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It is why the Bolters suck donkey balls - why would you want a weapon that can only take out the weakest riff-raff enemies?
Yes. This exact same problem plagues Redeemer as well. That weapon's supposed to be some badass shotgun and it ends up being...wtf?
Note: I know that Perks do exist, but...they should be a bonus to make a weapon MORE effective, not to make them useful in the first place! It's kinda similar in Mace < - > Hammer situation. Mace is.../meh(compared to Hammer) at first only to almost completely crush the Hammer with the Perk. Which is ok when the weapon's useful in the first place(like Mace IS), but when a weapon isn't useful and doesn't have 400 Bullets(like Minigun) AND the only thing making it useful being a Perk on a SINGLE CLASS(where you might not even want to use that weapon)...
...come on!
Given how mandatory Resilient is for most, if not all, classes we really need a second Perk slot so that you can equip any of the "fun ones" in addition to it.
Indeed. Or bake Resilient in. Or, even better, make it share slot with -% damage taken(like Acid etc). But I'm not hopeful. Won't stop me from talking though.
But that's just me.
The biggest advantage of the Thunder Hammer is not about smacking enemies, but the enviroment. The "explosion" attribute of it allows you to harm/stun enemies simply by smacking the ground several meters away from them.
Great for protecting your team-mate (just stand among them and bang the floor). Unless Friendly Fire is on in which case you'll murder them all horribly.
Agreed. TH and friendly fire is a good way to not have those friends for very long. Which is another advantage of the sword, in that you can use it in NM/FF lobbies a lot easier than the TH
It also cannot be parried, which means you can take Resilient. Sword/Claws pretty much require the Zealot perk, IMO. Which sucks because you cannot take both Zealot and the Claws-perk (which looks real interesting).
if you are a little more experienced, you can exploit attack animations and stealer facing to deal with parry stealers even with slow attack weapons.
the weapon listing needs some do-over, it overestimates the relevance of pen against mobs. redemption and the spear have the same damage per shot against white stealers for example and the flamer is a ♥♥♥♥♥♥ focus-fire weapon, almost all of its damage is over time.
*It is my understanding and experience that White Strain has more Armor and HP ; while Black Strain has more numbers(or something). Correct?
It is my in-game experience that any weapon without Armour Penetration will merely tickle the white ones. Like spitballs from a straw...
To be blunt, I've noticed that you keep saying this... but it's not actually as true as you seem to think it is. Quite frankly, in most of the situations in which I would die without it? The team screwed up anyway, and we let something ambush us, and I'd rather learn to better avoid those situations than to take a perk that acts as a safety net.