E = mv^2, so "powering up" actually powers your attack down.
Uh? I meant as in starting from further back so you could achieve a higher impact velocity, something you can afford to do against a wall, but not against an opponent (as it gives them more time to see you coming and dodge). Also.. you forgot a half
No worries about "hurt feelings" or something. I'm throwing suggestions and possibilities around, to discuss and have fun. I'm more worried about you getting annoyed at having to deal with the volume of them on top of other mod work, than me getting annoyed at you not liking them. Your work has captured my interest/imagination, which means now you have to deal with said imagination
As far as taking things in, I'm happy you consider things, but it's your mod and it obviously always should be how you think it makes sense. XCom (and Piratez) is a single player game, and on my computer all my suggestions get accepted any ways
(well, the ones I have time to implement... and then share) I was pleased to see the alternate juggernaut get in, and am thinking I might play around with some extra detailing eventually, like adding some red for the graffiti or spikes.
Back to Hammers:
I still can't believe one would fight the same way with a hammer (if they knew how to fight with one) as they'd destroy walls, but taking a step back, that's not really all that relevant (although it's interesting!) and I think we've covered the topic. Now we just need to find one of those weird pseudo-science shows which test things
Mod wise, either you do everything in one snap shot (but not in diagonals..!) or you split killing people (but not people above..!) from smashing walls. There's pros and cons, now we can do either. When/if Yankes implements melee damaging terrain, then there will be the obvious best solution.
EDIT: And to be clear, I don't consider your alternate hammer to be cheaty.
I try not to be! At least when it comes to mods. Not restarting a mission when it all goes wrong is a lot more difficult.