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Power Mace/Clubba

Discussion in 'General Discussion' started by The-Forge-Dragon, Feb 6, 2017.

  1. Anvil The-Forge-Dragon Arkhona Vanguard

    The mace/clubba is supposed to be a weapon of the same tier as the axe. It is stated as being slower, yet more effective it breaking through armor or wearing down an enemy's weapon.

    Currently they are weapons that feature all the same stats as their respective axe counterparts except for in damage and impact. The damage for each is lower than the axes, yet the impact difference is so small it is virtually negligible in most cases.

    So my question is how would people on the forums make the mace more of a valid choice against the fast and near equal impact axe?

    Personally, I would see the mace' impact value increased a bit more so that it comes closer to a power fist in terms of breaking an enemy's weapon or shield. I would also see it slowed down by 10% to account for its increased impact.

    I'd like to hear your opinions below.
  2. I'll do you one better:

    Why take an Axe or a Maul right now when you have Fist other than wanting 100 points to spend elsewhere?

    Seriously, they're BARELY any faster on attacks, Fist might even have them beat on lung distances and both will lose out on Clangs.

    I tried Maul/Axe for a bit last week and immediately dumped them for Fist again, no thanks. Not in the current state of the game/weapons.
    OldMaster and MolitvaVoina like this.
  3. Anvil The-Forge-Dragon Arkhona Vanguard

    I agree, the fist currently outclasses them. That, however true it may be, is not the point. The point is the axe and the mace are very close, a reasonable expectation for weapons sharing the same tier, but how can they be brought further apart without creating a whole new tier?
  4. Mace needs even higher impact disparity and slightly lower damage. It's like..5 impact higher or something from an Axe I think right now? Should probably be closer to 10-15 higher at least.
  5. Anvil The-Forge-Dragon Arkhona Vanguard

    That was my initial thought, but as I looked it up right before finishing my post it turns out it pretty much is in that spot already. According to the space marines power ax/mace/fist the impact numbers are 116/118/122 for fast attacks. I thought there would be more difference between them but apparently the difference from a fist to an axe is 6 points.

    The only large difference in heavy attacks is the fist, clocking in at 400 against the axe/mace at 174/178.99 which means that by fast attacks it is between the axe and the fist, while in heavy attacks it is about 5 points above the axe. Not even close to the fist though.

    In fact, as I look at them all the differences in impact between weapons on at least the marine seem not so great, at least not to the extent you would expect. A combat knife has a fast attack impact of 110, all weapons have a durability of 100 if they are not master crafted.

    With numbers so close together it becomes clear how someone with a lower tier weapon could potentially outskill an opponent with a higher tier one, but they leave very little space for diversity between supposedly different if not similar weapons within the tiers.

    Edit: Another look shows a bigger difference between the impact of weapons in different tiers for heavy attack. Knives come up at about 119, swords 138, axes at 174, maces at 179, and fists at 400.
  6. Hmmm...thought the numbers were farther apart.

    Honestly I'd be ok with Power Maul having same impact as a Fist but with Power Sword level damage.
  7. Anvil The-Forge-Dragon Arkhona Vanguard

    I could definitely see that as a solution. Another I might suggest is that due to it being a simpler and sturdier design (if not a more damaging one) than the axe the mace could have advance regen properties allowing for shorter downtime when in duels with multiple enemies being engaged consecutively.
  8. Ser DJ Hodor TheBurgerMeister Well-Known Member

    Currently the only viable weapon to use in melee is fist. You can one hit from behind on every class with the charge attack, win all clangs, 2 hit people, AND take on vehicles. The mace has no purpose currently as it has the same durability as the the other power weapons (it should have more).

    Don't use the mace, use the power fist, show the dev team that their game is broken and unbalanced. They clearly don't get it.
  9. Anvil The-Forge-Dragon Arkhona Vanguard

    The superiority of the fist was never in question. That said it would be nice if we had different durabilities for different weapons, though that brings up the question of how do you balance something with a large difference. I think we used to have different durabilites, the problem being you couldn't outskill someone because if you had a knife and the other person a mace their weapon would break your knife immediately in a single hit. The knife woulf be fine in knife to knife, but just shatter against anything above a sword. With all weapons at 100 durability (my theory is) impact values can be tweaked around that 100 so that more or less damage is done without totally obliterating low tier weapons in one swing.

    But I do like the idea of a tougher mace.
  10. Personally I don't want to see any increase in weapon breakages. Weapons already break too easily so I don't think making the maul any better at it would be a good idea. I agree they need separating though. Mauls/maces are meant to be good at breaking armour like the OP said. To that end I would give them an additional affect against shields, both physical ones and any future energy ones.

    If an ork or space marine uses a shield to block an attack the mace could wear out the shield much more quickly than the axe would however it would be a slower swing than the axe and maybe less swing range.
    The-Forge-Dragon likes this.

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