Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Belegar Oct 18, 2024 @ 1:54am
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Change cohesion mechanic ASAP
What pisses me off is that the cohesion works as a dumb and unfun nerf to armor instead of a fun buff to something like crit damage or recharge speed of special abilities.

Don't create a challenge by nerfing the players tankiness in a game where we play as human tanks, instead let us face almost impossible odds in terms of enemy spawns.

It's just a terrible addition, and completely misses the point of what it means to be a space marine.

Saber needs to change this as soon as possible, because they clearly didn't listen to the community and screwed up big time. It's just wild how you can make a change like this that is so out of touch with the concept of the game and the desires of the community.

Watch this clip from 5:38. He breaks it down perfectly how awful this mechanic is. It's not even up for debate, it's just TERRIBLE.

https://www.youtube.com/watch?v=PfRxrM3BiIs&t=2s
Last edited by Belegar; Oct 18, 2024 @ 2:44am
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Showing 1-15 of 49 comments
DanaramaPyjama Oct 18, 2024 @ 1:58am 
They never had the game balance right at the start. Enemies were bullet sponges instead of higher difficulties having more enemies, or lower difficulties having fewer.

People thought it was too hard so they made some poor decisions that made that game easy. So then everyone complained it was too easy so they've made some more poor decisions to make it harder.

They're definitely listening to the community. They're just making poor decisions.
Last edited by DanaramaPyjama; Oct 18, 2024 @ 2:10am
ManyEagles Oct 18, 2024 @ 2:10am 
They just clearly have no idea how to make things easier or harder. More enemies was a step in the right direction. Squad coherency and nerfing ammo and armor and rolling was not.
ElviraDemonQueen Oct 18, 2024 @ 2:12am 
honestly i dit not mind the lethal have ammo chaches limit but now Ruthless even got Limited ammo now it just makes be a Range class not fun at all Boltors still feel weak as ♥♥♥♥ as a heavy boltor purple tier it still takes so many bolt shots of my heavy boltor just to kill or make them flash RED as a tactical marine guess plasma is the only gun that usefull now against those and boltors are just there to look cool ?
Alpha Gurke Oct 18, 2024 @ 2:14am 
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
Spidyy Oct 18, 2024 @ 2:20am 
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
Thing is this mechanic is just a straight out punishment, it just doesn't "feel good". I agree that Lethal should be bloody hard, but the way they do it through that simple mechanics feels clumsy. I'd rather prefer they keep working on fine tuning the spawner or add new attack patterns to some enemies than add a punishing slider on the UI. :S

Honestly the way we get some huuuuge swarms of enemies mixed with duos of Extremis in the middle feels already hard and fun!
Last edited by Spidyy; Oct 18, 2024 @ 2:21am
Astronimo Oct 18, 2024 @ 2:22am 
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
It absolutely NOT work in the current desing.
Sniper has perks and in general is a range class. So is heavy.
Vanguard and assault are melee or close range, and they usually go in.
The radius of coherency is stupidly small.
Also missions weren't designed around them. For example, train cart mission and trail panel is far enough to disable coherency, which breaks the gameflow. Generators on inferno are the same as well.
It's a broken mechanic in it's current form.
Last edited by Astronimo; Oct 18, 2024 @ 2:23am
Belegar Oct 18, 2024 @ 2:23am 
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
It's by far the dumbest way possible they could go about forcing players to stay together.
ElviraDemonQueen Oct 18, 2024 @ 2:24am 
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.


you see this is why i ♥♥♥♥♥♥♥ hate it lets PUNISH everyone becouse of some ♥♥♥♥♥♥♥♥♥♥ ok great i hate speed runs i always work together but now RANGE classes are uttarly useless now i dont even want to level tactical or even heavy becouse shooting is useless now guess i just gona stay with assault and bulwark going full melee as i can they got the strongest melee to deal with everything and my team mates can just stand there look pretty by doing nofing anymore with there useless Empty range guns
ManyEagles Oct 18, 2024 @ 2:39am 
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.

