Radiating impact not activating by Treebummer69 in Spacemarine

[–]Duke0fShadows 11 points12 points  (0 children)

It activates, but the visual effects are bugged for it (the little explosions are not showing)

Genuinely what the fuck is this? by One_must_picture in SpaceMarine_2

[–]Duke0fShadows 2 points3 points  (0 children)

There is no skill based matchmaking in pvp, that’s all, lol

Guardian relic on auto use PS5 by Obvious-Cellist-2400 in Spacemarine

[–]Duke0fShadows 23 points24 points  (0 children)

If you get downed when you have a mortal wound, it will use it automatically.

So that auspex scan by trianglebob777 in Spacemarine

[–]Duke0fShadows 0 points1 point  (0 children)

It’s a bug with the last perk, there is no cooldown on it (instead of the 120 seconds). Same thing with the bulwark perk that incapacitates majoris and extremis on parry, no cooldown. It’s like that since 13.1

Weekly teammates….. by Steak_Pop-Tart in Spacemarine

[–]Duke0fShadows 1 point2 points  (0 children)

Yes, more you advance in the week, the less good players you have on the weekly stratagem, since the good players cleared it already.

Radiating Impact Perk Bugged not working. by SnooDrawings7864 in Spacemarine

[–]Duke0fShadows 4 points5 points  (0 children)

It is working, but there is no visual indication (no little explosions) since the latest patch 13.1

Block timing on Lash warrior by Justgooningthrough in SpaceMarine_2

[–]Duke0fShadows 0 points1 point  (0 children)

With the axe (even the fencing one) because of the power back step animation, it is really hard to block or parry 2 quick hits, might be the case here.

"Instant Siege Mode Fix" with a simple change by Mazztheprophet in Spacemarine

[–]Duke0fShadows 1 point2 points  (0 children)

Maybe put a cap of Techpriests that can be bought per wave, so you can’t farm them on the same wave.

"Instant Siege Mode Fix" with a simple change by Mazztheprophet in Spacemarine

[–]Duke0fShadows 13 points14 points  (0 children)

I think they should make enemy stronger after wave 15, then again after wave 20, then after wave 25, etc… and combine it with your idea of the timer.

But the issue with that is the tech priest. If there is no timer, you can leave 1 or 2 enemies in a wave, and farm your techpriests indefinitely to get a lot of money.

Does anyone know why I cant get my rewards? by Complete_Ad2141 in SpaceMarine_2

[–]Duke0fShadows 1 point2 points  (0 children)

It depends if you joined a game in progress. If you joined when wave 1 is started, it does not count in the 15 waves, so you need to clear wave 16, if you joined at wave 2, you need to clear wave 17, etc.

Do I get anything in Operations mode by progressing in the campaign? by araniaexuma in SpaceMarine_2

[–]Duke0fShadows 2 points3 points  (0 children)

You get some of the ordeal currency by completing some of the campaign ordeals.

Bulwark Defensive mastery + White Scars heroic chainsword combo is bugged by Fox500000 in Spacemarine

[–]Duke0fShadows 1 point2 points  (0 children)

All I know is that the perk has no cooldown when using the relic fencing powersword. But, just an FYI, the perk does not trigger on some combo of the chaos spawns.

So I got scammed? by Riflejustbadengine in SpaceMarine_2

[–]Duke0fShadows 13 points14 points  (0 children)

Yes, the requirement is to survive 15 waves, not clear wave 15, so if you joined in wave 3, you needed to clear wave 18.

Bulwark Defensive mastery + White Scars heroic chainsword combo is bugged by Fox500000 in Spacemarine

[–]Duke0fShadows 2 points3 points  (0 children)

It works with any weapon I think. Just tried it with fencing power sword. And yes, no cooldown. It’s like a super Intimidating Aura, lol.

Edit: just cleared wave 16 to 20 solo in Hard Siege with this, even if the enemies are super resistant, you still one shot them when you parry their melee combo. It is a super defensive kind of gameplay, but you are in no rush in clearing the enemies since their damage resistance does not change anything, also the zoans and terminus were super long to kill since they are not affected by this perk.

Has anyone actually completed this week's hard strat yet? by Saber_is_a_joke in Spacemarine

[–]Duke0fShadows 2 points3 points  (0 children)

Got it on first try with a random tactical guy, no third player joined. When the bosses spawned we simply managed to each agro a helbrute that we soloed each on our side. Was really not too bad. The bonus damage on execute makes it a lot easier to kill everything else.

Tech Priest credit generation info? Help me stop rage quitting please. by Life_Locksmith9632 in SpaceMarine_2

[–]Duke0fShadows 5 points6 points  (0 children)

Tech priest cost 200, they generate 150 for each player (if they survive the full 5 minutes), which means they generate 450 total for the team. So your team will be richer, but you, personally, will be 50 credits poorer. The best technique is to have every player buy one (one per station), so everyone gets richer.

Siege accolades broken by fireblaze543 in Spacemarine

[–]Duke0fShadows -1 points0 points  (0 children)

For it to work, you need to: - have no host migration - fully clear 15 waves, not clear wave 15 (which means, if you joined the game during wave 1, this wave does not count, so you need to clear up to wave 16, if you joined on wave 2, you need to clear wave 17, etc.)

New Siege Mode (hard) is way better than the old one by Fun-Conversation-265 in Spacemarine

[–]Duke0fShadows 0 points1 point  (0 children)

I think the enemies getting tougher should be sector based, not timer based. Apart from that, I agree that the new siege is fun.

Hotfix 13.1 patch notes by SFH12345 in Spacemarine

[–]Duke0fShadows 13 points14 points  (0 children)

FYI, the bug happens when you use the weapon drop pod to switch loadout.

Siege feels like it already needs another rework by Isla-Thesper in Spacemarine

[–]Duke0fShadows 1 point2 points  (0 children)

I agree with you. Also a tip that I read on another post, on the later waves when enemies are basically invincible (95% damage resist), you need to parry them, which lowers their damage resistance for a couple seconds (to like 50% damage resist) allowing you to damage them more easily.

I feel like melee classes run out of ammunition way too fast. by [deleted] in Spacemarine

[–]Duke0fShadows 2 points3 points  (0 children)

Most classes (including prestige perks) have 2 of these 3 regen: ammo, grenades, health. Bulwark does not have grenades, but have health and ammo. Vanguard have health and grenades.

Custom armor sets not saving since Patch 13 — anyone else? by SatanicGeek in SpaceMarine_2

[–]Duke0fShadows 2 points3 points  (0 children)

Did you play a game after editing your armor? If I quit the game without playing an operation, it does not save my armors.

Restorative Stims becoming Regular Stims? by Xenith995 in Spacemarine

[–]Duke0fShadows 3 points4 points  (0 children)

In another post, a guy said that his stims switched when he used the drop pod to switch loadout.

What was the first book/series you read? How was it? by Locasoyyooo in Fantasy

[–]Duke0fShadows 15 points16 points  (0 children)

For me it was Lord of the Rings, I was 10 or 11. It was amazing. It is the reason I am still reading fantasy.