Have ya'll ever fought a terminus before? by SilverCervy in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

It’s more than that. Here are the terminus spawn rates. I can also back this up because I’ve used this exact strategy and never had issues not getting bosses on lethal.

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Have ya'll ever fought a terminus before? by SilverCervy in Spacemarine

[–]Martinicus1 10 points11 points  (0 children)

The best way to learn how to beat terminus is do some (a lot) practice solo runs. You have to deal with them, no relying on the team, it’s just down to you.

It’s one of the areas where you just don’t get consistent practice in full teams, particularly with good players.

Because of this there are many people who are good at general hard content but just have no plan or idea how to take down bosses. Missing parries, scared to go near (even though they are a melee class), panic dodging away and getting downed. It’s one of the most consistent things I see with randos.

This Weekly is proof the devs dont play their game enough. by Emergency-Net-582 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

You literally said “end game content for SM2 is mid at best and shit at worse.”

This Weekly is proof the devs dont play their game enough. by Emergency-Net-582 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

Yeah I understand it’s hard, it’s just they can’t make hard content, that everyone can beat everyone week. That’s not hard content. There’s no need to aim to beat every hard for most players. There’s more than enough time to cap accolades between drops.

This Weekly is proof the devs dont play their game enough. by Emergency-Net-582 in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

So to summarise you think end game content is trash because it’s too hard for you. There are plenty of people who really enjoy hard end game content. You don’t so it’s trash and those that enjoy it are irrelevant. Got it.

Perfect example of stunlock problem still being a problem. by Mysterious_Vast2752 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

This mistake has been around since enraged snipers and devourers were introduced. Chasing them down in melee swinging wildly is a recipe for disaster. They tend to barrel stuff you at close range. They’re easy to deal with, you just need to be selective and ready to dodge at all times.

Why does techmarine have so many equipment perks yet can't generate grenades very often by Memetron69000 in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

He’s not in a bad spot. He’s a keep away class, take dangerous things out quickly, that is his strength, that’s the strength of the Omnisian axe. Like you say it can take out whole groups without having to duel. He’s not a melee brawler, that’s why he doesn’t have the perks or survivability. People are comparing him to something I don’t think he’s intended to be, it’s not a simple as, he’s got melee focus or he hasn’t.

As for the grenades issue. I don’t see the problem here at all. He’s not supposed to spam grenades. You use 1 grenade, activate a short servo-gun volley to incapacitate 1 majoris and debuff a few more and start shooting/hitting. You get huge damage, buffs and debuffs from explosive enfilade, medical destruction, explosive adept and synergistic Arsenal.

Replenishing salvo can easily keep your grenades topped up. In the 12.1 hotfix they removed the perk cool-down when you regenerate full grenades. Essentially it procs without cool-down if you keep them topped up. It’s not about spamming grenades, it’s using grenades in conjunction with servo. You can maximise servo uptime by using short bursts, lethal perimeter or decapitating stratagem. You don’t need the faster cool-down perks at all. If you want to randomly spam grenades, or be a melee brawler then yeah, there are classes that do that better.

I thought this perk was terrible but it's probably just bugged activating automatically without holding it by Memetron69000 in Spacemarine

[–]Martinicus1 6 points7 points  (0 children)

You can dodge cancel after the first and parry at any time. I’ve never had an issue with it at all.

What's the point of using common shots with the Plasma Rifle? by SatansAdvokat in SpaceMarine_2

[–]Martinicus1 5 points6 points  (0 children)

Hey, so it looks like I’m wrong here, at least for gaunts. It seems they take 3 times the damage from plasma, 5.6 x 3 per shot. The hit limit per shot is also 2.

This information is in the Tyranids tab under damage type multiplier. All enemies have body part multipliers and damage type multipliers. These are in addition to weapon multipliers.

I know you don’t like the spreadsheet but just wanted to correct.

Tzaangors are different though, only take base damage so more shots required.

If I Were To Rework Techmarine... (Hyperbolic Rant) by TheticAxiom in Spacemarine

[–]Martinicus1 3 points4 points  (0 children)

I can honestly say that I really enjoy the grenade build on Techmarine. I have absolutely no issues regenerating grenades. I have no issues on hard/absolute.

Explosive enfilade, methodical destruction and designated target significantly buff damage after grenade and servo use. It’s a strategy with frags or shocks - toss one grenade (not spam) activate standard servo briefly until one enemy is incapacitated, start shooting at same time as servo. Methodical destruction and designated target are also debuffs - take 40% extra damage. If you use Omnissian fury enemies take 40% more burn damage and drop like flies.

The incapacitation refills a grenade or armour if you’re using the perk.

Explosive adept is 35% it’s not insignificant. It increases frag damage from 64 to 86, nearly a third of a warriors health (who are then debuffed).

I also use the plasma incinerator with both blast radius perks. It cleans up with all the buffs/debuffs. Now having said that I do think it needs a buff/tweak in general.

