I've recently been playing a lot with the Tortofists, they are incredibly fun to use... except for one small thing
They are EXTREMELY inefficient.
The damage caps at about 210 per hit, which means that they deal around 840 damage for a whole clip, including lunge. That would be fine until you realize that they are outclassed by almost every weapon there is. Combuster/Acheron is far more efficient, seeing as around 300 per hit would mean 900, and they are far safer to use. The alchemers can plow through groups with ricochets, doing about 200 per hit. I get it, most people don't use the Tortos for the normal attack, most players would much rather use the charge. But the charge is outclassed by something like a brandish charge, again. A brandish charge not only does more damage, but has the ability to inflict a status effect.
How to fix Tortos:
Increase damage
Increase clip size
Add status effects
Remove those annoying invinciticks
Allow the charge effect to last longer
I know this is kind of a whiny thread, but I just felt like throwing this out there.
Damage
Damage is subjective when, aside from the shard bombs, no other weapon can create obstacles that temporarily change terrain.
Clip size
I am in agreement with this as the two clip feels limiting to the aggressive play style of the tortoFIST's normal attacks, causing many players to lean towards charge spam, similar to the autogun line.
Add status effects
The cost of status effects is damage output.
Additionally shock/freeze could quickly get abusive when coupled with the already effective mobility reduction properties of the shards.
invinciticks
Ever consider they were put there in the first place :o?
- It takes additional programming to add these features.
Evidence of OOO's previous experience with consecutively hitting effects can be found with the old shard bomb before they included their "invinciticks".
(video of old shard bomb https://www.youtube.com/watch?v=cVmeEdqiVmM).