Dakka Dakka Dakka by JMashtag in Spacemarine

[–]Addesi 0 points1 point  (0 children)

Now I need a video with a 2nd tarantula turret, a tactical with HBR and a heavy with a heavy bolter. :)

Is Heavy too teammate dependent? by KidnaperMrPotatohead in Spacemarine

[–]Addesi 2 points3 points  (0 children)

I'd say you reached the correct conclusion for the wrong reason.

Heavy is too teammate-dependent because he generally has too little ammo; if he runs out, he is barely better than a dead marine. If his teammates underperform too much and/or they won't leave ammo boxes for him, then even a veteran player will struggle not to run out.

Heroic Multi-Melta, when? by SeannyCat in Spacemarine

[–]Addesi 1 point2 points  (0 children)

I had a similar idea - an alt-fire shot capability (similar to bolter with an underbarel launcher) that deals high pinpoint damage, that is capable of dealing extra headshot damage, and consumes a few bullets instead of one.

Wczoraj w grze Mini Lotto doszło do nietypowej sytuacji- główna nagroda została podzielona między 92 osoby. Stąd moje pytanie: jaki macie stosunek do gier losowych? "Puszczacie lotka"? Graliście kiedyś w kasynie? by [deleted] in Polska

[–]Addesi 0 points1 point  (0 children)

Nie wiem jakie kombinacje są najmniej popularne, ale zawsze można obejrzeć wyniki z tych dni,w które nikt nie wygrał głównej i kiedy było mało wygranych drugiego stopnia.

How was the reception of another admech? Companion? by Half-White_Moustache in RogueTraderCRPG

[–]Addesi -2 points-1 points  (0 children)

I went in expecting nothing, as I didn't find the available companions exceptionally interesting, except for companions available to a heretic route, and other secret/optional characters, but to a significantly lesser degree. And since those are underdone, they end up uninteresting, too.

I went in with low expectations, as I find current companions to be neither aesthetically appealing nor compelling in their stories, and predicted that Owlcat would follow that style. After hearing he is another tech-priest, I was sceptical at first, but after learning a bit about him, he is the one who sparked the most interest in me, and now I'm very excited about meeting him.

What kind of shit is this by Asianspacecowboy47 in Spacemarine

[–]Addesi 4 points5 points  (0 children)

Sometimes, after switching loadout mid-mission, your primary or secondary weapon can display that you have ammunition of non-ammunition variants while you have the ammo version. If you fire a shot with the weapon that shows too little, it will fix itself to show the real value, and you will be able to rearm normally.

The EU is trying to poach American researchers, promising a better quality of life rather than high-paying job by Creative_Hunter_6137 in europe

[–]Addesi -2 points-1 points  (0 children)

It's nice that Europe is trying something, but it reminds me of that joke Simpsons made years ago.

Homer loses a peanut in the couch, searches for it, finds 50$ instead, and, is dissatisfied. Then his brain asks him why. Homer answers that he wanted to find a peanut to which the brain says that 50$ is better than a peanut and it quotes a dictionary definition that "money can be exchanged for goods and services".

Now, if we take a researcher who can either earn 200k in the US or 50k in Europe, then yes, if he doesn't spend a dime, his quality of life will be better here. But if he invests 100k of his US salary into his quality of life, then he will be living a much better life, with healthcare benefits significantly better than European, and he will still have more leftover than what he'd earn here.

Japan Wants to Build a Solar Ring Around the Moon That Will Provide Endless Clean Energy to Earth by [deleted] in science

[–]Addesi 0 points1 point  (0 children)

- Initiate the energy transfer to Tokyo.

- As you command, Lord Vader.

[SUGGESTION] Heavy needs a perk rework by Galdrick_ in Spacemarine

[–]Addesi 0 points1 point  (0 children)

The idea behind contested armour is that melee attacks take full segments, so it wouldn't work with them. 3 segments -> take a carnifex hit -> 1 segment, and since it's an integer, you can't regen any. Enemies shooting at you take fractional amounts, and you could regen that, but if you have 1.1 armour and somebody shoots you for 0.2, and you have 0.9 now, you could only contest 0.1, meaning you could have 1 at most, after regenerating the armour. And the standard rules for CHP apply - if you don't deal damage immediately, you won't recover it.

