Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Power Hammer Counterplay
Hey i was just wondering if there is any counter play to the flying force hammer ♥♥♥♥♥♥♥♥ all they do is hold q and then press RMB and slam down in a large aoe dealing over half hp and then they just fly up and and repeat until you die because they get 3 jetpack charges.

I've tried dodging and parrying, I've even been hit through cover and doors nothing seems to prevent the damage, from my experience the best thing to do is find a roofed in area if you can or just shoot them and hope they die before they kill you.

god forbid there's two of them and they go and one shot your entire team.
tips are welcome.
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Showing 1-6 of 6 comments
Play as one, you will find out just how easy they are to counter.
ManTan Jan 1 @ 9:53pm 
kill them before they get close. youre team should be marking targets, especially if they have assaults on the other team. if a marked assault flies, he dies.
Originally posted by ManTan:
kill them before they get close. youre team should be marking targets, especially if they have assaults on the other team. if a marked assault flies, he dies.

Being in the middle of the sky does tend to make you a easy target, but imo, the best way to learn how to counter something, is to play it and take note of how people counter you.
Knower Jan 2 @ 12:30pm 
yeah i was kinda wondering if there was some mechanical counterplay like dodge or parry
Originally posted by Knower:
yeah i was kinda wondering if there was some mechanical counterplay like dodge or parry

You can parry the normal hammer swing but not the slam, and you cannot parry its charge attacks.

A mechanical counter play is to have a roof above you, they are only good when they can fly. So staying in or near a tunnel is a valid option.
Melee and ground slam all bypass shield.
A direct hit or a heavy hammer strike will deal 2/3 of your HP.
A glancing hit or a normal hammer strike deals 1/3 of your HP.

Typically, for the assault, the safest and easiest way to kill you is do a double slam. They are exposed in the air and can easily get shot down in a big team fight so the most ideal way to play is to jump in from the side once the gun fights start so they arent the focus. Once they jump in, they're usually all in. This is where the 3rd charge should come in. They either choose to escape with that last charge or a final hail mary depending on the situation.

In a fight where i land a first slam and not be targeted, I would attempt to save the 2nd charge by finishing off my target with a dash hammer, This can be blocked/parried. Usually, if they land that first slam on you directly, there is very little you can do to survive unless your team bails you out.

Their counter is a team effort. 2 people watching the sky is all thats needed to stop their menacing. They wont even need to kill them in the sky, just damage them enough where once they hit with the 1st ground slam, they're already at half health, then its pretty much over for them. As an individual, you should always be on anti air watch. Harass them when ever you can and make the air a hostile place for them. If they're good, then you have to play defensively, and find cover to fight in. If they jump high in the air, you can time your dodge to their ground slam and get a glancing hit instead. If they have to use all 3 jumps to kill you. They suck.

They're high risk, high reward. Properly played they can go 30-5. Properly defended against and they become a liability for their team. There has been games where everybody were high level, and in everyone of those games, the assault players eventually switched off their role. They don't do well against experienced players.
Last edited by Tzeentch; Jan 2 @ 1:52pm
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Date Posted: Jan 1 @ 7:07pm
Posts: 6