Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Equilibrium, the latest Astartes Overhaul
https://steamcommunity.com/sharedfiles/filedetails/?id=3413245449
Ive had no involvement in making this this mod. I am really just posting since Ive seen many folks talking about things they don't like about Space Marine 2 that could be solved with this mod. At this point the changes have become purty extensive and if you enjoy playing solo, or have 2 other poeple you like to play with, I would highly recommend giving it a try. Heres what your getting:

Combat improvements, balancing and reworks:

Difficulty modifiers:

Health and Armour penalties slightly reduced for higher difficulties


Contested health:

Contested health regenerated with melee attacks is now based on melee damage, enemies' tier and number of enemies hit by the attack (Ground Pound included)
Pyreblaster and Neo-Volkite contested health regeneration significantly improved


Dodge:

All classes now have a dash dodge as their first dodge


Heal on melee finishers:

When in a cohesion radius of 25m, all classes now regenerate a low percent of their maximum health when performing a melee finisher depending on the enemy's tier (Incursor/Vanguard's Adrenaline Rush perk changed accordingly).
The mechanic is working without HUD indications for the moment


Defence:

NEW Hybrid type weapons with short combined perfect parry and perfect block windows
Balance type weapons now have a perfect block window at the start of parry animation instead of a regular block
Block type weapons perfect block window slightly extended
Max Adrenaline Surge stacks reduced to 2, lasting 20s without performing a melee attack. 2 stacks damage bonus reduced to 70% and armour segment restored to 1 but lasts for 5s in return


Melee Weapons:

Complete stats rebalance based on weapons' defense type (UI changed accordingly)
Power Fist's base damage has been increased to be on par with Thunder Hammer
Power Fist's default attack combo delay slightly decreased
Power Fist's heavy attacks are now granting a lower damage bonus when fully charged, but are faster to fully charge (automatically released when fully charged with a very short delay for game flow/reactivity purpose), gained a Guard Break property and the impact AoE radius has been slightly increased in return
Power Fist's Ground Shake perk attack is now dealing damage in a 10m radius, with damage falling off at 5m and 10m
Power Sword has been given more stagger with Power Whirl, Power Rakes and last attack of light combo chains in both stances (additional attacks from perks included)
Power Sword delay between attacks in a combo chain slightly reduced to be on par with TH
Attacks that can be charged are now automatically released as soon as they're fully charged (Full Throttle, Shadow Stab, Ground Shake and Aftershock)
All weapons now have 4 Artificer and 4 Relic versions (Balance, Fencing, Block and Hybrid)
Power Fist execution animations are no longer available with other weapons equipped
Regular execution animations are available again with every weapon
Versions have been renamed across the board


Ranged weapons:

Complete stats rebalance in an attempt to make all weapons viable and incentive to play while avoiding some of them to completely outperform the others (UI updated accordingly)
NEW Artifex Pattern Bolt Rifle reworked: 2-round bursts, Bolt Rifle perks tree, additional versions including a custom automatic Hellfire variation with burn damage (fast 2-round bursts with full zoom)
Artifex Pattern Bolt Pistol now fires 2-round bursts with higher RPM
Scope added to Marksman Bolt Carbine, Bolt Rifle and Artifex Pattern Bolt Rifle
Damage fall off added for carbines with two distance thresholds
Overheat mechanic added to Multi-Melta with working HUD (damage and max ammo have been buffed accordingly)
Ammo crates are now granting grenades again for Bolt Rifle with Grenade Launcher
Fast Regeneration perk bonus increased from 0.5s to 1.0s


Grenades:

You can now choose your starting grenades with any class by selecting a specific loadout: 1 for frag, 2 for krak, 3 for shock


Gunstrikes:

Damage balanced and standardized for all pistols


Bots:

Loadouts have been adjusted and balanced for each difficulty


Enemies:

Complete stats rebalance including health, headshot multiplier and damage sensitivity to ranged damage types, grenades and gunstrikes (most of the changes have been made to Majoris+ enemies)


Perks:

Lots of classes, ranged weapons and melee weapons perks rebalanced (mostly buffs)
Most perks now last for 10s when applicable
Most perks with a HP threshold to trigger adjusted from 30% to 50% HP
Cooldown of equipment recharge perks reduced to 30s
Most perks with a long cooldown ajusted to 60s (cheating death perks excluded)
Several overperforming perks tuned down
Too many other offensive and defensive perks adjusted to list them all here
More to come, waiting for Saber to release class perks rework with patch 6


Class perks improvements, balancing and reworks:

Sternguard (Tactical):

Emperor's Vengeance now recharges 30% of max ammo capacity for no reload weapons and gives 3 grenades back for the Bolt Rifle with GL (tooltip has been made clearer)


Jump Pack Intercessor (Assault):

