Hmm...I was in support of the holding in order to crushthrough change, but this is a bit of a double whammy for them isn't it? Basically a choice of crushthrough or damage innit?
So how long do they have to hold before being able to crushthrough, and how long can you hold before damage goes down? Seems as though we need actual numbers here to play properly
The same hold factor is used for crush through formula and damage, so a good hold will result in maximum crush through factor (which by the way is higher than it was before hold time was taken into account) and maximum damage, while a bad hold (too long) will result in lower crush through factor and lower damage. For the game balance > realism guys, this is meant to reduce the silly bottleneck maul camping. For the realism > game balance guys, this is meant to simulate your arms getting tired of holding the weapon chambered (yes i made that up on the spot).
An instant release means 100% damage (same as before), the optimal hold time is 0.6s for 150% damage (same as before), it's still good at 1.1s for 120% damage (same as before) and from there it goes down (instead of staying at 120% like it was before). I'm still tweaking the malus, so no exact numbers for now.