Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

View Stats:
Snow Oct 9, 2024 @ 8:35pm
5
let me tell you why space marine 2 sucks
While I appreciate the ambition behind Space Marine 2, I have several concerns that lead me to believe it falls short compared to its predecessor.

Firstly, the health and armor mechanics feel poorly designed. In the first game, the balance between health and armor was well-executed, allowing for engaging gameplay. It would have been preferable to see executions with a recharge system based on enemy kills that restores not only armor but also health, enhancing the strategic elements of combat.

Additionally, the weapons lack the impactful feel one would expect from the Warhammer universe. When firing a bolter, the experience should be visceral, creating the sensation of shooting explosive projectiles that genuinely obliterate enemies. Unfortunately, the current implementation fails to deliver this intensity.

The melee combat also leaves much to be desired. It feels weightless and lacks the satisfying mechanics seen in other titles, such as Darktide, where the thunder hammer delivers a compelling sense of power, exploding enemies into a cloud of blood upon impact. As Primaris Space Marines, we should be able to stagger foes like Hive Warriors with our melee attacks; the inability to do so undermines the lore and strength of these elite warriors.

In summary, I find myself disappointed with Space Marine 2, as it does not capture the intensity of combat or the sheer awesomeness of being an actual Astarte's that I expected. In many ways, Darktide has provided a more compelling representation of battles within the Warhammer universe, and as it stands, the first game was a far superior experience when giving players the immersive representation of being an Astarte's in my opinion.
< >
Showing 1-15 of 69 comments
Dahak Oct 9, 2024 @ 8:42pm 
Darktide bolter in this would be fun as hell. That thing has punch. I regularly stagger warriors though. They get stagger invuln after a bit so you can't stunlock them, but parry is just another way to do damage with the gunstrike. Melee takes a bit of getting used to, but I find it pretty enjoyable now that I have. Relic parry knife is oh so tasty!
TwinChops Oct 9, 2024 @ 8:43pm 
And the sound design aswell, like you said weapons feel without punch also because they're missing that good sound from the first game, and the soundtrack is nice, but wierdly put into the game like almost all music is stripped of the bass and almost sounds like its Mono when you are in a mission.

Also they changed the Voice Actor of Titus in the german version to some generic sounding dude, its so bad i completly blanked out some dialog because i tough that some randon npc is talking and not Titus.
Last edited by TwinChops; Oct 9, 2024 @ 8:44pm
Caal Oct 9, 2024 @ 8:50pm 
While I agree with Bolter feel all the other arguments just tells me that you haven't played enough and you need to GIT GUD
Magni Oct 9, 2024 @ 8:59pm 
3
1
Originally posted by Kriegsman:
Firstly, the health and armor mechanics feel poorly designed. In the first game, the balance between health and armor was well-executed, allowing for engaging gameplay. It would have been preferable to see executions with a recharge system based on enemy kills that restores not only armor but also health, enhancing the strategic elements of combat.

Funny. I find that the health and armor mechanics are outstandingly well designed. They consistently reward skilled and aggressive play, and make you feel both challenged and extremely powerful when you do it right and go tear through the opposition. Being actually punished for bad play by making recovery a challenge instead of automatic was an all-around improvement. (And it's not like you're strapped for stimms at anything short of Ruthless, unless your team is messing up constantly.)

Additionally, the weapons lack the impactful feel one would expect from the Warhammer universe. When firing a bolter, the experience should be visceral, creating the sensation of shooting explosive projectiles that genuinely obliterate enemies. Unfortunately, the current implementation fails to deliver this intensity.
And here I am feeling that my weapons are supremely impactful as I mow down hordes with those "weak" bolters or rapidly melt elites with a Stalker or Plasma Incinerator. But then, I guess I'm using the APPROPRIATE weapon for either job, rather than trying to use a horde-clearer to chip down elites or wasting lots of ammo on an anti-elite weapon to grossly overkill chaff. Clearly that's doing it wrong, you should do it the other way around and then complain that the weapons are too weak.

