Shouldn't be easy to animate a guy with a huge armored chest, huge armored shoulderpads, smalls arms and almost no flexibilty wielding a 2 handed sword... (unless the sword has a huge grip, and I'm not sure it could be enough).
It's actually super easy, since there's no cloth flapping about etc. The only problem is that mocap is incredibly ill suited to what this game uses it for(everything), so it costs out the ass and takes months to arrange.
in the future it would be nice to have destructable parts on buildings that can only be breached by thunderhammers for example. like different walls or fortified door tiers for different kinda weapons to be broken by. have some more interaction with the actual surroundings etc.
Their arm length is actually fine, and considering late medieval and many designs of plate armor made ample use of long swords *two handed swords* and pole arms, I don't imagine it'd be that hard to find reference adequate to the task. And I would actually put some hours into my assault class if I could use an Eviscerator, two handed power sword or a halberd, get that whole Dark Angel knight thing going
The explanation wasn't the best. They're better against infantry when they hit, but they get fewer hits. Think of it in the context of "Powerfist is worse against infantry"
Also regarding the OP: I reckon the damage/pen/impact wouldn't be that much higher (unless its a thunder hammer or equivalent), but the main thing would be increased range + area of effect because wide swings, so going 1x2 or 1x3 would become much easier with such weapons.
I feel if they allow solo 2h TH fir sm then it with be more powerful than PF bus slower than it. That's if they allow it into reg classes not just termied. That being said if you take the difference between chaos and lsm they have older weapons. So maby a power tallon, lightning claws or even rotery cannon/fist combo to ballencing out. It will be intresting depending weather we get choice of both melee or ranged. Or both
the problem imo is that the thunderhammer and powerfist are the same creature: high loadout cost, but pretty much the apex weapon for damage dealing out there. if you implement a thunderhammer, how would you make it different from a powerfist to make it matter? make the thunderhammer do even more damage than powerfist but slower? then you get inbalanced matches, think about for example fortress matches when you assault: rhinos are aboslutely crucial to create spawn points near the A point. already meltas and powerfists make short work of the rhinos if it isnt guarded properly. then imagine some dude running around with a thunmderhammer going trololol and just two hit a rhino into oblivion. they could implement it but they better think about how that would effect the rest of the game, so they need to maybe buff rhnos, or make rhino spawncounter shorter. there also should be some good reason for the thunderhammer being in game, it should add something that the powerfist cant already take care of, or, they should give it the same atributes and just add it for swag. then you have the problem: thunderhammer does the same dmg as powerfist, except its only logical it has wider range, making powerfist obsolete...*headache*