hover hulls. 

 

With your stun being on-command, similar to Striker, you can effectively shut down enemy Overdrives during the charge up. And 2 seconds of stun periodically pauses an enemy's damage output against you, giving you more of an upper hand in the engagement. 

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12 hours ago, ghost-guns said:

Need to try stunning pellets more but I still prefer slugger for pure damage.

slugger.jpg

Don't think there is much difference between Slugger and any status hammer augment now, it basically works like a slugger with dealing max and full damage even at the distance comprised with providing status effects at criticals.

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The fact that only a maximum of 9 pellets (except for blunderbuss) can hit one tank per shot, and the number of pellets per shot has increased to 30 makes slugger practically useless now. Despite the increased spread angle, you'll still consistently deal max damage per shot without slugger. Unless you prefer to shoot from further away, stunning pellets all the way.

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4 minutes ago, JustWatchMe said:

Despite the increased spread angle, you'll still consistently deal max damage per shot without slugger

Exactly

4 minutes ago, JustWatchMe said:

stunning pellets all the way.

Actually works for any status Hammer now, and now even the 5 clip hammer, instant clip reload as well Duplet works well in MM.

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4 minutes ago, NikmanGT said:

Exactly

Actually works for any status Hammer now, and now even the 5 clip hammer, instant clip reload as well Duplet works well in MM.

Well I said stun pellets in reply to ghost-guns, but yes. Happy to see alterations for crystals becoming more effective. I got Jam pellets on my main and excited to buy hammer next sale.

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I wish they'd tone done Hammer with Viking's Overdrive after this buff, which probably isn't going to happen because Viking's Overdrive is a fixed function being applied to variables and differs with each balance change. It's too easy to teamwipe with it after the buff. 

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9 minutes ago, TheCongoSpider said:

which probably isn't going to happen because Viking's Overdrive is a fixed function being applied to variables

There have been rebalances recently, targeting the rate of fire of specific turrets/augments with  Vikings OD applied, so it can be done.

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1 minute ago, frederik123456 said:

There have been rebalances recently, targeting the rate of fire of specific turrets/augments with applied Viking´s OD, so it can be done.

Railgun is a special case because its firing rate was significantly higher than what it would be had it had the same reload coefficients as the other ranged turrets, and had been like that since 2019. 

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7 minutes ago, TheCongoSpider said:

Railgun is a special case because its firing rate was significantly higher than what it would be had it had the same reload coefficients as the other ranged turrets, and had been like that since 2019. 

Ah, didn´t know that, thanks for explaining.

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On 3/12/2022 at 10:03 AM, TheCongoSpider said:

Is it better than Stock Hammer? Yes. 

 

With Stun Hammer, you get to control when you stun the enemy, and with stun, you have an automatic advantage against Vulcan, Shaft and Railgun and hover hulls. 

 

With your stun being on-command, similar to Striker, you can effectively shut down enemy Overdrives during the charge up. And 2 seconds of stun periodically pauses an enemy's damage output against you, giving you more of an upper hand in the engagement. 

For sure this is the augment of choice against vulcans. When I am facing lots of stunning, I swap rubberized rounds augment out and begin using Shooting Speed REgulator. That is the only chance a vulcan has. 

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1 hour ago, enri_chill said:

For sure this is the augment of choice against vulcans. When I am facing lots of stunning, I swap rubberized rounds augment out and begin using Shooting Speed REgulator. That is the only chance a vulcan has. 

Vulcan SSR really isn't bad either; just quickly stop firing and start shooting again to reset the overheating meter almost instantly. Who needs Fire immunity?

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The new and Improved Hammer is awesome, the new damage increase makes the hammer much more powerful, whether it's equipped with Trickster or Defender. Easier to take kills now.

Spoiler

unknown.png

I joined when the timer was around 10 min.

 

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Hello,

I have a question: Today I noticed that when I shoot close with a hammer I kill myself. Such a thing has never been. Is this something new or a mistake?