The melee combat also leaves much to be desired. It feels weightless and lacks the satisfying mechanics seen in other titles, such as Darktide, where the thunder hammer delivers a compelling sense of power, exploding enemies into a cloud of blood upon impact. As Primaris Space Marines, we should be able to stagger foes like Hive Warriors with our melee attacks; the inability to do so undermines the lore and strength of these elite warriors.
Yes, it sure feels "weightless" as I bulldoze my way through Gaunt hordes, scattering them before me with heavy attacks and combos. And it absolutely doesn't feel satisfying at all to dive into a horde of Gaunts plus 3-4 Nid Warriors and proceede to systematically tear them apart through good use of combos, parries, dodges and gunstrikes. Or bringing down the Thunderhammer and seeing 15+ Gaunts getting thrown off their feets and scattered all over, except for the ones that are obliterated on the impact point. And funny that, I seem to be staggering Nid Warriors quite frequently with my heavy attacks. I guess I must be hallucinating that.

In summary, I find myself disappointed with Space Marine 2, as it does not capture the intensity of combat or the sheer awesomeness of being an actual Astarte's that I expected. In many ways, Darktide has provided a more compelling representation of battles within the Warhammer universe, and as it stands, the first game was a far superior experience when giving players the immersive representation of being an Astarte's in my opinion.
In summary, literally nothing of your entire rant is based on the actual reality of the game, and you seem to be suffering both significant skill issues and a severe case of the Dunning-Kruger Effect. Kindly learn to play, it's gonna solve this a lot more easily than complaining about feeling underpowered.
Last edited by Magni; Oct 9, 2024 @ 9:04pm
Caal Oct 9, 2024 @ 9:01pm 
Brother Magni, Emperor is proud of you.
Snow Oct 9, 2024 @ 9:12pm 
Originally posted by Magni:
Originally posted by Kriegsman:
Firstly, the health and armor mechanics feel poorly designed. In the first game, the balance between health and armor was well-executed, allowing for engaging gameplay. It would have been preferable to see executions with a recharge system based on enemy kills that restores not only armor but also health, enhancing the strategic elements of combat.

Funny. I find that the health and armor mechanics are outstandingly well designed. They consistently reward skilled and aggressive play, and make you feel both challenged and extremely powerful when you do it right and go tear through the opposition. Being actually punished for bad play by making recovery a challenge instead of automatic was an all-around improvement.

Additionally, the weapons lack the impactful feel one would expect from the Warhammer universe. When firing a bolter, the experience should be visceral, creating the sensation of shooting explosive projectiles that genuinely obliterate enemies. Unfortunately, the current implementation fails to deliver this intensity.
And here I am feeling that my weapons are supremely impactful as I mow down hordes with those "weak" bolters or rapidly melt elites with a Stalker or Plasma Incinerator. But then, I guess I'm using the APPROPRIATE weapon for either job, rather than trying to use a horde-clearer to chip down elites or wasting ammo on an anti-elite weapon to grossly overkill chaff. Clearly that's doing it wrong, you should do it the other way around and then complain that the weapons are too weak.

The melee combat also leaves much to be desired. It feels weightless and lacks the satisfying mechanics seen in other titles, such as Darktide, where the thunder hammer delivers a compelling sense of power, exploding enemies into a cloud of blood upon impact. As Primaris Space Marines, we should be able to stagger foes like Hive Warriors with our melee attacks; the inability to do so undermines the lore and strength of these elite warriors.
Yes, it sure feels "weightless" as I bulldoze my way through Gaunt hordes, scattering them before me with heavy attacks and combos. And it absolutely doesn't feel satisfying at all to dive into a horde of Gaunts plus 3-4 Nid Warriors and proceede to systematically tear them apart through good use of combos, parries, dodges and gunstrikes. Or bringing down the Thunderhammer and seeing 15+ Gaunts getting thrown off their feets and scattered all over, except for the ones that are obliterated on the impact point. And funny that, I seem to be staggering Nid Warriors quite frequently with my heavy attacks. I guess I must be hallucinating that.

In summary, I find myself disappointed with Space Marine 2, as it does not capture the intensity of combat or the sheer awesomeness of being an actual Astarte's that I expected. In many ways, Darktide has provided a more compelling representation of battles within the Warhammer universe, and as it stands, the first game was a far superior experience when giving players the immersive representation of being an Astarte's in my opinion.
In summary, literally nothing of your entire rant is based on the actual reality of the game, and you seem to be suffering both significant skill issues and a severe case of the Dunning-Kruger Effect. Kindly learn to play, it's gonna solve this a lot more easily than complaining about feeling underpowered.

