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^-- This.
There are better weapons for specialized purposes that are also better mid and end-game choices. There's nothing really "wrong" with the NK for what it's used for.
I'm equipping "farmers" with them. That's good for them as it gives them a decent, fast, weapon for what they're most likely to face - Lightly armed opponents like starving/hungry bandits and animals like bonedogs. I don't expect them to continue the fight with such a weapon, just do a bit of damage against bandit types and maybe get a lucky hit in on an animal before I tell them to run away.
I could just give them sabers and hope for the +def to do it's job. But, at least the NK has a bit more reach. The real problem there, though? Characters do not respond to hostiles unless they're targeted directly or someone in their group who is also very nearby is targeted and, even then, they often don't deviate from their Job until they are directly under attack themselves or the character they're trying to aid has already take a hit.
No amount of weapon-planning is useful unless the character then chooses to use the weapon, it seems? Imagine that! :) If they would pre-emptively choose to use their weapon in response to the oncoming charge of a hostile, i'd give them all Crossbows. But, they won't...
PS- Having a broad selection of weapons with a heavy focus on Armor mitigating weapons across one's entire squad is a good choice for general combat purposes. A couple of characters armed with these sorts of weapons that could only shine in certain circumstances isn't a bad thing, really. Provided, however, one does't go too far and isolate the group's bonuses only focusing on one specific type of combat and then thinking they'll perform similarly across the entire spectrum of fights they're likely to engage in.
The standard has
+30% Armor Pen, which is huge against the serious threats late game. Still good early game.
+50% vs Animals, enough said (you seem to know how important this is)
+6 attack, effecting attack speed in addition to hit chance (attack/dex/weapon = attack speed)
28 reach, which is only matched by the Naginata (just talking polearms) Required to take down swarms fast with multi hits. The others have 26 reach.
Damage balance Cutting/Blunt, often overlooked by people. It's almost equal on the base Polearm.
Blunt damage is more effective against all (edit: medium/heavy) armor (trains Str stat on every swing based on output).
Cutting which keeps enemies down via bleeding (trains Dex stat on every swing based on output).
Meaning troops in general will have a better stat build balance from just combat and str/dex can both be trained. The other polearms are all terrible for str training because the balance is so cutting focused.
The Human damage Bonus is wasted because they almost all have armor (any you'd find dangerous that is) so the +25% isn't that huge. In addition the bulk of the damage is cutting which is lack luster against armor. The standard Polearms +30% vs armor is useless on animals but it does a +50% increase on them.
The only advantage to the other Naginata variants is the possible double swing attack, but that just makes it a better weapon for 1 vs 1 fights as it's extremely unlikely to land on more then 1 enemy (the double swing that is).
Basically it comes down to what is most functional in a random fight. Naginata variants would be the best in specific fights 1 v 1 unarmored humanoids for example (bugmaster), where as standard Polearms would be solid in every fight and best vs heavy armor.
Short cleaver is the best off hand weapon imo, it's got the Damage Balance like the Polearm and you won't be fighting animals indoors. No real downside aside from the weight on the higher quality, but not a real problem.
edit:
Anything with Armor Pen and decent Blunt damage performs well late game and a fresh 1 in all stats slave can be deadly with polearms because of the hit bonus allowing them to overcome more skilled enemies defences.
Yup.... :)
One thing worth noting is that Sabres don't have an indoor penalty. If that's a primary weapon it will still be used indoors unless one purposefully gives the character a indoor-bonus secondary. (ie: Unless one arms them with a Wakizashi, IOW.) The shorter Cleavers in the Hacker Line should really get indoor bonuses, IMO. Because of this, that's their "downside" as a secondary. The only time your characters will use it, unless they're crossbow users, is indoors. So, why not stack an indoor bonus?
Honestly, as far as I'm concerned, there's a limit to how effective min/maxing is in Kenshi. Sure, it's fun to do and I enjoy juggling ideas for weapon combos. But, in the end, it's really not that big a deal. If you're there, fighting something, your character's stats, appropriate armor for their stats/weapon choices, decent weapon choices and quality, are going to matter more than min/maxing any individual collection of weapons and gear.