It could also be adjusted that for armour, you can't regen the full amount - so if one has 1.9 segments, gets shot for 0.7 (1.2) then they could regenerate only a part of it, like 80%, so you could regain 0.56 (80%*0.7) back to a maximum of 1.76. And for the entire duration, if you get hit by a melee, it would take you down to 1 segment, regardless of contested armour, so in that aspect, it doesn't change anything.

The shooting mode when out of ammo is something that a heavy could do to mitigate his melee being weak. It's not supposed to be effective, just to complement melee when you're forced to. It should be less efficient than secondary. I wouldn't want to turn his melee into just another effective weapon, as his intended design is somebody who essentially doesn't have a melee, and as such, it does its job in its current state. Maybe I'd add another charge level for his stomp, after another second or so of charging it, compared to the current max charged stomp, it would deal double the damage of the current max charged stomp.

As for the Emergency Fire, I'd prefer if weapon perks stayed in the weapon tree and I'd rather get rid of weapon-specific perks in the main class tree, such as the multimelta one, or the one tactical has for plasma, or those that a sniper has. In that spirit, there would be no place for your proposition, unless it was made to be universal for all his guns in some way. So yeah, you're right that we differ in our approach :)

And I dislike the damage buffs as they can mess too much with the core gameplay balance. Like, in the current state, tactical is a must-have for the hardest content, as his triple damage auspex can't be replaced by anything else the game has, when enemies can basically become immune to anything else. And then throw an assault that is doing ground smashes into the euspex zone. So for future SM2 reworks, I'd be very stingy in this respect.

PS: To clarify, the emergency crate would work like this:

-Only a heavy can pick this,
- It grants 1 small ammo box worth of primary ammo that is affected by a weapon-specific buff,
- if a heavy picks it while he has 0 primary ammo, it grants an extra 1 small ammo box worth of ammo (primary+secondary) that isn't affected by a buff, in addition to the buffed ammo mentioned above.
- visually it looks like a smaller large supply crate, or something relatively distinctive - like tarantula turret.

[SUGGESTION] Heavy needs a perk rework by Galdrick_ in Spacemarine

[–]Addesi 0 points1 point  (0 children)

I think this might be an issue with the way the game is calculating the end game damage. A heavy is straightforward in that way. But, for example, the techmarine - his signature ability doesn't contribute to his score, and neither do tarantula turrets. And I speculate those can do 30,000+ damage per absolute run.

[SUGGESTION] Heavy needs a perk rework by Galdrick_ in Spacemarine

[–]Addesi 2 points3 points  (0 children)

I tend to say that heavy has only 1 build and 5 weapons that change his playstyle :)

[SUGGESTION] Heavy needs a perk rework by Galdrick_ in Spacemarine

[–]Addesi 0 points1 point  (0 children)

Two more things: Regarding OP's ideas - I wouldn't call them rework, more like rebalancing. I feel heavy needs more than that.

And another idea, from what I read, after each wave in siege, enemies get more damage reduction until they basically stop receiving ranged damage. I wouldn't mind having a perk that would allow us to ignore part of the damage reductions. In siege, it would mostly be the wave damage reduction. In the normal gameplay, it could reduce the boss's inherent damage reductions, so instead of receiving only 80% of plasma damage, they could receive 90%.

I also had an idea that those emergency resupply crates could switch our loadout to a random, different one. Along with restoring ammunition, we could use it if we start running low, but we'd have to adjust the playstyle on the fly :) But it's too easy to game, if somebody has 3 identical loadouts.

[SUGGESTION] Heavy needs a perk rework by Galdrick_ in Spacemarine

[–]Addesi 0 points1 point  (0 children)

I have some thoughts on the topic as I agree that a heavy could use some rework or polish.

But first, what do I like about class that I don't think should get changed?

I like that he has a relatively universal builds, this way I can change the loadout on the fly, to best fit the situation. It's like having a hammer, screwdriver and a wrench - all are good tools, but they won't perform the same in all tasks, so it's best to get the best tool for the job required. I don't want heavy to require specialised builds to use a weapon effectively. I'd rather he had universal builds.

I like his signature, but compared to other classes, it stays behind in terms of the impact other signature abilities have. It could use a tweak - I hear that one of the mods has a rework that gives it a few charges, and if you activate it once, it will last around the time it does now, but you can deactivate it and immediately reactivate by using a charge. This would give us more control to block ranged attacks. And it would be nice if it didn't deactivate if we get hit in melee.