Player numbers don't lie, 'elitist.' You're welcome to your opinion, and I am to mine. I believe the first game is superior and actually rewarded aggressive play. In contrast, you claim that diving into a horde of enemies is a clear way to get killed, as just two Hive Warriors are enough to down even above-average players due to the way the melee system works and its lack of impact, since you can’t stun a Warrior out of its basic attacks. A good example of this is how clunky Bulwark feels overall, as they didn’t consider that it would be more beneficial to allow players to block parryable attacks and only worry about unblockable ones.
Last edited by Snow; Oct 9, 2024 @ 9:13pm
Kafik Oct 9, 2024 @ 9:15pm 
Uh Bulwark can parry. You can easily stun enemies too depending on what you're play8ng. Melta is great for that.
Snow Oct 9, 2024 @ 9:16pm 
Originally posted by Dahak:
Darktide bolter in this would be fun as hell. That thing has punch. I regularly stagger warriors though. They get stagger invuln after a bit so you can't stunlock them, but parry is just another way to do damage with the gunstrike. Melee takes a bit of getting used to, but I find it pretty enjoyable now that I have. Relic parry knife is oh so tasty!
My issue is that I like Bulwark, but the fact that they completely glossed over how they intended the class to work is pretty irritating. Bulwark is supposed to block attacks and push the offensive, but you can't block parryable attacks, which is detrimental to the class's design. Ninety percent of the time, when you click the parry button, it registers as a block instead, and you end up getting hit. While the other classes generally don’t have issues landing parries, it often feels impossible with Bulwark, and most of the time, it truly is.
Snow Oct 9, 2024 @ 9:17pm 
Originally posted by Kafik:
Uh Bulwark can parry. You can easily stun enemies too depending on what you're play8ng. Melta is great for that.
most of the time the button registers block instead of parry and you get hit, not sure if its a bug or an overlooked issue on the devs part.
Kafik Oct 9, 2024 @ 9:19pm 
Originally posted by Kriegsman:
Originally posted by Kafik:
Uh Bulwark can parry. You can easily stun enemies too depending on what you're play8ng. Melta is great for that.
most of the time the button registers block instead of parry and you get hit, not sure if its a bug or an overlooked issue on the devs part.
You have to tap the button not hold. It took me a little to get that habit down right. And seems like a split second holding too long and you block.
Last edited by Kafik; Oct 9, 2024 @ 9:20pm
ganjou241 Oct 9, 2024 @ 9:20pm 
Originally posted by Magni:
Originally posted by Kriegsman:
Firstly, the health and armor mechanics feel poorly designed. In the first game, the balance between health and armor was well-executed, allowing for engaging gameplay. It would have been preferable to see executions with a recharge system based on enemy kills that restores not only armor but also health, enhancing the strategic elements of combat.

Funny. I find that the health and armor mechanics are outstandingly well designed. They consistently reward skilled and aggressive play, and make you feel both challenged and extremely powerful when you do it right and go tear through the opposition. Being actually punished for bad play by making recovery a challenge instead of automatic was an all-around improvement. (And it's not like you're strapped for stimms at anything short of Ruthless, unless your team is messing up constantly.)

Additionally, the weapons lack the impactful feel one would expect from the Warhammer universe. When firing a bolter, the experience should be visceral, creating the sensation of shooting explosive projectiles that genuinely obliterate enemies. Unfortunately, the current implementation fails to deliver this intensity.
And here I am feeling that my weapons are supremely impactful as I mow down hordes with those "weak" bolters or rapidly melt elites with a Stalker or Plasma Incinerator. But then, I guess I'm using the APPROPRIATE weapon for either job, rather than trying to use a horde-clearer to chip down elites or wasting lots of ammo on an anti-elite weapon to grossly overkill chaff. Clearly that's doing it wrong, you should do it the other way around and then complain that the weapons are too weak.

