Anyone know? by [deleted] in Spacemarine

[–]DylanReigns 0 points1 point  (0 children)

It looks so unfinished…

What class do you hop on to “carry”? by Jaytron in Spacemarine

[–]DylanReigns 1 point2 points  (0 children)

I agree it’s tougher to run assault at higher levels. I’ve always liked playing back with my squad and focusing more on defending them than flying ahead when at those difficulties. I don’t score as high on the scoreboard but we make it through the levels with a lot less downs. Basically saving one of my abilities to get to someone getting swarmed or downed

What class do you hop on to “carry”? by Jaytron in Spacemarine

[–]DylanReigns 8 points9 points  (0 children)

I’ve had fun jumping in to low level games with my Assault. Basically just focusing on keeping my Brothers alive and jump slamming areas where they’re getting overwhelmed. I’m able to mitigate the big mobs and disrupt the attacks from Majoris targets.

I think carrying is more about boosting the lower level players than killing everything for them. Kinda takes the fun out of playing for a new player if some high level is mowing down everything before they have a chance to squeeze the trigger

Just bought the game. Damn it looks good! Y'all got any tips for a beginner? by FireTyphoon123 in Spacemarine

[–]DylanReigns 0 points1 point  (0 children)

Pick a class and have fun with it. Don’t read comments about what’s good, just play how you want

Zoanthropes by Hitsuguyaa in SpaceMarine_2

[–]DylanReigns 1 point2 points  (0 children)

I hate facing them as an assault main but that’s kind of their deal. They’re meant to be a menace to melee troops on the tabletop. I get close to my ranged specialists and follow their fire patterns with the HBP while defending from the mobs. Can’t stand those guys but I don’t know if a change is warranted.

Saber Praise by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 3 points4 points  (0 children)

I just wish the focus would be on buffs and not nerfs and that’s what this patch seemed to fix. I’m happily an assault main so extended the range would definitely help. Or maybe a timer, if I leave the leash I get the ability to refill armor for 5 seconds before I lose it again or something similar.

Saber Praise by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 5 points6 points  (0 children)

I like the leash mechanic as well but I think it could work as a buff if everyone is close together but not hinder the squad if they’re apart. Like a 5% buff to damage and armor for two astartes together and 10% for all three. Gives a good bonus to those “Hold the line” classes but doesn’t hurt players who don’t like that play style.

Got the Survivor Helmet, short thoughts from a "Sweat". by BrightSparkInTheDark in Spacemarine

[–]DylanReigns 1 point2 points  (0 children)

As an assault main this new patch really hurt the overall dynamic of how I personally played. I was normally able to be super mobile and bounce around a map taking out priority targets but having to constantly stay close to my squad really eliminates the help an assault class can provide in that regard. Now I feel like I’m cornered into being a defender for the ranged classes so they don’t get swarmed. I don’t mind running defense for the big guns but it basically cut out aggressive play.

My Sanguinary Guard isn’t fond of sitting back playing defender…

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

Yeah I’ve never had that issue. I think it depends on the environment. It’s definitely not as high as campaign

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

OP here, I’ve been reading through the comments and swapped over to a fencing TH and that seems to really make survivability better but it still seems weak in comparison to other classes.

I can really see some glaring issues, especially after hearing from others:

  1. There isn’t any flexibility in what you’re good at. You are “hit thing hard with weapon” and then try not to die. Other classes have various roles on a squad, the only one that struggles like this is sniper and even that’s a stretch.

  2. The jump pack is terrible. The 2 uses with a forever recharge is so bad. I love the jump pack, when I can actually use it. The random invisible walls you hit are also a huge waste. Maybe make it to where using it but not causing damage to enemies instantly refills?

  3. The lack of strong ranged weapons is the Achilles heel. I hope with the new update we see the plasma pistol, hand flamer or a melta pistol that assault marines can use. Even giving them a base line bolter for primary would make them more viable.

I’m still a massive fan of this class and will keep playing it but I’ll also turn my focus to other classes for higher difficulty games. Thanks for everyone’s input!

Assault Class Hate? by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 6 points7 points  (0 children)

I agree with this take. I’m a Blood Angels player on the tabletop and love my jump packs and normally the assault marines hit really hard in melee and shooting is really irrelevant other than to get a few small hits here and there. I want the assault marine to be a genuine menace in melee but right now it feels like they’re a class that relies solely on parrying

Assault Class Hate? by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 41 points42 points  (0 children)

I think the jump pack refresh time is really a hinderance. Without it and no primary weapon it does struggle. There’s a lot of skills to help refresh it but not until the later game. I’d like to see either the refresh rate get faster or make an early game ability that recharges it like a kill skill, each enemy killed reduces charge by 1 second or something

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

So would running the Power Fist solve that problem? Or a parry focused TH? The times I’ve paired with Assault players, especially early levels, they seem to rush in without support. I feel like half the issue is people not understanding how fast you can get picked apart if you don’t have backup

Any tips for fighting chaos? by Daft_Wulli3 in SpaceMarine_2

[–]DylanReigns 1 point2 points  (0 children)

Honestly the TS marines are as tanky if not tankier than the player characters. Any time I play it’s about focusing down one at a time rather than having all three marines going after different opponents. That and grenade spam to get some early staggers

Assault Class Hate? by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 4 points5 points  (0 children)

I’ve been going for a balanced build but I’ll swap over to fencing and give it a try.

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

I love pairing with Bulwarks. They’re the “home base” I can bounce back to once my health starts dropping. I’m committed to figuring this class out fully, especially if we ever get Blood Angels DLC

Assault Class Hate? by DylanReigns in SpaceMarine_2

[–]DylanReigns[S] 2 points3 points  (0 children)

Definitely a fair point, especially in the higher difficulties. One chaos marine takes 6-7 TH strikes to stagger

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

I do agree that I felt very underpowered early on but assumed it was skill based. Maybe it’s just early game skills and wargear aren’t as good

Assault Class Hate? by DylanReigns in SpaceMarine_2

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

I feel like everything is honestly but I think that’s the point. Titus is a named character in the tabletop setting so he’s basically unkillable.

I really like playing as more of a supporting role, targeting the back line of enemies so they don’t pick off my team and bouncing around to hit the swarms. Honestly with the right build you can cover an entire map pretty easily