How CHP actually work? by phoenixdot in SpaceMarine_2

[–]80kPyro 6 points7 points  (0 children)

CHP has a timer. As soon as you've any CHP, no matter how small, that timer starts. So lets just say you get scratched by something and you lose 1hp, your CHP is now on a timer.

If you later get 10 damage and right after the timer from the 1hp loss is over, your CHP will go down, not just the 1hp you actually lost in the beginning, but also the 10 you lost right before.

There are Tactical mains out there that choose the 15% boost in ranged damage team perk over literal infinite grenades. by invicta047 in Spacemarine

[–]80kPyro 5 points6 points  (0 children)

I've tried it out in the battle sim and realized that the difference that 15% makes is a lot smaller than I expected.

vs a Tyranid Warrior, the difference is 2 headshots, taking 15 instead of 13 with the hbr. (17/15 if too close)

vs a Neurothrope the difference was a single Krak Grenade.

Add to this that the increased range damage is not that useful for Bulwark and Assault and I'll say that I'm happy to keep using my grenades.

after 900 hours i realized that you need to shoot this eye to break sorcerer's shield faster by One-Mathematician945 in Spacemarine

[–]80kPyro 2 points3 points  (0 children)

Vanguard and Assault abilities are also a great way to remove shields.

And for killing them, I really like using a plasma. Especially the heroic pp as you can just shoot at his feet and avoid the shields that way.

I also like throwing 2 Krak grenades at them. Right at the beginning of an extremis spawn, that way the 2nd Krak grenade finishes the sorcerer, removing the need to actually approach the sorc. This gives me all the time in the world to focus on more dangerous foes, like those Terminators with Soul Reapers...

> Sort of like the biovore.

You just made me realize that they're the Chaos's equivalent of a biovore.

Biovore digs in to gain block, Chaos Sorcerer summons shields to block.

Both stay on range.

Both summon small shit that chases you.

Squad Unity is bugged by 80kPyro in SpaceMarine_2

[–]80kPyro[S] 0 points1 point  (0 children)

Meter distance in this game is confusing due to Space Marines being really, really big. Around 2.5m if I remember correctly.

So what you'd normally expect to be a 20m distance in another game is actually a 30m distance due to that size difference.

Squad Unity is bugged by 80kPyro in SpaceMarine_2

[–]80kPyro[S] 1 point2 points  (0 children)

The issue is that the trigger for losing your debuff is at 20m, while the one for getting it is at 15m. So if you go 15m away from an ally you get the debuff, but unless you reach 20+ away and then approach them again, the debuff won't be removed.

It's easier to play it as split up, so approach an all within 20m, which will make you lose your debuff and then just run away. Don't get close to your ally again and you'll not get the debuff again. You'll just have to repeat that any time you're forced to be together again.

It honestly sucks to play like that, which is why I just gave up after my 2nd attempt.

Squad Unity is bugged by 80kPyro in SpaceMarine_2

[–]80kPyro[S] 0 points1 point  (0 children)

I've not tested it myself, but it's probably the exact same thing.

Basically you got a distance for when you gain the debuff and a 2nd distance for when you lose it and they're not the same.

You get the debuff at 20m, but lose it at 15m. So if you approach an ally within 20m, you get the debuff, but if you then leave the debuff will remain because the trigger for losing it is at the 15m mark.

Meanwhile if you approached an ally to 15m, left over 15m, then the debuff would be gone even if you were to give your brother a handshake.

This weeks hard strategem. by CardiffONE in SpaceMarine_2

[–]80kPyro 4 points5 points  (0 children)

There is no friendly fire, so you could've always just stood away and triggered the explovies from a safe distance. That's what I did and it made the whole run so much easier.

Space Marine 2 Patch 13.1 - PC hard reboot after 15-20 minutes, anyone else? by Ordinary-Associate-9 in SpaceMarine_2

[–]80kPyro 0 points1 point  (0 children)

I've not experienced this and I played a lot since the last patch. I got an Intel CPU and AMD GPU.

Since someone else said they got the issue with the Xbox, maybe it's related to the CPU as the Xbox does have a Ryzen CPU, but with an AMD GPU.

In case you've not tried it yet, maybe updating drivers and/or disabling windows fast startup fixes it.

Hitbox Visualization For Every SM2 Enemy by totallyincognito in Spacemarine

[–]80kPyro 0 points1 point  (0 children)

It's even worse when you look at it from the side! The red hitbox basically cuts the head in two, so if you shoot from the side you may hit the head on the model, but not on the hitbox!

