Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Melee AOE
Anyone have some data on melee data? A YouTube video, a sheet or just knowledge?

For example, the Power Fist AOE perk with a 10m radius either doesn't work or does too little dmg.
Same with the Chainsword stomp, AOE looks right, but even small enemies don't die from it. Double stomp also seems to do nothing but knock enemies back.
Ground Pound also seems weird at times when picking the perk that reduces area by 50%. Like small enemies right next to me just getting knocked back. Not taking that perk and with the enemies killed with pound reduce cooldown perk, I can literally spam groundpound in a chokepoint, so the AOE should be decently big.

Does fencing/balance affect it? Cleave potential?
Last edited by NoSignal-K; Jan 25 @ 3:46am
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Showing 1-7 of 7 comments
Some AOEs do oneshot minories, like full-charge block hammer aftershock. Fist probably too if you full-charge it. The faster ones do not, but that is how it’s supposed to be.

As for stats:
Damage stat affects damage directly, all weapon moves and some skills like assault one scale of it.

Cleaving sets the target limit modifier that is added to the base maximal number of targets each AOE move has.
https://spacemarine2.fandom.com/wiki/Category:Weapons
datamined stats and movelists, also corrects a lot of tooltip errors
Mohrrunkel Jan 25 @ 10:10pm 
Don't forget that there are different hitzones. E.g. Aftershock (charged Thunder Hammer) does increased damage only on contact with the weapon, x1 damage in a 3m radius and x0.05 in a big radius. So in a wierd way you are right, a big part of the attacks is just for show, but it depends on the weapon/attack. The stomp with the Chainsword is not that horrible.

Another contributing factor is the cleve stat, Tao already mentioned. You don't realize how horrible that is with some weapons. E.g. the fencing relic Power Fist has a -4 malus on the actor count (targets). But the light attack move only has 6 targets to begin with. Most other moves of that weapon class have 8, so this specific variant more than halves the AoE capabilities for Power Fists. You should really look into the wiki linked by DracoJinn to get some info, to avoid such traps, because there are a a couple of variants across all weapons you should better leave untouched.
Sloths Jan 25 @ 10:22pm 
That's some good info. Bookmarked it. Thanks.
Last edited by Sloths; Jan 25 @ 10:22pm
Tao314zdin Jan 25 @ 11:09pm 
Originally posted by Mohrrunkel:
Don't forget that there are different hitzones. E.g. Aftershock (charged Thunder Hammer) does increased damage only on contact with the weapon, x1 damage in a 3m radius and x0.05 in a big radius. So in a wierd way you are right, a big part of the attacks is just for show, but it depends on the weapon/attack. The stomp with the Chainsword is not that horrible.
Interesting and I was charging aftershock on top of walls to clear out those climbing nids like a fool. Guess because aftershock can have this second strike they die anyway...
H.U.N.K Jan 26 @ 6:54am 
Originally posted by H.U.N.K:
Fist needs a major upgrade pve wise I mean I dont use it in pvp so I wouldn't know how it works there but imo it takes about 5 seconds to charge a full power shot and they can still block it and it still doesn't do anywhere near the damage of a charge hammer???:steamsad:
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Date Posted: Jan 25 @ 3:39am
Posts: 7