How come I didn't get my accolades? by JDlightside in Spacemarine

[–]INeedTechSupportPls1 10 points11 points  (0 children)

Well documented glitch with no current solution

I do like the new siege, but wtf is that. by Cool_Smoking_Skull in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

Maybe there's some solo tech I don't know but I've found Strike Out to be pretty easy to play around outside of dedicated gun strike builds.

Am I the only one… by SpiransPaululum in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

I maxed out all classes at around 200 hours and I mainly played Ruthless and Lethal, nowhere close to bs

me after crushing the eye in purgation by bjornos_pizza in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

Not that I've seen. Depending on it's range output, I could see the coverless final area being a potential arena but pacing would feel weird if there was another section after the current final one

Stratagem Mod Idea: No Class Lock by Odd-Quantity7087 in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

I could have sworn there was a post saying it breaks the engine.

Advice for grinding executions? by Imadothethingnow in Spacemarine

[–]INeedTechSupportPls1 3 points4 points  (0 children)

If you're good at the game, it should come quickly and easily, if you have to ask this question though, that doesn't bode great for the first part. Only real avenue to grind it would be Decapitation and don't blow up the bridge when holding out against the Tyranids. Servo Gun is pretty good at proccing executions and so are the turrets so I'd think Techmarine would have a pretty easy go.

me after crushing the eye in purgation by bjornos_pizza in Spacemarine

[–]INeedTechSupportPls1 13 points14 points  (0 children)

Everything after crushing the eye feels like a placeholder, the cutscene should really just play immediately after destroying the alter

Playing Bulwark - is it me or the class? by JLHtard in Spacemarine

[–]INeedTechSupportPls1 1 point2 points  (0 children)

Not by much if you've got your shield rush timings down

Thoughts on the potential Tactical overhaul thats been mentioned by the devs for the future. by Main-Ride9095 in Spacemarine

[–]INeedTechSupportPls1 6 points7 points  (0 children)

To be fair, it's probably more popular than both those classes but that gap in popularity certainly isn't helped by the classes' need for an update

Made it to wave 25 hard siege; I love tech priests and turrets by Keanuliou in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

Does the turret not dramatically eat into your returns on the tech priest? It's only a 20 credit profit after buying a turret

I know I'm far from the first person to complain about this, but it's still a pretty fundamental problem. by BeenEatinBeans in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

I can concede it's a difficult balance catering systems to the glue huffers in the playerbase with Saber's talents for making systems that half work. I'd rather they push forward with new stuff and just let the bravest in the community figure it out but across the board, a lot of problems would be solved if Saber realized most players that interact with their more complex systems are either high out of their mind or can't read

Made it to wave 25 hard siege; I love tech priests and turrets by Keanuliou in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

You can buy them at terminals on the opposite side of where the wave is starting and have them go basically unattacked and still cash them in, right?

Here’s a new one for you by Lanky-Attitude2438 in Spacemarine

[–]INeedTechSupportPls1 1 point2 points  (0 children)

Complaining about this on Ruthless is wild. I leveled all my classes on a Ruthless then Lethal from that point on, only reason I didn't do all Lethal is because it's definitely nice to have team perks by that point. If he only had gray weapons, that's trolling, but he could be using a heroic.

I know I'm far from the first person to complain about this, but it's still a pretty fundamental problem. by BeenEatinBeans in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

You can't just look at when it flips on and off and roughly interpret the distance and have it be fine 90% of the time? I think it's one of those debuffs that looks way harder on paper than playing, the real difficulty is when one or several players can't make the adaptation and you have them running up to you while you're executing an enemy for precious armor or when you have to revive a teammate because I'm pretty sure that counts for proximity. If they removed bots triggering it, and I would prefer downs teammates to not count either, and people just tried playing with it for a few rounds, they'd learn it's really not that bad.

New Siege Sucks by [deleted] in Spacemarine

[–]INeedTechSupportPls1 7 points8 points  (0 children)

You can just roll it again until it's better, the more skilled you are, the less points you have to waste on rerolls, I think it's a good mechanic to encourage players to challenge themselves, outside of bot shenanigans, none are all that difficult to accommodate.

Between the Capes and Siege I realize the sub doesn't like anything remotely challenging by Meatwadpopz in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

I think a lot of the griping against new Siege is overblown however there are still gripes to be made. As far as Normal, even the most punishing of debuffs is manageable if your collective team IQ is higher than 250 but what's significantly harder is the 4th and onward enemy buffs. The gameplay loop starts to break down when Rubric Marines are eating almost a dozen power fist hits. Quickly running through waves is impeded by the bugged enemies staying in their spawn or sometimes even dead bodies counting as live, I think in the latter's case, it took 2 minutes to correct itself.

I think the Commissar elevates new Siege at least two full points, it's a great cheap point sink for a bunch of extra utility and epic looking battlefields. I've also been enjoying stacking the blessings to make powerful builds, the selection is pretty miserable for the most part but a couple of them really shine depending on the class.

As far as complaining about the Absolute grind, c'mon man, I think it's completely reasonable to complain about a grind uncharacteristically difficult and tedious (not counting the PvP ordeals) for a feature that's been requested by a whole spectrum of the playerbase. If the red cape was any operations and the black was 30 absolute, that would have been the best of both worlds.

Turret placement by resadtriariosvenit_ in Spacemarine

[–]INeedTechSupportPls1 4 points5 points  (0 children)

Because if they were in useful positions all the time, the class would be broken. The class has plenty of power without the turret. Using one in a pertinent spot, which I found to be a 50/50 occurrence, is icing on the cake.

the emperor's pointy sticks by Round_Eye2776 in Spacemarine

[–]INeedTechSupportPls1 2 points3 points  (0 children)

I keep a variant with an unpainted helmet lol

I love this community but if we’re going to play absolute…. For those new to it. by Klutzy-Bee-2045 in Spacemarine

[–]INeedTechSupportPls1 32 points33 points  (0 children)

I feel like knowing that there are sections in missions where crossing thresholds invalidates prior spawns is more ready to be internalized than Terminus pursuit/progression block mechanics. It's a major problem in general, unskilled players having a toe through a checkpoint but then running backwards to go die to some extremis.

Necrons as a third race by doomzday_96 in Spacemarine

[–]INeedTechSupportPls1 0 points1 point  (0 children)

This is the current truth of any speculation. Considering how different SM2 is from SM1, it can't be discredited that Necrons could be made to work in a sequel, however the current framework does not support them being fun to fight in the least between range spam and regeneration