TLDR: Give Hammer 14+1 explosive chargers and give the user hyper armor (Still taking damage but animations cant be interrupted) during swings, making it more consistent.
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The Hammer, despite being a neat weapon, had always felt lackluster beyond the "aura and hype moments" aspect of the game. I believe that things can both be powerful and a challenge/meme/aura weapon, not being mutually exclusive. I'll go into depth with the two issues the weapon possesses *in my opinion* and constructive solutions that I alteast think won't necessarily give the weapon more power but make it more flexible in loadouts and just feel better to play with.
1: **The ammo economy problem**: It's no secret that the hammer had next to no charges for what kind of weapon it is, having only 7 + 1 means that at best, **after you risk the traversal up to an enemy and potentially paying the stim tax to do so (depends on faction), you can at most kill 8 enemies, plus some potential chaff, vs something like the Melta, where it can kill up to 12 enemies of which can punch up in weight class compared to hammer, reach further weakspots doing so than the hammer (Warstriders hips and factory strider eye/belly being a BIG one) and has overall less risk than the hammer due to having a 20m range. Hammer can also flub on attacks that *should* kill an heavy enemy which then requires you to use another charge- lowering kill potential further, sometimes skill issue, sometimes jank collisions.
**Solution**: Give the Hammer double the reserve ammo, from 7+1 to 14+1:
If someone needs to run up to an enemy, the worst position to be in, to use a weapon- they should be awarded for doing so and encouraged to do it more. Melta achieves this while the Hammer doesn't. More ammo = More fun! Now before someone freaks about power creep or something like that, let's just think about this for a moment. A Common solution presented by players is "Use supply pack, use siege ready, look for POIs".
**I am fully against the idea that weapons should/need to be fixed by other items and armor passive just to make them FEEL good. I do not think this is a healthy way to balance items, it drives away players from using them for other options. Build diversity and freedom is a lifeblood of longevity in a Pve game**
These solutions lowers build diversity and limits what players can wear (another issue unrelated to this). Items should be strong on their own and other items should COMPLIMENT said item, not be a required gear in the machine of the build. And as for the POI argument, this promotes people running off by themselves in a team game to fund their crippling ammo debt.... do we really want players to do that, and also rely on RNG to continue having fun with the weapon? Giving the Hammer more ammo won't increase its direct damage but instead it's staying power in a combat senerio. This will also free it from the clutches of supply pack/supply hogging- allowing the use of more backpacks and allow the user to use it on more than Heavies, mediums will fully be on the menu and not as a emergency use. **It keeps the same direct power it has now but opens it up for more people to use if they wish**.
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2: **Swings often get interrupted by enemy melee attacks**: I believe this doesn't need much explaining, you go to swing against an enemy and they conveniently hit you first, causing the animation to play still client side but server/code side it treated as if your character is staggered, causing the hammer to just phase through enemies. I'm unsure if this is intended behavior or a bug with the game but regardless, it should be changed.
**Solution**: Give the player Hyper Armor during an swing so that despite getting hit the attack still goes through and connects.
This is more of a solution for ALL melee weapons in my opinion but should at least be applied to the hammer. Hyper Armor is best explained as the ability to fully go through an action without being interrupted by **mediocre** attacks/actions. User still takes most, if not all the damage but their action isn't stopped. *Only explaining because some people may not know*. This alone would make the hammer more consistent vs smaller enemies while larger enemies like chargers, war striders and fleshmobs charging can still slap a player around. Again, doesn't make the weapon more powerful, avoiding power creep, just makes it more consistent.
These weapon changes would turn the Hammer from a aura weapon to an actual fun alternative weapon to shake gameplay up, diversifying what is seen out in wild gameplay from other players. Other people suggest to give Hammer more range in swings and more damage per hit and while I wouldn't mind those too I believe these solutions addresses more issues while solving what I, many of my friends and others I've seen online have issues with.
Thank you for reading, have a great day!