Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Daedric Royalty Dec 10, 2024 @ 3:23am
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Fencing weapons tweak in patch 5.0 needs to revert
I've been playing this game daily since release and I've developed a playing style that works for me, you can't just make it worse after months of people getting use to it, instead of having fun playing solo on lethal, I'm just raging and yelling.
Note to developers: Please return it how it used to be
Edit:
After playing more to figure out whats going on, I noticed more than half my parries arent working and I just keep getting hits, idk if its a bug or they intentionally made parrying worse without adding it to the notes, this needs to be fixed and I'm not playing this game anymore until they do, its frustrating and I'm not having fun anymore
Last edited by Daedric Royalty; Dec 10, 2024 @ 6:42am
Originally posted by Mohrrunkel:
Originally posted by VANGUARD:
How are your parries not working?
Going by the patch notes all that changed was the stagger radius.
Which is not reflected in the files:

Patch 5.0
Originally posted by melee_modifiers_library.sso:
chainsword_03_a = {
...
{
type = "MELEE_RIPOSTE_WINDOW"
bonus = 0
},
...
}

Patch 4.5
Originally posted by melee_modifiers_library.sso:
chainsword_03_a = {
...
{
type = "MELEE_RIPOSTE_WINDOW"
bonus = 0.495
applyType = "ABSOLUTE"
}
...
}

All fencing weapons got their Perfect Parry Window (Riposte) bonus set to zero. Have a look at the comments in the following guide to see all melee weapon related changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3342567260
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Showing 1-15 of 84 comments
VANGUARD Dec 10, 2024 @ 3:28am 
How are your parries not working?
Going by the patch notes all that changed was the stagger radius.
Brother Mobinius Dec 10, 2024 @ 3:41am 
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Brother you have 700 hours in-game you really shouldn't be complaining about such a small change, let alone blackmailing the devs with a negative review lmao

if that really affects you it might be a classic case of skill issue, real space marines adapt and improvise!
GeoPin Dec 10, 2024 @ 3:44am 
I agree really with this, if it is not broken, do not fix it. It is what is missed about buying a game on CD and you own it and they leave it alone, like we remember it used to be!
Bastila Shan Dec 10, 2024 @ 3:47am 
why would they change it? all they needed to do was make balanced and block viable
silverSif Dec 10, 2024 @ 3:52am 
TF you talking about? the timing is still the same. All it did was add a damage buff with perfect block. Skill issue?
Kotzi Dec 10, 2024 @ 3:52am 
Well you played solo on lethal difficulty and cant anymore so i guess the "nerf" is justified.
Daedric Royalty Dec 10, 2024 @ 4:07am 
Originally posted by VANGUARD:
How are your parries not working?
Going by the patch notes all that changed was the stagger radius.
I misspoke, I meant its not working like it used to
Daedric Royalty Dec 10, 2024 @ 4:10am 
Originally posted by Brother Mobinius:
Brother you have 700 hours in-game you really shouldn't be complaining about such a small change, let alone blackmailing the devs with a negative review lmao

if that really affects you it might be a classic case of skill issue, real space marines adapt and improvise!
it wouldve been a skill issue had I not been doing it regularly before and its noticeably worse now,
I edited the blackmaling part out now, I was angry xD
Daedric Royalty Dec 10, 2024 @ 4:11am 
Originally posted by silverSif:
TF you talking about? the timing is still the same. All it did was add a damage buff with perfect block. Skill issue?
Read the notes before commenting
Daedric Royalty Dec 10, 2024 @ 4:13am 
Originally posted by Kotzi:
Well you played solo on lethal difficulty and cant anymore so i guess the "nerf" is justified.
not justified, I developed enough skill to do it, it was earned, its not fun to just make using ur favorite weapon slightly worse to make other weapons shine more
FurstyFerret Dec 10, 2024 @ 6:22am 
No need to change fencing at all just to make the changes to balance and block look better. Lazyness. If balance and block are more viable they will be used. Destiny 2 did this sort of thing a lot... Hope this isn't a pattern.
RedGuy Johnson Dec 10, 2024 @ 6:28am 
Don't think any change to fencing beyond smaller radius was intentional.

I just think it looks bugged because you can be in parry stance and still end up taking hits, so I'm willing to bet it'll be changed back once they figured out whats going on.

In the mean time, if you're early on a parry or you miss timing, don't try to parry the next hit in the next second or so, because sometimes it won't work. Just dodge and head shot.

Personally don't mind if they want to make fencing less forgiving but no timing changes are in patch notes so I'm just not sure if it's on purpose or not atm.
Last edited by RedGuy Johnson; Dec 10, 2024 @ 6:29am
OTAhole Dec 10, 2024 @ 6:55am 
Sounds like skill issue to me, literally. I have only 50 hours in this game and even I've noticed that using fencing weapons before was as good as smashing that parry button and parrying every single attack, so it's no brainer they've changed that
Lowbei Dec 10, 2024 @ 6:59am 
it works fine for me.
Zhon Dec 10, 2024 @ 7:19am 
Weapons Changes:
  • Balanced Weapon Perfect Parry AoE stagger radius greatly increased.
  • Fencing Weapon Perfect Parry AoE stagger radius slightly reduced.
  • This does more than you think. When surrounded most gaunts and warriors hover outside the stagger range now. The effectiveness of a balanced perfect parry and fencing perfect parry at creating meaningful space in combat is drastic.
GAMEPLAY QOL
  • Dodge invulnerability logic is now client sided, meaning that Dodges will be responsive and more accurate with higher ping.
  • From an implementation standpoint I highly doubt they only moved the logic for Dodging. They likely moved Dodging, Parrying and Block to client side which would explain why it feels different. When it was server side they had to fudge inputs to make it feel good for different player experiences.
  • Players are now invulnerable to new instances of damage while in Knock back animation.
  • AI director just has the enemies tag team you like a WWE cage match with enemies anticipating the invulnerability frames and timing attacks before the player can react.
  • Dodge and Parry sound notification clarity has been greatly improved.
  • Again messing with the feel of the game.

All that being said I was able to mostly adjust by the end of the first mission to the client side behavior, but it was brutal at the start.
Last edited by Zhon; Dec 10, 2024 @ 7:26am
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Date Posted: Dec 10, 2024 @ 3:23am
Posts: 84