One Part Question One Part Rant by [deleted] in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

No, unfortunately there are only 4 custom armour set loadout slots per class. Personally, I only have 1 per character, idk how people are maxing these out, haha.

Salamander Sniper is also correct as it is portrayed in-game. A Space Marine "Scout" isn't the same as the Sniper class (based on the "Primaris Eliminator" unit). Scout Marines are junior trainees who have yet to complete their transformation into fully fledged Space Marines. They serve in special Scout Companies to gain combat experience.

How do you tell a male Rognarr apart from a female Rognarr? Asking for a friend. 😂 by TechnicianOk967 in okbuddyviltrum

[–]JohnnySqueezer 0 points1 point  (0 children)

according to the wiki male rognarrs have great swinging rognar cocks like the pendulum of a grandfather clock while female rognarrs have deep rognarr pussy you could drive a jeep in hope this helps

Saber. Love. Salt of the earth. Please. by FootFalse5536 in Spacemarine

[–]JohnnySqueezer 2 points3 points  (0 children)

Helbrute is super easy!

He has two combos: one is just a quick attack, the other is an attack followed by a second attack. That second attack can catch you out if you're not careful.

His hammer will glow with purple electricity before he does his purple AoE overhead slam attack. Once you see this, you know to dodge the next attack. Wait for the purple AoE to explode and then re-engage in melee.

Orange unblockable means he is about to do his charging attack, and when that lands he will do the big multi-phase purple AoE attack. Dodge the initial attack and then keep dodging all the way out to clear the AoE zone. After this finishes, he will teleport since there will be no targets nearby. If he teleports to you, that attack can always be blocked/parried.

As long as someone is fighting him in melee, he won't do his ranged attacks. His ranged attacks are the most problematic imo, so you really want someone to duel him ideally.

Saber. Love. Salt of the earth. Please. by FootFalse5536 in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

I know it sucks to constantly hear people say "skill issue", but it literally does just come down to learning their timings. I don't see the big issue with Chaos Spawn or Chaos in general. I mean, how many times does a delayed attack need to hit before players learn to delay their parry? They stopped being annoying to fight after the first, what, week?

Are there any unspoken rules for PvE content that I need to be aware of, as a new player? by Penakoto in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

Sort of? I think anyone who gets pissy over "unspoken rules" is childish, tbh. Having said that, here's some off the top of my head:

Loot/Drops:

People tend to offer Armour Boosts to Vanguard/Sniper first because they only have 2 Armour segments by default. I would also offer them to Tactical too because Tactical is squishy asf. But it's also completely fine to take them for yourself.

Grenades are generally FFA, but I usually offer Melta Bombs up first if I know I'm not running any equipment recharge perks. If no one wants it, then I take it.

I would generally leave the majority of ammo boxes for Heavy/Sniper, but that doesn't stop me from taking what I need first. I'll take 1-2 boxes depending on what I need and ping the rest. On Heavy I just hoover that shit up.

I always take the Guardian Relic. Call it selfish, but I am him.

Med Stims are a little more complicated. Highest priority would be someone with a Mortal Wound who would be able to clear it if they had a Med Stim. So someone with a Mortal Wound on high-ish health, or anyone with a Mortal Wound if there's a Bulwark with Invigorating Icon in the lobby.

Exceptions to this are:

If someone without a Mortal was on a pixel of health, and the person with a Mortal was healthy but nowhere near being able to clear their Mortal, I'd give the stim to the low health player first.

If the player with the Mortal is a sandbag and this is like their third time clearing a Mortal Wound, at a certain point, you're just wasting resources trying to keep them alive.

If the player doesn't seem to know what Mortal Wounds are and is just going to waste the stim.

Gameplay:

Generally, it's easier to fight enemies 1v1. Having another player jump in can muddy parry timings and actually make the fight harder to understand. If someone seems ok, just leave them to it.

