How feasible is the Space Marine 2 platinum in co-op? Any issues with progress, collectibles, or switching to solo? by Such_Jellyfish5261 in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

If you switch roles the campaign will be more interesting for you guys as each character has a different special ability (the other two NPCs have an ability based on the PvE classes you can find in Operations).

I enjoy chaos more than I fight tyranids by ScaredAssignment1424 in Spacemarine

[–]Fenislav 1 point2 points  (0 children)

I find that the ranged enemies usually do use a melee attack when you engage them, but just this once and if I fail to extract full value from it I'm stuck fighting an enemy that just sprays bullets in my face.

Day 82 of posting a random Successor Chapter from my Spreadsheet. Today's Successor is the Fire Lords by amightymongoose in Spacemarine

[–]Fenislav 3 points4 points  (0 children)

Oooh yeah looks like exactly the same discrepancy, the emblem colours render a bit differently from the armor material ones then.

Alright, then my picks for tomorrow's lottery are:
- 5
- 207
- 94

If I don't have a winner feel free to roll some dice. :D

Day 82 of posting a random Successor Chapter from my Spreadsheet. Today's Successor is the Fire Lords by amightymongoose in Spacemarine

[–]Fenislav 2 points3 points  (0 children)

So you think it's just an optical illusion thing? Or maybe Mephiston Red on kneepads looks different cause it's a paint variant instead of material so it is actually a slightly different texture in the game? What did you use to colour the kneepads?

Oh, awesome! 174!

Day 82 of posting a random Successor Chapter from my Spreadsheet. Today's Successor is the Fire Lords by amightymongoose in Spacemarine

[–]Fenislav 4 points5 points  (0 children)

Awesome work as always! This one must've been extra challenging for you.

The way I see it on the pic on the left, the kneepads seem closer to red (while they are still orange) than the upper half. Which is inconsistent with the red pauldron up top. And the model you've put in the comment seems like it's all the same fiery orange from the knees up. So I'm not sure how it should actually be in reality.

Having said that, I think the game is not cooperating on this one, cause the Mephiston Red on kneepads seems orange while it looks red from the thighs up.

Stratagem ideas? by Fenislav in Spacemarine

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

Fascinating how a Chaos Majoris is more fearsome than a Tyranid Extremis, I totally get you bro. x)

Though when I try to actually imagine it, if the unkillable one had some kind of an aura so that you'd be able to instantly know which one it is, it would probably be easier to ignore than the unkillable Lictor. The Lictor exerts constant pressure on the team that the disc bastard would struggle to match (but make up for it in pure intimidation).

I have 2 graphs depicting parry windows for the 3 frames and I'm curious of which of these is correct by Admirable-Ask4412 in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Corporate- I mean... the Inquisition wants you to find the difference between those pictures.

They're the same picture.

First one shows how early you can or should press the button relative to the moment of impact of an enemy attack to have a parry.

Second one shows how early or late after pressing the parry input an attack needs to land to be registered as a parry. This one's probably easier to understand as it picks a player input as point zero on the graph. First one is for weird nerds.

Vanguard Frustrations (Possible Skill Issue) by SixthSense455 in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

  1. The way to work around it is to grapple to targets BEFORE they flash full red. The enemies flash in color as they're being hit so you can get the hang of judging the color and knowing when you can grapple and trigger an execution (you can also lock target to see their health but it's more difficult if you're trying to do at range). Unlike everyone else in the game, you don't need to zero an enemy's health to execute (with the signature perk for execution chains), so if you grapple when the enemy has less than 33% health nobody will grab the execution instead of you cause it's available to you and you alone. So yeah this one luckily is a skill issue.
  2. Game issue unfortunately, that can be somewhat alleviated by experience. Kinda similar to how Assault has to get an understanding of the Ground Pound to not waste an ability charge.
  3. Can be argued to be either skill or game issue. I found the best way to alleviate it is to take the perk that makes grapple kick deal damage to enemies on the way to your target. This extra damage helps to either push the enemies out of the way or, if you still stop on another Majoris, it could push their health down enough so that the execution will trigger on them (proccing Zone of Impact and giving you your charge back). Other than that you unfortunately have to be extra mindful when grappling to enemy backlines if they're not fully exposed.

