Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Jump Pack in Operations
Why does the jump pack work uniquely different in Operations? The mechanics are very annoying. It needs to be standardized across all 3 modes.
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Showing 1-15 of 17 comments
Travis Touchdown Sep 21, 2024 @ 8:02am 
Hard agree. Losing the ability to hover shoot in Operations sucks. Plus, it's just more fun to do a ground pound from higher up.
Munchmatoast Sep 21, 2024 @ 8:07am 
Originally posted by Space Marine Meeseeks:
Why does the jump pack work uniquely different in Operations? The mechanics are very annoying. It needs to be standardized across all 3 modes.

My only assumption was that it was easier to code a vertical lift limit than it was to code a dynamically changing y axis based on if there's a roof.

Inexcusable regardless
64M3R Sep 21, 2024 @ 8:07am 
it's always a BAD idea to change game mechanics different from how they are in the Tutorial or main gameplay.
As a Dev it means you're misinforming your players and just confusing them needlessly.
IDK why they changed it, it should be mentioned, and if they HAD to change it for some balance issues, they should've just balanced the mechanics better instead of completely changing them.
Lech Sep 21, 2024 @ 8:15am 
I think overall jumppack feels off, it don't offer enough forward movement in pvp and campaign. Should do parabolic forward first and foremost, not that going straight up bull.
Garatgh Deloi Sep 21, 2024 @ 8:23am 
Originally posted by Space Marine Meeseeks:
Why does the jump pack work uniquely different in Operations? The mechanics are very annoying. It needs to be standardized across all 3 modes.

Same is true for the vanguards Grapnel Launcher. It can be used on walls and stuff in PvP, not in PvE.
Æɴɪsᴏ Sep 21, 2024 @ 8:35am 
They made it ♥♥♥♥ for "design reasons"
Doomsday10tac2 Sep 21, 2024 @ 8:31pm 
Originally posted by 󠁳 ⁧⁧ ⁧⁧Anisol ☀:
They made it ♥♥♥♥ for "design reasons"

"feature" not a bug? Haha
Proots n Boops Sep 22, 2024 @ 8:22pm 
Works the exact same in Eternal War like it does for Campaign. No idea what they were thinking when changing how it works for Operations.
Rodi Sep 22, 2024 @ 8:32pm 
Originally posted by Dunkin Ponuts:
Works the exact same in Eternal War like it does for Campaign. No idea what they were thinking when changing how it works for Operations.
Because devs never tested assaults in ruthless operations. Probably not even in substantial difficulty against Chaos.
Having to play Assault class as if they were snipers, but with a jump pack and a big hammer instead of sniper rifle is not that fun. TBH even snipers have better survivability against hordes than assault just by firing their Las Fusil from the hip.
Sloths Sep 22, 2024 @ 8:39pm 
Originally posted by Rodi:
Originally posted by Dunkin Ponuts:
Works the exact same in Eternal War like it does for Campaign. No idea what they were thinking when changing how it works for Operations.
Because devs never tested assaults in ruthless operations. Probably not even in substantial difficulty against Chaos.
Having to play Assault class as if they were snipers, but with a jump pack and a big hammer instead of sniper rifle is not that fun. TBH even snipers have better survivability against hordes than assault just by firing their Las Fusil from the hip.

Assault against hordes on ruthless is almost impervious. Between constantly jumping to kill and recharge jump, to wide swinging cleave of the thunder hammer, and parrying or gun strikes to always have armor refilling you can decimate a horde of enemies.
Lupercal Sep 22, 2024 @ 8:54pm 
Maybe the code was being a pain? Weird design choice for sure.
Garatgh Deloi Sep 22, 2024 @ 11:57pm 
If i were to venture a guess i'd say it likely has more to do with the maps in operations not being designed for it.
Distemper Sep 23, 2024 @ 12:13am 
Originally posted by Sloths:
Originally posted by Rodi:
Because devs never tested assaults in ruthless operations. Probably not even in substantial difficulty against Chaos.
Having to play Assault class as if they were snipers, but with a jump pack and a big hammer instead of sniper rifle is not that fun. TBH even snipers have better survivability against hordes than assault just by firing their Las Fusil from the hip.

Assault against hordes on ruthless is almost impervious. Between constantly jumping to kill and recharge jump, to wide swinging cleave of the thunder hammer, and parrying or gun strikes to always have armor refilling you can decimate a horde of enemies.

Impervious? Yeah maybe when no devour gun warrior is around. When those creatures appear, assault guy gets easily melted within seconds if he cannot find a target to parry or execute. Especially when his jumpack runs out and cannot stagger the ranged warriors.

Also, almost every class can do parry easily. So I fear being able to survive some melee warriors doesn't make assault unique. It's a thing almost everyone can do.
Last edited by Distemper; Sep 23, 2024 @ 12:17am
Sifer2 Sep 23, 2024 @ 12:31am 
Originally posted by Garatgh Deloi:
Originally posted by Space Marine Meeseeks:
Why does the jump pack work uniquely different in Operations? The mechanics are very annoying. It needs to be standardized across all 3 modes.

Same is true for the vanguards Grapnel Launcher. It can be used on walls and stuff in PvP, not in PvE.

Yeah both Assault, and Vanguard are a blast to play in the PvP since their abilities work as you would expect them too. Both are clearly nerfed in Operations so you can't reach spots that the enemies could not get too.
Mandalorian Sep 23, 2024 @ 12:34am 
Originally posted by Sifer2:
Originally posted by Garatgh Deloi:

Same is true for the vanguards Grapnel Launcher. It can be used on walls and stuff in PvP, not in PvE.

Yeah both Assault, and Vanguard are a blast to play in the PvP since their abilities work as you would expect them too. Both are clearly nerfed in Operations so you can't reach spots that the enemies could not get too.

This right here ^^^
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Date Posted: Sep 21, 2024 @ 8:00am
Posts: 17