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Warhammers swing slowly, but with a larger strike. This is unlikely to make a difference at low qualities and non-uranium materials. However, a high quality (masterwork+) uranium warhammer can conistently 1-shot or 2-shot human opponents. If a mace would require 3 hits (6 seconds) to cause [[pain shock]], the warhammer could require 2 hits (5.2 seconds). In addition, a high quality warhammer is more likely to destroy vital body parts, namely the head. | Warhammers swing slowly, but with a larger strike. This is unlikely to make a difference at low qualities and non-uranium materials. However, a high quality (masterwork+) uranium warhammer can conistently 1-shot or 2-shot human opponents. If a mace would require 3 hits (6 seconds) to cause [[pain shock]], the warhammer could require 2 hits (5.2 seconds). In addition, a high quality warhammer is more likely to destroy vital body parts, namely the head. | ||
− | Once your colony can 1. afford the uranium cost and 2. create masterwork / legendary weapons, the warhammer is more consistent than the mace against humanoid (and smaller) enemies. This is most | + | Once your colony can 1. afford the uranium cost and 2. create masterwork / legendary weapons, the warhammer is more consistent than the mace against humanoid (and smaller) enemies. This is most noticable with the [[Genes#Strong melee damage|Strong melee damage gene]].{{BiotechIcon}} The mace would be slightly stronger against [[mechanoid]]s, but [[spear]]s and [[longsword]]s would be even better. |
===Comparison to sharp weapons=== | ===Comparison to sharp weapons=== |