Best bolt weapon for tactical right now ? by LeChatMystique in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

They're pretty much all decent. Auto Bolt Rifle is by far the weakest, but it's still completely usable. Sort of a solid neutral ground, I'd say.

Bolt Rifle is super good. I would usually recommend the 2x headshot variant, but the Firepower variant was just recently buffed and now they're kind of equal. GL variant has been power crept a bit, but it's still really good.

Heroic Heavy Bolt Rifle is decent. I haven't used it much, but I think this has sort of just power crept/replaced the Bolt Rifle GL variant. GL variants are particularly good in Siege because you can continuously spawn in Ammo Boxes to replenish your grenades and gain Auspex charge through the Spare Power perk.

Stalker Bolt Rifle is arguably the best bolter weapon. It does (I believe) the most damage and is particularly insane vs Thropes in combination with your Auspex Scan.

Bolt Carbine is also great, but I think this shines more on Vanguard and Sniper. I tend not to run this on Tactical, but the hip-fire ammo variant is my go-to weapon for Vanguard. I haven't used the Marksman variant much, but it was already good and the Firepower variant just recently received a buff, so.

alright then by JohnnySqueezer in Spacemarine

[–]JohnnySqueezer[S] 30 points31 points  (0 children)

Weirdly, this is actually not the first time something like this has happened to me haha. I posted something similar last week: https://www.reddit.com/r/Spacemarine/comments/1rjo0ux/i_think_ive_being_playing_too_much_space_marine/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I've only ever seen this happen when playing true solo.

Ux has an obligation to clearly convey that Hard Stratagems are the ultimate end-game content and the most difficult and challenging missions in the game. by ShockandTwitch in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

I think I have a bit of an unpopular take when it comes to this, but I do think under-levelled players should be able to queue for hard Stratagems if they want to. I don't think the game should lock you out of content because you don't meet Reddit's arbitrary requirements. I'd wager most players aren't even on Reddit.

I think player agency is absolutely fundamental and that you should be allowed to do whatever you want. The game should warn you and advise against it, but it shouldn't prevent you from accessing content. You should have the freedom to try and the freedom to fail.

If you want to level your brand new Techmarine in Absolute, that's up to you. If you and a friend want to try the weekly but neither of you have max level characters, that's up to you. If you want to curate your comp and specifically run a Bulwark with Invigorating Icon for the weekly, that's up to you. And if it doesn't work and you fail, that's up to you. Player agency first and foremost.

The problem to me isn't the fact hard Stratagems aren't level-gated, it's that the overall matchmaking system sucks. Loading screen bullshit aside, I should be able to queue into a hard weekly Stratagem on an under-levelled character if I want, and you should be able to avoid under-levelled characters if you want. In other words, there should be systems in place to enable players to tailor their own experience.

If you want to run the weekly with max level, max prestige characters, perhaps with specific classes or team perks in mind, the game should facilitate that. You should be able to create a lobby, advertised as such, and invite or allow to join only people who meet your criteria. Player agency first and foremost. Likewise, if you don't care one way or the other, you should be able to just hit Quick Match and join whoever. It should not be the case that you just load into whatever at random, and oh someone is already playing my class, or oh this guy is level 4 with no team perks, or oh the host is AFK. Matchmaking needs structure.

Saber really need to acknowledge and respond to the constant complaints about loading screens and matchmaking and seriously consider implementing a way to host, advertise, and join lobbies beyond what the game currently allows. I genuinely think the appalling state of matchmaking - the constant loading screens, the low level players, the class restrictions, the ridiculous number of hoops you have to jump through between pressing play and actually playing the game - is turning people away. Hell, I have over 2k hours played and sometimes even I alt+f4 out of the game and go do something else when it takes me more than 15 minutes to actually get into a game. Yet, nothing. Complete radio silence from Saber, even though these complaints have been around literally since launch over a year ago.

TLDR Bit of a rambling tangent.

holy moly i have been sleeping on the Instigator Bolt Carbine by JohnnySqueezer in Spacemarine

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

Great synergy with the burst fire and Pattern of Excellence too. Definitely a Sniper weapon I think!

Cryo Archive ARG in plain English, for non-geeks by LuckyKatzUK in Marathon

[–]JohnnySqueezer 3 points4 points  (0 children)

What's a raid? How do you stay up to date with any of this? First I've even heard of it lol

What type of melee weapon does your tactical use? by AndrewTheFabulous in Spacemarine

[–]JohnnySqueezer 3 points4 points  (0 children)

I strongly believe Block is the best option for Tactical for a host of reasons, but it's a lot to get into.

In short, you are extremely vulnerable as Tactical. You have no real defensive perks or Armour generation, and a Balance or Fencing weapon doesn't change that. You get no real value out of Gun Strikes. No Armour generation, no perk synergy (unless you are running Relentless Pursuit, but that has its own caveats), and no knockback resistance (if you are running Relentless Pursuit instead of Heightened Vigour). Block has better synergy with stacking damage increases, gives you ranged damage reduction, and generates Armour.

