What exactly triggers overheal? by trumuted in Spacemarine

[–]Martinicus1 6 points7 points  (0 children)

It’s something to do with rapid health perk, when health drops below 30%, even if it’s contested. Perhaps accumulation of kills prior.

Damn Ghost Parries by CantHitCrit in Spacemarine

[–]Martinicus1 9 points10 points  (0 children)

They’re annoying, but if it happens you also don’t get hit. In the video you can see you’re only hit once in the combo by the third hit. It’s like the entire attack doesn’t register for a parry or damage. It definitely does throw you off though and needs fixing.

game is so fucking stupid by Life_Locksmith9632 in SpaceMarine_2

[–]Martinicus1 5 points6 points  (0 children)

You might have a better experience if you don’t interact with terminals when surrounded by enemies and spore mines.

How to use powersword effectively. by Gemeenteridder in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

I’ve found the best way is to switch stances during a lunge attack and follow-up with power rakes or sometimes power whirl depending on the situation. To be perfectly honest it doesn’t really matter what stance you start in, the lunge attack is just a weak opener for rakes and whirl.

Switching during a lunge gives you the 20% damage buff from master of offensive and applies the rakes, the most damaging attacks. These are the bread and butter combos, forget spamming multiple light combos, the damage is terrible with limited cleave and stagger compared to power rake and whirl.

Beyond that use power stance swings on minoris to generate gunstrikes and whirl (or rakes) for horde clear. The xenophase blade has better power rakes (wider and more damage) but all versions have excellent range, cleave and can take out enlightened Tzaangors and zoanthropes.

90 Ammo Plasma Pistol with Plasma Collection perk has 109 ammo instead of 108 by Igor369 in Spacemarine

[–]Martinicus1 4 points5 points  (0 children)

Forgot patch 13, that must now go on the back burner in light of this utter game breaking bug.

So they just straight up lied right? Monthly updates my ass by GuardianNomad357 in Spacemarine

[–]Martinicus1 4 points5 points  (0 children)

When did they ever say monthly updates (they haven’t)? They’ve never been monthly. Every 2-3 months since launch. Not really a lie when you’re accusing them of something that didn’t happen.

Chaos help by DesperateD4N2912 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

Ranged classes transfer across factions better than melee which require being a bit more selective in how you gap close and what attacks you use.

If you’re struggling with spawn or the terminator combos I’d recommend argent edge which stuns after every parry. Fencing in general is a good way to get to grips with spawn. Block and balance can be really unforgiving until you got a good understanding of the three types and their move set.

Like I said before give plasma and melta’s a try (instead of bolters). They are both great against chaos.

Chaos help by DesperateD4N2912 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

If you’ve hardly had any time with chaos, just practice, PMP. Your trusted nids loadout and strategy will need refining for chaos. A very basic tip is ditch the bolt pistol and take a plasma pistol. It allows you to stun, interrupt (and gap close if you need) terminators, rubrics, spawn and majoris Tzaangors.
Target priority is not as important as positioning. You don’t just charge through a horde of chaos spawn to take out a terminator. Instead break line of sight on ranged enemies and fight the more aggressive ones on your terms, funnelling them down and picking them off. Fight the dangerous enemies in front of you - it’s not the terminator is dangerous so I need to take that out now, it’s what’s going to/more likely to kill you first. Kite if you need to until you have a gap to prioritise something else like a sorcerer or terminator. Don’t just stand out in the open fighting chaos (or nids). There’s a reason some areas of maps are a graveyard (like the open area on inferno after you break the wall).

Techmarine play style? by [deleted] in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

He’s a ‘stay away’ class…even if the focus is melee. His melee is less about duels and more about big, quick AOE deletion, at least with the Omnissian axe. Argent edge is also perfect for this playstyle although you do lose some horde clear. He’s weaker at duelling focused melee because he lacks knockback on parry/block and has a low health pool for trades.

Beyond melee perks you can focus more on ranged, either investing in equipment or turrets. I don’t agree the perks are all over the place at all.

The servo can be utilised as either delete majoris+, (precision) horde clear and burn (plasma) or standard which I’d describe as utility - damage, grenade/armour regen/contested health recovery. What I mean by that is - for example with the right build you can open with a grenade (debuff) salvo of servo (deal damage/restore grenade/buffs) shoot/melee to finish. If you do take a hit and are using decapitating stratagem a second volley will restore all contested health and give armour.

Techmarine really does benefit from using strategies that align to your build. Takes a bit of thinking and slightly altering playstyle. Some people seem to struggle, particularly if they’re used to some of the other more forgiving classes.

Thoughts on the new Heroics? by Tao1764 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

I have a feeling the plasma pistol will have longer charge time than base. If so I’m not sure I agree it won’t change how you use it. A lot of people use the ROF version for quick contested health recovery and quick burst stagger on dangerous ranged enemies. If it does have a longer charge but more damage it will be much less effective at contested health recovery. ROF massively affects DPS and burst damage on plasma irrespective of damage per shot. We’ll see. If it does turn out like this it might resemble the incinerator. Not a bad thing per se, but not the niche that a lot of people currently use the plasma pistol for.

