Tex wrote:Been using the axe of mechanicum lately. Its in a very weird spot. Only way I can make it even remotely useful is to use it as a counter initiation tool. In any other role it is vastly outperformed by the other options. I'm really starting to think that a repair bonus would be a good reason for buying this thing.
I feel that it's bionics that is counter-initiation tool primarily. Axe feels like it's just there for the cases when you just can't stay away from melee, and full set of "melee build" is just too costly for something that is realistically just a fallback option. Even if you don't go 3 piece gear, forcing said bionics doesn't do it any good either.
Broodwich wrote:Shield granting kb immunity?
Only when axe is bought?
Honestly, forced synergy in general is bad. It's already not okay that we pretty much have to use bionics (which is okay by itself IMO) with axe, that's not the route to go further.
Melee damage (?) bonus from bionics needs to go, and be incorporated into axe itself. That damage (which I honestly believed at one point to be fluffy inclusion at best) is useless without Axe, and this piece of wargear will still be useful with melee build, but right now the very existance of this bonus enforces crappy base DPS onto axe making it even worse of a purchase by itself. It does not need to stay that way. Look at PC for inspiration, he greatly benefits from his armor/trinkets that synergize with melee build, but his melee weapon doesn't require you to get them just so that his sword/fist can deal the same DPS as most power/heavy melee weapons, he actually can chose additional wargear based on what he needs in terms of abilities/HP rather than forced synergy.
While energy drain is cute, you already have orbs for that, and while it's not very reliable to get them off, commiting to melee build with hero who has amazing ranged weapons and utility armour that he can actually use without gimping himself (which he does if he goes with axe, but not bionics as both swipe and DPS are important here) isn't brilliant idea either if countering halos or something along these lines is what you need.
Repair bonus on Axe would be a bill. If you want your TM repairing, chances are, you want him making holes with his bolter/plasma at the same time. Melee weapon doesn't synergize with rear support duty. I really like the idea of providing TM with repair bonus, but that probably belongs (if it belongs in TM's arsenal at all, that's it) on some armor piece, and if you guys feel that Bionics is so lackluster that you
have to force it in some builds, then maybe that's where you should put it? Granted, that may warrant remake of HP/regen it provides, but really, repair duty would kinda synergize with ability to defend vechicle against heavy melee infantry via swipe at least. Ranged weapon would still be superior to axe in this scenario though, be it supressing bolter or facemelting plasma.
EDIT: Actually, it's not just the way Axe is implemented. TM, unlike aforementioned PC, was never designed to be in melee. He just happen to have one piece of armor that kind of works there. Before Axe was introduced, he had his buffing T3 bolter that was designing around doing exactly what TM was always supposed to do, staying the heck away, shooting and/or repairing while providing a buff. Axe doesn't fit there just as well.