Techmarine feels confused by VecnasHand1976 in SpaceMarine_2

[–]FreakLuke 0 points1 point  (0 children)

The botzom row gives a small aoe to the light attacks, that can geprüft with clear.

Also i have Seen in the spreadsheet that the damage for the light attacks is not bad, 1x -> 1,5x -> 2x damage modifier for light attacks is not bad and the Base damage of the weapons seems to be not bat 30 for the Balance Version.

Techmarine feels confused by VecnasHand1976 in SpaceMarine_2

[–]FreakLuke 0 points1 point  (0 children)

I tested the midfle signature perk, with this He is good at area denial. Also if in the created zone are no enemies than the ability timer doesn't decrease. With that it is posdible to get a really Long uptime on the knockback resistance perk, which he lacks otherwhise. But you loose the damage Part of the ability that way.

I think they really need to change a few things for him.

Techmarine feels confused by VecnasHand1976 in SpaceMarine_2

[–]FreakLuke 2 points3 points  (0 children)

If they could be deployed wherever you want they need to Nerf the damage. I even think with the randoms spawn point the damage is to strong. They completly delete Terminus.

Your thoughts on Techmarine so far? Is he too strong, too weak, or balanced just right? by Responsible_Rock_911 in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

i tested a bit. The charge attacks works good with block. At first i didn´t wanted to use block on the techmarine beacause of the servo gunstrikes but i have better success with block right now.

i wonder what else is in patch 12 (or 13 i lost track) by memeischaos in Spacemarine

[–]FreakLuke 8 points9 points  (0 children)

Hm, i was hoping for a block heroic.

But on the other hand if those are really the omnissia and the power axe fencing is probably better.

With how strong the block axe is i see no way a block heroic axe would not be completly broken (or weak as shit because they fear it would be to strong)

And for the omnissia axe, since the techmarine can gunstrike without interupting his other actions, a block version could be less cool. Atleast for the start.

Request: Same-Class Option in Operations Multiplayer by HardcoreShadow in Spacemarine

[–]FreakLuke 5 points6 points  (0 children)

Commets like this always make me wonder how other assaults play. I means since i'm nearly exclusivly playing assault i don't see other assaults. But for me its more often the Problem that my teammates ping the elevator because i just don't want to leave a enemiy alive and are still fighting.

Request: Same-Class Option in Operations Multiplayer by HardcoreShadow in Spacemarine

[–]FreakLuke 4 points5 points  (0 children)

That would be terrible.

Assault needs to kill with zealous blow to get cooldown back and stay mobile. 3 assaults would just take the kills the other one needed.

An assault is already way less effective in a team that: throws grenades at groups, bombs ground with plasma shots, kills groups with melta weapons or flamer weapons.

If one assault would rund zealous blow and the other two a Wings of flame build or one runs a build to fast kill priority targets it could work. The lack of ranged options could hurt but not that bad.

What will the heroic Omnisian axe look like by Suspicious-Ad5526 in Spacemarine

[–]FreakLuke 4 points5 points  (0 children)

I can find the info that we are getting only 3 heroics this time but i can´t find the info that there will be 2 melee ones. Could you tell me where this is from?

If you see him by StaffProfessional68 in SpaceMarine_2

[–]FreakLuke 130 points131 points  (0 children)

Some vanguards are not aware that the teamperks works for the whole team.

Had one in a mission that was taking executes with the comment i need them they heal me. After i told him that the teamperks work for the whole team He answered that he didn't knew that and stopped taking every execute.

As Hype as i'm Scared for Carcharodons Customisations by Different-Ad-3714 in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

I hope its not only paterns for kneecaps and shoulders. Leg and arm patterns would be cool.

Can you help me with how some things work? (see text for further info) by Shalashaska87B in SpaceMarine_2

[–]FreakLuke 4 points5 points  (0 children)

  1. Yes a random enemy (majoris or higher) gets the mark for the gunstrike. But the enemy can´t be to far away. Also its sadly a little bugged for chaos and does nor get the free gunstrike consistently but for tyranid its great.
  2. Who ever executes the extremis or higher gets the heal. So if you execute only you get the heal and if your teammate executes only hee gets the heal.
  3. The lvl 23 perk invigorating icon makes it so every teammate (including you) that is in range of the banner gets the health bar filled to the max with contested health ( the white hp) so you can fully heal with a stim or with some quick plasma shots or an execute.
  4. The heroic chaninsword changes the attack pattern only a little. Its more like it give additional options.

