Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Clayton Sep 16, 2024 @ 10:31pm
How to ASSAULT?
So i conquer with bulwark and tactical, maxed out characters, ruthless difficulty is all to easy...but...i try out the assault class and just get completely rekt on substantial.

I just cant figure it out, i have tried different builds and tactics, it just feels like everything i do i am left open to multiple attacks by the time i land a blow. Even using the jet pack does not consistently clear minors and im left exposed in the air to all kinds of projectile and snipers ping me mid air attack.

any tips on figuring out this class please?
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Showing 1-9 of 9 comments
Panny Sep 16, 2024 @ 10:43pm 
Never use your jetpack for minoris, only majoris.

Get a fencing thunderhammer. More reliable than the chainsword or fist for clearing minoris with light attacks. (When facing tyranids you'll be slaughtering majoris so effectively that all the minoris around them will die anyway)

Get +100% ground and pound dmg perk (but smaller impact zone) + gunstrikes do 50% dmg perk + gunstrikes give 1 armor perk and ofc the 20% reduction time for jump pack perk.

Attack majoris with a ground and pound into aftershock combo (the heavy attack with no light attacks before it). Get the aftershock takes 30% less charge time weapon perk. Sounds weird but i'd say DONT get the aftershock gets a second spin perk. Too often the target will interrupt you before the full combo lands but you don't have that problem with just the one spin.

Become an immortal parry king.

Facing chaos is much more severe as almost everything ranged and gives you far fewer opportunities to parry.

Good luck.
Last edited by Panny; Sep 16, 2024 @ 10:46pm
Monk Sep 16, 2024 @ 10:43pm 
Jump on the back line ranged enemies, beat them up, then join the rest of the battle.
SolusiRadikal Sep 16, 2024 @ 10:47pm 
Originally posted by Panny:
Never use your jetpack for minoris, only majoris.

Get a fencing thunderhammer. More reliable than the chainsword or fist for clearing minoris with light attacks. (When facing tyranids you'll be slaughtering majoris so effectively that all the minoris around them will die anyway)

Get +100% ground and pound dmg perk (but smaller impact zone) + gunstrikes do 50% dmg perk + gunstrikes give 1 armor perk.

Attack majoris with a ground and pound into aftershock combo (the heavy attack with no light attacks before it). Get the aftershock takes 30% less charge time weapon perk. Sounds weird but i'd say DONT get the aftershock gets a second spin perk. Too often the target will interrupt you before the full combo lands but you don't have that problem with just the one spin.

Become an immortal parry king.

Facing chaos is much more severe as almost everything ranged and gives you far fewer opportunities to parry.

Good luck.
you just speak my language, but the second aftershock always work like a charm on fencing since you can cancel it to parry when needed, so nothing were wasted on that sequence.
Last edited by SolusiRadikal; Sep 16, 2024 @ 10:48pm
Chaos Sep 16, 2024 @ 10:58pm 
You don't.
Just stick to bulwark if you want to melee.
Until dev actually make jetpack not taking like half a minute to charge, all other draw back this class have is just too much of a trade for this crippled jetpack.
Haggis Sep 17, 2024 @ 12:28am 
Originally posted by Chaos:
You don't.
Just stick to bulwark if you want to melee.
Until dev actually make jetpack not taking like half a minute to charge, all other draw back this class have is just too much of a trade for this crippled jetpack.
I don't mind it taking a while, just make it so the assault marine is invulnerable and uninterruptible while in the air. That would hardly make the character overpowered but would feel really good.
shithead Sep 17, 2024 @ 12:33am 
Your base perk as Assault is 50% better dodge. Assault isn't "parry king", it's "dodge king". Perfect dodges will be your go to, and gunstrikes to follow.
Last edited by shithead; Sep 17, 2024 @ 12:33am
Targaryen22 Sep 17, 2024 @ 12:37am 
Originally posted by Holy Melta:
Your base perk as Assault is 50% better dodge. Assault isn't "parry king", it's "dodge king". Perfect dodges will be your go to, and gunstrikes to follow.
This. Especially when combined with later level perks that refill boosts with perfect dodges while using the pack to boost out of the way. Its how I do it lol, heavy swings to gunstrike minor enemies for armor and jetpack boosting when dodging
Voodoo Sep 17, 2024 @ 12:48am 
I was in the exact same situation. I think the assault class starts to shine, at about level 18+. In the end of the skill tree, you are able to use a lot of damage booster skills. Also your jetpack regenerates much faster. Use the thunderhammer, as others mentioned. I wouldn't care about blocking / fencing abilities and go for full damage. Use it only for majories, if possible. Do sprint attacks, followed by gun strikes to keep your armor.

Best is, someone else cares about the minories (with the melta gun) and you are good to go. Enjoy the flight.

The avenging angel. Death or Glory my brother.:SM2bloodangels:
Chaos Sep 17, 2024 @ 1:29am 
Originally posted by Haggis:
I don't mind it taking a while, just make it so the assault marine is invulnerable and uninterruptible while in the air. That would hardly make the character overpowered but would feel really good.

I guess you can also go with that route.
But personally I value the mobility and damage potential of the campaign and PVP jetpack way more.

It make losing in the primary weapon slot for the jetpack worth it.
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Date Posted: Sep 16, 2024 @ 10:31pm
Posts: 9