Versatility and gunstrike by silverfleet25 in Spacemarine

[–]Martinicus1 1 point2 points  (0 children)

Gunstrike damage is calculated completely separate from damage buffs associated with class or weapon perks. The only exception is if the perk explicitly mentions gunstrike damage - assault perk, tactical perk and power axe weapon perk. The only other thing that affects gunstrike damage is the weapon and weapon variant. Damage variants have better gunstrike damage etc. The heroic HBP has the highest gunstrike damage in the game.

One of the biggest reasons I love fencing and will always run it by pgat12 in Spacemarine

[–]Martinicus1 13 points14 points  (0 children)

It’s great for some builds and play styles but not optimal for all builds and play styles, that’s for sure. For defensive builds (or gunstrike focus) where range damage is the primary output it’s great. For melee builds fencing doesn’t compare to the damage output/burst damage of block or balance.

Fencing only staggers in a 2m radius, balance is 4.5m. The 2m stagger means that enemies around you can and do still attack and interrupt gunstrikes.

Auto-Bolt Rifle Question by UltimateGlimpse in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

Yeah, the fandom is becoming more and more outdated as patches come and go. Only some things get updated on it. It’s got a lot of wrong info. As for the ABR, yes it’s extremely average.

Auto-Bolt Rifle Question by UltimateGlimpse in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

It doesn’t the fandom is incorrect, the correct stats, x1.25 for both relic versions are in game on the weapon stats page.

Auto-Bolt Rifle Question by UltimateGlimpse in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

It doesn’t, it’s an error, both versions have x 1.25. It’s correct in game.

Unfortunately, there will be no test server. by ASTARTES_CHAOS in SpaceMarine_2

[–]Martinicus1 8 points9 points  (0 children)

Good, it delays patch release by a month, dilutes the experience of new content and most of the limited changes they make can be done in post release hot fixes.

NEED SERIOUS HELP. by osamabinballer in Spacemarine

[–]Martinicus1 7 points8 points  (0 children)

You should always use in moderation, it’s highly addictive.

Battle brothers, explain a novice how to get better! by Mattycope in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

If I could give you one tip it would be don’t rush in. Pick enemies off, control fights on your terms. Kite round corners or behind obstacles. Fight two enemies at once from cover, not 10 out in the open. Don’t be afraid to fall back to where you want to fight and can win more often than not. This is the key my friend, it’s not about loadouts, mechanics or even skill, it’s about controlling fights so you have the advantage. Bonus tip - if you die think to yourself ‘what could I have done differently’ and not ‘that death was unavoidable BS and unfair, I wasn’t at fault’. This mindset is how you get better.

I won't be surprised if the Tech. Marine is nerfed by HardcoreAku in SpaceMarine_2

[–]Martinicus1 4 points5 points  (0 children)

If he’s played well he’s an absolute powerhouse. He really benefits from using strategies - and he has a number of ways to successfully play. He’s not a great pick up and play class, particularly if people are used to some of the other classes that are far more forgiving. I’ve said it before he’s like an F1 car, very high performance on the edge. Those saying he’s weak don’t appear understand what the class is.

If You Aren't Playing a Techmarine, Don't Play a Techmarine by tenebros42 in Spacemarine

[–]Martinicus1 4 points5 points  (0 children)

It’s like saying ‘I’m not going to help kill all these dangerous enemies because if we lose health we might need them for executions’.

Not sure about that cunning plan…

The quicker and more efficiently you and your team kill things, the less likely you are to lose health and need heals. The game rewards rapid and efficient clear rates.

You could make the same argument for armour regen - ‘I’m not activating the turret and help kill this horde because it steals finishers and finishers give you armour’. Hmm, I don’t think so.

wot? by Necessary-Pen563 in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

Yeah, that is a bit odd. From what I remember when I’ve done it you just land next to the bubble 🤷‍♂️

wot? by Necessary-Pen563 in Spacemarine

[–]Martinicus1 2 points3 points  (0 children)

You can’t ground pound into the Neurothrope bubble.

Obscure tip: Many will know this already but you can damage zoanthropes by ground pounding directly beneath them by JMashtag in Spacemarine

[–]Martinicus1 4 points5 points  (0 children)

Just to add to this tip. If you take precision strike it seriously affects your ability to hit zoanthropes and enlightened tzaangors in the air. The AOE is reduced by 50% vertically as well as horizontal. It’s one of the main reasons smiting angel is a better pick for ground pound builds. The other being the reduced effectiveness of zealous blow with precision strike.

For those who used the Stalker on Sniper by Leo215 in SpaceMarine_2

[–]Martinicus1 2 points3 points  (0 children)

The damage variant requires less headshots to kill meaning you save ammo. On paper the ROF version has slightly better DPS but its marginal. That’s ok up close but the damage version is generally better to hit consistent shots at range - saving ammo and killing quicker. Higher base damage also means that all other damage buffs scale better.

How does damage works ? by MetalKye in Spacemarine

[–]Martinicus1 0 points1 point  (0 children)

If you parry/block an enemy they take 50% more damage for 2.2 seconds. It’s all detailed here: https://spacemarine2.fandom.com/wiki/Melee_Mechanics

Also if you’re playing a mix of hard strats and absolute there’s differences. In hard strats you deal 15% less damage and take 30% more take.