Warhammer 40k Space Marine 2

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    Who's been the biggest Asshat in the last year? Give us your worst ones!

Brahma

Obi-Bro Kenobi-X
12,512
45,578

Muurloen

Pronouns: zie/zhem/zer
13,876
39,473
Every time I try and get out....
This new patch has made a big change to generating armor with executions, gun strikes and parries. You have to be in coherency with teammates for it to build. No more going off on your own and expect to survive.
 
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Nirgon

Log Wizard
13,775
21,681
This new patch has made a big change to generating armor with executions, gun strikes and parries. You have to be in coherency with teammates for it to build. No more going off on your own and expect to survive.

Ya I was abusing the pistol parry shit pretty hard
 

rad

Lord of Guk
1,161
2,570
Ya I was abusing the pistol parry shit pretty hard

It only applies to Lethal.... but I think they missed the mark on that one. Perhaps the range needs to be upgraded but it doesn't feel right in its current form.
 

Muurloen

Pronouns: zie/zhem/zer
13,876
39,473
It only applies to Lethal.... but I think they missed the mark on that one. Perhaps the range needs to be upgraded but it doesn't feel right in its current form.
The heavy gets fucked the most out of this since he is so static is his positioning.
 

Bloodrocuted

Trakanon Raider
255
374
Won't have time to give lethal a rip until Saturday...going to be painful with randos. Ruthless was getting a bit easy with a decent team. Will probably do it on tactical...also have assault and heavy maxed but they seem most punished by the tethering bs.
 

Muurloen

Pronouns: zie/zhem/zer
13,876
39,473
Won't have time to give lethal a rip until Saturday...going to be painful with randos. Ruthless was getting a bit easy with a decent team. Will probably do it on tactical...also have assault and heavy maxed but they seem most punished by the tethering bs.
Assault seems to be working quite well, just dont go jumping after shit that is max distance away.

The jump smash is so good for clearing out termagaunts, especially when they are coming at big waves. You can chain the jump smash attack repeatedly if there are enough of them around. Jump smash-> pistol strike -> repeat until they are dead.
 

Bloodrocuted

Trakanon Raider
255
374
Assault seems to be working quite well, just dont go jumping after shit that is max distance away.

The jump smash is so good for clearing out termagaunts, especially when they are coming at big waves. You can chain the jump smash attack repeatedly if there are enough of them around. Jump smash-> pistol strike -> repeat until they are dead.
I currently have the perk that decreases aoe distance for more damage on the jump smash...was wondering if need to get rid of that to chain it. Haven't played in a few weeks
 

Bloodrocuted

Trakanon Raider
255
374
Going to give the lethal missions a go today and tomorrow. Have queued solely with randos so far, but would be willing to give coop a rip if anyone is interested.
 

Bloodrocuted

Trakanon Raider
255
374
Got all the maps except the new one banged out over the weekend, left that for last as sort of dessert because it shouldn't be too hard. Decapitation took the most tries, went through 4 or 5 pugs before could win. Hopefully will be done tonight. There's definitely some rng as to whether the missions are even possible. Some deaths are simply unavoidable...
 

Muurloen

Pronouns: zie/zhem/zer
13,876
39,473

big one for me is one

⚙️ Lethal: “Tight Formation” system is removed

DG: Before anything else, let us clarify our reasoning for the introduction of this mechanic. As we worked on adding a new difficulty tier, we needed to make sure this new challenge was meaningful and interesting. With “Tight Formation”, our objective was to add a new layer of challenge for our most skilled players by adding horizontal progression rather than just vertical progression (i.e., dealing more damage to ever stronger enemies). This game is about the power fantasy, and enemies that take dozens of melee hits break it. Thus the challenge needed to come from other sources.

This system was also designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive—something World War Z players will be familiar with—but your feedback showed that the proximity requirements felt too restrictive. Classes like Assault and Vanguard felt especially penalised as playing them effectively requires a certain freedom of movement.

As a result, we’re removing the system entirely and will continue to work on modifiers until they’re ready. We will continue to monitor your feedback after the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging and rewarding as it should.

While I liked the cohesion mechanic, it was impossible to be the hero on this difficulty if your other two squadmates respawning and you are the sole operative left.
 

Gavinmad

Mr. Poopybutthole
43,739
52,293
something World War Z players will be familiar with

grandpamaison.gif
 

Blueweed

Golden Baronet of the Realm
1,766
9,200
i have maxed out all the classes for coop. hoping they could add more like psyker types going forward will be a blast