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Squad AI can barely handle terrain. mine get stuck on things and I have to run away from them to unstick and chase me. squad AI is worse than darktide, hell the bots are worse than Unreal Tournament bots from 20 years ago.
the 'emperors finest' stumbling around the battlefield like they have a concussion, its embarassing. having titus yell 'cover me' as I grab the generator wheels on the satellite dish mission only to watch them wander off as I get swarmed was peak comedy.
half the arsenal is pointless. bolt gun, stalker bolt gun, thicc bolt gun, skinny bolt gun... none of them feel significantly different from each other. they should ripshit through hormagaunts and they just... dont. add on the inconsistent hitreg and the fact that enemy shots clip through terrain and objects and the whole thing starts to feel silly.
If I wanted to play a glass cannon that cant melee powerful enemies I can go psyker in Darktide. SM2 feels silly because not only am In glass, Im also not a cannon. Feels like the devs did all their final pass playthrough testing with experienced players / other devs and all the weapons unlocked.
lack of combat sustainability of inventory-reliant solutions hurts combat flow, which is about sustained, engaging combat.
adaptation of arkham knight mechanics not only makes the fight prettier (because of how many parries are now involved), but also increases the combat flow thru intuitiveness of indicators.
the problem is that it doesn't work as well because of 3 factors:
- arkham knight lets the player attack from greater distance, making the player constantly engaged in combat and not have to watch their character punch the air like an idiot. it serves combat flow and combat aesthetics extremely well, but Space Marine 2 doesn't have it despite of how well it'd suit superhumans space marines supposed to be.
- unfortunately Space Marine 2's attacks without indicators are also quite dangerous comparatively, making the player have to memorize enemy attack animations while reacting to 2 types of indicators, which kills the intuitiveness, and thru it, combat flow itself.
- indicator attacks can hit multiple players despite only one of them being able to see it (in melee situation when they stand next to each other)
I think so too, but they should say that it is the intended difficulty when selecting it.
I'm really liking this, "allow people to play early thing". The rest of us can get some solid buy or pass feedback while the game goes through live beta.
Melee executions saved my ass hella in space marine 1 it was fine the way it was.
It also doesnt help that theres often times only one to two medkits at a resupply adding to the rarity so if you entire squad is hurting it can feel like you’re about to waste your time even trying to continue.
lack of combat sustainability of inventory-reliant solutions hurts combat flow, which is about sustained, engaging combat.
and besides, why not let the player use whichever execution they like? gunshot executions feel out of character for space marines, which supposed to save their ammunition instead of using it willy-nilly.
this is my review of the game atm
im making a negative review because IMO the game feels too clunky in combat. it just feels off and not correct, it feels like the game is always working against you.
=this is from a player that has played; Chivalry 1 and 2, mordhau, vermintide, darktide and all the souls games with significant hours (4-5K Hours)
1. you aim downsight --> you cant parry or dodge
2. mid combat you are rolling or parrying way to much. sometimes the enemies attack so often im just stuck in a parry loop.
3. the roll catch is insane. i dodge an attack and i still get hit by something else.
4. the gunner enemies have too much HP.
5. ult activation doesn't work normal with assault class. sometimes it decides to just dash instat of fly
6. some attacks have indicators for parry or dodge, but a lot of other attacks dont have it. like come on ( either only have an indicator for unparryable attacks or all of them)
7. gun executions feel awful. because most of the time your armour you get back is instantly gone anyway because you can still get hit in the animation.
8. the space marines feel like wet nudles because you need to hit the common elites way too many times (guns and melee) this just makes you feel weak AF.
9. the space marines also just feel really really slow
10. the grind to the end game easily takes 30 hours per class. this would be fine with 3 or 4 classes, but there are 6 of them
11. the weapon upgrades are locked behind armoury upgrades that you can only get in the higher difficulties (not every player can be good enough for that, why is this a thing?)
12. enemies can stunlock you...... why is this a thing?
13. headshots feel like ass, moslty again because the enemies have wayyyy too much hp (it took 200+ bullets of my heavy gunner to kill a Zoanthrope) like thats half of the ammo you can carry
these are just the things i can think off, of the top of my head.
i know you are supposed to get hit in this game and recover your HP but a couple of wrong moves and i feel like you are heavily punished even on the lowest difficulty.
3000 saat mi ? at yalanını sikeyim inananı 3000 saat ne olum ? ya yalan söylüyorsun ki büyük olası gizlemişsin oyun detaylarını şüpheyi dahada arttıran bi unsur yada asosyal ruh hastasının önde gidenisin olum git evlen yuva kur düzenini kur dışarı çık az çayır çimene dokun hayatı yaşa benim rekorum favori oyunum ile 800 saat oda taaa 2015 senesinden beri ara sıra gir çık yaparak oldu (tüm oyun serisinin toplamı) 125 gün aralıksız oynayıp keyif almak imkansız bayar lan adamı nasıl bi piskopatsın amk
Though Angel of Death difficulty wasnt stupid hard, its doable solo and im not that great at shooters, there was a couple sections that took a dozen or so deaths.
Atleast its not as bad as DOOM/DOOM Eternal where the hardest difficulty turns the doomslayer into a wet piece of paper, 1 hit from an imp fireball and you're practically dead.
I'm not entirely sure how the dev's could've made the game hard and fun at the same time, but not make you feel like a fake space marine wearing armor out of cardboard. Probably for me the biggest gripe is healing, theres so few medicae stimms, and they heal only 1 block segment of health, And if you got no grey health and no medicae stimms, the only other way is to wait for your ability. I recall liking the healing mechanic better in the first game.
FOV is too low, attacks are too clunky to deal with swarms let alone swarms and elites. Not enough reliable AOE for melee. I hold the button down and it could do two different things push back or AOE and they never seem to be what I need at the time.
bırak palavraları aq türk değilsen niye eti popkek türk olan bi meme kullaniyorsun bu ara yaptığın rp harbi cringe git bi doktora görün
Also the audio mix sucks and lacks punch and intensity