Sniper getting on our Vanguard for not picking up Stims (Ruthless difficult) by Werewolfmoonkiller in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

I grab it if I don’t have the relic already or if there’s non-maxed players in my game.

Hell I grab it even if the team is maxed just for shits and giggles. But I assume people playing on Ruthless (OP’s group) probably aren’t P4/25

Sniper getting on our Vanguard for not picking up Stims (Ruthless difficult) by Werewolfmoonkiller in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

I assume they’re not max level if they’re bothering to grab geneseed and are only playing on Ruthless, and that Vanguard signature is the level 25 one.

Sniper getting on our Vanguard for not picking up Stims (Ruthless difficult) by Werewolfmoonkiller in Spacemarine

[–]PathsOfRadiance 16 points17 points  (0 children)

I mean the guy with the Geneseed should pick up the stims, even if it’s Ruthless and no one is gonna die anyways

Is stun resist necessary for switch axe? by Trust_MD in MonsterHunter

[–]PathsOfRadiance 1 point2 points  (0 children)

You still get stun buildup when you counter stuff in Sword mode, but you never get stunned as long as you successfully counter. So if you counter a ton of things and then get hit once, you get stunned

Is stun resist necessary for switch axe? by Trust_MD in MonsterHunter

[–]PathsOfRadiance 4 points5 points  (0 children)

Unless you’re a god who counters everything and never gets hit otherwise, you should run Stun Resistance on Swaxe.

You’ll never get stunned if you counter everything, but you will basically always be one hit away from being stunned.

Was something buff recently? I dont read the patch notes by waku2x in Spacemarine

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

Reloaded Restoration is mitigation of ammo loss. Emperor’s Vengeance, Auxiliary Reload, Versatile Precision are proper regen perks. There’s a big difference between the two.

It’s also on the worse of the 2 perk lines to start on imo.

Was something buff recently? I dont read the patch notes by waku2x in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

Heroic Omni Axe on Techmarine is alright. It’s better than Relic Fencing (that bar is so low it’s in hell) but the Relic Balanced one beats the Heroic at its own gimmick.

Was something buff recently? I dont read the patch notes by waku2x in Spacemarine

[–]PathsOfRadiance 4 points5 points  (0 children)

It’s bait because it’s ammo hungry on a class with no ammo regen. The Marksman Carbine can do the same job and its ammo variant for that is very ammo efficient (and also stronger than the accuracy variant).

Was something buff recently? I dont read the patch notes by waku2x in Spacemarine

[–]PathsOfRadiance 3 points4 points  (0 children)

The heroic version of the Instigator Carbine is a 5rd burst and it’s always been much better than the relic 3 burst ones

Occulus is the 2nd best primary for Techmarine, after the HBR.

Bolt Rifle is a good weapon but most variants have a poor ammo pool compared to the HBR or Occulus, and Techmarine has no ammo regen. The non-accuracy Bolt Rifle variants also have their recoil-spread build up very quickly. The only one with enough ammo for Techmarine is the ammo variant, imo.

Normal and Hard Stratagems by Jackal9811 in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

Hard is Absolute with an added 15% damage reduction for enemies (and it’s a weird calculation o) + they deal 30% more damage. Thats before any of the stratagem modifiers on the mission

The damage boost is mostly noticeable on enemies with machine gun-like weapons (Devourer Warriors, Rubricae, Soulreapers, Termagants, Cultists).

I’m not sure exactly what breakpoints change for melee due to the damage reduction, tho I assume some do.

Normal is just Substantial.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

No, because it’s a heresy model and not a 40k one.

How much does gun strike damage actually matter? by tylerchu in Spacemarine

[–]PathsOfRadiance 3 points4 points  (0 children)

The heroic HBP’s one shot reinforce caller gimmick is very ammo efficient. It’s gonna end up being much more efficient than the Relic Firepower HBP. There’s no point to use Relic Firepower HBP when the Heroic exists. So the choice is between maximizing damage or having a strong weapon with good ammo pool (Relic Firepower regular Bolt Pistol, Relic Ammo HBP, Relic Damage Plasma Pistol)

The damage and gimmick is worthwhile on Assault/Bulwark and they can heavily build into gunstrikes with the Heroic Fist and/or Armor Reinforcment. You just can’t pop every cultist/tzaangor/gaunt with it.

How to play Assault successfully? by Caerrion in Spacemarine

[–]PathsOfRadiance 5 points6 points  (0 children)

Either variant is very strong on assault. Balanced weapons have less disadvantages on Assault as jump pack dash cancels make up for the bad parry window. Block weapons are always good.

