Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Valterak Oct 17, 2024 @ 6:09pm
Suggestions for a better Lethal difficulty
  • Increase the range of the "tight formation" restriction to 3x what it currently is. A sniper should be able to be back from the Tactical/Heavy, who is in turn back from the Bulwark/Assault/Vanguard and still be getting armor as normal. It should only stop once you get WAY far away from your team
  • Remove the armor amount penalty, it just feels crappy. Instead make ranged enemies evade more when you try to engage them at range. This will make them priority targets without just making it feel like a cheap shot every time you get hit while dealing with something else
  • Revert the Fencing parry window change, instead, simply slightly decrease the damage done to enemies with normal attacks on a Fencing weapon, while leaving parry damage the same
  • Give blocking weapons insanely good stats instead of the "slightly better but not that much" stats they currently have, to give users a reason to use them over balanced or fencing
  • Let blocking-class weapons block ranged attacks
  • Decrease the charge time of all charged attacks on all melee weapons, the enemies are far too squirrelly to have them take as long as they do
  • Instead of spawning a huge wave with the Extremis enemies, make them more evasive and more aggressive, AKA, Lictor goes invis and tries to ambush more often, Ravener tries to dig up underneath you faster and more often. (Zoans can stay as they are because my word they are brutal even on Ruthless)
  • Have enemies "take turns" attacking you LESS often, and have the warriors swing at you more consistently and aggressively together while in a swarm
  • Buff the bolter weapons please, holy crap they suck so much right now outside the nade launcher and the stalker bolter
  • Instead of having majoris enemies enrage at random, have them become enraged if you stagger them the max amount of times before they get hyperarmour. This will allow players to control the flow of battle better while still causing most majoris enemies to become enraged somewhat consistently
  • Overall I like the idea of Lethal, but weakening the player and their weapons instead of making the enemies scarier, faster, meaner, and more numerous is not the way to do things
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Showing 1-7 of 7 comments
Phlier Oct 17, 2024 @ 6:24pm 
Completely agree.

This patch was a bit tone deaf, for sure. And they REALLY didn't think the "stick together" mechanic through well enough.
valium Oct 17, 2024 @ 6:34pm 
Lethal should have been making the enemies more aggressive and spawn in greater numbers. The game is at it's hardest when enemies swarm you, so make Lethal be more swarmy.

And yes, buff the non-grenade bolt rifle bolt weapons.
Atcera Oct 17, 2024 @ 6:34pm 
They took the fun out of the video game. And Saber dickriders will still defend them saying something like "just get better". For your information I've completed most of the missions on Lethal, Reliquary and Fall of Atreus are still a huge problem with the cohesion mechanic. In Reliquary, my brothers died on the last area where Heldrake does the fire breath(outside of boss fight). So I run ahead, thinking they would respawn at the next checkpoint, nope, maybe at the refill area, nope, maybe when I jump down to the boss arena, nope. They don't respawn at all and I had to fight with no way to regen armor, I lasted till they respawned but by that time there were too many enemies unfortunately
Gorgos Oct 17, 2024 @ 6:36pm 
I think armor rates are rather fine. Taking cover from ranged enemies while taking out the horde and parrying/gunstriking I never run out of aarmor. Sometimes I ♥♥♥♥ up a majoris attack and get staggered and then get destroyed yeah. Thats fine though.

Urgent matters they should adress:

1- Theres a bug if youre the last one standing you cant generate armor anymore.
2- Bulwark banner is bugged.
3- Assault has multiple bugs with perks.
4- They need to increase coherency limit as you said because it limits classes like Vanguard, Sniper and Assault currently.
Phlier Oct 17, 2024 @ 6:38pm 
Originally posted by w10-20-2000:
Yes brother, we don't need full backpedal, we just want every class and weapon to be equally useful. Not running the same meta build with the same class.

This is hard sure, but not fun and rather tedious

Right. On.
Phlier Oct 17, 2024 @ 6:43pm 
I watched a YouTube video of a guy soloing the new op on Lethal earlier. He was tactical with , of course, the nade launcher. It was extremely fun to watch. The guy was on the ragged edge of death quite a bit of the time. Yet his talented game play matched up with a good weapon saw him through.

I think that's what a lot of us would like... weapons that allow our talent to make it through the game. Right now, there are so few weapons that feel like this.

Unfortunately, there's probably a greater chance of them further nerfing the nade launcher than there is of them making other weapons feel more useful.

Another issue I have with Lethal difficulty (and possibly even Ruthless) is that now you pretty much NEED to have a Bulwark in your party.

I think the new party meta is going to consist of a Bulwark, a heavy, and then the last slot is dealer's choice (but Tactical would probably be best). At least, for Lethal difficulty, anyway. Not a big fan of having party metas, honestly.
Last edited by Phlier; Oct 17, 2024 @ 6:46pm
Atcera Oct 17, 2024 @ 6:56pm 
"Assault go Jump pack slam that Tyranid calling for help"
"Are you crazy? I'll die with no way to regen armor"
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Date Posted: Oct 17, 2024 @ 6:09pm
Posts: 7