Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Ghost from warp Sep 12, 2024 @ 12:30am
Parry indicator are meaningless
So. Except for trash mobs, "big" enemies parry indicator means nothing. It is especially obvious with Warrior jump out - jump in attack,. Indicator starts to glow when warrior decide to start attack, and long gone when warrior actualy lands hit (which is when you need to click parry). The more i play, the more i realize that parry indicator makes parry hardert, since it makes harder to see enemy animation and time you parry.

No idea how this system passed any tests. Assuming they even tested it. By the state at which flamer is - i would say they never tested it.
Last edited by Ghost from warp; Sep 12, 2024 @ 1:53am
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Showing 1-15 of 48 comments
BigJ Sep 12, 2024 @ 12:32am 
Almost as if indicators are for hey pay attention and read the animation instead of for timing.

If they were for timing why have readable animations in the first place?
Draescan Sep 12, 2024 @ 12:34am 
Eh for the most part I think it does the job, the problem I have is generally speaking the unblockable/therefore cannot parry attacks tend to have such a small windup sometimes that it feels like you didn't really get a chance to dodge them. The warpfire rubrics are just annoying because the windup for one of their attacks like this looks like they're preparing for the rifle smash or the kick and it gets me EVERY time.

The parry though? Haven't had much issue, although I've noticed for some reason the starting combat knife seems to break rarely when you're fighting the ravener and it won't stagger it even if you consistently hit perfect parries back to back. I only had it happen once but it almost got me killed.

Come to think of it on difficulty 3 I noticed a similar issue with the ranged Majoris warriors where the perfect block doesn't work at all, you get the gun strike, bulwark's " perfect block " shock aoe goes off, but you still take the damage and it knocks you back. I thought it was the armor break shock area thing being set off at first but I caught it MULTIPLE times last night where I had 1 armor still and it went off so I'm definitely getting the parry correct but it's still punishing me.
Last edited by Draescan; Sep 12, 2024 @ 12:38am
shadowsfm Sep 12, 2024 @ 12:38am 
I'd like the indicator removed too. Maybe even add it in options
Ghost from warp Sep 12, 2024 @ 12:40am 
Originally posted by BigJ:
Almost as if indicators are for hey pay attention and read the animation instead of for timing.

If they were for timing why have readable animations in the first place?
The issue is that tutorial does not explain it and parry for small enemies works in complete opposite way.
Last edited by Ghost from warp; Sep 12, 2024 @ 12:40am
Astronimo Sep 12, 2024 @ 12:58am 
Skill issue.
I have no trouble parrying any enemy with the indicator. Without it - tricky, but doable.
Make sure you aren't using BLOCK type of melee (they don't have parry).
Ghost from warp Sep 12, 2024 @ 1:01am 
Originally posted by Astronimo:
Skill issue.
I have no trouble parrying any enemy with the indicator. Without it - tricky, but doable.
Make sure you aren't using BLOCK type of melee (they don't have parry).
I found out that parry non indicated attacks are easier since indicator makes it harder to see animation. Ive adjusted to its terribleness, it does not mean it needs to stay this way.

so no, not skill issue.
Last edited by Ghost from warp; Sep 12, 2024 @ 1:01am
FemBoy_420 Sep 12, 2024 @ 1:12am 
The game seriously does a terrible job explaining anything. It doesn't even mention how your weapon's defense type effects whether or not you can parry.
BigJ Sep 12, 2024 @ 1:23am 
Originally posted by Ghost from warp:
Originally posted by BigJ:
Almost as if indicators are for hey pay attention and read the animation instead of for timing.