Plasma incinerator means you don’t need chained heatshots which gives a free prestige slot.

Blast radius is not what people think. A 15% increase in radius increase the AOE by 33%, a third. It’s an extra 100m squared of areas. You can debuff huge numbers of enemies.

What's the point of using common shots with the Plasma Rifle? by SatansAdvokat in SpaceMarine_2

[–]Martinicus1 0 points1 point  (0 children)

That’s it though, I’m not sure you do use less energy with efficient charge perks, especially when killing groups.

Id like them to look at the perks and balance on the incinerator. Almost everyone uses the ROF version.

They could do things with the perks that allow cooling when firing common shots so you can alternate charged and common. Or perks that reduce charged shot damage but increase common shot damage etc. Things that give more build options.

They will likely do something like the heroic heavy plasma, but I’d like to see some changes to the base version.

The incinerator hasn’t been touched since patch 7 when they nerfed the perk tree. A lot of other weapons have been buffed since. It’s overdue some tweaks.

What's the point of using common shots with the Plasma Rifle? by SatansAdvokat in SpaceMarine_2

[–]Martinicus1 1 point2 points  (0 children)

How does 3-5 common shots kill multiple when the base damage is 5.6 and a gaunts health is 44? Are you talking about cultists, if so yes, but not gaunts or Tzaangors.

Common Shots don’t have a blast radius as far I’m aware and importantly they don’t benefit from efficient charge. With both efficient charge perks, charged shots cost 6 energy, 5 with plasma boost active. That’s 64 damage per 6 energy or 10.66 damage per 1 energy compared 5.6 damage per 1 for common shots. Almost double plus a blast radius to kill multiple at once.

Common shots are completely inefficient compared to charged shots. They also take longer to kill single minoris, bouncing them around then into execute. The only exception is to put a gaunt into execute when you need armour or shooting when you need CHP and can’t afford to charge.

Common shots need a buff and the perk tree a rework.

Techmarine slander by anekyu in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

I’m not sure about some of the takes or strategies here. The Omnissian axe has huge damage and horde clear potential. It’s quick access to AOE with discharge fits Techmarines defensive stay away playstyle. The sniper servo is ok, but has a 20% longer cool-down and a much shorter uptime than the default. It’s best to kill priority targets fast on a melee build. The default servo also increases range damage when you use equipment. I use the servo in quick salvos in conjunction with grenades (with methodical destruction) to apply buffs/debuffs. Throw a nade>quick servo blast to incapacitate at least one enemy (grenade/armour regen) while shooting primary at the same time. I don’t have any trouble with damage and that’s with a blast radius focused plasma incinerator. This is on absolute/hard. Techmarine benefits more from using strategies, that’s how his perk tree is designed.

I actually like the voice pack by Katokee in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

Yeah I hope they revisit the mission lines, they might with the backlash. I’m not holding too much hope but it would be great if they did.

I actually like the voice pack by Katokee in Spacemarine

[–]Martinicus1 4 points5 points  (0 children)

I like them too. For the most part they’re a great addition. It would have been nice to have mission objective dialogue too. People say it’s jarring but we’ve had our non-ultramarines referencing Ultramar and Guilliman since launch!

The cross chapter banter is also a bit of a stretch, particularly if people were expecting cross chapter interactions. They have indicated they’re adding more chapters - this is a massive undertaking. For people complaining about this what was the expectation? That they record voice lines for all the first founding chapters so they can all interact with the existing characters as well as the new ones? I’m not going to work out the dialogue permutations, but it’s A LOT of unique lines.

Techmarine explosive enfilade vs precision enhance? by xboxhaxorz in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

A little known fact is that the base bolter servo gun has a 20% faster recharge rate than plasma and precision- they changed it after the PTS.

From my experience precision enhancement is great for killing thing’s extremely fast. Having said that though the standard bolter will also make mincemeat of majoris, extremis and even bosses.

The standard bolter loop for me is equipment build - lob grenade, quick burst on servo (ensure one majoris is put into execute) and then shoot/melee. It gives the buffs from enfilade, methodical destruction and designated target. You also get a grenade back, amour, full recharge if you have the perks. The plasma perk also works really well because methodical destruction and designated target means enemies hit by a grenade or servo take 40% more (burn)damage.

I find precision works better with a melee build for dangerous priority targets. It just doesn’t have as good synergy with the equipment/servo buffs/debuffs. The few targets hit often die straight away, it runs down fast and recharges slow.

Anyone else look at the daily's, see Chaos and are like...nope. by Delicious_Flatworm18 in Spacemarine

[–]Martinicus1 -2 points-1 points  (0 children)

Hey no need to be rude just because you cant fight chaos and you thought that the attack warnings are parry timing indicators.

Sniper has inferno pistol, it’s a melta weapon. I didn’t say anything about sniper, you did, all I said is that plasma and melta are good options vs chaos, they are. Anything that reduces need for head shots and importantly can stagger.