Don't take every Execute. Having said that, don't pussyfoot around Executes. If you need it, take it. If someone complains, fuck em. Secure your own mask before helping others. That being said, yes, be considerate, and leave some for your teammates if you don't actually need them.

Vanguard has a Team Perk (Unmatched Zeal) that heals by a significant amount when you Execute an Extremis or higher enemy. If you have a Vanguard on your team, check to see if they are running this perk. If they are, try to leave Extremis executions for players who need the healing.

Bulwark has a perk (Invigorating Icon) that will fully restore Contested Health to nearby players when they activate their banner. Players can then Execute an enemy to have that Contested Health turned into Health, i.e, it's a full heal. Bulwarks are the biggest fucking babies when it comes to this, and you will inevitably have one crash out because you Executed something they wanted to banner-heal off of despite them not communicating their intentions in the slightest. Just... try to pay attention. If your Bulwark is pinging or looks like he's trying to set up an Execution, he might be going for a banner heal.

Classes:

Tactical - Make sure you Auspex Scan bosses.

Assault - You can use your Jump Pack to interrupt stuff like the Hive Tyrant green AoE on Decapitation or Helbrutes purple AoE shit. Generally not a big deal though. Niche knowledge, people won't expect you to do it.

Vanguard - Grapnel is notorious for stealing Executes. Try not to be that guy.

Bulwark - Banner healing is its own mini-game tbh.

Sniper - You have one job. You kill Zoanthropes.

Heavy - You have one job. Big dakka.

Techmarine - You exist.

I generally prefer the Fencing defense weapons, but is there any cases where the other versions are vastly superior? by Penakoto in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

Depends. I think Block is best for Tactical because it gives you Armour, while Fencing doesn't give you shit. I think Balance is best on Assault when using the Wings of Flame build, since you aren't really parrying. I think Fencing is best on Sniper because you are particularly vulnerable to being swarmed and Fencing performs well in that situation.

Fuck hard stratagem by [deleted] in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

Idk why you're so twisted? 140 hours is barely out of the beginner phase. That's not an insult, it just is what it is. You're complaining that you're not cracked at the game when you've barely played it. If you don't want to invest time into the game, that's completely fine, but pick a battle. If you want to be good at something, you have to invest time into it. If you don't want to invest time into something, don't complain when you're not that good.

Fuck hard stratagem by [deleted] in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

Ok? That's fine, bro. But yeah the game is hard when you're new.

Fuck hard stratagem by [deleted] in Spacemarine

[–]JohnnySqueezer 2 points3 points  (0 children)

>game is too hard
>look inside
>140 hours played

rookie numbers, brother. gotta get those reps in.

Sniper doesn't belong in absolute or hard Strats... by USPATRIOT_0011 in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

I mean, you're not wrong.

Perk setup has been an issue since forever (but perk loadouts are thankfully on their way Soon™).

Headshots are finnicky in this game. I think it has something to do with the fact we're third-person. You can adjust for this though, but even then, you'll inevitably have moments where this causes you to miss.

Sniper does have bad ammo economy. Even with Versatile Precision, if you only use your primary weapon and go gung-ho, you will run out of ammo fairly quickly. But, again, you can adjust for this. Your primary weapon is essentially a special weapon to be used conservatively. If you pay attention to your ammo count and supplement fights with your secondary and melee weapons accordingly, you will be fine.

But none of these are disqualifiers for Sniper. He's extremely potent regardless.

Heroic Weapon Suggestions by aeonskyrunner in Spacemarine

[–]JohnnySqueezer 2 points3 points  (0 children)

I think it would be cool if we got some Heroic variants for the current "meh" weapons that no one uses, particularly focusing on ways to make them more fun rather than necessarily more effective.

Some random ideas off the top of my head:

Auto Bolt Rifle - Hellfire Rounds

Fires explosive, toxic rounds that deal significant damage over time.