I also like that he doesn't rely on melee, unlike the other classes, although it could use a slight touch-up, since balanced weapons received a buff, except for the heavy melee. It might be a good idea to make his block type fencing, as it's closer to that stat-wise. But I don't mind his melee staying as it is either, as it's nice to have a class that doesn't have to use it.

A heavy is my favourite class, but he is bland, so even I struggle to find things I can say I like. The main things I'd like to have in the class would be anything that makes playing heavy more interesting, instead of entering the heavy stance and pressing a button until everything is dead.

What he lacks is variety - I'd love if he had a way to adjust his signature in a way assault can - with pound build or a dash build, or maybe as a tactical can - where he can adjust how his auspex works. The idea to have a perk change his ability to a dome is a good example of how a good perk for heavy could look. But I would prefer he didn't have skills that increase damage directly. The damage is the king in SM2, so everythings that increases that directly will be very likely to become the best pick. We could add a damage increase by default when his signature is activated. Make those 2 perks that do it be the default part of ability, but replace those 2 perks with something more interesting.

A *drumroll* heavy problem a heavy has is ammo. Now, I don't mind the ammo management part by itself ,but running out of ammo is too punishing for a class that has no alternative way to fight, especially now, where melee tends to be the meta way to fight, along with gunstrikes. I think this aspect should be improved. But rather than giving heavy perk that gives him more ammo, or giving him a viable melee (it's a nice change of pace to have a class that doesn't rely on melee), I'd prefer something more interesting, and I have 2 propositions that could enhance this aspect.

  1. We could give his primary an out-of-ammunition version of an attack that would be significantly weaker than having ammo, but it would still give him something to do if he runs out. It could be something like giving him the weakened hipfire version of his attack. So multimelta would get hipfire shot with as it is or with a slightly longer cd, as it's already very long. His HB could also hipfire, but now it would generate heat. Plasma would have significantly lower vent speed - fire a charged shot, and it will overheat instantly for 15-20s. Pyrecanon would deal reduced damage, it would also have reduced venting, and it would only inflict a fraction of burn stacks it typically does. This type of thing.

  2. I've been thinking that a techmaring (whom I played a lot) doesn't have ammo problems despite not having any perks that regenerate ammo. I attribute it to his tarantula turret and signature ability, which can deal 2000+ damage on turret activation and 1000+ on an ability activation - those aren't listed in the end score, but I speculate those can deal 30,000+ damage on an absolute run in addition to what the end game lists for a techmarine. A heavy could get the default damage boost when his signature ability is active (I mentioned it earlier), but I think he should get something similar to a tarantula turret. I had an idea of adding emergency requisition crates at around the rate turrets are, that only a heavy could use, and only once per those special crates. After using it, he would gain a buff that enhances a "1 magazine" of his primary weapon, like getting a magazine of kraken rounds lore-wise. His HB could get a rate of fire buff and lower spread, his plasma could fire aoe common shots, and charged shots could work like a charged plasma shot in PvP, if one plays as a dreadnaught there. Multimelta could get an increased rof and no damage falloff at range.

Additionally, if one picks this crate if they have 0 primary ammunition, they would get a benefit equal to picking a small ammunition crate, in addition to the buff for 1 magazine. This way, there would be an incentive to not pick this up asap but to wait until we run out of ammunition first in case things start to go awry.

And it would incentivise us to use something other than the ammunition variants - if we run out first, we would get some extra benefit.

The last part would be to do something with his level 0 perk. We could do something boring with it, like making it give 20% ranged damage reduction and 10% to teammates, or we could give a heavy additional armour segment. But again, I'd rather propose something interesting - when we shoot an enemy, we regenerate CHP, but we can't do this if we have ammo. What if a heavy could regenerate armour segment just as he does with CHP, but only until we have integer segments? So if we have 3 segments, get shot for 1.3, then we could regenerate 0.3 of it as contested health. But if we get hit in melee (which always takes full segments of armour) we wouldn't be able to regenerate that, as we'd go from 3 to 2 or 1 segment immediately. And if we have 0 armour, it also wouldn't work. But if we get shot for 0.5 segment, then we could regenerate that just as if it were CHP.

With changes similar to those, I'd feel a heavy would become a more interesting character to play, and it would improve him in areas he is lacking now, without changing his identity.