If they were for timing why have readable animations in the first place?
The issue is that tutorial does not explain it and parry for small enemies works in complete opposite way.
Both parries work the same way, enemy throws damage hurtbox at you, you activate parry frames as the hurtbox makes contact with you.
Ghost from warp Sep 12, 2024 @ 1:40am 
Originally posted by BigJ:
Originally posted by Ghost from warp:
The issue is that tutorial does not explain it and parry for small enemies works in complete opposite way.
Both parries work the same way, enemy throws damage hurtbox at you, you activate parry frames as the hurtbox makes contact with you.
Well, wrong?
If small enemy lit parry indicator. You click parry and it jumps to you to die. There is no timing, no animation dependency. You just hit parry while indicator active and that's it. Hormogaunt will literally wait for you to click parry (any difficulty)

When it comes to large enemies, parry timing and indicator are not correlated.
Last edited by Ghost from warp; Sep 12, 2024 @ 1:43am
Xan84 Sep 12, 2024 @ 1:52am 
Originally posted by Ghost from warp:
So. Except for trash mobs, "big" enemies parry indicator means nothing. It is especially obvious with Warrior jump out - jump in attack,. Indicator starts to glow when warrior decide to start attack, and long gone when warrior actualy lands hit (which is when you need to click parry). The more i play, the more i realize that parry indicator makes parry hardert, since it makes harder to see enemy animation and time you parry.

No idea how this system passed any tests. Assuming they even tested it. By the state at which flamer is - i would they never tested it.

I think they are fine, that is how I learned the patterns. Like nid big guy with 2 swords. They do 1 attack that is for parry and then 2 more for dodge.
Dewrill Sep 12, 2024 @ 1:59am 
there something else to consider when parrying the big lads.

see how you melee weapon has one of 3 stats (Block, balance, Fencing) im not yet 100% sure how they work but what i can say is that Block seems to just block the first attack and doesnt start any animation connecting the two. i assume that fencing will turn the parry into a actual connected animation that is more responsive.
hard to test though because im a thunderhammerboy who wants big smash and as such never gets a weapon with fencing.
NeonBone$$ Sep 12, 2024 @ 2:01am 
Originally posted by Ghost from warp:
Originally posted by BigJ:
Almost as if indicators are for hey pay attention and read the animation instead of for timing.

If they were for timing why have readable animations in the first place?
The issue is that tutorial does not explain it and parry for small enemies works in complete opposite way.
All paries works if u press button when indicator shines lol. BUT indicator not shows on all other attacks that u can also parry
Cyanid_ Sep 12, 2024 @ 2:17am 
On warriors, the blue marker is a warning and doesnt work the same way as the trash mobs. In fact, you dont even need a blue marker, you can parry every attacks an ennemy makes exept for the orange one.

Also your weapon play a big part in parry. Block weapons have a very small parry window and are overall useless, balanced weapons have a bigger window but still require some timing, fencing weapons parry are extremely easy.

This is the secret to beating higher difficulty, even more if you are a Bulwark since they can use a perk that put any majoris or extremis enemy into execute mode if you do a perfect parry, even if they are at full health. When done correctly, that mean you can 1 shot any warriors or even a lictor.

But I agree that the devs testing nothing in this game, and im pretty sure they just added more hp and such fro higher difficulty without even trying to see if it was working
Ghost from warp Sep 12, 2024 @ 2:17am 
Originally posted by NeonBone$$:
Originally posted by Ghost from warp:
The issue is that tutorial does not explain it and parry for small enemies works in complete opposite way.
All paries works if u press button when indicator shines lol. BUT indicator not shows on all other attacks that u can also parry
Well, you are simply wrong.
1) Tutorial does not explain to you that non indicated attack can be parried to begin with (you learn it hard way).
2) My example with jump out - jump in attack is just one of many. If it parry for you, despite the fact that actual attacks lands a good second after indicator fades - good for you.
Ray Oct 22, 2024 @ 3:38am 
my only complain is their gigantic size that annoyingly blocks sight of their attack animations.

i can hardly see a warrior's whip coz of that.

please allow an option to shrink their size a little bit.
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Date Posted: Sep 12, 2024 @ 12:30am
Posts: 48