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I love the concept of the spin circuit applying to all tools but in practice the hammer spin is incredibly dangerous and destructive for a number of reasons.

  1. The hammer spin hitting all nearby structures means that you are effectively locked out of being able to safely destroy any structure that is too close to another structure. This can be felt acutely on a boat where, for instance, you cannot hammer any ocean debris on the edge of your boat without destroying any nearby bumpers. Structures on the boat tend to be very close together and any intentional hammer action will likely result in multiple structures getting destroyed.
  2. Attacking with any axe near a hammerable structure will cause a recoil and interrupt the attack. This means that you cannot feasibly attack anything in proximity to a structure such as broken clockworks. Again, this means that you cannot use spin cycle at all on a boat because every bumper and boat structure will cause an instant recoil and damage any structure with health.

Normally I'd opt for a list of structures that are excluded from the spin attack but unless Klei plans on modifying the UI to allow for normal hammering then you wouldn't be able to hammer any structures intentionally without removing the circuit. I think it's an inherently-flawed mechanic that would be best if removed altogether. I don't mind the pickaxe and axe spins but hammering is just too fundamental of a game mechanic to lose so much practical functionality in this way.

Edited by JazzyGames
  • Like 12
11 minutes ago, Random Guy000 said:

Can't they like... Bind the spin to the attack action but leave right click as a normal hammer mode? That seems like a good solution

Doesn’t fix the “bumping into hammerable structures” aspect though since the spin seems to be coded in such a way that when you’re spinning for one action you’re spinning for every action.

47 minutes ago, JazzyGames said:

Normally I'd opt for a list of structures that are excluded from the spin attack but unless Klei plans on modifying the UI to allow for normal hammering then you wouldn't be able to hammer any structures intentionally without removing the circuit.

Honestly other than hammering the End Table (so important) I see no practical reason you’d WANT spin hammering. Hammering is already a really fast action compared to chopping. What situations do you need to hammer multiple structures in an AoE? It’s just unnecessary. 

  • Like 1
7 minutes ago, NotGabriel said:

Doesn’t fix the “bumping into hammerable structures” aspect though since the spin seems to be coded in such a way that when you’re spinning for one action you’re spinning for every action.

Honestly other than hammering the End Table (so important) I see no practical reason you’d WANT spin hammering. Hammering is already a really fast action compared to chopping. What situations do you need to hammer multiple structures in an AoE? It’s just unnecessary. 

the like... one good use ive found is just hammering giant crops. maybe a big sunken chest haul.

1 hour ago, JazzyGames said:

I love the concept of the spin circuit applying to all tools but in practice the hammer spin is incredibly dangerous and destructive for a number of reasons.

  1. The hammer spin hitting all nearby structures means that you are effectively locked out of being able to safely destroy any structure that is too close to another structure. This can be felt acutely on a boat where, for instance, you cannot hammer any ocean debris on the edge of your boat without destroying any nearby bumpers. Structures on the boat tend to be very close together and any intentional hammer action will likely result in multiple structures getting destroyed.
  2. Attacking with any axe near a hammerable structure will cause a recoil and interrupt the attack. This means that you cannot feasibly attack anything in proximity to a structure such as broken clockworks. Again, this means that you cannot use spin cycle at all on a boat because every bumper and boat structure will cause an instant recoil and damage any structure with health.

Normally I'd opt for a list of structures that are excluded from the spin attack but unless Klei plans on modifying the UI to allow for normal hammering then you wouldn't be able to hammer any structures intentionally without removing the circuit. I think it's an inherently-flawed mechanic that would be best if removed altogether. I don't mind the pickaxe and axe spins but hammering is just too fundamental of a game mechanic to lose so much practical functionality in this way.

It’s good for hammering crops but in most other cases it’s a nerf. I dunno

  • Like 1
37 minutes ago, Jakepeng99 said:

It’s good for hammering crops but in most other cases it’s a nerf. I dunno

It really doesn’t save a whole lot of time. Maybe with stagehand and tougher walls but not really worth all of the inevitable accidental structure destruction.

  • Like 3

it probably would have been fine if you could toggle it off and on the same way you use other gamma abilities. this would make it weird with block circuit which is already weird with the fear, but that could have been fixed with a radial menu.

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