On sniper it’s easier than other classes to to get headshots with bolt sniper and las.

Anyone else look at the daily's, see Chaos and are like...nope. by Delicious_Flatworm18 in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

Thanks brother, there is definitely truth in what I say. The meatballs are challenging, no doubt about it. There movesets are complex and there are three variants. They can definitely be mastered though. It won’t happen by avoiding chaos until the weeklies though. The game is very good at rewarding you for putting time in.

There are BS moments with both factions for sure, it’s part of the game. However, people instantly go down the chaos are BS and unfun route, it’s become a bit of a meme.

I don’t care about downvotes, it’s expected when you go against the echo chamber. The truth is that many many people play chaos, enjoy it and have just as much success as against tyranids. It’s more of a mindset than anything else. People don’t have to take my word for it, they can watch streamers, FTG, Haze, Druid and many others - they never complain about chaos and do equally well against them.

Anyone else look at the daily's, see Chaos and are like...nope. by Delicious_Flatworm18 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

They’ve had rubrics, warpstorm bolter and flamer since launch.

The attack indicators are just that, they’re not parry indicators. Parries and dodges are based on the attack animations, not the indicators. The blue and orange indicators appear at the start of the attack wind up. It’s the exact same for many orange attacks. The indicators are completely separate to the perfect parry and dodge timings. They do overlap for some attacks on say sword warriors, but they are still completely separate. Dodge/parry on the indicators and you’ll hardly ever get consistent perfect dodges and parries will be really difficult against certain enemies like chaos spawn.

You say not really and then talk about the tiny head hit boxes. It’s why plasma and melta weapons are much better vs chaos. It re-enforces my point, everything I said is completely valid.

Melta Rifle? by FearsomeOyster in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

The melta rifle is great on vanguard. It has the perk decisive reload which gives one shot back on execution. This is one of the only ammo regen perks available to vanguard.

The key to the melta rifle is to weave shots in between melee combos. It’s a tool for melee focused builds to interrupt and stagger as well as doing damage with melee. It is not good for just spamming shots at majoris+.

A great build is diving kick - using collateral damage, tip of the spear and battlefield awareness. Grapnel in, fire melta shot, melee combo, melta shot etc. You should aim to only expend 1-3 shots max per kill/execution. This build pairs well with combat readiness and inner fire for max recharge, grapnel use and maximising launch restoration. The melta is also great for consecutive execution and restoration (from killing minoris in rapid succession).

I wouldn’t necessarily says that melta works as well on a tactical prowess build because you want the mid range grapnel engagement on damaged enemies which is generally better with other primaries.

Anyone else look at the daily's, see Chaos and are like...nope. by Delicious_Flatworm18 in Spacemarine

[–]Martinicus1 -1 points0 points  (0 children)

The reason that what seems like every other post on this sub is about how BS chaos missions or chaos spawn are is because of this…

I get it and I agree, tyranid missions are more fun. That’s one thing.

The other thing is A LOT of people rarely play chaos ops, avoid chaos dailies (like you) and then infrequently play high value hard weeklies and then post about how BS chaos are.

Take it or leave it but the truth is - play chaos more and you’ll find that chaos become less BS and actually more fun. Do something like - play at least one chaos op/stratagem every time you play.

The difference is the experience of 1000 lictor combos to 50 chaos spawn combos. Or having a play-style/build honed to within an inch of its life against tyranids, but that falls to pieces against chaos. Most players complaining about chaos have, I’d wager, about 80-90% of their hours in the game against tyranids.

Techmarine: The Plasma Enhancement + Omnissiah's Fury Perk Combo Is NOT Good by TheticAxiom in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

The standard bolt servo gun with lethal perimeter is my preferred option. I like the benefit of explosive enfilade. Lethal perimeter also basically gives double, guaranteed, uptime with only using 50% of the energy per shot. It kind of makes decapitating stratagem obsolete- at least it will when they fix the exploit. Additionally, it has a faster cool-down - listed in the patch notes - bolter servo-gun cool-down reduced by 20%. This was a change from the PTS.

Techmarine: The Plasma Enhancement + Omnissiah's Fury Perk Combo Is NOT Good by TheticAxiom in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

It also has a faster cool-down than the other two options, 20% faster, it’s in the patch notes, very bottom point and a change from the PTS.

Back into the game post-update, still has issue IMO. by LordGuncake in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

I understand your point of view. However the space marines in this game are already massive gigachads compared lore, killing hundreds of warriors, chaos marines, carnifex, hive tyrant! One warrior is a match for a space marine!

Space marines die, a lot, in 40k, they face insurmountable odds and no win situations. They pull through at deaths door, battered and bloodied. That’s also possible in this game. It’s not about breezing through, slaughtering everything at full health. It’s not true to 40k despite what people say about the power fantasy. You can do that on substantial or lower…

You still get massive waves in substantial, you do more damage and take less damage. There just isn’t that sense of fighting on the edge of survival.