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It's more how you play assault, play to assault's strength, and you have a big impact on the match.
Basically, you don't want to use the Assault for actual melee combat outside of single targets. The jump pack is there for you to run in case you get swarmed, and to slam down to take out hordes. If you want to play what an Assault is in the lore, then you'll have to look at the Vanguard unfortunately.
At the highest difficulty, you can fight tyranids fine if you know what you're doing, you don't need a "build" for it. It kinda comes down to more your own skill level rather than "builds", at least for Assault, since you can actually avoid taking alot of damage in the first place against tyranids. He is still not ideal or very good however as other classes can still do things better. I still think the "assault fantasy" isn't really there with the class still and he does need some reworking.
Against chaos you have some serious problems. There is no reliable way to survive at all unless your teammates are practically doing all the work for you. You're going to get shot from everywhere most of the time or whittled down by the minoris enemies. It's usually in areas of the mission where you fight a "massive wave" or the mission events where lots of chaos marines spawn with the minoris-level enemies. Other classes can deal with these just fine, even without meltaguns.
Gun strikes after heavy sweeping hammer attacks on minor enemies to refill shields and boost pack for mobility and combat flow control is how you utilize it to its utmost. It has a higher skill ceiling then the other classes I feel but is so very rewarding to master
Well you can ofc also jump behind the enemy lines and take care about ranged units aswell and you should ;-)
Against tyranids maybe. Against chaos enemies, usually by the time you open up a minoris enemy to a gunstrike and perform said gunstrike, you've lost more health than you've gained and you're constantly getting shot from everywhere and the minoris enemies leaping at you while you do all that...
No... it should not play like that otherwise everyone would be bored and not play it.... Every class needs to hold their own and rewarding players who choose to use teamplay tactics. Like, if you get a match where you have 2 bot allies or just really bad teammates, that class you are playing better be able to solo carry.... Every class needs to do this for this very reason in this game. As a matter of fact, one of the devs had said in a blog post that they didn't like it when team games were too team-oriented and required too much teamwork... so they tried to design space marine 2 that way.
Also, in Space Marine 1, assault could jump behind enemy lines and take out ranged units really really well and it was REQUIRED if you wanted to win that horde mode in that game.... Ranged enemies were the most damaging enemy type and would wipe your squad if you let them build up and would stop shields from regening out of combat.
- Your pistol is your main weapon. Pop gaunt heads and weaken warriors before engaging in melee.
- Whatever melee weapon you use, take the balanced or fencing variant. Parrying makes your life a lot easier, so going for the block variants is not worth it at all.
- Don't just jump strike blindly into blobs. While tempting, this will get you killed. Plan your jumps carefully and target already weakened warriors to scalpel them out. Precision Strike perk helps here. In general, wait for your team to engage and follow up with targeted jumps to clear out important targets, you are not a bulwark.
- When swarmed, either jump to a more favourable position or try a combination of dodging and parrying to break surrounds. Wait for Warriors to jump at you for an easy parry into gunstrike. If you are under a lot of pressure, use grenades and jump strike to buy yourself some time or trigger that crucial execution on warriors.
- When you can freely engage a swarm, shoot as many minoris with your pistol before going in. Majoris are easy to parry into execution, so don't worry too much about them right away. It's the little bugs that will kill you.
All of our fellow Space Marines in the Operations mode operate in Squads, as a side note. None of the ones we have operate solo, ever, including the Vanguard. Reiver Squads (which the class is based on) is also a squad of its own.
But to quickly ask the counter question on the matter, how come a dude in lighter version of the Primaris Armour with a knife is superior as a wrecking ball than the being with twice the mass wielding a hammer that would pulverize even Power Armour on impact strapped to a small jet engine? That's kinda the problem here. Based on the trials alone, they designed the Vanguard to be the hit & run, high value target melee exterminator, but due to the heavy limitations put on the Assaults core ability and the sheer volume of traits that allow Vanguard to become a parrying and dodging god, it quickly turns into a situation where the Vanguard can, and is practically encouraged to, rush into 5+ Warriors to take them out while in the lore, the Assault would, and should, have far greater success in the task. Basically, the Assault should be more or less be able to do what everyone can do already against the Cultists. By simply ramming the enemy with the Jump Pack should deal notable amount of damage, up to the point where it kills basic enemies (Gaunts and Tzaangors) in front of you when dashing, and burns those right behind you, making you the wrecking ball the Assaults are in the lore.
Considering we have already seen in the campaign how they imagined Assaults to operate, once in a cutscene, once while fighting against Chaos, and in both sections we get to use the Jump Packs, they heavily encourage the use of shock attacks where you slam down, exterminate the enemies around you and move onto the next pack. This is not what you do in the Ops mode as the Assault, as you cannot survive a swarm. You jump in, kill what you kill with the landing (mostly to recharge the jump faster), maybe take out a Warrior/Rubric Marine, then immediately fly back into the air once the mob you sent flying has gotten back up.