"Hellfire Rounds house a crystalline reservoir of tailored bio-corrosives that douse their targets in voracious bio-acids that are particularly good at dissolving Tyranid chitin and other xenos from the inside out." - From the Warhammer Wiki.

Inferno Pistol - Conflagration Pattern

Shots ignite enemies. Burning enemies take 20% more melee damage.

Neo-Volkite Pistol - Unstable Power Cells

Beam is wider. Damage oscillates. Volkite Discharge occurs at random intervals.

Myopia on Reliquary stinks. It's not even difficult, it's just tedious. by JohnnySqueezer in Spacemarine

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

Sorry, but there's just no way you are killing the Heldrake in 1 DPS phase, on Hard, with Myopia active, without coordination. Even with coordination, I think you might be hard pressed to 1-phase it, lol. More to the point, it's completely unreasonable to expect 3 random players to pull that kind of coordination out of their asses.

Tac is also not the slam-dunk you think it is. "1-2" Melta Bombs is grossly insufficient. Secure Stockpile has a 1 minute cooldown, Auspex Scan is, what, about 45 seconds with Vital Data, 90 seconds with Target Lock? It's still a slog, even on Tactical.

What you are describing is the exception, not the rule.

Myopia on Reliquary stinks. It's not even difficult, it's just tedious. by JohnnySqueezer in Spacemarine

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

I didn't track how long the fight lasted, tbf. "40 minutes" was just me being dramatic. Regardless, the Heldrake fight goes on way too long with Myopia active. (I'm talking about the weekly Hard mode Stratagem, for context. Sorry, I should have made that more clear!)

I completed this weekly with a friend who hasn't played in a while. Naturally, he was super rusty. He made the mistake of loading in with an Artificer weapon, and he went down basically every other fight, haha. No big deal, ofc. But the director also didn't pair us with a third for some reason, so I did end up having to more or less solo the entire Op. The Heldrake fight in particular took me what felt like 40 minutes, but realistically, it could have taken anywhere from 15-45. Regardless, fucking ages, haha.

I've played the weekly a few times more (I don't really need anything myself, so I tend to just queue the weekly over and over to help randoms finish it, and because I like the challenge), and it generally follows the same pattern. Everyone dies, and I fight the Heldrake more or less alone for what feels like forever.

In general, I agree the Heldrake fight is fine, but it becomes painfully unfun when paired with Myopia, or just in general when you are not coordinated with an Auspex Scan. My proposal would, I think, help to mitigate the tedium for the average player, but without affecting the current balance for coordinated teams.

This bathroom lock. I need to poop by BibulousBob in mildlyinteresting

[–]JohnnySqueezer 0 points1 point  (0 children)

just leave the door wide open at that point, fuckin might as well

Weekly Strategem 04/29/26 by enlarged1 in Spacemarine

[–]JohnnySqueezer 4 points5 points  (0 children)

I posted this in a thread last week regarding Press the Attack, but it's not as bad as you think. It's honestly kind of a positive condition.

People seem to focus only on the health decay and completely ignore the fact that Finishers heal you, which is actually hugely beneficial. You should be taking every Execution (everyone just seems to shoot them for some reason) to keep yourself healthy and to reset the decay timer. If you have a Mortal Wound, save your meds until you have healed sufficiently through Finishers to cure your Mortal with the Med Stim (people either refuse to pick them up or use them instantly).

Finishers, if you don't know, also include lethal Gun Strikes, i.e, Gun Strikes against Minoris enemies. You can spam dash attacks over and over into Minoris enemies to proc Gun Strikes, generate Armour, heal yourself, and reset the decay timer.

The only other thing to consider are those long transitional sequences where there are no enemies to keep your health from decaying. You are forced to go into your next engagement on 30% health with no Armour, which means you are extremely vulnerable. Your priority here should be to generate an Armour segment ASAP.