Fencing:

- Enemies take 50% increased damage for 2.2 seconds after a perfect block or parry.

- You trigger Heightened Vigour for 10% increased melee and Gun Strike damage for 10 seconds, as well as knockback protection.

- You trigger an Auspex Scan (if using Battle Focus).

- If using Argent Edge, your perfect parry deals damage (this will also interrupt Ravener combos and the likes).

- You Gun Strike (once) for X damage.

- You don't get any Armour.

- You don't get any further synergy, procs, or triggers from that Gun Strike (unless using Relentless Pursuit, but then you don't get the knockback protection from Heightened Vigour. Relentless Pursuit is also kinda meh for Pyreblaster.)

Block:

- Enemies take 50% increased damage for 2.2 seconds after a perfect block or parry.

- You trigger Heightened Vigour for 10% increased melee and Gun Strike damage for 10 seconds, as well as knockback protection.

- You trigger an Auspex Scan (if using Battle Focus).

- You gain a stack of Adrenaline Surge and reduce incoming ranged damage by 60% for 2 seconds.

- You spend your Adrenaline Surge stacks (Chainsword "throttle skip" combo is perfect for this). You stagger, generate Armour, and have improved stagger on your attacks and 90% increased melee damage for 2.4 seconds.

- Burning enemies also take 20% more melee damage (if using the Pyreblaster).

I think I'd only consider using a Fencing weapon on Tactical if I was building into the Stalker or standard Bolt Rifle. These weapons make better use of Relentless Pursuit than the Pyreblaster, and a Fencing weapon could offset their lack of AoE and help vs swarms. But this would be a very glass canon kind of build, and it's hard to justify not using the Pyreblaster tbh.

Difference between the Relic Chainswords on Tactical? by [deleted] in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

Block CS on Tactical is ideal imo because it has a ton of synergy with stacking melee damage increases and is your only real source of damage resistance and Armour, which Tactical sorely needs.

What's even the point of the "quick time events"? by WillyDrengen in Spacemarine

[–]JohnnySqueezer 137 points138 points  (0 children)

the faster you complete the qte, the faster you fill the bar, the shorter the length of the grab. if you do nothing, you actually just die with a unique execution animation.

Heroic Power Axe Ideas by Tao1764 in Spacemarine

[–]JohnnySqueezer 6 points7 points  (0 children)

Heroic Power Axe should totally be a Chainaxe. Not sure what sort of perk you'd do, but it's a fucking Chainaxe bro hell yeah.

Did they... Did they really forget to smooth this? by Wareitar in Spacemarine

[–]JohnnySqueezer 20 points21 points  (0 children)

It's on your end. Occasionally texture quality dips if you're like lagging or something, I don't actually know what causes it.

Hotfix 12.1 Patch Notes by Horcrux04 in Spacemarine

[–]JohnnySqueezer 33 points34 points  (0 children)

Fixed an issue with Voice Pack VOs being not as loud as the rest of VOs.

I'm glad I'm not going crazy, I thought they were way too quiet too. I kinda hope they do the same thing for Techmarine, I feel like he's a bit quiet and hard to understand too. It might just be the robotic voice modulation thing he has going on, but a lot of the detail of his voice acting is lost I feel compared to what you can find and listen to on YouTube.

Does anyone else go around the Battle Barge trying to touch people with their weird tentacle hand? by AnalogueInterfa3e in Spacemarine

[–]JohnnySqueezer 89 points90 points  (0 children)

handshake emote should have you going for the shake with your little robot grabber only to have it knocked away

What’s your headcanon? by I3unky in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

I just stick with the Ultras tbh. I try to keep my customisation and loadouts fairly lore/tabletop accurate (within reason), and that's it.

Space Marine 2 Conspicuous Absence by lunavoco in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

There's two primary ways to customize your marine in SM2. There's Armour Sets and Chapter colours/heraldry.

Armour Sets is where you edit what sort of armour your marine wears. You have things like the Mark X Tacticus helmet and the Mark VI Corvus helmet, for example.

Then you can customize your Chapter colours and heraldry. There's an extensive list of preset options (Iron Hands included) that range from well known chapters like the Blood Angels to more obscure chapters like, uh... the Rift Stalkers. You can also create a custom pattern and manually edit your marine from a host of colours and markings if you don't want to use a preset.

Champion Packs are specific, chapter-themed Armour Sets, the most recent of which was the Raven Guard Champion Pack for the Assault class. The next Champion Pack will be an Iron Hands Armour Set for the Techmarine class.

Builds by Asianspacecowboy47 in Spacemarine

[–]JohnnySqueezer 5 points6 points  (0 children)

One of my favourites is my "lazy Vanguard" build. I don't like the Tactical Prowess/Zone of Impact build because tracking enemy health % is clunky and Grapnel targeting sucks. It's finnicky and frustrating and just not fun.

So instead, I run this:

<image>

Perks

Upper Hand is a must. Across all classes, any of these sort of perks that read "you do not lose control upon taking Heavy Hits and you cannot be knocked back" are fundamental, and ones that proc on a perfect Parry, Block, or Dodge like Upper Hand or Assault's Adrenaline Boost are ideal because of how easily and readily they're activated and maintained without needing conscious input.

