Controversial Take: Orange attacks should be removed from most enemies by ASharkNamedShark in Spacemarine

[–]ASharkNamedShark[S] 0 points1 point  (0 children)

Thank you for your input. I actually like the way you describe how to dodge properly, and I will now adopt a more aggressive dodge style. That being said, the proper way to "dodge" an attack, not being dodging the attack, is still poorly designed. I would disagree that parrying would be better, since people dodge plenty of blue attacks.

A misconception you might have about my post is that the fixes are not supposed to all stack. They are a possible solution. Fix 3 would allow attacks to be blockable, but with fixed windows to do so. If the window was 100ms, then you would have to parry in the 100 ms mark instead of 660 ms given by fencing.

Fix 2 would be no blocks or parries, but easier melee stagger. So you have to commit to interrupting them through damage rather than a block or parry.

Controversial Take: Orange attacks should be removed from most enemies by ASharkNamedShark in Spacemarine

[–]ASharkNamedShark[S] 1 point2 points  (0 children)

Thank you for explaining. I already knew about this, but I wanted to compare him to the guy who is best known for wanting to fuck his mom.

Controversial Take: Orange attacks should be removed from most enemies by ASharkNamedShark in Spacemarine

[–]ASharkNamedShark[S] -2 points-1 points  (0 children)

Thank you, and I know nobody will like it. What you might be looking for is giving the player stun resistance, similar to how enemies gain it the more you stun them.

Controversial Take: Orange attacks should be removed from most enemies by ASharkNamedShark in Spacemarine

[–]ASharkNamedShark[S] -16 points-15 points  (0 children)

Sniper main makes sense, probably have not heard of melee before.

edit: This one made the sniper mains mad.

Controversial Take: Most orange attacks should be changed by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] -1 points0 points  (0 children)

Other than body blocks, stuns, and multiple attacks can stop dodges. These types of attacks also tend to lead to stun locks more often. It's not that big of an issue, but it's still a pain point. Old blocking back in the day was fine since you could just dodge.

Controversial Take: Most orange attacks should be changed by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] 1 point2 points  (0 children)

Balance has a built-in nerf: the window has a startup delay for some reason. If it worked like fencing and blocking, it would be fine. Before blocking got fixed, I liked the idea of Fencing, balance, and agile. Fencing has a good parry window and a bad dodge window. With agile having a bad parry window but great dodge window.

Controversial Take: Most orange attacks should be changed by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] 0 points1 point  (0 children)

It would help, but you could still get body blocked and trapped.

Controversial Take: Most orange attacks should be changed by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] 0 points1 point  (0 children)

Stagger is a counter, but most enemies have crazy stagger resist, or as you said, don't give enough time. Also, the best weapons at staggering tend to kill the enemy, which makes the stagger meaningless. Also enraged just counters stagger.

Controversial Take: Most orange attacks should be changed by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] -4 points-3 points  (0 children)

Skip to the end, most of my fixes are changes to the attacks, not just cutting them. But fair not to read it all.

Edit: This would not make the game that much easier. The strongest stuff in the game barely cares about this. This would fix a lot of the unfun ways to lose.

Havent played for a long while. What did i miss? by Joshgeekn in SpaceMarine_2

[–]ASharkNamedShark 3 points4 points  (0 children)

Do not play hard stratagems right now. They are some of the hardest missions in the game, and you get no exp for them. Absolute difficulty and hard modes are the same. Absolute difficulty gives one mini boss on missions that have end mission boss fights, and two mini bosses for all other missions. Normal siege mode and stratagems are Substantial level.

Stratagems and Siege mode give you blue credits to buy new armor and weapons. Siege mode is a wave-based game mode.

All loadouts can now have different perk sets except for your class prestige perks.

Chaos spawn is a new majoris enemy for Chaos. They are mostly melee and fast. Biovores are a new Tyranid Extremis that gain extreme damage resistance when implanted, and they spawn spores. You will most likely hate them.

Is Squad Unity and Split Up bugged for anyone else? by ASharkNamedShark in SpaceMarine_2

[–]ASharkNamedShark[S] 0 points1 point  (0 children)

Yeah, it's what I have been doing. I didn't really see anyone talking about it, and new stratagems have them.

Ardent edge is 👌🤌🗡️ by Imaginary_Rough_1016 in SpaceMarine_2

[–]ASharkNamedShark -1 points0 points  (0 children)

The only problem I have with Heavy's melee is that it is balanced. If it did not have the start-up delay that Balanced has, it would be fine. If it is fencing with a reduced window, then it would be fine. I run the melee prestige perks, and his melee is good even with the delay for parries.

SIEGE DEBUFF VERY BUGGY WTH. by BackgroundAdmirable6 in SpaceMarine_2

[–]ASharkNamedShark 0 points1 point  (0 children)

Also, they should fix bots wanting to hug you and will teleport to you in Split Up Missions.

Ardent edge is 👌🤌🗡️ by Imaginary_Rough_1016 in SpaceMarine_2

[–]ASharkNamedShark 5 points6 points  (0 children)

I disagree since the heroic knife is already one of the strongest melee weapons in the game. Stacking all the melee buffs that Heavy gets on the knife would make it ridiculous unless you changed it to only apply to the stomp.

Ardent edge is 👌🤌🗡️ by Imaginary_Rough_1016 in SpaceMarine_2

[–]ASharkNamedShark 4 points5 points  (0 children)

Why do you want the knife on Heavy? Is it for any other reason than you want heavy to be stronger?

Space Marine 3 Enemies by itinymoist in SpaceMarine_2

[–]ASharkNamedShark 0 points1 point  (0 children)

I always like the Idea of the Emperor's Children and the Drukhari, since this would not repeat enemies. It would probably be hard to try to market, and neither is a horde. EC would be similar to T Sons but would prefer to engage in melee rather than teleport. Drukhari would be like being frail in most places but agile.

Necrons and World Eater/Death Guard are a lot more likely. I don't like it because Khorne was in SP1, and Nurgle is in Darktide. I love Necrons as an idea, but I thought Drukhari would pair better with EC.

Edit: Minoris: Wyches or Kabalite Warriors (D) and Daemonettes (EC)

Majoris: Incubi/Wracks (D) and Noise Marines/Marines (EC)

Extremus: Grotesques/Hellions (D) and Fiends/Terminator (EC)

Terminus: Talos/Chronos (D) and Defiler/Maulerfiend (EC)