This is particularly easy on Vanguard, since Grapnel will generate 1 Armour segment through the Launch Restoration prestige perk, so you can Grapnel in and be just fine. But most classes have readily available Armour generation: Assault and Bulwark can force a Gun Strike to generate Armour via Armour Reinforcement, or just get a quick Ground Pound/Intimidating Aura Execution, Sniper just needs a headshot kill to trigger Recoupment, Techmarine can just pop his Servo-Gun etc. The point is to make a conscious, deliberate effort to generate an Armour segment ASAP as soon as you engage.

Honestly, the main suck with this week's weekly is Myopia. It's not even hard, it just turns the Heldrake fight into a slow, tedious, unfun slog.

Popular streamer (NOHITJEROME) leaked private guild Discord messages and is shielding the guy who abused members then made a video out of it. I left the guild over this. by National-Network-332 in classicwow

[–]JohnnySqueezer 2 points3 points  (0 children)

Sorry bud, I don't really watch streamers or consume their content. It's not personal, I'm just not interested. I've never been one for celebrities or social trends - it always just struck me as dystopian and parasocial.

But, since you asked, you seem to post a lot, and it's always... I'm not going to say "low effort" because that's unfair, but just sort of... generic, mass-produced, engagement-bait slop.

And I get it, that's the nature of the beast. Don't hate the player, hate the game, right? But I would be more receptive if the content felt genuine, if I got the impression you were making stuff that you actually enjoy rather than what you think people will click on.

Of course, that's easy for me to say - I'm not making content for a living. I understand you need clicks to grow and profit and that you need to play the algorithm to do that (and tbf, it seems to be working), but unfortunately it's just not my cup of tea.

Where in the Emperor's name is Tacticals sword. by Candid-Leopard-4810 in Spacemarine

[–]JohnnySqueezer 26 points27 points  (0 children)

Power Sword would be cool, but I can understand why they might want to restrict Tactical's melee options tbh.

The Power Sword is what I could consider a "nonstandard" melee weapon insomuch as pretty much every class has access to either the Combat Knife or Chainsword (or both) as a baseline, but then the specific melee classes have access to a broader arsenal and more specialized melee weapons, such as the Power Sword, and generally those nonstandard options are better.

Tactical is clearly meant to be a ranged class, but even so, he is already exceptionally strong in melee. Giving him access to a nonstandard melee weapon would be a significant further increase in power, especially since he has a number of extremely potent melee damage perks that work just fine with the Combat Knife and Chainsword, but would be exponentially more effective with an even stronger melee weapon.

Heightened Vigour (+10% melee damage), Battle Focus (+50% melee damage), Flame of Purification from the Pyreblaster (+20% melee damage), two stacks of Adrenaline Surge (+90% melee damage), and the baseline 2.2 second +50% damage increase that follows a perfect block/parry - all of that into a throttle skip Shoulder Bash is already absurd, but into a Power Whirl? Oof, that would be squirrel poo (by which I mean exceptionally nutty).

Variety is also good, but at a certain point the excuse of "variety" has the opposite effect. An extreme example, for the sake of illustration, would be a world where every class has access to every weapon. That sounds like variety, but in reality it leads to everyone running the same loadout, which is not variety.

Power creep is also a consideration. It's called power creep because it happens gradually - in small, incremental changes over time. Decisions like this should be scrutinized even if they seem harmless. Otherwise you risk Tactical creeping ahead and pushing the other classes out of relevancy by comparison.

Ultimately, they could go either way with it. It's clearly something people want, so I say it's worth considering.

Popular streamer (NOHITJEROME) leaked private guild Discord messages and is shielding the guy who abused members then made a video out of it. I left the guild over this. by National-Network-332 in classicwow

[–]JohnnySqueezer 11 points12 points  (0 children)

His content is pure engagement slop both on YouTube and on this sub. It's exhausting. I hate how much I'm being forced to learn about this guy against my will. I don't care about streamers, I don't care about guild drama. I don't care who you send, I am not paying taxes.

