Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Jump pack perfect dodge - wings of flame perk not working properly?
So in the latest patch, the assault perk, wings of flame, is supposed to ALWAYS do a perfect dodge when using the jump pack as the dodge mechanic.

I was excited for this, because I always wanted to infinitely dash around with my assault without losing it charge as long as I play the rhythm game properly.

However, I noticed that the dodge is not ALWAYS perfect? I think its easier and less restrictive with the timing than before. For example, when I see the blue marker for a parry, say from the dual sword warrior; I immediately input the jump pack dodge, but it doesn't come out as perfect. I still have wait a bit, and then input it.

Maybe cause I am using the block hammer, maybe that affects it? I don't know.

Perhaps the description needs to be changed on the perk, it not ALWAYS perfect dodge, but rather increased chances?
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Showing 1-15 of 24 comments
dsire Feb 7 @ 8:38am 
either misleading description or a bug

damn shame, i thought i was cooking up something for assault but perfect parries are just infinitely better unfortunately. even if i did get a perfect dodge, i'd still get hit afterwards anyway
bugcz Feb 7 @ 8:38am 
a lot of them aren't tracking properly
Spree Feb 7 @ 8:46am 
Originally posted by freddy sanford:
either misleading description or a bug

damn shame, i thought i was cooking up something for assault but perfect parries are just infinitely better unfortunately. even if i did get a perfect dodge, i'd still get hit afterwards anyway


Yea, hopefully its a bug, and they fix it. I think if do you a perfect backwards jump pack dodge, it should give you enough distance to avoid other attacks.

Either way, all I wanted to was the perfect dodge jump backwards consistently, get my damage boost from Aerial Grace, and then go to town. Seems like a fun gameplay loop as Assault.
Spree Feb 7 @ 8:47am 
Originally posted by bugcz:
a lot of them aren't tracking properly

Which other ones? I have only tested Assault in the latest patch so far. It will be good to know for the other ones as well.
If there is a perk that changes the dodge window for assault (I may be mixing up assault and vanguard perks cause I cant recall if there is one on assault at the moment.) it is possible that the perfect dodge window is being calculated off the base window and not the perk improved one, resulting in some apparent perfect dodges that aren't perkless perfect.
I think the problem is that in order for dodge to count as perfect the enemy attack must connect with you during dodge window. You can see how that might be a problem when said dodge quicky moves you a great distance.
One way to improve your chances is to dodge towards the enemy rather than away but the downside is you often end up in more dangerous position rather than safe just as you need to gunstrike.
A simple change that could solve this problem is if you left an invizible ghost in the spot where you activated jump pack dodge, if either you or the ghost get hit during dodge window it counts as perfect dodge.
Another thing to keep in mind, you can only perfect dodge with jump pack what you can perfect dodge with normal dodge. Things like minoris attacks, projectiles and explosives of any kind, ground AoE attacks (flamethrower chaos marine, neurothrope, hellbrute...) or red indicator whip lash from hive tyrant are all unable to be perfectly dodged no matter what.
Chaos Feb 8 @ 2:01am 
Perfect dodge have always been a pain to use due to their weird hitbox and animation or maybe just plain lag.

Let's say dodge animation have 10 frame.
3 out of those frame are "perfect dodge" frame.
5 out of those are normal I-frame
(That won't trigger anything but let you not taking damage)
2 out of those are recovery frame in the end of the animation
(That doesn't do anything useful, but to punished you for ♥♥♥♥♥♥♥ up your dodge by locking you out of doing anything else)

I guess how this perk work is, it's turn all of 10 (or maybe 8, if they don't include the recovery frame into this) frame into "perfect dodge" frame if you dodge by using jetpack.

BUT, your hitbox MUST be hit during those dodge frame.

So if you move out too early.
Those attack will never hit you in the first place and thus can't be considered a "dodge".

So I guess you can imagine what happened here since our jetpack move us pretty far and pretty fast too.

Personally, I would never burn my jump charges for such a buggy and risky stuffs when I can just keep it for slamming.
Last edited by Chaos; Feb 8 @ 2:10am
Yup, Jumpack Dodge is a little clunky for me too. Yesterday test it out and having trouble getting perfect dodge compare to 5.1 patch.
ive also noticed that sometimes when you get the jump dash perfect dodge (the gunstrike appears and the effects/sounds all play, the game is coded to only give you a gunstrike on a successful perfect dodge) but the perk that restores ability charge on perfect dodge doesnt actually restore the charge

none of the perks say anything about a cooldown that might deny the charge return, and it was evidently a perfect dodge otherwise thered be no gunstrike, so idk wtf is going on there

kind of a shame because if this build actually worked properly itd give assault two lethal and absolute viable builds instead of just one

itd also be a direct upgrade to the fencing gunstrike build (which doesnt work against chaos in lethal and above) since you can now take block weapons and still get plenty of gunstrikes without any real skill requirement (and also do significantly more gunstrike damage than before)
Last edited by retro wave; Feb 8 @ 4:21am
well you must get the timing still right for an evade. I think thats the issue here. With parry it is easier, cause you don`t use your ultimate. So you only have 2 trys for the perfect evade :(
Last edited by Apothecary Michael; Feb 8 @ 5:03am
Tested the build a few times now. Well main problem is to get the timing for the evade right and you have to hit two keys at the same time. Often it hasn`t activated the evade with the jetpack. Also Evading in the wrong direction still gets you hin instead of an perfect evade. In my opinion nice combo, most fun in a horde of melee tyranids and zipping arround while damaging them. But parry groundpound is still easier to use.
I've played it a lot and it seems like it's still just the normal perfect dodge timing for the extended window you get from the assault passive. Treat it like your dodge and time it normally, it'll work every time. If you do it early at all it won't count. The worst bit is that if you need to hit it in a clutch situation the i-frames don't actually start until after your feet actually leave the floor, NOT when you hit the ability key which makes it ironically a less consistent dodge.
Last edited by Draescan; Feb 8 @ 6:16am
Sloths Feb 8 @ 6:23am 
I'm horrible with perfect dodge on any character. I've tried it on assault on occasion as I would like to run that build but can not do it regularly or get it to work consistently. I don't think I have even got wings of flame to trigger. Does it happen automatically when you jump or is there a graphic effect you can see or something?
Originally posted by Sloths:
I'm horrible with perfect dodge on any character. I've tried it on assault on occasion as I would like to run that build but can not do it regularly or get it to work consistently. I don't think I have even got wings of flame to trigger. Does it happen automatically when you jump or is there a graphic effect you can see or something?
If you use jetpack for dogde you see the flames coming out of the trusters for a short time. If you do a perfect dodge you see a slow motion move.
Combined both is a perfect dodge with the jump pack. If you have the perfect dodge refill perk you also see that the number of charges hasn`T changed after the perfect jumppack dodge.
Last edited by Apothecary Michael; Feb 8 @ 7:12am
Spree Feb 8 @ 1:29pm 
Originally posted by Draescan:
I've played it a lot and it seems like it's still just the normal perfect dodge timing for the extended window you get from the assault passive. Treat it like your dodge and time it normally, it'll work every time. If you do it early at all it won't count. The worst bit is that if you need to hit it in a clutch situation the i-frames don't actually start until after your feet actually leave the floor, NOT when you hit the ability key which makes it ironically a less consistent dodge.

Yea, I tested it a bit as well. I guess for now I will treat it as normal perfect dodge timing and just use other perks in place of Winged Flame. :(
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Date Posted: Feb 7 @ 8:31am
Posts: 24