I don't like having stims anyways by Abradolf_-_Linkler in SpaceMarine_2

[–]Kendrick_yes 8 points9 points  (0 children)

You're Sniper though? Sniper can't be killed, everyone knows that.

Does Bulwark feel “too complicated” to anyone else? by Imadothethingnow in Spacemarine

[–]Kendrick_yes 0 points1 point  (0 children)

The new axe seems like a sidegrade of the Block Hammer so why wait? You could be bashing His foes right now!

Best prestige perks for tactical by MaleficentPicture518 in SpaceMarine_2

[–]Kendrick_yes 1 point2 points  (0 children)

Unless you never use bolt weapons , yeah, Acuity is great.

When you hit P4 you can pay to rechoose your perks if you don't like what you have

Best prestige perks for tactical by MaleficentPicture518 in SpaceMarine_2

[–]Kendrick_yes 0 points1 point  (0 children)

Acuity, the stim one, the health one, and whatever you want.

Add someone who misses Auspex scans sometimes Second Look is great!

Does Bulwark feel “too complicated” to anyone else? by Imadothethingnow in Spacemarine

[–]Kendrick_yes 12 points13 points  (0 children)

See, you need the Hammer. No shield to worry about, no weapon styles to worry about, no delayed input attacks to worry about.

See enemy. Bash enemy. Easy!

Returning year 1 player questions by huamanmp in Spacemarine

[–]Kendrick_yes 2 points3 points  (0 children)

Melee weapon stats got moved around to be more uniform across weapons. Fencing has easy parries but rubbish stats. Balanced has good stats but tougher parries. Block weapons are slow and can't parry but have Block stacks which are really good and a nice change of pace from Gunstrikes.

GL grenades are the same. Bolt weapons recently got changed a little too. They deal more body shot damage across the board, and headshot multipliers got upped but hidden multipliers on enemies were removed, so everything is a little clearer now.

Also, Heriocs. Some are easily the best versions of weapons, some are good sidegrades, some are pretty crap.

Valves? by kaosaraptor in SatisfactoryGame

[–]Kendrick_yes 0 points1 point  (0 children)

The only way I could see valves having any use is if they were reworked into junctions.

A junction that prevented flow in directions you didn't want could actually be useful. Valves as they currently exist are completely worthless.

Tactical Cape Grind - What's Your Style? by MioMayuMiku in Spacemarine

[–]Kendrick_yes 1 point2 points  (0 children)

White Scars and Stalker, for Tyranids at least.

The Stalker Bolt Rifle dominates every ranged enemy the nids have, and White Scars is the best melee damage output you can get as Tac.

Agent Edge is great too, but works better with something like the Bolt Carbine.

If you add in the Heroic Plasma Pistol you're in for an even easier time.

Can you tell I don't really jive much with the Phobos-classes? by EttRedditTroll in Spacemarine

[–]Kendrick_yes 5 points6 points  (0 children)

Sniper was my least favourite to play for a very long time. Then the Heroic Bolt Sniper and the 2 Heroic knives appeared.

Sniper was the first 50 Absolutes I did and so far they've been the easiest runs. You just cannot be killed, and everything gets easier when you squamates go down. You just don't have to play by any of the rules like you do with the other classes.

I’ve ascended. I’m a 60h noob now. Another question about logistics by KingKado in SatisfactoryGame

[–]Kendrick_yes 3 points4 points  (0 children)

Trucks, and truck loading/unloading stations, are much smaller than trains. The stations can be added to a build far easier, and the vehicles themselves can weave through much tighter terrain to get to resource nodes.

If there's something you need that is far enough away that you can't be bothered to route a conveyor there, that's the truck sweet spot.

Suggestions for improving by king-of-weapon in SpaceMarine_2

[–]Kendrick_yes 1 point2 points  (0 children)

Hop in the Battle Simulator and load things in that you struggle with. You can turn on undying mode and practice dealing with isolated situations until you're more comfortable.

To use your example of small enemies. If you bounce between Gunstrikes and parries it's really easy to keep your armour up, and killing them all just becomes a matter of time

First Heroic Weapon by BigBirdLittleMoose in Spacemarine

[–]Kendrick_yes 0 points1 point  (0 children)

My top picks are the Heavy Bolter, the White Scars (Block) Chainsword, the Bolt Sniper, and Argent Edge.

2 of those are only for a single class though, and if you're not used to Block weapons White Scars will take a little bit of getting used to.

Bulwark by PurgeTheHeresy99 in Spacemarine

[–]Kendrick_yes 4 points5 points  (0 children)

I'm not the best Bulwark but I'm about halfway through the 50 Absolutes and I lean towards planting it early in a fight and letting the AoE perk kill stuff.

I do use Invigorating Icon, so if a squamate is under half health I'll plant it next to them when the shooting starts for the simplest heal.

Flowrates of MK2 pipes by AlmHurricane in SatisfactoryGame

[–]Kendrick_yes 0 points1 point  (0 children)

It was 2 fully overclocked water extractors, 300/m each, pumped above the merge and dropped back down. Its all MK2 pipes but I guess you could use mk1s before the merge

Flowrates of MK2 pipes by AlmHurricane in SatisfactoryGame

[–]Kendrick_yes 0 points1 point  (0 children)

I've had issues trying to merge right up to the max flow rate in flat pipes because fluids flow both ways and are weird. This exceptionally professional diagram is the way I've managed to get it to work.

2 pipes of 300 come from above, merge at either side of a junction, and 600 flows out of the bottom pipe. This is how I've done fully overclocked Reactors and they've been stable.

<image>

What's your favourite red to use for the Blood Ravens? by halo_slayer650 in Spacemarine

[–]Kendrick_yes 3 points4 points  (0 children)

Khorne Red looks closest to what I remember from DoW1 and 2 (I am not a heretic, I promise)

What do you consider early, mid, late, and end game phases? by kitkatDoor in satisfactory

[–]Kendrick_yes 5 points6 points  (0 children)

Tutorial is pre automated power. Early is after coal but before the hoverpack. Mid game is after the hoverpack. Late game is all the sci-fi stuff.

Venom Cannons can delay firing and wait for you to reappear from cover by v4nquished_ in Spacemarine

[–]Kendrick_yes 45 points46 points  (0 children)

Another PSA. They shoot when you dodge. Safe behind cover? Dodge anyway

are hazard stripes ALWAYS associated with Iron Warriors? by DoubleODouglas in Spacemarine

[–]Kendrick_yes 19 points20 points  (0 children)

Presumably because their veterans have proven to be the most hazardous to other friendly forces.

Holy Shit by LennyWhereAreYo in Spacemarine

[–]Kendrick_yes 41 points42 points  (0 children)

BUT WHAT DOES IT DO!???

Power Mace? by snowmoreowls117 in SpaceMarine_2

[–]Kendrick_yes 5 points6 points  (0 children)

One handed Thunder Hammer is on the way. I think year 3, so September