<<COMPLETE SUPER EDIT>>
A topic on melee stones, not thrown.
Stones have the lowest range of all weapons in the game, including unarmed fists due to animation.
Stones have way less reach than unarmed fist, and the stone is used very unnaturally the way it is swung with the 1hander animation.
From a realism perspective, stone should have the unarmed animation, who on earth would swing a stone like that so close to their body without extending their arm?
From a balance perspective, stone should have the unarmed animation because stones can't hit people walking backwards, and most of the time even side to side movement. You'll only hit people dumb enough to stand still or walk into you repeatedly. Many of your swing simply pass through people due to it having such low reach from the 1h animation. It is a crying shame that half of the swings or more while you are touching the enemy will miss anyways. Also, can this even be overpowered as a weapon? it isn't like it can block with other than chambering and has pretty low damage. Even still, I'd actually support a swing speed nerf to the rock if it were so desired.
Obviously two solutions come to mind.
The first one being to increase the weapon length of the stone. Impossible as there is a strict policy on ghost reach, even if it were to only increase it to the fists. Won't be done.
The second option and most logical one is to give the stone the unarmed animation. I thought this was possible, but after a ton of searching I have found out that you can't assign a weapon the unarmed animation as there is no itcf_ heading for it and there is a HARDCODED LIMIT ON WEAPON ANIMATIONS
(((((
So, basically, "Deal with it." .... for now.
When CRPG runs with WSE we'll be able to have hardcoded things changed
. Finally we'll no longer have hardcoded pole-stun (just to name something at random) -- and maybe even melee rocks will be fixed to the unarmed animation.
This thread is over.