Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Sloths Oct 17, 2024 @ 9:09pm
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New update not as bad as I thought
Reading the forums it sounded like the sky was falling and everything was broken with the game now from the update. I was not sure what to expect trying out the new difficulty level.

Once I got to experience the changes and additions it actually wasn't that bad. Don't get me wrong lethal is brutal. Isn't that the point?

Tethering - Get a nice big icon that lets you know if you are in range. It's not just in range on and step one step out of range off. Lets you know exactly when you are moving out of range. So can still manage teammate distance even if they are behind and you can't see them. You only need to be in range of 1 other person. The teams I was on did a good job of moving in and out of tethering as needed. If someone drops you can still regen armor just don't get separated from your other teammate. It really did encourage more teamwork and situational awareness of where your team members were.

Ammo crate limit never was an issue. I mean how many complete refills does someone need?

Parry changes I thought were a nerf but seemed to help out my parry percentage. Kind of changed the timing of when to parry. Seems more intuitive now. When the attack comes in the parry is done where I would expect I would have to parry. Before it was more learn the attack of what you were fighting and time it based off of that. Sometimes before the attack went off sometimes after. Now it overall feels better to me. Anyone feel like that with the new parry timing?

I like that there is this level now that is this hard. It's like in Darktide jumping into an Auric Damnation Maelstrom mission. Better buckle up. Takes some nice play and teamwork to beat. No speedrunners just flying ahead constantly. Also can't be a slowpoke looking into every nook and cranny. There are other tiers for that kind of play.

As a side note did they bump up ruthless missions? The ones I ran tonight seemed like there was a lot more enemies to fight than there usually was.
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Showing 1-15 of 44 comments
Konrad Curze Oct 17, 2024 @ 9:20pm 
I like play all weapons, but now i need use most broken build. Its not fun, its not balance - its garbadge.
Last edited by Konrad Curze; Oct 17, 2024 @ 9:20pm
Sloths Oct 17, 2024 @ 9:24pm 
Originally posted by w10-20-2000:
It's mostly unbalanced
-People want to use bolters but most of them are bad
-People want to use Block melee for combo system, but they are garbage and the only way to deal melee damage is endless circle of Parry - gun strike - parry - gun strike - finisher - next enemies - repeat
-Armor regen range restricts your movement ability, Vanguard suck on 5 diff, Assault sucks very hard, sniper needs right team to not get forced into melee, Heavy is the same as sniper.

Basically people want more options, different builds, want to feel like skill matter much more than meta, and Saber dosen't get that, they only solidified existing meta while making some of it worse. I mean Assault isn't getting better because you nerfed Auspex scan boss damage

What are you on about? I tried assault I tried vanguard. It doesn't restrict anything. If there was a target trying to summon or something but was out of coherency range I would jump in and take it out. Once dead move back toward the team. Could I go off completely on my own and battle a horde. No. No more lone wolf. It does make you more team oriented if that's what you mean.
Last edited by Sloths; Oct 17, 2024 @ 9:25pm
Oxicon Oct 17, 2024 @ 9:27pm 
The update note:
"Armour restores from finishers only if you stay close to your battle-brothers"

Thats a MAAAAAAAAAASIVE DEAL! You no longer get rewarded for effort parrying enemies. You have to be within 20m (which is stupid to exist in the first place) radius of a team mate to parry successfully to gain armor pip back.
Such a terrible new systems added.

I thought the Devs in this game know that Space Marines are suppose be powerful as individuals but even more powerful in numbers.

I got Helldivers 2 PTSD after 700+ hours, now with Space Marine 2 at 300+ hours, PTSD is already kicking in...
This is Helldivers 2 repeating itself for Space Marine 2.
Sloths Oct 17, 2024 @ 9:37pm 
Originally posted by Oxicon:
The update note:
"Armour restores from finishers only if you stay close to your battle-brothers"

Thats a MAAAAAAAAAASIVE DEAL! You no longer get rewarded for effort parrying enemies. You have to be within 20m (which is stupid to exist in the first place) radius of a team mate to parry successfully to gain armor pip back.
Such a terrible new systems added.

I thought the Devs in this game know that Space Marines are suppose be powerful as individuals but even more powerful in numbers.

I got Helldivers 2 PTSD after 700+ hours, now with Space Marine 2 at 300+ hours, PTSD is already kicking in...
This is Helldivers 2 repeating itself for Space Marine 2.