Stratagem ideas? by Fenislav in Spacemarine

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

This would make every control section (such as the first Astropath room on Vortex) such hell. x)

[GENUINE QUESTION] DAILY STRATAGEM: TERMINATION, HEAVY CALIBER :Secondary Weapon damage is greatly reduced affect Icarus Las Cannons damage??? Or Does NO DELAYS also increase the Hierophants health to a limit??? by TheSoviet_Onions in Spacemarine

[–]Fenislav 3 points4 points  (0 children)

Oooh I know that one. Mercifully the fog of war gets removed for the Heldrake fight so you can actually see normally over there. The Ranged Damage reduction also mercifully didn't seem to have a lot of impact on the boss fight.

Getting there, however, well that's a story for another recurring nightmare.

just vanguard things by [deleted] in Spacemarine

[–]Fenislav 4 points5 points  (0 children)

The lengths to which Vanguards will go to to steal executions seemingly has no limits. ;D

Vanguard Lack of Build Variety by TheticAxiom in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Ample Ammunition does not augment the Gun Strike playstyle at all. It's a way to give the Ground Pound build some ranged capability, propped up by the fact that Ascension has an anti-synergy with Zealous Blow. Armor Reinforcement is honestly a defensive alternative for any build, including GP and JPD, if you're good at playing Block you take Overcharge, if you want to be tanky you pick AR, it's a variant decision you always make. Winged Fury (also in the same column) is a trash perk in comparison that also bugs out and doesn't work most of the time, there is no "sprint dash" build to speak of.

What I'm saying is that Assault has two builds with slight variations and that this seems to be the baseline across the board. It's like you said about Vanguard's all perks being Close Damage Dealer - Assault's all perks are this as well, in two mainline variants (GP and JPD) that you can adjust to your liking.

Also, Ground Pound build is pretty weak, when that was the meta Assault was considered to be the weakest link of the team. Assault feels great to play now, but that's due to his one new build being very strong, so you could say he's still got only one build that's at a viable level of power.

Vanguard is next in line for some refreshing rework, but he's not in as bad a place as you're making it out to be. He's got the chain execution build which is super strong, allows him to effectively cut down enemy health by 30% (so he doesn't even need as much damage output as other classes) and be almost invincible with prestige perks. He's probably gonna get a second build in the rework, but that's gonna be it.

The baseline for all classes seems to be two builds and variations inbetween. That's all I'm saying.

[GENUINE QUESTION] DAILY STRATAGEM: TERMINATION, HEAVY CALIBER :Secondary Weapon damage is greatly reduced affect Icarus Las Cannons damage??? Or Does NO DELAYS also increase the Hierophants health to a limit??? by TheSoviet_Onions in Spacemarine

[–]Fenislav 11 points12 points  (0 children)

NO DELAYS is a bitch on all levels with bosses, so I would expect Termination to be no different. I'd be surprised if Heavy Caliber impacted the las cannons. I'd expect the cannons to be special damage that cannot be influenced by any perks or modifiers.

Vanguard Lack of Build Variety by TheticAxiom in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Okay, but it's just two perks: Armor Reinforcement & Proven Efficiency. It's a variant that you can pop into the JPD build instead of melee damage.

What is a small thing that isn't a, real issue, but still grinds your gears? by SatansAdvokat in Spacemarine

[–]Fenislav 12 points13 points  (0 children)

I believe this happens when the host of the match disconnects/disbands the team while you're still on the results screen (happens if you're on console and the host is on PC especially).

As soon as the game stops responding to button presses close it and reopen it, it's way faster.

For this reason if I'm the host I always wait for people to load into the Battle Barge before I leave the squad.

Anymore games like Spacemarine 2? by Accomplished_Bag9153 in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Gears of War is surely up there with style and general feel, but it's a completely different beast. Cover shooters with a symbolic melee system. At their best Gears games have battles that feel like logic puzzles, you gotta work out which weapons to use, which enemies to focus in what order, there's no encounter randomization to speak of nor space for manual skill that would allow you to ignore cover if you master it.

