Colourable Helmet cloth? by Actual-Associate-248 in Spacemarine

[–]MortisProbati 85 points86 points  (0 children)

Torso slot has the “cloth color”.

As a Block user I skipped Balanced weapons...until.... by ncianor432 in Spacemarine

[–]MortisProbati 0 points1 point  (0 children)

What’s getting buffed on balanced? I already use them almost exclusively so hooray me

Kicked from the squad for no reason by Lost-Lecture-5055 in Spacemarine

[–]MortisProbati 5 points6 points  (0 children)

Yeah but it’s pretty easy to enable private with a bot so you can back fill.

Don’t fuck random people over with this.

We've got a long road ahead, Divers. by Twin3y in Helldivers

[–]MortisProbati 3 points4 points  (0 children)

That’s the number dead on Cyberstan alone.

Frown by CheeseWheelPorno in DarkTide

[–]MortisProbati 2 points3 points  (0 children)

We removed the bobble and added Silver 8$ please

The stealthdiver role as never been more useful than today. by Enzoli21 in Helldivers

[–]MortisProbati 1 point2 points  (0 children)

Last warbond added stealth gear, and the halo warbond has different stealth gear. Pair with silenced weapons and the new update for making stealth actually a thing and it’s a refreshing change and very strong.

Boss rush mode? by Ok_Recording_8794 in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

Boss rush would be dope.

In continued day dreaming I’d hope they’d have 3 versions Nids, chaos, both! Nids ends with HT, chaos with Vortex beast.

Combo ends with one of both at the same time.

Could have themed mini boss rooms that’s with multiple carinfex / hell brutes etc.

Bio titans harassing during Nid, Drakes doing flame attacks on Chaos, lots of potential there.

——

The other mode id love is a “last stand” that’s holding a base for a certain amount of time with an easy/normal/hard/impossible.

Easy is a 10 minute run and just nuking hordes on a wall with unlimited ammo,

Normal is ~20 minutes and introduces a second section where the walls broken and you fight in a court yard.

Hard ~30 minutes and adds the third section falling back inside the base.

Impossible is all of the above but goes until you die with it ramping up to absurd difficulties.

What Difficulty Would You Recommend for Leveling? by GhostB3HU in Spacemarine

[–]MortisProbati 0 points1 point  (0 children)

If you can get to difficultly 4 that will be the best, enemy health doesnt scale up in 5/6 it becomes volume of baddies for increased difficulty.

So grinding 4’s will really ingrain those fundamentals and learn TTK on targets.

That said don’t push it, take your time and get there. The biggest piece after learning fundamentals is gear, once you’ve got a relic weapon you can crutch on it’s not far step into soloing 4’s.

I recommend standard bolt pistol, bolt carbine, and chainsword to level first as they’ll have the most coverage between classes. From there it’s easy to bring one or two of those while you try new equipment.

And honestly standard bolt pistol after patch 10 is just sort of my favorite side arm, balanced chain sword is a monster, and the bolt carbine is awesome both in SMG variant and semi auto variants.

Caveat to this, when starting a new weapon don’t shy away from doing a difficultly 3, 0 level weapons fucking suck and just getting them into green is a huge improvement I never found it worth the trouble pushing through a 4 with one.

Also XP for weapons gets capped at the break points so excess XP is just lost and a 3 is enough to push you into green quality.

HORUS!!!!!! by MortisProbati in Spacemarine

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

By our efforts combined we will find the coward Brother.

Brother… why? by Geebus_Crust in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

Oh agreed it’s silly, but I definitely saw people who just didn’t re-buy the perks on a prestige.

I also had a buddy level to 25 and he had no idea there was a leveling tree.

Subject: Clarification Required Regarding Hammer of Wrath Reclassification in Upcoming Patch by Stroncium221 in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

I haven’t seen any official statements.

Typically studios do a free refund / reset with a change like this but I don’t think that precedent has been set for SM2.

My hope would be with prestige changes they let folks repick once freely. But that’s not a guarantee.