You do get rewarded for your parry efforts even if you don't get armor back. You don't get hit, you still get the strike, you still aoe stagger around. You should try it out. It's kind of a nice change of pace to have a team working as a unit now not 3 separate lone wolves each battling in some random corner.
Lethal takes team situational awareness. I am sure once everything settles down the cream will rise to the top. Some thrive with that kind of difficulty and mechanics while others will struggle.
Prussian Wolf Oct 17, 2024 @ 10:17pm 
So this thread is basically just you bragging.

My only complaint would be that it's a REALLY large jump. Like I play Darktide, which you brought up - Auric Maelstrom is not nearly as big of a jump from even Damnation. I can jump into Auric Maelstrom with randoms and have a very decent chance of winning. Obviously this has only been out 1 day, but I played with a couple people I knew and failed it over and over again. We were able to get to the finale of the new mission, but we just died. We bump it down to Ruthless and even lose a player... and we get through the mission, with me not going down, not even coming close to it in fact.

I think that the Tethering is an interesting concept, but like... Darktide is the perfect example again. Darktide actively encourages you to stick with your team, but it doesn't completely nerf your ability to survive, and it's much more difficult to stay together in this game, enemies get between you more easily, you have to dodge around more, and ranged enemies are constantly making you move around.

Even then, I think this difficulty would be fine... except that they added multiple other modifiers at the same time. Like... you can't shoot while dodging in this game, and it's difficult to quickly kill things, thus spawning 3 extremis enemies at the same time, AND other ranged and melee units is just ♥♥♥♥♥♥. And the enraged enemies ignoring what would normally stagger them is insane. Every other difficulty encourages you to get into melee range with shooting enemies, however if you do that in this one, there's a good chance they just keep blasting you, and you have to hit them ♥♥♥♥♥♥♥ 10 times with melee to do anything, so you just die. It makes no sense.

That said I think certain classes just fundamentally break the difficulty in this game. Being able to constantly cloak and run ahead as sniper makes all that^ mean little. Bulwark is also just crazy. I would say if you're actually trying to legitimately play, you need a Bulwark, because they can full heal the entire team over and over again.

Meanwhile a team comp like - Assault, Vanguard, Heavy, just has extreme problems.
Last edited by Prussian Wolf; Oct 17, 2024 @ 11:07pm
Sloths Oct 17, 2024 @ 10:46pm 
Originally posted by Prussian Wolf:
So this thread is basically just you bragging.

My only complaint would be that it's a REALLY large jump. Like I play Darktide, which you brought up - Auric Maelstrom is not nearly as big of a jump from even Damnation. I can jump into Auric Maelstrom with randoms and have a very decent chance of winning. Obviously this has only been out 1 day, but I played with a couple people I knew and failed it over and over again.

I think that the Tethering is an interesting concept, but like... Darktide is the perfect example again. Darktide actively encourages you to stick with your team, but it doesn't completely nerf your ability to survive, and it's much more difficult to stay together in this game, enemies get between you more easily, you have to dodge around more, and ranged enemies are constantly making you move around.

Even then, I think this difficulty would be fine... except that they added multiple other modifiers at the same time. Like... you can't shoot while dodging in this game, and it's difficult to quickly kill things, thus spawning 3 extremis enemies at the same time, AND other ranged and melee units is just ♥♥♥♥♥♥.

That said I think certain classes just fundamentally break the difficulty in this game. Being able to constantly cloak and run ahead as sniper makes all that^ mean little. Bulwark is also just crazy. I would say if you're actually trying to legitimately play, you need a Bulwark, because they can full heal the entire team over and over again.

Meanwhile a team comp like - Assault, Vanguard, Heavy, just has extreme problems.

Bragging? How so? Maybe you have a different definition of the word than I do.

That is true the jump in darktide is not as much as the jump here from ruthless to lethal.

It's funny you mention the difficulty to stay together in this game for the team tethering vs darktide. In my last game I was just thinking how much better I am able to stay in cohesion here because of the icon letting me know exactly how near or far a way I am to someone.

I main as an assault and did play with a vanguard. Early on that was really rough when he would go one way and I here I was jumping somewhere else. Instant break in tethering. I tried to adjust so that at the start of a fight where he grappled at I would find something around there to jump at. That seemed to go a lot better.

