I find this problem is most common with players using polaris, nirtonome, and the weapons respective predecessors, but there are still lots of other players who fall into this group.
I'm getting kinda tired of people not knowing/caring about controlling their knockback. its especially annoying in T3 when myself or dedicated bombers are trying to CC difficult monster group with vortexes or shivermists, and someone else decide their damage output is more important then survival and just constantly spams attacks in all directions.
I understand that there is a learning curve to using high knockback weapons. I've gotten a few teammate killed using DA in my time. So instead of only whining, I'd like to encourage discussion on how to use these weapons to benefit your team.
I'm most familiar myself with DA, and find its charge attack for one is best suited for; A) dealing high damage to slow moving or extra large targets, and B) for keeping wide spread groups of enemies at a safe distance. Always keep in mind how much damage a monster has taken and where it will end up when attacking it. If that slag walker doesn't go down after your first two attacks, the mad-bomber on the other side of him isn't going to appreciate being set of fire by an unexpected claw attack.
Although I'm not familiar with its use personally, I find the polaris works best when used to pin monsters at a range or when used deal fast damage to monsters that are already pinned (or frozen or vortexed or whatever). When you have teammates charging slow attacks and advancing on a group, waiting that extra second to start firing might be best.
Nirtonome... as much as I love this things, you should save it for soloing. Its chaotic, distracting, and not that great damage. If your have no idea how to bomb, here are some suggestions where to start:
-Spine cone 2*/Dark Briar Barrage 5*; Nearly the exact same charge time, range and damage as nitronome line, but has little to no knockback and deals piercing damage.
-Electron Charge or Graviton Charge 3*/Electron vortex or Graviton Vortex 5*; My personal favorite, they do a surprising amount of damage if used correctly and work great in conjunction with sword-weilding teammates. Caution is advised as it doesn't prevent a monster from attacking or teleporting. Also, helpful hint, if you suck up more enemies with these bombs, they tend to interfere with each other and negate knockback entirely.
-Any vaporizer; A player with a vaporizer bomb (and their respective 5* equivalents) is always a useful addition to any team. And also, no knockback. Bare in mind, though, that their is a time and place for each vaporizer. Your time might be better spent picking up a fallen ally or just dealing some damage instead of trying to keep a couple of Scuttlebots frozen.
I'm never very good at wrapping up my thoughts while writing. So, I'll just finish by encouraging skilled players to contribute their knowledge to the discussion on how to control knockback.
i have a bit of knowledge on polaris, although i'm only at gigawatt atm. always shoot at stationary monsters or AWAY from your team with expanded shots. In areas where this is unavoidable, use NON-EXPANDED shots. they are also a viable source of damage, but so many people forget that.
One you forgot to mention is leviathan charge. The same tips apply pretty much, aim away, if not possible use sparingly if at all. it's best used on trapped/stationary monsters anyways.