With the advent of the Katana, the Fire Axe is now basically not worth using in mid+ waves (beyond wave 3). The only thing it beats the katana in (albeit slightly) seems to be range. There was some discussion about the weapon in my Berserker strategy guide thread, so I figured I'd bring that discussion where it belongs.
In the mod days (at least in 2.0+), the Fire axe was the best weapon and held a special place for a handful of players. Clans like the AxeMen [AM] used to only use the axe.
So, with that out of the way...lets talk ideas to make the Fire Axe have a niche again. Whether it be through a cost increase + damage increase, or perhaps giving it a special effect (such as X% chance to sever a limb upon hitting), throw around your ideas on what should be done to the Fire Axe.
One idea that's been suggested:
In the mod days (at least in 2.0+), the Fire axe was the best weapon and held a special place for a handful of players. Clans like the AxeMen [AM] used to only use the axe.
So, with that out of the way...lets talk ideas to make the Fire Axe have a niche again. Whether it be through a cost increase + damage increase, or perhaps giving it a special effect (such as X% chance to sever a limb upon hitting), throw around your ideas on what should be done to the Fire Axe.
One idea that's been suggested:
I was thinking of a way to make the axe better, make it cause bleeding damage. An axe can cause some really gaping, ugly wounds that bleed a lot, though I think I was actually inspired by the characters occasionally saying "Stitch this!" when they take out the fire axe. So while it still wouldn't do as much damage as the katana and still be slower, it would gain some use. For example, you could hit a gorefast and miss the decap, but he would bleed to death after a couple moments. Obviously the katana would still be better as it would just outright kill them, but then, it's supposed to be better, at least this would offer a slightly different way of playing. Give another meaning to hit and run xP