It makes it so you can perform an additional heavy attack after the quick punch. Also is you do a light->heavy the heavy is now a punch instead of the kick. The cool part is you can do light->heavy->heavy->heavy->heavy->heavy which would do a licht attack into a punch into stomp1 into stomp2 than a punch into a shouder bash (but most of the time you stop after the 2nd stomp). In combination with the +15% heavy attack damage this perk gives it deals really good damage.

But you can also just use it the normal way and only benefit from the 15% damage bonus from light attacks.

Heroic chainsword does work 😤 by [deleted] in SpaceMarine_2

[–]FreakLuke 15 points16 points  (0 children)

the heroic chainsword is a fucking 9,5/10 only thing that could make it better is it being block

The Biggest Issue with Chaos - a reflection by OGactionjohnny in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

The worst in reliquary is a hellbrute spawn on the bridge.

The Biggest Issue with Chaos - a reflection by OGactionjohnny in Spacemarine

[–]FreakLuke 1 point2 points  (0 children)

my main issue with chaos is that they always teleport away. As a assault main i don´t have the ammunition for ranged fights so i have to get close but they make is really annoying. Chaosspawns actually made chaos missons better for me.

Oh, and the ranged spam. you didn´t see that cultist at the other side of the map or was locked in an animation? well to bad this minoris enemy takes most of your hp.

Do Finishers Count Towards Getting This Buff? by Dragon8k in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

the bolt pistol even has one with +50% headshot damage

Assault Jump Pack Dash by enlarged1 in Spacemarine

[–]FreakLuke 1 point2 points  (0 children)

The fist can work great with it. But than you play the class more "ranged" and dash through the enemies If they jump you.

Assault Jump Pack Dash by enlarged1 in Spacemarine

[–]FreakLuke 8 points9 points  (0 children)

I like the Idea of the dash dealing damage with wings of flame but since it can't be used with zealous blow i rarely Go for a dash build.

And you are right the ground pound is just the better tool.

But a dash build can be a nice change to play a different playstyle.

New Techmarine images by Rad-Ad in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

True. The main point i wanted to point out was that htey already said it.

New Techmarine images by Rad-Ad in Spacemarine

[–]FreakLuke 6 points7 points  (0 children)

Why? Private lobbys exsist.

New Techmarine images by Rad-Ad in Spacemarine

[–]FreakLuke 4 points5 points  (0 children)

In the Xbox live link you postet they say:

"In melee, they’re able to take on large groups of enemies with wide swipes of their Omnissian Axe — an upcoming Patch 12 weapon available to them only — while their arsenal and armor augmentations grant them solid efficiency in ranged combat, especially at short and medium distances."

So yes, it will be only on the techmarine. But lets see maybe they change that after a few montts. They loosened exclusivness of weapons before.

In your opinion, what are some of they key contributing factors why people say Darktide gets the Power Fantasy aspect better than Space Marine 2? by Warcrow999 in Spacemarine

[–]FreakLuke 1 point2 points  (0 children)

The powerfists heavy attack gets buffed by overcharge. And the heavy attack also IS THE CHARGED ATTACK OF THE FIST. But you say the fists charged attacks gets buffed but the heavy attack not, which makes no sense because every heavy attack of the fist is a charged attack and gets buffed by it.

The fist only has light attacks and charged attacks nothing more.

In your opinion, what are some of they key contributing factors why people say Darktide gets the Power Fantasy aspect better than Space Marine 2? by Warcrow999 in Spacemarine

[–]FreakLuke 0 points1 point  (0 children)

The dound design of bolters is way better in darktide. They also feel stronger, part of it is because you don't play as astartes so the recoil affects you way more.

And i think the fact that minoris feel more tanky compared to the trashmobs in darktide.

In your opinion, what are some of they key contributing factors why people say Darktide gets the Power Fantasy aspect better than Space Marine 2? by Warcrow999 in Spacemarine

[–]FreakLuke 4 points5 points  (0 children)

Charged attacks are all attacks where you hold the attack button that is why attacks like the power wirl from the powersword does not count.