Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
"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.
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.
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.
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.
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.
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).
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.
The new level isn't fun or the other levels aren't fun anymore?
Im glad people are enjoying it though, just not for me anymore.