Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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rases Sep 15, 2024 @ 1:08am
Does anyone enjoy fighting Chaos in T4 Operations?
This thread isn't meant to be either a "skill issue, I'm chadder than you" or a "too durable enemies, nerf them asap yadda yadda". I've cleared every mission in T4, but I have noticed how my enjoyment of the game varies a lot between Chaos/Nids operations.

To say it simply, the teleport spam isn't fun to deal with. While it may be thematically relevant for Tzeentch, I feel like it disrupt the fluidity of the combat and it's more of a bother than a true difficult mechanic, to the point that I'm not having fun dealing with Chaos and I queue only to fight against Nids.

There is also a lot of RNG behind teleports, to the point that you can have one Rubric Marine be still for minutes and another one teleporting around over 4 times in 10 seconds. I feel like a good fix could be having the teleport become part of their red skill and suffer the same internal CD.
Rubric Marines could teleport and use their Inferno Bolts from your blindspots, Warpflamers could teleport melee range for their vortex, Lesser Sorcerers could teleport and release the sniping energy beam and Scarab Terminators could teleport melee for their spinning combos.

Linking the teleport with their red abilities could make them more dangerous, more thematically proficient and at the same time reduce how annoying they are to fight while they blitz around like a drunken mosquito.
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Showing 1-11 of 11 comments
ZX119A Sep 15, 2024 @ 1:10am 
Fighting Chaos Marines is the only part about fighting Chaos that I actually enjoy. The little turds leap frogging at me in perpetuity, made only worse when they carry shields, makes me want to avoid Chaos altogether.
Calandir Sep 15, 2024 @ 1:10am 
I like fighting Chaos, but would like more enemy types. More Demons. Tzeentch spawn etc. This is what this games needs mostly, more enemies, more missions, more weapons, more customizations. Just more content. The bones of the game are good, but we need some meat! and potatoes too.
Doomvora Sep 15, 2024 @ 1:13am 
Chaos isn't that bad, it's just the ranged unblockable that's annoying since it comes out so fast.

That and tzaangors hitting like freight trains if you miss a single parry.

Sure the teleport is annoying but mostly only because their reposition usually puts them at another angle to hit you from.

I like fighting both factions tbh
Last edited by Doomvora; Sep 15, 2024 @ 1:13am
Maou Sep 15, 2024 @ 1:15am 
Originally posted by rases:
This thread isn't meant to be either a "skill issue, I'm chadder than you" or a "too durable enemies, nerf them asap yadda yadda". I've cleared every mission in T4, but I have noticed how my enjoyment of the game varies a lot between Chaos/Nids operations.

To say it simply, the teleport spam isn't fun to deal with. While it may be thematically relevant for Tzeentch, I feel like it disrupt the fluidity of the combat and it's more of a bother than a true difficult mechanic, to the point that I'm not having fun dealing with Chaos and I queue only to fight against Nids.

There is also a lot of RNG behind teleports, to the point that you can have one Rubric Marine be still for minutes and another one teleporting around over 4 times in 10 seconds. I feel like a good fix could be having the teleport become part of their red skill and suffer the same internal CD.
Rubric Marines could teleport and use their Inferno Bolts from your blindspots, Warpflamers could teleport melee range for their vortex, Lesser Sorcerers could teleport and release the sniping energy beam and Scarab Terminators could teleport melee for their spinning combos.

Linking the teleport with their red abilities could make them more dangerous, more thematically proficient and at the same time reduce how annoying they are to fight while they blitz around like a drunken mosquito.

Me and my friends really don't play against Chaos on the highest difficulty. They are just such a chore to fight.
Angarvin Sep 15, 2024 @ 1:29am 
three main issues with chaos imo:

1. tzaangors are too tanky. much tankier than gaunts. tzaangors also can not be executed., which means they are always active and they don't provide i-frames via executions.

2. no synaptic connetion mechanic, which once again makes tzaangors tankier than and once again means that they are never staggered, always active.

3. all chaos majoris enemies are ranged. this perpetuates a general gameplay issue of ranged enemies refusing to be tied in melee - they will simply fall back and continue shooting, which in turn means that you can not damage them while they can damage you. and since you can not parry bullets = no gun strikes, which means all damage before execution has to be done manually and/or payed for with ammo supply.
imo this point specifically is the main reason assault class can feel lacking.
Last edited by Angarvin; Sep 15, 2024 @ 1:36am
Hexagoros Sep 15, 2024 @ 1:34am 
Originally posted by Angarvin:
three main issues with chaos imo:

1. tzaangors are too tanky. much tankier than gaunts. tzaangors also can not be executed., which means they are always active and they don't provide i-frames via executions.

2. no synaptic connetion mechanic, which once again makes tzaangors tankier than and once again means that they are never staggered, always active.

3. all chaos majoris enemies are ranged. this perpetuates a general gameplay issue of ranged enemies refusing to be tied in melee - they will simply fall back and continue shooting, which in turn means that you can not damage them while they can damage you. and since you can not parry bullets = no gun strikes, which means all damage before execution has to be done manually and payed with ammo supply.

The shielded Tzaangors should just be removed, or their shield should legit just be a decoration.

There is zero need for a shield on a minor enemy.
Maou Sep 15, 2024 @ 1:38am 
Originally posted by Hexagoros:
Originally posted by Angarvin:
three main issues with chaos imo:

1. tzaangors are too tanky. much tankier than gaunts. tzaangors also can not be executed., which means they are always active and they don't provide i-frames via executions.

2. no synaptic connetion mechanic, which once again makes tzaangors tankier than and once again means that they are never staggered, always active.

3. all chaos majoris enemies are ranged. this perpetuates a general gameplay issue of ranged enemies refusing to be tied in melee - they will simply fall back and continue shooting, which in turn means that you can not damage them while they can damage you. and since you can not parry bullets = no gun strikes, which means all damage before execution has to be done manually and payed with ammo supply.

The shielded Tzaangors should just be removed, or their shield should legit just be a decoration.

There is zero need for a shield on a minor enemy.

Alternatively, the shielded Tzaangors maybe could block the first hit that hits them, and then they cant block anymore for a set amount of time.
Doomvora Sep 15, 2024 @ 1:39am 
Originally posted by Maou:
Alternatively, the shielded Tzaangors maybe could block the first hit that hits them, and then they cant block anymore for a set amount of time.
A lot of the tzaangor woes would be alleviated by just allowing them to be executed tbh.
SolusiRadikal Sep 15, 2024 @ 1:44am 
The only thousand sun enemy that i hate the most as assault is aspiring champion (guy w flamer) because it's just painful to maintain distance while they turn my character to a walking bbq.

The rest can be adjusted, though I'd like dev to make every marine use melee weapon more when getting pinned down for balance purpose
Last edited by SolusiRadikal; Sep 15, 2024 @ 1:44am
BlissDefiler Sep 15, 2024 @ 1:46am 
If grinding, it takes wayyy longer than against ops 1, 2, and 6. You should get more XP from at least 4 and 5.
Sai Sep 15, 2024 @ 3:18am 
My only issue with chaos on Ruthless are the Terminators, otherwise its pretty fun.
The teleporting can be annoying, but I just try my best to just stay on top of the dude teleporting, lots of scanning the environment to make sure they don't get far lol
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Date Posted: Sep 15, 2024 @ 1:08am
Posts: 11