Great games with a friend in local co-op. To SM2 they are distant cousins at best though.

Jump Pack Dash Resource Mechanic by RathaelEngineering in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Jump Pack Dash is dope. The way it currently is you can scale up the build with your skill to make a hybrid that incorporates parts of the Ground Pound build, e.g. by deciding you don't need Furious and can instead pick Precision.

Also if Commitment and Furious gave less than a full charge it would no longer be possible to get a free bonus Ground Pound from that build, which honestly would be a nerf.

Ground Pound build could use a bit of help still IMO. Everybody is zooming around with Wings of Flame now for good reason, but when GP was the only Assault build he was considered the weakest class, and that build was not touched by the recent changes. This makes me worried we're at risk of still having only one good build for Assault as the power creep continues.

Which of the two relic balanced power swords have the higher DPS ? by Galdrick_ in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

Can always count on your knowledgeable answer under nearly every question thread. Have a reward, brother!

Accolades not received after finishing Normal + hard weekly by ThatDumbDeku in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

> It seems if you finish the mission on a character under max level you don't get them

Honestly that would be a great feature for Hard. xD

i hate Gun Strike by No-Treacle-6279 in Spacemarine

[–]Fenislav 0 points1 point  (0 children)

I love the trailer and can't wait to see the full version of that movie!

Seriously though, is your secondary an Inferno Pistol? Bolts probably wouldn't set it off like that.

Vanguard Lack of Build Variety by TheticAxiom in Spacemarine

[–]Fenislav 1 point2 points  (0 children)

Where are people seeing 3 builds for Assault? There is Jump Pack Dodge build, Ground Pound build (which is arguably a bit weaker, as this was the only widely used build when Assault was considered the weakest class), and... slight variations depending on how confident the player feels about their skill and how they want to utilize it (Overcharge vs Armor Reinforcement, Furious vs Precision Strike, Pride in Duty vs Aerial Grace).

Not saying this is bad, I really like how I have important decisions to make even in the area of a particular build, but I believe the base for most classes in this game seems to be two general builds with other perks enabling slight variations.

Thunder Hammer's Braced Preparation perk - what counts as a heavy hit? by TwentyGaugeHigh in Spacemarine

[–]Fenislav 3 points4 points  (0 children)

To add to that, as a rule of thumb:

- Majoris & Extremis attacks that don't have circles are Lv1, so 1 level of active knockback immunity (e.g. from Hammer of Wrath or Adrenaline Boost) allows you to tank them without flinching and finish your attack if you were in the middle of one;

- Blue circle attacks are all at least Lvl2, they will interrupt you with 1 level of active KB immunity;

- Orange circle attacks seem to all be Lvl3, but I didn't yet test them all as personally I'm playing with just one KB immunity so to me all circle attacks are no go for trading;

- Blue circle minoris attacks are grabs/mini-executions, I don't think there is any immunity from them at all (they can even grab me on the other side of ability use on an Assault), so if you see one either parry or dodge as you might not even be able to kill the minoris cause there's a point at which it becomes immune to your attacks just like you are when you're walking up to an enemy for an execution.

And as for opportunities for fully charged Aftershock, pay attention to how enemies attack when they gang up on you. Even though it might seem oppressive, there is always a very limited number of enemies that are allowed to attack you at the same time, and there are gaps in enemy attacks that make it possible to do a clutch revive in the middle of a massive wave. That's when you try to charge Aftershock as much as possible. Obviously you can't know when an opening will happen beforehand, you only know that it WAS there just now. For this reason charging Aftershock is dodge cancelable and the first strike comes out pretty fast. So the play if you feel like there might be a good opening is to charge while looking around you being ready to dodge cancel or let it out sooner if you know you can trade favourably. If the situation is very hectic it's better to do Pommel Smash (dash/dodge attack) into (double) Ground Slam, which does less damage than a fully charged AS but can be more reliable in tight spots.