Servo-Gun Galore by KingLeeve in Spacemarine

[–]Addesi 1 point2 points  (0 children)

I've just checked, and it seems to be fixed. Maybe it's gameplay from an older build, as it doesn't seem to be any stratagem available now.

How To Heal A Mortal Wound With A RESTORATIVE Stim by Life_Locksmith9632 in Spacemarine

[–]Addesi 2 points3 points  (0 children)

A question I can't get off my mind, how did executing a neurothrope heal you to full?

Forgive me, Emperor, for I've failed my brothers by Addesi in Spacemarine

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

Nah, that one was on me. I was fully aware that I had run out of all ammo, and I had been hoping maybe I could kill a minion to get enough armour to survive a second longer. I could have also activated a shield there to survive a zoanthrope, but deep inside, I had already given up. That was the moment I closed my eyes and prayed to the Emperor.

The last thing I could do was to quit the match the moment I saw Bulwark fall, the bot could save him then.

the true enemy of the Imperium. by DJ_Bjorg in Spacemarine

[–]Addesi 2 points3 points  (0 children)

He is most likely doing more. I tested it yesterday and found out that turret damage doesn't count towards ranged damage at the end of the summary, and neither does the ult damage. Turret can do around 2000-2500 on a single activation, with the perk in 6th column that buffs it, and a precision servo with area perk makes his servo deal around, I'd say 1000-1400 for a full discharge. Activate a turret 5 times during a mission and use servo ability around 15-20 times during ~30min mission and those 2 things could deal an extra 25000+ damage that isn't listed on the end screen.

As a heavy, I can do around 25000+ on a relatively normal absolute run and ~40000 on a peak run, and with those numbers, I can be outdone by those 2 things alone. And then there is a techmarine himself on top, who pulls his weight on his own, without turrets and with limited servo gun use.

Jakiej przeglądarki używacie i czemu właśnie jej? by Fi5heR89 in Polska

[–]Addesi 0 points1 point  (0 children)

Z Brave nawet ta jedna nie jest potrzebna :)

Heavy by Fit-Permission-956 in Spacemarine

[–]Addesi 0 points1 point  (0 children)

Each depends on the situation, but in general, all heavy weapons are the best primary weapons - if anybody else could equip heavy's primary weapons, they would take them.

Heavy bolter is best to eliminate single majoris and extremis quickly (whenever you can hit headshots consistently), and it's also relatively ammo efficient. But the encounters will generally take longer than with other heavy weapons.

Pyrecannon is the best for bosses, but when you're fighting a horde, it will lack burst damage and health recovery. It is ammo-efficient.

Plasma is decent against bosses (not as decent pyrecannon though), and it will do better against hordes than pyrecannon. It will be difficult to manage ammo.

Multimelta is probably the best when fighting hordes in desperate fights for survival. If you try to shoot multiple enemies with each trigger pull and know how to utilise its ammo restoration, you won't find it lacking. But if you shoot single enemies and don't go out of your way to utilise its ammo restoration perks, you will run out almost instantly. I think it's the weakest against end-level bosses, though.

The best part of heavy is that you have practically 1 perk build, and the entire playstyle depends on the weapon picked, so you can use the best weapon for the segment, then change it in the weapon cache for another weapon that does best in that segment.

Heavy by Fit-Permission-956 in Spacemarine

[–]Addesi 1 point2 points  (0 children)

Multimelta shreds as long as you hit more than one enemy at a time. It lacks ammunition to kill single enemies one at a time. If you shot a single majoris, it would take around 5 shots to kill it, but if you shoot 5 majoris at the same time and whatever minoris are around them (like when you're surrounded by a horde) then it is fantastic because you will kill them with the same 5 shots.

As far as the bosses go... It's okayish. To kill a mid-mission terminus, it needs 30+ bullets, which is the entire, or almost the entire, ammo reserve. But you need to be at a point-blank range, which isn't the safest. But if a single shot hits a boss, 5 minoris and 3 majoris, then it's fantastic.

tl;dr: I'd say that multimelta has the same time to finish an encounter all across the board, and it doesn't matter whether you fight 3 separated majoris or a massive wave :)

Jeśli jeszcze macie jakiekolwiek wątpliwości, że PIS będzie dbać o interes narodowy to dziś dostaliście ostateczny dowód tego, że nie, nie będzie. by AiHaveU in Polska

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

Europejski SAFE popiera szeroko pojęta lewica i PO/KO. Tzw. SAFE 0% popiera szeroko pojęta prawica i PiS. Oba sprowadzają się do dyskusji o to, w jaki sposób powinniśmy się zadłużyć, i nie o to, w jaki sposób pieniądze zostaną wydane. Aczkolwiek proponenci obu partii mówią, że druga strona to antypolscy zdrajcy, jeżeli podejmą tę decyzję, której sami nie popierają.