Please explain.

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1 hour ago, DS21PALAS said:

Hello,

I have a question: Today I noticed that when I shoot close with a hammer I kill myself. Such a thing has never been. Is this something new or a mistake?

Please explain.

Can you provide an image/video regarding the said bug, because it might be a case of you hitting the shots or enemies close to a wall and the self rebounding shots may damage your own tank, since the number of shots per pellet has been increased, the chances of getting hit back are much more than usual.

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38 minutes ago, NikmanGT said:

Can you provide an image/video regarding the said bug, because it might be a case of you hitting the shots or enemies close to a wall and the self rebounding shots may damage your own tank, since the number of shots per pellet has been increased, the chances of getting hit back are much more than usual.

No, I can't provide video, but when I stand by a wall and shoot, all the defeat comes to me. This is obviously a change, and it has never happened before. This radically changes the function of the hammer, which you have not announced anywhere.

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23 minutes ago, DS21PALAS said:

No, I can't provide video, but when I stand by a wall and shoot, all the defeat comes to me. This is obviously a change, and it has never happened before. This radically changes the function of the hammer, which you have not announced anywhere.

Hammer actually has projectiles that can bounce once off the wall and thus self-damage the user. I believe this is what you are experiencing. Not a bug.

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1 hour ago, frederik123456 said:

Hammer actually has projectiles that can bounce once off the wall and thus self-damage the user. I believe this is what you are experiencing. Not a bug.

What you say is not true, I have a hammer for more than 5 years and the projectiles never bounced.
If you have done so now, please say so. But don't say that it's always has been that way. Tested with some augvents and the same selfdestruction.

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13 minutes ago, DS21PALAS said:

What you say is not true, I have a hammer for more than 5 years and the projectiles never bounced.
If you have done so now, please say so. But don't say that it's always has been that way. Tested with some augvents and the same selfdestruction.

Posts moved

I found the update and it was actually 5 years ago.

As Nik said though:

2 hours ago, NikmanGT said:

since the number of shots per pellet has been increased, the chances of getting hit back are much more than usual.

This recent update may cause the self damage to be more frequent than before.

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7 hours ago, frederik123456 said:

Posts moved

I found the update and it was actually 5 years ago.

As Nik said though:

This recent update may cause the self damage to be more frequent than before.

@DS21PALAS This is the case, then, most probably from what I can infer from your above statements about the recent increased self shots.

Earlier, before the patch update, number of shots per pellet were somewhat around 9 and the scattering angle was large with scattering intensity much greater as range increases.

But since the update, the number of shots were increased to around 31 with pellets pertaining the minimum scattering with even max range of hammer. Hence, basically every Hammer augment works like slugger now, and with the scattering decrease, numerous shots bounce back from a close wall or object (didn't use to bounce back that much before), and you take subsequent damage from your own shots.

 

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10 hours ago, NikmanGT said:

 

19 hours ago, frederik123456 said:

Posts moved

I found the update and it was actually 5 years ago.

As Nik said though:

This recent update may cause the self damage to be more frequent than before.

 

I don't know, you may be right, but it seems absurd for me to play with a hammer for 5 years and not notice that there is self-destruction.

Thank you for your efforts in the investigation

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Got Hammer Pulsar . I 've thought " OH MY GOD WHAT A LUCK"  lol  ..now to the usage:
2 entire  Battles  = NO PULSAR Effect  .  I  mean , NOT.even.ONCE  .
I can understand low chance but.. 2 entire battles and no single instance?
Better would have been  to Make it "pulsar"every fixed umber shots or similar  , cause something is not working . 
Equipped dictator and used during supercharge on 3th battle  and it worked  for the 2 shots it takes..
As a side note  Frankly i would nerf every pulsar for game sake , but Hammer pulsar  is useless as for now . Good garage collection  ^^  though
 

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