But, players who like to roleplay and enjoy some meaty number-crunching fare to give them more inspiration for their roleplaying are well-served with playing with min/max ideas. it's fun. In the end, though, the Hound has the best advice for Kenshi players...
https://www.youtube.com/watch?v=pRY4Mpmfk1o
(Language Warning)
The only reason I havn't used them going into late game is because I tend to like the standard polearm better. In my opinion tho, you could use them without any big problem. You might not be quite as efficient as using some of the "best" weapons, but really the difference isn't super big all things considered. I mean maybe you need to train a bit more for this fight or that fight, or take one more recruit or whatever. But if you wan't to use a certain weapon (even moreso than armor, which is also probably doable) it's not going to stop you from being able to eventually take all that the game has to give as far as content.
Things like the Heavy Polearm being lighter and not really doing more damage lol. It's counter intuitive in some places.
The last thing I want to do with this run is constantly swap out weapons and grind them up before they’re optimal. Based on what others have said about secondaries, am I off-base by assuming that the jitte is a perfectly viable backup/indoor weapon?
^-- This.
I gave a Heavy Polearm to a Hiver Prince that is just going to do "Science Stuffs." Why? I dunno... Why not?
"He's going to mostly be inside, I guess, and Polearms are awesome and Heavy Polearms don't have as much of a penalty indoors, so..." <-Reasoning. (Not "Good Reasoning." :) )
I also have a character that "refuses", for roleplaying reasons, to use anything other than a Nodachi... Those are good enough reasons for me!
But, the toughest bartard with the best armor and the biggest nastiest weapon with the skill and stats to use it is always gonna win.
Martial Artists dueling in single-combat excepted, of course. :)
I wonder how the math works out on this. I've always assumed that the +25% almost makes up for not having armor pen on hvy armor, and is better than it on lighter armor. I guess it would depend on how the damage/armor/bonus formula is set up, don't suppose anyone has done any tests? (I know 25 is less than 30, but how much less is what I'm getting at)
Heavy Polearm is quite good, even endgame, it represents one of the fastest anti-armor weapons, and retains quite potent damage (High Cut modifier, plus Anti-Armor) and has solid range. When I graduate Light Infantry into Lancers or Dragoons (if you're curious about the distinction, a Lancer uses Heavy Armor, a Dragoon uses Light) (>40 DEX/Melee/Polearm Skill), they transition to the Heavy Polearm. You lose the Polearm's excellent crowd control ability (not entirely) but gain much better damage. Reaching that critical point where your troops have enough skill to start tearing down enemies quickly is key to the transition in order to overcome the loss of stun sweep crowd control.
The Jitte is a great weapon but it has issues mainly related to damage output being lacking. It's an amazing weapon don't get me wrong. It's just weighted super heavy into survival vs killing.
Honestly it's a play style thing.
Weapon swapping is annoying game play for sure, but consider secondary weapons you keep in storage (not in your bags) for specific missions. Like if you are planning on hitting up Ancient building for loot and robots are likely to the threat, Paladins crosses give +50% vs robots most hacker weapons are great vs robots. A lot of those big buildings allow 2 handed weapons without needing to switch.
On a side note the Polearm is great for farming beak thing eggs which is great cash, just don't over reach and get eaten lol. 4000g an egg if you can get to the nest.
Also, ya bots don't bleed (or hardly bleed rather) so cutting generally loses it's advantage. Many blunt weapons get bonuses vs Robots, even super common ones like the Mercs club.
The armors range is so crazy it's hard to create something solid to show anyone, it would for sure look like a line/bar graph showing the scaling.
There are enemies with specialist and masterwork armor, that means massive damage reduction. Say they have 70ish% damage reduction (ignore toughness the math is too many steps) and you do 100 damage it's only 30 vs him at +25% =37.5 damage (I might be wrong on % applying after reduction) but +30% armor pen would drop there armor to (70% x .70) = 49% = 51 damage. They might have more armor and even layers.
There are enemies with more then 80% damage reduction. These can be long bloody fights where that increase is life or death. The Armor Pen doesn't do a huge amount on weaker enemies but still provides a solid increase.
Anyone feel free to correct my math or increase the details, I'm being lazy on the details in this case as it's really complex.
(Mostly Naginata, Katana, some Sabers, and Paladin Cross, food, medical and extra bolts for the crossbowmen, and leaves extra room for situational clothing and or loot)
It's a way to bring a bit more to any fight without encumbering my fighters too much.