People already worked together. That's what playing the game is. This forces people into tiny little groups and punishes them for actually playing how they're supposed to like sniping from the back if you're a sniper or diving into a pack ahead if you're assault. It actively punishes good players. good players understand you need to split up sometimes and adapt to the situation. Standing on top of each others heads is not always a smart play.
Last edited by ManyEagles; Oct 18, 2024 @ 2:42am
Alpha Gurke Oct 18, 2024 @ 2:41am 
Originally posted by Spidyy:
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
Thing is this mechanic is just a straight out punishment, it just doesn't "feel good". I agree that Lethal should be bloody hard, but the way they do it through that simple mechanics feels clumsy. I'd rather prefer they keep working on fine tuning the spawner or add new attack patterns to some enemies than add a punishing slider on the UI. :S

Honestly the way we get some huuuuge swarms of enemies mixed with duos of Extremis in the middle feels already hard and fun!

why add more attacks to enemies if we will just adapt to them within a week? Wheres the challenge there? It´s not gonna be harder
Belegar Oct 18, 2024 @ 2:43am 
Watch this clip from 5:38 and he breaks it down perfectly how awful this mechanic is. It's not even up for debate, it's just TERRIBLE.

https://www.youtube.com/watch?v=PfRxrM3BiIs&t=2s
Alpha Gurke Oct 18, 2024 @ 2:43am 
Originally posted by Astronimo:
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.
It absolutely NOT work in the current desing.
Sniper has perks and in general is a range class. So is heavy.
Vanguard and assault are melee or close range, and they usually go in.
The radius of coherency is stupidly small.
Also missions weren't designed around them. For example, train cart mission and trail panel is far enough to disable coherency, which breaks the gameflow. Generators on inferno are the same as well.
It's a broken mechanic in it's current form.
you literally build a train (as mentioned in my own post) of a close, mid and long range class. If you are a sniper, you can pick off majoris from afar and rejoin later, if there IS EVEN ENOUGH SPACE. what are you gonna do in close quarters? Shoot from the corner???
Alpha Gurke Oct 18, 2024 @ 2:44am 
Originally posted by Belegar:
Watch this clip from 5:38 and he breaks it down perfectly how awful this mechanic is. It's not even up for debate, it's just TERRIBLE.

https://www.youtube.com/watch?v=PfRxrM3BiIs&t=2s
This guy has not a single braincell knowing what he´s talking about, as his main argument features mechanics that do not give you armor back
Alpha Gurke Oct 18, 2024 @ 2:46am 
Originally posted by ManyEagles:
Originally posted by Alpha Gurke:
it forces you to work TOGETHER as a team and completely nullify speedruns, this is by far one of the greatest mechanics of this new difficulty.

People already worked together. That's what playing the game is. This forces people into tiny little groups and punishes them for actually playing how they're supposed to like sniping from the back if you're a sniper or diving into a pack ahead if you're assault. It actively punishes good players. good players understand you need to split up sometimes and adapt to the situation. Standing on top of each others heads is not always a smart play.
I can tell you now that splitting up was NEVER a good idea on highest difficulties, never. In my almost 200 hours of playing with guys online, I have never heard the sentence once that we should split up. It´s a foolish idea of a bad tactician, that will cost you the mission
Belegar Oct 18, 2024 @ 2:47am 
Originally posted by Alpha Gurke:
Originally posted by Belegar:
Watch this clip from 5:38 and he breaks it down perfectly how awful this mechanic is. It's not even up for debate, it's just TERRIBLE.

https://www.youtube.com/watch?v=PfRxrM3BiIs&t=2s
This guy has not a single braincell knowing what he´s talking about, as his main argument features mechanics that do not give you armor back
I'm pretty sure most people would say that you are the one that doesn't know what your talking about. But sure keep defending an objectively terrible mechanic, that the vast majority of the community seems to despise.
Last edited by Belegar; Oct 18, 2024 @ 2:47am
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Date Posted: Oct 18, 2024 @ 1:54am
Posts: 49