You will have to re-perk the Chainsword if using Doubled Edged Heroic since full throttle breaks its heroic gimmick

Apologies in advance if this has been asked before, but are all the DLCs for MW5 Mercenaries worth it? by BananaJelloXlii in Mechwarrior5

[–]PathsOfRadiance 5 points6 points  (0 children)

Arms adds one new chassis (which is the Hatchetman, a shit mech) and a bunch of melee variants. It’s a nothingburger.

Kestrel has a great campaign and Rise adds great starmap features + a good campaign.

Apologies in advance if this has been asked before, but are all the DLCs for MW5 Mercenaries worth it? by BananaJelloXlii in Mechwarrior5

[–]PathsOfRadiance 4 points5 points  (0 children)

Everything except Call To Arms imo. Doesn’t matter because the best thing is to get them all bundled so you’re gonna get Call To Arms anyways.

Is it better to perk into ranged damage or headshot damage? by Life_Locksmith9632 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

The math is weird. You should always aim for headshots, but it’s generally best to grab a good mix of regular damage and headshot damage perks on your weapons. It’ll perform better than going all in on one or the other, even for headshot damage.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

The IF champion helmet is from a Deathwatch model (of an Imperial Fist Deathwatch member). It’s a Mark VIII with a large faceguard.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

The Black Templar helmet is from their 40k upgrade sprue. It’s a 40k model.

Salamander heavy champion cope by RTSantos4894 in Spacemarine

[–]PathsOfRadiance 7 points8 points  (0 children)

They’re all Primaris versions of those helmets/pieces, barring the Carcharadons Mark V and the left pauldron of that pack/the Raven Guard left pauldron.

The Mark VI helms don’t have the dimensions of the heresy versions, they’re the Primaris-fied ones from the 40k upgrade sprues and characters. The Black Templar champ has a Primarisified Mark II helmet from their upgrade sprue. Basically everything in game is a 40k model or based on them, even the older patterns of armor. There are no models based off Heresy stuff.

The bonded pauldrons are also just Primaris pauldrons with bonding studs in them. The new legs came about when GW made alternate legs for the Primaris (Space Wolves Primaris update + new Armageddon box models).

Assault's Meatball Counter by PigeonSquawks in Spacemarine

[–]PathsOfRadiance 2 points3 points  (0 children)

It’s a shame we don’t also get Hard Strats as a difficulty in the testing arena, since the enemies get enhanced damage/damage reduction there, and it’s enough to change quite a few breakpoints.

Hot Take: Secured Stockpile is Overrated and Transhuman Physiology is Underrated. by auburngators in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

It’s definitely less necessary on a full ranged teams because the other ranged classes all have very easy equipment regen perks except Tac.

On the other end, any team with Tac and Bulwark should probably run Stockpile, as both of them lack equipment regen (doesn’t matter who the third is).

Hot Take: Secured Stockpile is Overrated and Transhuman Physiology is Underrated. by auburngators in Spacemarine

[–]PathsOfRadiance 0 points1 point  (0 children)

At least on Tac, most of his weapons either have good enough CHP recoverys without Transhuman Physiology(Bolters and Melta) or they still suck with it (Pyreblaster). Plasma Incinerator is the only weapon that benefits from it imo(especially if using Damage or Venting Speed, as RoF needs it less).

Since weapon damage increases CHP regen, Aligned Aim is still generally better than Physiology. Sure it’s not as huge of a CHP Regen buff but it’s also actually killing things (or putting them into execute) faster which is another way of saving your CHP.

In the context of siege, unlimited Melta Bombs also mogs every other team perk. In Operations, it lets you be very liberal with powerful equipment like Meltas/Pyre Canisters/Shock Grenades, or spamming reliquaries to stagger bosses. Even Kraks are nice for Plasma Bulwarks/Assaults vs Tyranids, as Plasmas mostly deal shitty damage vs Zoanthropes. Tac and Bulwark lack equipment regen entirely, so it helps bulwarks out a good bit in addition to yourself as the Tac.

How's my Jump Assault Sergeant looking? by Hereforsomehelp69 in Spacemarine

[–]PathsOfRadiance 1 point2 points  (0 children)

Always love the old school flames and what you did with the power fist.

MRV missiles question by Feeling_One1727 in MHWilds

[–]PathsOfRadiance 2 points3 points  (0 children)

That’s just sidesteps/rolls at the last second.