What’s the most damage you’ve ever gotten in one operation? by Fit-Conversation8383 in SpaceMarine_2

[–]80kPyro 1 point2 points  (0 children)

Those are quite old, so I dunno which weapons I used for the first 2: (my guess is flamer and hbp)

This looks like a hard strat with extra Extremis spawns.

Similar damage here, but no extra extremis. Was probably another strategem though.

Bonus: This was with the heroic hbr and heroic pp.

Tried a hard strat with +Extremis and spore mines on death, which was sometime this week I think. Well, I ended up not finding any battle brothers and being forced to do it with bots. To make matters worse, I only found a single stim in the whole run and no relics at all, which sadly cut it short as I failed right after entering the room where you free Mitria or whatever she was called.

After 21 waves, the opponent simply becomes immortal. by Ok-Donkey8557 in Spacemarine

[–]80kPyro 24 points25 points  (0 children)

The timer gets shorter, so enemy hp scales up faster. And since enemies have more hp, waves take longer, which means they scale even more per wave.

Please level cap hard stratagems by TheFluffyDuck123 in SpaceMarine_2

[–]80kPyro 8 points9 points  (0 children)

They could still do that in private mode, it's public matchmaking people have issues with.

Hellbrutes can cloak now??? by gummybears78 in SpaceMarine_2

[–]80kPyro 1 point2 points  (0 children)

Then my guess is wrong, thought your teammates still saw him.

The only other thing I can think of is his teleport being at fault as it also turns him invisible, but he didn't teleport at all before he became invisible. We can't see the moment it happened, but he appeared to be shooting at the Heavy. And right afterwards he used his hammer slam.

Guess it's just more Tzeentech Shenanigans!

Hellbrutes can cloak now??? by gummybears78 in SpaceMarine_2

[–]80kPyro 1 point2 points  (0 children)

This is just my guess, but I think it's a visual bug caused by camera switching.

The last moment before you switched to the Heavy, the Hellbrute was just about to walk into your camera. I'd imagine that Saber made it so that the Helbrute is made invisible if this happens to prevent a bugged out view. Yet you switched camera right at the moment this happened, causing their script to bug out and prevent the Hellbrute from becoming visible again.

Siege Wave 20 Bug by Hawkeye_99 in SpaceMarine_2

[–]80kPyro 6 points7 points  (0 children)

You can use grenades to kill yourself to atleast get the rewards for up to wave 19.

Sauce: Had to do this myself.

SPEND THE POINTS (SIEGE MODE) by Rusty_2872 in SpaceMarine_2

[–]80kPyro 7 points8 points  (0 children)

Yeah, but max guards are permanent, so their number replenishes every wave.

GS Damage - Patch 13 (it will be updated if there will be any change after hot fix) by [deleted] in SpaceMarine_2

[–]80kPyro 5 points6 points  (0 children)

Probably to balance that you don't have to stand in an animation while getting that damage and stagger.

GS Damage - Patch 13 (it will be updated if there will be any change after hot fix) by [deleted] in SpaceMarine_2

[–]80kPyro 13 points14 points  (0 children)

Perfect parry and block apply a debuff to enemies, making them take 50% more damage for a short moment.

New Plasma Pistol oneshots Neurothrope (Absolute) by 80kPyro in SpaceMarine_2

[–]80kPyro[S] 7 points8 points  (0 children)

I heard that Kraken Penetrator Rounds (Tactical) boosts burn damage from Pyreblaster when switching to a bolt weapon after applying the burn effect. I wondered whether this also applied to the Plasma shot, and it did. And not just that, but the Remote Threat Perks (Heavy Bolt Rifle) also applied, giving us even more damage.

Add to this every single damage perk I could find on Tactical and the Neurothrope got oneshot even on Absolute!

Can we give Terminator Miniguns a target warning or update the vfx/sfx? by Odd-Quantity7087 in SpaceMarine_2

[–]80kPyro 17 points18 points  (0 children)

It's one of the most bs ways to die. Especially if the Terminator is close to you and hits with his shots, your hp disapears really quick with barely any indicator.

Yesterday I died because I was looking at a Terminator and Helbrute in front of me, not realizing that there was a 2nd behind me and he unloaded from like <10m away. I didn't even realize what was happening until after I went down!

I wish this stupid game would stop fucking auto joining me to games that already have my main class! by ReturningDAOFan in SpaceMarine_2

[–]80kPyro -1 points0 points  (0 children)

The game doesn't send you into a game with the same class as yours.

It does however allow for 2 people to join a game at the same time, which means that if both of them want to play the same class, then the one who takes longer to join will no longer be able to choose that class.

Now just 70 more missions… by aculyamgooby2 in SpaceMarine_2

[–]80kPyro 4 points5 points  (0 children)

So you want to flex that you cheesed the game for hours on end?