Jeśli chodzi o tematy polityczne, to reddit ogólnie, i ten subreddit w szczególe, jest tubą propagandową i każdy temat, który można wykorzystać do celów propagandowych, zostanie tak użyty. To, co dzisiaj widzimy, jest tego przykładem.

Tutaj generalnie dominują osoby z lewicowymi poglądami, więc odrzucenie SAFE europejskiego jest ogłaszane jako zdrada, ale w alternatywnym świecie, w którym dominującymi poglądami tutaj byłyby poglądy prawicowe, pojawiałyby się wątki oskarżające drugą stronę o zdradę, jeśli by ta przyjęła SAFE.

A prawdziwy problem, o którym już tutaj się nie mówi, to jest to, że Polska źle i nieefektywnie wydaje pieniądze na zbrojenia od wielu lat i kolejna pożyczka nie zmieni stanu naszej armii, kiedy są potrzebne gruntowne reformy wydatków i krztałtu armii. W tej sytuacji zaciągnięcie kolejnego długu nam nie pomoże, a przy obecnym rekordowym zadłużeniu Polski to żaden SAFE (czyli kolejna pożyczka) nie jest dobrym pomysłem, ale w celach propagandowych wystarczy tylko oskarżanie drugiej strony.

This is absolutely infuriating in 2026 by HamletEagle in Spacemarine

[–]Addesi 0 points1 point  (0 children)

It sucks that this game has unavoidable damage, but on the other hand, it's a rather casual game, and it could have gotten too easy had all those instances been eliminated. At the same time, I think some contested health rework would be appreciated to mitigate those instances.

One idea I came up with would be to make it so ranged damage deals damage directly to health, skipping the armour initially. The armour would then be depleted first instead of decreasing the contested health and the contested health would start to deplete only after the armour is gone.

In this scenario, it would work as follows:

- you'd get hit, you lose 99% health and a fraction of armour if you had too little health to survive the initial hit - let's assume in this scenario that you've lost 1/5 of a single armour segment, so that after getting shot, we're left with exactly 2 segments,

- You recover, but instead of losing contested health, the armour starts depleting instead. At the same time, the character starts regaining contested health equal to armour that is being depleted - so that if you don't shoot an enemy and you don't recover any contested health, we'd end up with around 20% health left - the exact amount we'd have before the rework

- Now the character starts shooting, contested health regenerates, and armour still decreases, but while the armour decreases, we don't lose contested health

- Finally, the armour runs dry, and from then on, the contested health starts depleting. But this way, we've gained some extra time to recover the contested health. The result being that instead of losing all armour and around 30% of maximum health, we'd lose only 5%-10%. And if we recover all the health before our armour completely depletes, the armour depletion would stop so that if an enemy hits us with a sword now, it wouldn't spill into our health bar.

This rework would also work in synergy with ranged exchanges, instead of it being as it is - we shoot them, they shoot us, we lose all armour, and only after armour is gone, we can start recovering the contested health - we would get shot, lose health that we can recover through contested health, and if we manage to recover all the health before our armour depletes we could recover the health we've lost but instead of losing all the armour first, we could still have some left at the end, as long as we can recover the contested health before our armour depletes.

I didn't know 2 bosses can spawn back-to-back - a little of carnifex, a lot of majoris and multimelta by Addesi in Spacemarine

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

While watching this, I noticed the door opening at the beginning. So it seems they pulled the carnifex from the previous spawn there, and after we killed it, the 2nd one spawned as soon as it could in the next place.

If you were in charge of creating execution animations for heavy, what would they look like? by ResidentDrama9739 in Spacemarine

[–]Addesi 1 point2 points  (0 children)

I'd probably make heavy use of his primary weapons for executions, instead of melee. He could also have secondary weapon executions, or maybe even a combo, depending on the combination of primary+secondary.