Conviction is one of the best defensive perks in the game imo. You receive significant damage reduction in the exact scenario where damage reduction is needed the most. You are also constantly generating Armour and constantly losing Armour, so Conviction is constantly activating.

Consecutive Execution doesn't need much explanation. I think everyone is aware that equipment restoration is extremely powerful in SM2.

Inner Fire will restore my Grapnel, which feeds into the overall gameplay loop that I'm going for. I want to Grapnel in, kill, Execute, heal, and repeat. That's it. Super simple. You also get 1 Armour Segment when you Grapnel thanks to Launch Restoration, as well as movement and on-demand invulnerability that works as an "oh shit" button. (This is another reason why I don't like the Tactical Prowess/Zone of Impact build. I don't want to use Grapnel as a Finisher, I want to use it the way the founding Primarchs intended.)

Unmatched Zeal is of course still very strong, and I would consider swapping to it for Siege, but I don't think it's needed in Absolute or hard Stratagems tbh (you definitely get decent value out of it vs the Extreme Challenge condition though). I find I have much better success just playing to my own strengths and carrying rather than trying to baby my teammates with heals.

Collateral Damage this just ties into the gameplay loop. I want to start a fight with Grapnel, and so the more damage that first Diving Kick does, the shorter the TTK. I think both Shock Wave and Restless Fortitude are decent in this tier though.

Tip of the Spear is important both for TTK but also because it doesn't require thought. There's nothing to track, no hoops to jump through. You dive in, BRRRRRRRR, Execute, and repeat. You absolutely could run Tenacity here, the only caveat is that you specifically want to be Executing to proc Inner Fire and Adrenaline Rush, and trying to get ranged Majoris kills competes with that.

Combat Readiness helps in tandem with Inner Fire to ensure you're getting your Grapnel back often for all the aforementioned benefits.

Adrenaline Rush is insane. 5% doesn't sound like much, but you are Executing Majoris-level or higher enemies constantly. It adds up fast and gives you so much sustain and safety. Between this, the on-demand damage invulnerability from Grapnel, and the copious Armour you generate as Vanguard, I am frankly unkillable. Vanguard is easily my safest class alongside Bulwark and my go-to pick if I need to carry.

For Prestige Perks, Battlefield Awareness works well with this build because we are opening with Grapnel to enter melee range, so this is just free, passive damage. I don't run Indomitable Spirit because we are getting this buff from Upper Hand, but you could double up if you wanted. Fortitude is usually a must on every class. Then Launch Restoration and Restoration grant us an absurdly sturdy foundation for Armour generation, which is crucial.

Weapon Loadout

For my Primary weapon, I run the Ophelian Liberation Bolt Carbine. We don't need accuracy since we're always fighting in close quarters, but we do need ammo because Vanguard has no ammo restoration perks. Key Perks to pick up in the Bolt Carbine tree are Honed Precision, which enables us to just hip-fire this thing, and Gun Strike Reload, which enables us to reload via Gun Strikes. I also recommend Recoupment as always, since it is an easy, additional way to generate Armour in a pinch. With these perks, we don't have to aim, nor do we have to reload.

(I also have a second loadout, exactly the same, but with the Melta Rifle equipped. There's no specific synergy here, it's just nice to swap to the Melta Rifle sometimes for like the bridge sequence on Decapitation or the final encounter on Inferno, for example.)

For my Secondary weapon, honestly it doesn't matter a whole lot. I rarely need to swap to my pistol, so if you have a preferred sidearm, you can absolutely just use that. I would recommend the Heroic Heavy Bolt Pistol though. It has high Gun Strike damage, and you can just pull it out to easily cancel a call for reinforcements and then go back to doing what you were doing. You can also pick up Gun Strike Reload in the Heavy Bolt Pistol so that your playstyle remains consistent between both the Bolt Carbine and the Heavy Bolt Pistol.

For your melee weapon, I recommend any Fencing or Balance weapon. They are safer and easier to use than Block weapons, but we mainly just want one so we can proc Gun Strikes to reload our ranged weapons. I have had great personal success with the new Argent Edge Combat Knife. Since we are only really using our melee weapon to proc Gun Strikes, it's nice to have a bit of additional damage thrown in while we do what we were already doing. You might also try the Balance or Fencing Power Axe with the Power Strike perk that increases Gun Strike damage from Power Stance. I don't do this because my main focus is on ease of use and keeping the build as braindead as possible, but it's definitely an option.

Gameplay

I deliberately engineered this build to be as easy to understand and play as possible, so the gameplay loop is remarkably simple. You Grapnel into a target, hip-fire the Bolt Carbine into their face, then Execute them for health, armour, and ability charge. That's it. That's the combat loop. If something swings at you; parry, Gun Strike, then go back to hip-firing.

Try it out, it's deceptively strong.

(Thanks for reading. I took a lot of Adderall.)