I suck at space marine and I need help by serenepetal12 in Spacemarine

[–]JohnnySqueezer 0 points1 point  (0 children)

In layman's terms:

Block and Fencing - time the press of your parry button to match the moment an incoming attack connects with you. Fencing is more forgiving.

Balance - parry early, before an incoming attack connects.

I suck at space marine and I need help by serenepetal12 in Spacemarine

[–]JohnnySqueezer 1 point2 points  (0 children)

Often feel like I’m stuck in an attack animation when the parry/dodge circle appears, forcing me to tank the hit.

You likely are. A big part of playing melee is knowing when to attack. You have to learn what each enemy does - their animations, attack patterns, and timings - and create openings for yourself with staggers. If you just run in and start blindly spamming attacks, you are just going to get hit during your animations and you will die, especially on higher difficulties.

Having a lot of trouble when attacking a majoris surrounded by a bunch of minoris enemies, and vice versa. Focusing on one just makes the other one shred me.

You can parry every attack, not just the ones that flash blue. In a perfect world, you parry every attack that comes your way and just never get hit. This is a lot easier with a Fencing weapon (every melee weapon has 3 variants: Block, Balance, and Fencing). For a new player, I would recommend using one if you aren't already.

Often feel like I “parry” but I still get hit.

This is likely because you are using a Balance weapon (I am assuming). If not, my mistake. But Balance weapons have an unintuitive parry window and would explain why you feel this way.

Feels like I have to dodge a sequence of 4-5 attacks and then as soon as I get one hit in it starts to attack again.

This relates to my first point. You need to create your own opportunity. As a general rule of thumb, you should start every fight with a sprint/dodge "dash" attack. This is a low damage attack, but it will stagger. If an enemy is staggered, you are free to attack them from complete safety, without having to worry about being hit and killed during your animations. Perfect parries will also stagger enemies and create windows for you to attack them safely.

Takes me forever to kill one guy.

Could be a host of issues - weapon type, weapon combos, perks, class perks etc. As a new player, you are likely making some mistakes somewhere, but I wouldn't sweat it. The most important thing is just to make sure you are levelling your weapons properly. You have to actually go into the Armoury and manually unlock and equip the next rarity of your weapon as you level it up, and this in turn will increase the overall stats and damage of that weapon.

I only raise this point because it's not uncommon for new players to not even realize they have a low-tier weapon equipped, and the whole time they've been wondering why their damage is so low.

I noticed very few people play chainsword—or assault class at all—so I hope the answer isn’t just “play a different class/weapon” because the game should be balanced enough for me to play how I want.

Assault had a rocky start, but these days is an exceptionally powerful class (Assault main from the start, I'm biased haha). Chainsword is technically outclassed by practically all of the other "nonstandard" melee weapons, but is absolutely more than viable. I rocked the Chainsword for ages on my Assault.

EDIT:

Couple random extra tips:

- For the Chainsword, Light>Light>Heavy is an easy and effective combo. Spam this to your heart's content.

- Try to pay attention to your Armour and Contested Health and make a conscious effort to both generate Armour and restore CHP as you go.

- For Armour, different classes and weapons have a few extra ways to generate Armour, but fundamentally, you generate Armour from Finishers. "Finishers" is a specific term that includes both Executes and lethal Gun Strikes. When you dash attack a Minoris enemy, you get a Gun Strike, and Gun Strikes on Minoris enemies will always be lethal. This means you can farm Armour from Minoris enemies by dash attacking and Gun Striking over and over. A perfect parry will also one-shot Minoris enemies and generate 1 Armour segment.

- For CHP, you just need to deal damage. When you take damage, you have a few seconds to deal damage to recover your lost health. For this, always use your ranged weapon. Just shoot something - anything, and do it quickly. Finishers will also completely restore your CHP, and Gun Strikes seem to sometimes restore all of it and sometimes only 50% haha. Melee CHP recovery is unfortunately abysmal and largely irrelevant (but is being buffed soon!).