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Making the Power Axe work...

  1. #1
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    No, really....

    Making the Power Axe work...

    So. Question. Who here managed to make the Power Axe earn its status on the load out slot? I am not saying just "top the scoreboards as ASM no problem," but genuinely found a perk combination with an appropriate tactic that decidedly made it work better than the chainsword would with exact same tactic/perk combo?

    I initially wrote the weapon off as terrible because it lacked the magic magnet property of the Chainsword, but in the pursuit of maxing out challenges, decided to give it another shot. I definitely miss a lot less due to being more familiar with the game and the weapon is definitely not useless - most notably it tends to kill ASM in 2 swings and tacs in 2-3. Buuut, generally, every time I kill someone I see that I would have gotten that kill with the Chainsword anyway; and roughly half the times I die with it, it is painfully obvious that the Chainsword would have easily pulled through in that exact situation. What really kills it for me is how easy it is to simply walk away from the Power Axe, let alone use a dodge move.

    -The Chainsword's advantage of speed and tracking makes it vastly superior against Tacticals, and any damage loss against ASM is made up by the fact that those are decided by who initiates the swing chain first (which is decided before you start swinging with charges/ground pounds so the weapon is irrelevant) or who misses their swing chain (easier to miss with Power Axe, significantly easier to correct an initial miss into a working chain on the sword).

    -The Chainsword's disadvantage against defensively perked devastators is unfortunately shared by the Power Axe - it cannot kill a Heavy Bolter fast enough before he turns around, so both are forced to use the same axillary tools which wash away the damage difference. Worse yet - the Devastator can use his little shuffle step to simply avoid the initial Power Axe swing and ruin any chance of hitting him. The default PC Devastator tactic against ASM is to walk backwards and shoot, something that the Power Axe also cannot deal with.

    -The Hammer's shares the Power Axe's risk but reaps a far greater reward in terms of damage (AoE murderization and capacity to obliterate Devastators). Both weapons suck against Tacs, the Hammer is far superior against Devastators, and annoyingly enough, the Hammer is better suited against other ASM thanks to the Stun-Stun combo or the one hit kill swing.

    Now, in spite of this, I wanted to find a perk combo that suits the Axe's primary strength - 2 swing kill, which is ultimately faster killing than the Chainsword's combo and it contacts the target faster than a Hammer swing (i.e. ruining their aim). I attempted a wide variety, so what I found is:

    1. Air Cooled Thrusters is the ideal Power Axe perk. The Power Axe relies on the ability to ground pound multiple times in a fight because it simply lacks the spike damage of the hammer and tracking of the sword. Unfortunately, this highlights the main difference between the Axe and the Sword - the sword really benefits from ability to perform more jumps in a fight, but the axe needs it just to achieve par chasing power.

    2. Death From Above was my immediate thought to complement the ACT due to the obvious synergy between them. Unfortunately... it didn't impact the actual 2 swings to kill story. It still took two swings to kill, which translated into the Axe playing second fiddle to the the ground pound spam. Perhaps on a perfect DFA hit it takes a single swing to wipe out a Tac/ASM, but perfect DFA hits are too much of a rarity against those classes. And ultimately, if you are relying on the ground pound spam, the Sword is the better fit because it can track the weakened targets for faster finishing.

    3. Furious Charge was my next attempt to make the thing work. I combined it with ACT, DFA, Impenetrable, and Zeal. Overall, the problem turned out to be the same as DFA's - Furious Charge isn't a supporting perk, it is effectively a weapon in its own right that you use to kill people. It almost one shots Tacs/ASM, and you tend to prefer them slightly damaged before hitting with it so they are actually one shotted. The Axe damage advantage is completely pointless here, and (sensing a pattern here?) the Sword's tracking capability gave it a far better chance of catching survivors.

    4. Impenetrable is a Tac/Devastator hunting perk. It had no impact on Axe performance, and thus worked better with the other two weapons. Still useful, of course.

    5. Axeman's Zeal failed to provide the tremendous anti-Tac healing power that makes the Chainsword version work so well for its purpose. Still, it tied with ACT for overall usefulness because healing is great for an ASM player.

    6. The rest of the perks are irrelevant to Axe's performance (though, theoretically, DFA + 1 Axe swing + Blast Off + might be on the fringes of viable if it genuinely kills things and the Sword fails to do the same).

    So, my conclusion basically came down to this - any perk combination I tried, it worked better with the Sword (or Hammer if applicable). The only time I could gleam any advantage from the Axe is two hit ASM kills, but it is far too minor and comes into play far too rarely to be relevant. Thoughts? Counter arguments? Ideas on how to make the Axe find its niche? Success stories?

  2. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2
    Retired Compliance Fairy Gorb's Avatar
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    Increase shield damage, minor increase to heal granted by Zeal.

    Weapon solved, and counters Halo Devastators.

    As much as I love the Axe (aesthetically), I recently started trying out the Chainsword (which I don't even have Zeal for) and have been getting noticeably better results
    I am an Iron Warrior! Iron Within, Iron Without!