The melee combat also leaves much to be desired. It feels weightless and lacks the satisfying mechanics seen in other titles, such as Darktide, where the thunder hammer delivers a compelling sense of power, exploding enemies into a cloud of blood upon impact. As Primaris Space Marines, we should be able to stagger foes like Hive Warriors with our melee attacks; the inability to do so undermines the lore and strength of these elite warriors.
Yes, it sure feels "weightless" as I bulldoze my way through Gaunt hordes, scattering them before me with heavy attacks and combos. And it absolutely doesn't feel satisfying at all to dive into a horde of Gaunts plus 3-4 Nid Warriors and proceede to systematically tear them apart through good use of combos, parries, dodges and gunstrikes. Or bringing down the Thunderhammer and seeing 15+ Gaunts getting thrown off their feets and scattered all over, except for the ones that are obliterated on the impact point. And funny that, I seem to be staggering Nid Warriors quite frequently with my heavy attacks. I guess I must be hallucinating that.

In summary, I find myself disappointed with Space Marine 2, as it does not capture the intensity of combat or the sheer awesomeness of being an actual Astarte's that I expected. In many ways, Darktide has provided a more compelling representation of battles within the Warhammer universe, and as it stands, the first game was a far superior experience when giving players the immersive representation of being an Astarte's in my opinion.
In summary, literally nothing of your entire rant is based on the actual reality of the game, and you seem to be suffering both significant skill issues and a severe case of the Dunning-Kruger Effect. Kindly learn to play, it's gonna solve this a lot more easily than complaining about feeling underpowered.
There actual stakes with SM2 health system, whereas SM1 health system was pretty braindead. Attrition can eventually wear down or marines, SM1 marines were simply Pimarchs or something...
ganjou241 Oct 9, 2024 @ 9:21pm 
Originally posted by Kriegsman:
Originally posted by Dahak:
Darktide bolter in this would be fun as hell. That thing has punch. I regularly stagger warriors though. They get stagger invuln after a bit so you can't stunlock them, but parry is just another way to do damage with the gunstrike. Melee takes a bit of getting used to, but I find it pretty enjoyable now that I have. Relic parry knife is oh so tasty!
My issue is that I like Bulwark, but the fact that they completely glossed over how they intended the class to work is pretty irritating. Bulwark is supposed to block attacks and push the offensive, but you can't block parryable attacks, which is detrimental to the class's design. Ninety percent of the time, when you click the parry button, it registers as a block instead, and you end up getting hit. While the other classes generally don’t have issues landing parries, it often feels impossible with Bulwark, and most of the time, it truly is.
You can block blue attacks, you cant block red ones. Go test it in trials.
Snow Oct 9, 2024 @ 9:23pm 
Originally posted by Kafik:
Originally posted by Kriegsman:
most of the time the button registers block instead of parry and you get hit, not sure if its a bug or an overlooked issue on the devs part.
You have to tap the button, not hold it. It took me a little while to get that habit down. It seems that holding it for even a split second too long results in a block.

I know, but that's the issue. If they had just allowed Bulwark to block those attacks, there wouldn't need to be a separate button for parrying for just one character. While it is possible, it’s also incredibly difficult to avoid accidentally blocking the attack when both actions are registered to the same button. Bulwark is the only class with this problem.
Snow Oct 9, 2024 @ 9:25pm 
Originally posted by ganjou241:
Originally posted by Kriegsman:
My issue is that I like Bulwark, but the fact that they completely glossed over how they intended the class to work is pretty irritating. Bulwark is supposed to block attacks and push the offensive, but you can't block parryable attacks, which is detrimental to the class's design. Ninety percent of the time, when you click the parry button, it registers as a block instead, and you end up getting hit. While the other classes generally don’t have issues landing parries, it often feels impossible with Bulwark, and most of the time, it truly is.
You can block blue attacks, you cant block red ones. Go test it in trials.
I never can; they always knock me over when I attempt to block them (the blue attacks, that is). As for the first game, that's why I suggested a charge system where the player has three charges that recharge by killing enemies and dealing damage in general. This would allow players to tactically choose when to heal, while also preventing them from healing off every enemy like in the first game.
< >
Showing 1-15 of 69 comments
Per page: 1530 50

Date Posted: Oct 9, 2024 @ 8:35pm
Posts: 69