It is day 1 and take a bit to get used to, but I'm glad there is this level now that takes this kind of challenge. Based off of my games today I am much more likely to lose a lethal match than win, but it's fun trying. Makes any wins that much nicer.
Prussian Wolf Oct 17, 2024 @ 10:58pm 
Originally posted by Sloths:

Bragging? How so? Maybe you have a different definition of the word than I do.

That is true the jump in darktide is not as much as the jump here from ruthless to lethal.

It's funny you mention the difficulty to stay together in this game for the team tethering vs darktide. In my last game I was just thinking how much better I am able to stay in cohesion here because of the icon letting me know exactly how near or far a way I am to someone.

I main as an assault and did play with a vanguard. Early on that was really rough when he would go one way and I here I was jumping somewhere else. Instant break in tethering. I tried to adjust so that at the start of a fight where he grappled at I would find something around there to jump at. That seemed to go a lot better.

It is day 1 and take a bit to get used to, but I'm glad there is this level now that takes this kind of challenge. Based off of my games today I am much more likely to lose a lethal match than win, but it's fun trying. Makes any wins that much nicer.
By "bragging" I'm referring to stuff like "It's not that bad." "Better buckle up" "Also can't be a slowpoke looking into every nook and cranny. There are other tiers for that kind of play." (Which btw is a terrible argument in a game that hides free revives and medkits around the map) Like... it is terribly balanced. It's bad. And no one is losing because they're checking around the map, like that has nothing to do with anything. Getting hit through walls by the Zoanthropes is bad. Having some classes make the game completely trivial while other classes are near-impossible, is bad.

I don't know what you mean about the icon, because Darktide has an icon as well.

I definitely think I could do all the missions on the new difficulty. Granted, again... just going sniper solo would let you just cheese everything. But yeah, like I said, my group got to the end of the new mission, and died during the finale. I had never even seen it up to that point, so I think with just ever-so-slightly better play and prior-knowledge of how the boss works we would have won.

My problem with the difficulty really is that the balancing is god awful and it's not fun or rewarding.
null Oct 17, 2024 @ 11:00pm 
Originally posted by w10-20-2000:
It's mostly unbalanced
-People want to use bolters but most of them are bad
-People want to use Block melee for combo system, but they are garbage and the only way to deal melee damage is endless circle of Parry - gun strike - parry - gun strike - finisher - next enemies - repeat
-Armor regen range restricts your movement ability, Vanguard suck on 5 diff, Assault sucks very hard, sniper needs right team to not get forced into melee, Heavy is the same as sniper.

Basically people want more options, different builds, want to feel like skill matter much more than meta, and Saber dosen't get that, they only solidified existing meta while making some of it worse. I mean Assault isn't getting better because you nerfed Auspex scan boss damage

I agree about bolters and Block Melee. They are hopeless and it has nothing to do with the patch.

Armor regen (Party parries) don't REALLY restrict your ability, because that's how the game was before 3.0 patch and people played it just fine. Executions are enough to keep you going, unless you play like a goofball and rush into clumps of small fry without thinning them out.

The biggest thing I hear about the patch is fencing nerf, which I didn't try yet.

Originally posted by w10-20-2000:
Basically people want more options, different builds, want to feel like skill matter much more than meta, and Saber dosen't get that, they only solidified existing meta while making some of it worse. I mean Assault isn't getting better because you nerfed Auspex scan boss damage
I hope you're joking about the skill thing. Skill DOES matter a lot more than meta. Bolters are only useless if you misuse them (although some of them need a buff - not all). If you use them to headshot and not body shot you can thin out hordes before they get close and in turn make the fight A LOT easier. Hell, if you can parry and know when to dodge instead of parrying, nothing can touch you.

PS: Vanguard has free healing, on top of armor you should be getting by executions (which you should be doing if you leave the group).
Deslok Oct 17, 2024 @ 11:08pm 
Armor nerf is really bad. How are Assaults, Vanguards, and sniper supposed to use there abilities properly if they have to stay close. Makes no sense. Please put this back kills enjoyment of the game. Ammo change isn't bad but bolters suck as it takes too many shots, so pretty pointless to use them. Dodging the green energy waves from Neurothropes and Hive Tyrant are also a lot harder put it back. Parrying seems okay still, Ruthless seems a lot harder. Lethal is rough but doable with good group.
Sloths Oct 18, 2024 @ 6:42am 
Originally posted by Prussian Wolf:
Originally posted by Sloths:

Bragging? How so? Maybe you have a different definition of the word than I do.