  3. Forum Subscriber  #3
    Member Ra owa's Avatar
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    I keep wanting the axe to be good as well, but keep finding that most of the time the chainsword is the better option. The axe just looks so damn cool to not keep trying
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    Wow, looks like the Steam servers have been fully relocated to Derpastan

  4. #4
    The axe is simply too slow imo for what it does. I wonder if its damage/sec ratio is similar to the chain/powersword. It feels to me kinda like the Med armor in Tribes... it has its niche, but none of the advantages of the light/heavy. Chainsword strikes faster, hammer hurt a lot. Axe gets kinda meh because it's in the middle.

    Only reason I'm using it is to get the extra xp from the challenges.

  5. #5
    Member CoraxCartman's Avatar
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    Axe does suck, it's the least used weapon by assaults, and I've been getting better results with chainsword or with a hammer w/ killing blow if an opposing team spams devs annoys me. The hammer should print a trollface on the victims bodies cuz nothing's better than hammering devs in a single blow when they think they are safe.

  6. Dawn of War II Senior Member Dawn of War Senior Member  #6
    Senior Member Hirmetrium's Avatar
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    What about combat stims? Do they make everything a guarenteed 2 hit kill, maybe even 1 hit with some plasma shots?
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  7. #7
    Combat stims take too long to use and then burn out too fast for extended use. It'd be good for a single matchup against an IH Dev, but other than that not so useful.

    I've found blind grenades useful and air cooled thrusters as well... blinds to confuse them before I jump in and ACT for when the axe misses on the first hit... which is likely. The second one is either impenetrable to make you more shooty resistant or Axeman's Zeal is actually useful and has ended with me the lone survivor of a four marine melee. It's just really difficult to maintain that kind of momentum.

    I think ACT is a necessity because an axe miss requires you to jump away ASAP or get mauled.

  8. #8
    Combat stims are amazing. They last long enough, the damage reduction you get is truly ridiculous...As is the damage boost. I think it turns the axe into a 1hit kill against ASM and almost a 1-hit kill against tacs.

  9. #9
    Axe is fine.

    KITS:

    Grenade or stim (and remember to use them; either way you'll do more damage)
    Death from Above or Zeal
    Impenetrable

    Don't bother with air-cooled thrusters. Your swings will lock you into place too often to bother trying to dodge. As with swords, simply get the drop on somebody, cut a couple times then bounce out of the way if you're in danger. I also stopped trying with blind, because it was too difficult to time the grenade to actually landing and killing someone while everyone was still disoriented...without blinding myself.

    Don't forget the tap-jump-lunge either. For whatever reason, I've tested increased damage on it with blast off, but am skeptical so test it on your own. Anyway, if you're alone with someone you're hunting, it can close the distance pretty good and either knock out the shields or kill outright. :P

  10. #10
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    That's not the axe doing the work, that's the general Assault kit. You could get away with using the Combat Knife because of how powerful the Jetpack is in principle. Doesn't mean the Combat Knfie isn't a terrible a weapon, and same goes for the Axe.

    Your swings will lock you into place too often to bother trying to dodge.
    You can jetpack out of almost any point of a regular swing. There is just some sort of a delay between the command and activation (or maybe you can just spam the jump key, I don't exactly remember), but you can try it with the Hammer to get a feel for it.

    Blast Off damage is 25 regular, 50 armor. It's a horrible perk. If you want to charge people extensively for the damage, get Furious Charge and enjoy the glorious carnage.

  11. #11
    For whatever reason, I find the delay a lot more noticeable with the axe. Without air-cooled thrusters, you're going to be suffering for jet fuel. And I find impenetrable is a must in addition to zeal or some extra form of damage (dfa or blast off). I've 250+ whatever kills with each of the melee weapons (just so you know I'm not completely talking out of my arse), and the axe seems to require the most focus to use properly.

    One thing on blast off: when I was testing it with a buddy, it seemed to add a ton of damage to the furious charge lunge attack. I don't even know why, since the short hops don't activate the perk.

  12. #12
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    Maybe you tested on different classes. I tried the same test, it didn't affect the result. You may also have incurred glancing blow on the charge in one test and not the other, which affects damage.

  13. #13
    Maybe you tested on different classes. I tried the same test, it didn't affect the result. You may also have incurred glancing blow on the charge in one test and not the other, which affects damage.
    It's possible. At any rate, all combos I've thrown together with the axe have played third fiddle to the hammer, which plays second fiddle to the sword. The only thing the axe currently seems to have going for it is that it encourages you to practice with whatever pistol you're carrying. If you insist on using it, death from above, impenetrable and stims were the best combo I found. The activation times of assault stims are irrelevant since you'll pretty much be activating them in mid-air right before your strike, and their quick expiration is countered by the proliferation of grenade drops.

    The swings themselves have to be thought through more thoroughly than either sword (which you can pretty much spam, hop, slam and spam again) or the hammer (which for all intents and purposes involves swinging at where you guess your dodgy opponent is going to be, or bashing him in the back of the head). I've made it work with combinations of stuns and swings, but it really isn't that easy.

  14. #14
    From my perspective, the sword is the easiest because you can just swing away like a madman. THe hammer is much harder because you either need to sneak up on people or be really good at predicting where they're going to go (though, even if you were psychic, you can't make you hammer chase after someone rolling backwards). The axe requires pretty much the same thing as the hammer since you can't chase people, but doesn't offer the reward of instantly killing whoever you solidly hit. In effect, if you're going to invest the patience and thought required to use the axe, you may as well do the same with the hammer instead, which offers greater reward for the same amount of effort.

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