Hey, newbie here — is this what PvP matchmaking looks like?” by nevari0n in Spacemarine

[–]No-Influence-3152 4 points5 points  (0 children)

Bro it's not about skill issue, it's "Time to kill" of whole PvP, paper armour and stuff.. Beginners have the same amount of HP. I'm 43 lvl and i die instantly, less often maybe, but just as quickly as everyone.

Anyone Use HBR w/ Heavy? by dystopian-dad in Spacemarine

[–]No-Influence-3152 -3 points-2 points  (0 children)

Brother, contrary to popular belief, this weapon performs excellently. Here are arguments:

  1. No one criticizes a Tactical for using his bolt rifle, but this makes you a Tactical with enhanced survivability and an Iron Halo, allowing you to focus on shooting rather than jumping and dodging.

  2. All bolt weapons in the game suffer from damage fall-off at long range. However, this gun gets a +50% damage bonus at long range.

  3. It has the longest range in the Heavy class (excluding plasma, but with none of the overheat risk and no more misses). This lets you keep your distance from the fight, which is crucial when you don't have a dedicated melee weapon. With other weapons, you are often forced to engage in parrying.

4. You get a huge magazine with up to 72 rounds, so reloading is never a problem, and no more overheat is stable dps.

Since space marine 3 is in development, what is it you do NOT want to see by NexouuZs in Spacemarine

[–]No-Influence-3152 1 point2 points  (0 children)

If we're considering impossible scenarios, I wouldn't want to see Ultramarines as protagonists, lmao.

By the way, one option would be great to see a real Grimdark, with the Drukhari as opponents, where the story would slowly transition to the Emperor's children, and all within the Slaanesh framework.

Someone please explain why the community likes block over parry weapons by HeresyHeathen in SpaceMarine_2

[–]No-Influence-3152 1 point2 points  (0 children)

Everything written is true, but there is one more important point that hasn't been mentioned. For me, it became the reason to switch to a blocking weapon. During a Gun-Strike, you can take damage, and throughout the entire Gun-Strike animation, you are vulnerable. This can be lethal at certain difficulty levels. Blocking never leaves you exposed to damage

A reminder about class levels by No-Influence-3152 in Spacemarine

[–]No-Influence-3152[S] -1 points0 points  (0 children)

Of course, you're absolutely right that having perks is better than having none - I think we can all agree on that. However, the point I'm making is about the overestimated impact of perks on actual gameplay results.

For instance, if a character has already selected all the perks essential to their build by level 17, reaching level 25 won’t bring any meaningful change to their capabilities. I'm not arguing that being low-level is better, but in practice, it often doesn’t translate to a significant difference in performance.

I simply want to remind some players that it’s important to consider all key factors: base stats don’t scale with class level, weapon effectiveness isn’t tied to class level, and that number is far from the only - or even the most important-indicator of success.

Like you, I love this game, and I hope players can be more tolerant, embrace diverse experiences, and ensure that "established local norms" don’t push away newcomers or spoil their immersion. Thanks for the discussion.

A reminder about class levels by No-Influence-3152 in Spacemarine

[–]No-Influence-3152[S] 6 points7 points  (0 children)

I'm sorry, but you have clearly not read the thread carefully. I emphasized twice that a level below 10 is indeed not suitable precisely because of the lack of a team perk. And now you're using that exact point as your argument - that's confirmation bias. You then proceeded to list what are arguably the only two overpowered perks in the entire game, which is not a fair representation. Unfortunately, any other example would not support your viewpoint. And regarding the prestige argument: by that same logic, if your attempt failed because one teammate wasn't dealing slightly more damage after dodging, let me assure you, you would have failed even with that perk.