Stun Batons: Yay or Nay?

Title! I've only played around with them for a bit, but since Guardian has been out for a few days, I'm sure there are already people with solid opinions on the new melee weapon(s). Where do they fit in the whole scheme of things?
Should they be buffed/nerfed... or fixed? What mercs should have access to them? You get the point.

Personally, I feel like the hitboxes on them are a bit small (not as bad as post-nerf Axe though) and even though they feel good to swing around, hitting someone has proven to be quite difficult to me. Then again, I'm not a big melee guy so don't take my word for it.

Anyways, type away!

Comments

  • TheStrangerousTheStrangerous Posts: 1,779

    The melee hitboxes are whacked for every melee weapon, so it's hard to judge...

    Fletcher gettin' Sledgehammer melee supporter.
    More arcadey, less grounded gameplay supporter.

  • GuziolGuziol Posts: 313

    Hitboxes seem odd. I like the weapon stats wise but it's not on any loadout i like so i'm never gonna use it.

  • LifeupOmegaLifeupOmega Posts: 1,998

    Only issue with them is they all have Double Time.

    Reminder that it's always okay to vote kick a sniper, no matter how well they're doing.
  • henki000henki000 Posts: 255

    Batons are definitely more difficult than I thought. I got pwned by level 6 bat phantom and I'm level 74. It was fair melee weapon only duel with many rounds.

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