Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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HunterIII Sep 13, 2024 @ 8:37pm
Please add Dodge Cancel for Thunder Hammer attack
The base skill of Assault is more 50% perfect dodge frame and during Thunder Hammer attack, you can cancel it into a parry but you can't cancel it into a dodge?

The Thunder Hammer animations are so slow, you can really wait till they're finished to dodge. This is basically made the base skill useless unless you wait around for enemy to attack first.

Please add it in, the assault class is already not good with the huge nerf to their jump pack.
Last edited by HunterIII; Sep 13, 2024 @ 8:38pm
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Altair1243 Sep 13, 2024 @ 8:58pm 
Gameplay considerations aside, it really doesn't seem like you should be able to dodge out of a Thunder Hammer blow. It's massively heavy and slow but., as a consequence, carries so much devastating damage potential that it almost doesn't matter if you get hit in return. THAT should be the real reward of the weapon, not being some agile demi-god. And considering Jump Packs in-lore are designed for enhanced mobility and shock tactics (like IRL Cavalry were primarily used for) it makes entirely perfect sense to pair the two.

You find a target - not too crowded but something that needs to die ideally - Jump and deal death then you should either be able to retreat towards friendly lines or mop up what remains. Jumping into the middle of a swarm of enemies is literally like the #1 worst idea on Jump Packs in 40k lore, unless you have no choice, because you're basically guaranteed to die in the act, so why should that be any different here?

TLDR: The Jump Pack is a weapon that adds utility to a Space Marine, not a end-all or generic solution to your problems.
HunterIII Sep 14, 2024 @ 12:19am 
Originally posted by Altair1243:
Gameplay considerations aside, it really doesn't seem like you should be able to dodge out of a Thunder Hammer blow. It's massively heavy and slow but., as a consequence, carries so much devastating damage potential that it almost doesn't matter if you get hit in return. THAT should be the real reward of the weapon, not being some agile demi-god. And considering Jump Packs in-lore are designed for enhanced mobility and shock tactics (like IRL Cavalry were primarily used for) it makes entirely perfect sense to pair the two.

You find a target - not too crowded but something that needs to die ideally - Jump and deal death then you should either be able to retreat towards friendly lines or mop up what remains. Jumping into the middle of a swarm of enemies is literally like the #1 worst idea on Jump Packs in 40k lore, unless you have no choice, because you're basically guaranteed to die in the act, so why should that be any different here?

TLDR: The Jump Pack is a weapon that adds utility to a Space Marine, not a end-all or generic solution to your problems.

You can cancel into a parry, why can't you cancel into a dodge? and you don't feel like a demi-god when a chain sword also kill an enemy almost as fast
--=REAPER=-- Oct 18, 2024 @ 12:36pm 
You can also cancel anything into a gun strike or an execution...
For me at least, dodging seems like a chance of 1 out of 50.
I'm always doing sth else instead of waiting for a purrfect dodge window - and even early dodges don't work quite a lot of time against terminus enemies.

Also, dodging ranged shots is just there to keep your HP. You cannot gunstrike anything by doing that. You cannot even gain or close distance properly.

All of that gets way worse when u're dealing with those Zoantrope mofus.
Those ♥♥♥♥♥♥♥ seem to TANK so much damage (now?) and SPAM so much more (faster?) projectiles now, it's not even funny anymore. Even on average diff, I had a third one joining the party after the first went down, while a relic bolt pistol didn't put much of a dent into them either. All of that on top of being a literally super great targets for melee builds /*sarcasm off*/.
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Date Posted: Sep 13, 2024 @ 8:37pm
Posts: 3