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Obviously, it's been a hugely appreciated change that the Spin-Cycle Circuit now works with axes and pickaxes, rather than just axes... but compared to the other two, hammers feel a little bit out of place. Firstly, there are only two hammers in the entire game, being the standard Hammer and the Brightshade Smasher. Secondly, with the hammer action being included as part of the Spin-Cycle, this means that when you're attacking or gathering with an axe or a pickaxe, you can accidentally hammer your structures, which feels really bad and interrupts both the fun of spinning around like a madbot harvesting resources and adds a risk of accidentally destroying your base, or needing to rebuild your farms to get around the hammer action being a part of the circuit now (also, it means you can't test DPS on a punching bag, which sucks).

To alleviate this, I would appreciate if the hammer action being a part of the circuit were toggleable (if possible), or even removed altogether. There are very few scenarios in which you would actually want to hammer something in an AoE (is the scrapyard the only real reason?), but there are a lot of scenarios where you might want to decorate a grass or twig farm with fences or something else hammerable that you now have to replace because you bump into it with your axes, or you might be fighting enemies in your base and you now can't without risking the destruction of your base.

  • Like 14
15 minutes ago, NotGabriel said:

Wouldn’t you just.. not use a hammer for combat to not accidentally hammer things?

if every use of a hammer is a spin, then trying to hammer 1 specific structure with other structures around could easily cause a lot of unwanted damage. this is likely more of an issue for builders, but if you misplace a then it could be inconvenient, since you'd hit nearby walls just by trying to destroy the misplaced wall.

  • Like 3
4 minutes ago, Baark0 said:

if every use of a hammer is a spin, then trying to hammer 1 specific structure with other structures around could easily cause a lot of unwanted damage. this is likely more of an issue for builders, but if you misplace a then it could be inconvenient, since you'd hit nearby walls just by trying to destroy the misplaced wall.

Mmm fair that does seem annoying. Tbh they could just remove the hammering part I don’t see any reason I’d want to AoE hammer things anyway. Axe and Pickaxe spinning is already PLENTY combat and harvesting capabilities. 

3 minutes ago, NotGabriel said:

Mmm fair that does seem annoying. Tbh they could just remove the hammering part I don’t see any reason I’d want to AoE hammer things anyway. Axe and Pickaxe spinning is already PLENTY combat and harvesting capabilities. 

they must have add the hamer because of the brightshade smasher

i misplaced one wall. all my fences in a small radius got destroyed.

also, the knockback animation will get old pretty fast. i was just collecting twigs and it kept hitting the fences, like, we know its not destroyable by an axe klei, just let me collect my twigs.

  • Like 4

Also, when using an axe to cut the blood vessels produced by the heart, it often hits the backup and gets bounced off, At the same time, when you want to knock on a single building, such as a wall, often the surrounding walls will be destroyed.At the same time, when you want to knock on a single building, such as a wall, often the surrounding walls will be destroyed.

It's so uncomfortable😅

Edited by Pig and beefalo
  • Like 3
10 hours ago, NotGabriel said:

Wouldn’t you just.. not use a hammer for combat to not accidentally hammer things?

Every tool you use for combat can do any action that any tool could do. So even when using an axe for combat, you will bump into structures and "hammer" them.

3 hours ago, LavenderLillie said:

Every tool you use for combat can do any action that any tool could do. So even when using an axe for combat, you will bump into structures and "hammer" them.

Yea this is bad. As fun as using the Brightshade smasher sounds, having the hammer as a spin cycle option creates too many issues imo. And there’s nothing I can feasibly see myself hammering in such quantities that I’d need to spin cycle it. I was already hesitant on the idea of allowing Pickaxes but even then I can see the mass harvesting applications of marble trees and stone fruit. 
 

IMO the best fix to this is just remove hammers off the spin cycle list. That would keep you from accidentally blending your structures, and when using Axes for combat you wouldn’t be hitting structures and triggering the “wrong tool” stun. 

I think the only reason hammers were added to spin cycle is because the smasher is a Pick/Hammer but I think it wouldn’t be impossible to just make hammering not possible whilst spinning and only when specifically choosing the hammer action while holding the smasher.

4 minutes ago, NotGabriel said:

Yea this is bad. As fun as using the Brightshade smasher sounds, having the hammer as a spin cycle option creates too many issues imo. And there’s nothing I can feasibly see myself hammering in such quantities that I’d need to spin cycle it. I was already hesitant on the idea of allowing Pickaxes but even then I can see the mass harvesting applications of marble trees and stone fruit. 
 

IMO the best fix to this is just remove hammers off the spin cycle list. That would keep you from accidentally blending your structures, and when using Axes for combat you wouldn’t be hitting structures and triggering the “wrong tool” stun. 

I think the only reason hammers were added to spin cycle is because the smasher is a Pick/Hammer but I think it wouldn’t be impossible to just make hammering not possible whilst spinning and only when specifically choosing the hammer action while holding the smasher.

Update: doing the math I actually don’t see why you’d use the Brightshade smasher over the Shadow Maul if you were going for highest damage possible. Maul beats Smasher out without even considering the ramping damage from the cowl. And it’s only about 8 damage more than the Pick/Axe which is the third place option for Spin Combat.

The only edge that the smasher has over the Maul and Pick/Axe is the convenience factor, as it’s the easiest to maintain and constantly repair compared to the resource sink Pick/Axe and the tedium of constantly managing your Maul’s hunger.

3 hours ago, NotGabriel said:

Update: doing the math I actually don’t see why you’d use the Brightshade smasher over the Shadow Maul if you were going for highest damage possible. Maul beats Smasher out without even considering the ramping damage from the cowl. And it’s only about 8 damage more than the Pick/Axe which is the third place option for Spin Combat.

Yes mathematically the smasher is better, but it's a good, cheap AoE option for people who open Lunar Rifts first or who don't feel like investing in killing 9 bosses just to get a good AoE weapon.

13 minutes ago, LavenderLillie said:

Yes mathematically the smasher is better, but it's a good, cheap AoE option for people who open Lunar Rifts first or who don't feel like investing in killing 9 bosses just to get a good AoE weapon.

Exactly. Like I said I think just removing the hammering aspect from spinning but still allowing you to attack and pick with the smasher would be the best outcome

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