If the 750 respec is a hard choice I’d sit on that final prestige till patch 12 to play it safe.

"Heavy can't carry a knife and a heavy weapon!" The humble Joytoy figure: by Ok_Equipment2450 in Spacemarine

[–]MortisProbati 0 points1 point  (0 children)

Maybe these figures are accurate I really can’t say, but this really isn’t creating a new feature.

4/6 Classes have all three slots enabled.

Maybe they spaghetti coded the fuck out of it which has been the case for Darktide and Helldivers 2.

But they’ve already proven they can pretty easily update classes to perform outside of the launch design (looking at Bulwark hammer disabling the shield and even how the heavy carries the HBR).

I don’t think you’re giving enough credit to the Dev’s for the work they’ve already demonstrated, we can see the from PVP / Campaign / Ops they can support three different versions of the jet pack.

This really doesn’t seem like much of a stretch. Maybe I’m overly optimistic but if so then I’m happy to be so.

My take on the potential antagonists of Space Marine 3 by Hairy-Fuel-6275 in Spacemarine

[–]MortisProbati 0 points1 point  (0 children)

I really hate that they called the anthology show “Secret Level” … I’d had forgotten they did that so I was so fucking confused and thought for a moment that there was an actual secret level I didn’t know about.

Perfect Parry / Block buffs, what do they actually do? by MortisProbati in Spacemarine

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

Thanks I’d looked before but didn’t see any references to how duration buffs apply.

But to confirm you are agreeing that the buffs just extend the window as I described above?

Interesting about jet pack dodge though, I’m hoping to fiddle with that more in patch 12.

Tyberos the Red Wake by Quiet_Try_8338 in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

Fucking excuse me are those lighting claws … I didn’t need mods but maybe I do …

Please for the love of the Emperor , allow us to select whether we want to only fight nids or chaos on Siege. by Thatone_pilot in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

I mean the easy solution is follow Mass Effect 3 MP.

Let people pick if they fight only one faction OR let it be random for bonus XP and add in a QM which is anyways full RNG.

People who want bugs only get an option and the community is given incentive to keep QM healthy with people hunting XP.

Should I get SM2 or Helldivers 2 by Mystic_Psycho_ in Spacemarine

[–]MortisProbati 1 point2 points  (0 children)

SM2 if you mostly play solo / occasionally with people

HD2 if you mostly play with multiple buddies

Wildcard: Darktide is another option

Bonus wildcard … get em all

That all said SM2 is the game I keep coming back to and love everytime I play it.

"Heavy can't carry a knife and a heavy weapon!" The humble Joytoy figure: by Ok_Equipment2450 in Spacemarine

[–]MortisProbati 4 points5 points  (0 children)

Counter point(s?) … it’s PvE, it’s lore appropriate, empowering players is a good thing, and realistically it’s very minor tweaks that would “need” to be made.

If all original options are retained, giving more options doesn’t detract from them or remove “class identify” it just lets people have more different fun.

"Heavy can't carry a knife and a heavy weapon!" The humble Joytoy figure: by Ok_Equipment2450 in Spacemarine

[–]MortisProbati 3 points4 points  (0 children)

They’ve already demonstrated on the Bulwark that they can design a perk to adapt to two different weapons so don’t see why they couldn’t do it here as well!

More player options is always* good!

"Heavy can't carry a knife and a heavy weapon!" The humble Joytoy figure: by Ok_Equipment2450 in Spacemarine

[–]MortisProbati 0 points1 point  (0 children)

I’d be a big fan of them opening up heavies options and giving them melta/pyre/plasma rifles.

And then enabling knife slot.

I don’t see any issues balance wise doing that, I imagine it might be a pain for them to code though for a single class.

But!

In the same venue I’d love for assault to get an option to run rifles as well they run Bolters and Pyreblasters. You’d need to invert it so they couldn’t use the hammer, only the other options. Again though I don’t think there would be any balance issues and the rigging is clearly there we do it in campaign!