NEW effect for the Squad Cohesion perk: Restores a percent of maximum armour when performing a melee finisher against Majoris+ enemies instead of ability cooldown reduction
Dodge window bonus from default classe perk increased from 50% to 100%
Ground Pound melee damage is now standardized for all melee weapons
Jump Pack dodge distance increased when keeping the direction input down
Several perks are now working with both Jump Pack versions


Incursor (Vanguard):

Move speed increased by 20%


Bladeguard (Bulwark):

Amour segments increased from 3 to 4
Conviction is now an option for players who want to play without Combat Shield (default game effect unchanged)
Intimidating Aura is now also working with perfect blocks
Rapid Regeneration and Merciless Resolve perks swapped


Eliminator (Sniper):

Move speed increased by 20%


Devastator (Heavy):

Amour segments increased from 3 to 4
Carbines, Melta rifle and Power fist are no longer available


Customization:

Additional Flash Gitz Yellow lenses color option (yellow/green)
Additional Chaos skin for most weapons
Additional Bolt Rifle skins for Artifex Pattern Bolt Rifle
Additional Bolt Pistol skins for Artifex Pattern Bolt Pistol
Additional Deathwatch skin for Bolt Rifle
Additional Deathwatch skin for Bolt Pistol
Additional Combat Knife skins: Prosperine Khopesh, Tzaangor Blades and Deathwatch Titus Chainsword
Additional Chainsword skin: Tzaangor Chainsword
Additional Thunder Hammer skins: Divining Spear and Staff of Change


General changes and fixes:

Watermark is now more transparent and has been moved to the bottom left corner
Mod version now included in watermark
Removed the ability to have the same class in the team (bots included) to avoid black screen/server connection loss at the end of a mission (preventing PROS progression to update properly)
New weapons and new versions unavailable in the base game are now almost free to unlock but still cost an armoury data (tiers don't require currencies to progress for new weapons)
Several tooltips have been fixed to match their in game effects/values
Jump Pack height in campaign fixed
Heavy Bolt Rifle sound effects reverted to vanilla
Deathwatch bolt rifle not working with laser scan auspex in Termination mission has been fixed
Balthasar Gold Primary and Secondary color, Ulthuan Grey and Xereus Purple Tertiary colors and some lenses colors are no longer locked even if unlocked in Heraldry
Knee decals for Lethal missions completion not unlocking correctly has been fixed

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Installation requires somthing to unpack it (7zip, winrar) and copying 2 folders to you SM2 folder so not very difficult.
Check it out if your lookin for somthing new.
https://www.nexusmods.com/warhammer40000spacemarine2/mods/151
Last edited by Kilburn Rush; Jan 23 @ 3:44pm
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Showing 1-7 of 7 comments
Lowbei Jan 23 @ 3:47pm 
so the mod makes the game easy by giving health back for hitting mobs and a health regen.

i see.

i would never use this myself, as i want the game to be harder, not easier, but i understand that some people around here want the opposite.
Medicles Jan 23 @ 3:47pm 
Now i am sad again. People doing more in their free time than "professionals" do when being paid.
Originally posted by Lowbei:
so the mod makes the game easy by giving health back for hitting mobs and a health regen.

i see.

i would never use this myself, as i want the game to be harder, not easier, but i understand that some people around here want the opposite.
True! I feel much the same but, I can say that the mod makes playin solo with bots sooo much more enjoyable IMO. Your more capable and the bots dont feel like ded weight.
equilibrium is piss easy, even though it still has the astartes overhaul issue of minoris dealing a ♥♥♥♥ ton of damage with very few to the point theyre more threatening than anything in the game could or ever will be

the mod's spawn rates are a joke, and lethal feels like playing vanilla minimal

the main gimmick is the hybrid weapons, which is just balance but the block window generates adrenaline instead of being useless

also fun fact, if you swap between regular astartes overhaul and equilibrium over and over you can give yourself infinite melee weapon perk points because of the hybrid weapons lmfao

equilibrium with something like deluge or 5x spawns, though, thats just fun
Originally posted by retro wave:
equilibrium is piss easy, even though it still has the astartes overhaul issue of minoris dealing a ♥♥♥♥ ton of damage with very few to the point theyre more threatening than anything in the game could or ever will be

the mod's spawn rates are a joke, and lethal feels like playing vanilla minimal

the main gimmick is the hybrid weapons, which is just balance but the block window generates adrenaline instead of being useless

also fun fact, if you swap between regular astartes overhaul and equilibrium over and over you can give yourself infinite melee weapon perk points because of the hybrid weapons lmfao

equilibrium with something like deluge or 5x spawns, though, thats just fun

Point being..... everyone can play the way they want too right?
Originally posted by Kilburn Rush:
Point being..... everyone can play the way they want too right?

people can and will do what they want, i was just providing information
Originally posted by retro wave:
Originally posted by Kilburn Rush:
Point being..... everyone can play the way they want too right?

people can and will do what they want, i was just providing information

ahh ok. sounded a bunch like some opinions....
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Date Posted: Jan 23 @ 3:28pm
Posts: 7