That is true the jump in darktide is not as much as the jump here from ruthless to lethal.

It's funny you mention the difficulty to stay together in this game for the team tethering vs darktide. In my last game I was just thinking how much better I am able to stay in cohesion here because of the icon letting me know exactly how near or far a way I am to someone.

I main as an assault and did play with a vanguard. Early on that was really rough when he would go one way and I here I was jumping somewhere else. Instant break in tethering. I tried to adjust so that at the start of a fight where he grappled at I would find something around there to jump at. That seemed to go a lot better.

It is day 1 and take a bit to get used to, but I'm glad there is this level now that takes this kind of challenge. Based off of my games today I am much more likely to lose a lethal match than win, but it's fun trying. Makes any wins that much nicer.
By "bragging" I'm referring to stuff like "It's not that bad." "Better buckle up" "Also can't be a slowpoke looking into every nook and cranny. There are other tiers for that kind of play." (Which btw is a terrible argument in a game that hides free revives and medkits around the map) Like... it is terribly balanced. It's bad. And no one is losing because they're checking around the map, like that has nothing to do with anything. Getting hit through walls by the Zoanthropes is bad. Having some classes make the game completely trivial while other classes are near-impossible, is bad.

I don't know what you mean about the icon, because Darktide has an icon as well.

I definitely think I could do all the missions on the new difficulty. Granted, again... just going sniper solo would let you just cheese everything. But yeah, like I said, my group got to the end of the new mission, and died during the finale. I had never even seen it up to that point, so I think with just ever-so-slightly better play and prior-knowledge of how the boss works we would have won.

My problem with the difficulty really is that the balancing is god awful and it's not fun or rewarding.


Me saying it's not that bad wasn't me saying it's easy or I crushed it. From the comments on the update I was expecting it to be impossible to do. When I actually tried it for myself I realized it wasn't as bad as people were making it out to be. I just had to be more aware of where the rest of my team was.

As far as the slowpoke comment I'm not talking about sweeping the area quickly looking for things in known spots. I am talking about the type of player that basically traces the barrier of the entire map looking for things. Lethal is not the place to be doing that. That's all I meant by that. Just as in the comment about solo speedrunners now are in trouble. Again lethal is not the place for that.

I haven't been hit through walls yet, but I take your word on it. That wouldn't be fun.

Darktide cohesion icon is a little icon either on or off. Tethering icon is right by where you are already looking fighting and is a sliding color coded scale letting you know exactly how close or far you are in relation to the team.

See, first day out and you already made it to the end of the new map on the hardest difficulty the game can manage. Before playing lethal on the new map I played each difficulty level before it moving up one each time I won. Even on the easiest level at the finale boss fight I was running around like a crazy man had no idea. Luckily someone on the team knew so I ended up watching them to learn. By the time I got to lethal I was already pretty familiar with the map, main item locations, and end boss fight mechanic.
A Humble Fry Cook Oct 18, 2024 @ 6:43am 
Glad your enjoying it, ill play something else now. This isnt fun anymore.
Con.RoXP Oct 18, 2024 @ 6:46am 
Yeah, people are extremely salty that they're not as good as they thought and the thought of them not being able to comfortably play at the highest difficulty is unfathomable. The funny thing is no one else cares, it's completely self-imposed.
Sloths Oct 18, 2024 @ 6:47am 
Originally posted by Let's go Brandon!:
Glad your enjoying it, ill play something else now. This isnt fun anymore.

The new level isn't fun or the other levels aren't fun anymore?
A Humble Fry Cook Oct 18, 2024 @ 6:54am 
Originally posted by Sloths:
Originally posted by Let's go Brandon!:
Glad your enjoying it, ill play something else now. This isnt fun anymore.

The new level isn't fun or the other levels aren't fun anymore?
No, not to me at least. Just my opinion, but the green kamikaze spore ruin the fun for ME. I know you can easily shoot them/dodge them when their orange circle appears. With the new patch the mob density and the fact they trickle in from multiple directions makes ME hate playing the game. I know, I know git gud and whatnot. Im a dad who works alot, I dont have time to be a pro @SM2, so im out of luck.

Im glad people are enjoying it though, just not for me anymore.
Lowbei Oct 18, 2024 @ 6:55am 
Yeah the patch is fine. People are just salty about finding out that they couldnt handle the hardest difficulty when they thought they were highly skilled.
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Date Posted: Oct 17, 2024 @ 9:09pm
Posts: 44