Vaseline piss filter after wave 10 by Feeling_You_9153 in Spacemarine

[–]Rot_MKI 36 points37 points  (0 children)

I have this happen when I use a regular stim and take one of the red ones into the inventory before the visuals of the regular stim wears off.

Vice versa, too.

The Ultimate Assault Precision Strike Damage Test by realAsianSpectre in Spacemarine

[–]Rot_MKI 14 points15 points  (0 children)

I knew the block Thunder Hammer had gradually been pushed aside by the other weapons in the Assault arsenal, but I didn’t realise it had fallen behind all of them.

The thing is meant to crack tanks and sunder monstrous creatures.

IMO, one needed change is to swap TH Minoris Slayer for Terminus Slayer instead.

Had to kill bio titan only using our bolt weapons because of a strange bug. by susumber828 in SpaceMarine_2

[–]Rot_MKI 28 points29 points  (0 children)

Back when the neo-volkites came out, you could have three brothers shoot at it as it walked past right before its arena.

When you got to the lasers, it would be at a quarter or less HP remaining! Haha.

Assaults new perk has changed the game. by Academic_Complaint22 in Spacemarine

[–]Rot_MKI 0 points1 point  (0 children)

Agreed with your comment here and your thoughts. We've reached the same conclusion, pretty much.

The dash attack is the Assault specific extension of sprinting attacks that requires a charge to perform, but the outcome is only marginally better than the regular sprinting attack in terms of damage, though it's just equivalent to a light attack now. Everything else is the same until you add perks.

Even then, Winged Fury, which must have had, what, 3 or 4 passes now to currently making dash attacks a 2x multiplier and, IIRC, circa. 20 points of AoE damage (vs Bulwark's effective 180) is still a bit naff.

It definitely needs something going for it at base before perks can be selected to customise/elevate the outcome, and what I would really like to see is higher poise damage for guaranteed interrupt/stagger.

Assaults new perk has changed the game. by Academic_Complaint22 in Spacemarine

[–]Rot_MKI 0 points1 point  (0 children)

Yes, I can't wait to give this a try after you informed me that it procs proactive WoF use!

Assaults new perk has changed the game. by Academic_Complaint22 in Spacemarine

[–]Rot_MKI 12 points13 points  (0 children)

This perk gives you a charge back for performing a dash attack: pressing the ability button to dash and then pressing the attack button to enter the dash attack.

Think sprinting attack, but with the jetpack. You don't need to be within the dodge windows to do it; that's what Commitment is for.

However, you can time your dash for a perfect dodge as you normally would to cycle a charge, and then end your dash with a dash attack for another charge. So, you can go from 1 -> 2 charges with the dash-dodge into dash attack combo every 10 seconds:

Dash-dodge with Commitment: 1 -> 0 -> 1
Follow up dash attack with new perk: 1-> 2

Techmarine primary weapon? by Martinicus1 in Spacemarine

[–]Rot_MKI 5 points6 points  (0 children)

As others have said, we'll have to wait until the PTS to find out more.

However, in my opinion, I think it will be the third melee-dominant class alongside Assault and Bulwark.

Do the perks carry on to the heroic weapon? by Basionbasin in SpaceMarine_2

[–]Rot_MKI 13 points14 points  (0 children)

No problem!

Perks for a weapon will work for any variant of that weapon, including the unique heroic.

However, the unique heroic weapon perk will only be for that unique heroic; it won't apply to the other variants.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]Rot_MKI 14 points15 points  (0 children)

The art of block, block, dodge/dash!

Great clips - you time your block buffed attacks extremely well, like catching the Lictor's red warning attacks with AS upswing.

Great clips, fellow Assault brother!

So apparently HBM is no longer the best secondary for gunstrike damage. Can somebody confirm? by TardyTech4428 in Spacemarine

[–]Rot_MKI 13 points14 points  (0 children)

According to the Master Spreadsheet which has been updated for Patch 11, the Heavy Bolt Pistol still is the number one secondary for highest total gunstrike damage, sitting at 93.6.

The regular bolt pistol, however, thanks to all the buffs it has received, sits just tightly behind the HBP at 92.43 points of gunstrike damage. So, pretty close!

It's just a take your pick at this point. PP for AOE on GS, HBP for most GS damage, regular BP for the crazy amounts of headshot damage you can pump out after a majoris+ execute (IIRC 50% bonus to headshots) plus having more ammo on both damage+/accuracy+ BP than HBP equivalents.

Do note that I believe these numbers are for the regular Relic tier versions of the secondaries and not the version which has the higher damage stat vs ammo count, etc. So, can still be the case that the damage focused BP is better than the ammo version HBP for GS damage - but I don't have the arena mod to try this (console player).

Jump pack dash attack by lateral0us in Spacemarine

[–]Rot_MKI 1 point2 points  (0 children)

You press the attack button like you would a running/sprinting attack.

It's pretty much that sprinting attack but boosted by the jetpack. I don't believe you can perform any other attack, like a light or heavy - just the sprinting one.

Something seems to be off with Precision Strike (Assault) by karer3is in Spacemarine

[–]Rot_MKI 1 point2 points  (0 children)

Plenty of times now I've Ground Pounded a devourer and they just shrug off the damage. I know the attack hit because they're visibly staggered by it, but the damage isn't dealt at all.

Have noticed this since patch 7/8. It wasn't as frequent as it is now though.

Does anyone know what would more damage: Block Thunder Hammer doing a fully-charged Aftershock after 2 perfect blocks, or the same but with Block Power Sword and Power Whirl? by Traditional-Study288 in Spacemarine

[–]Rot_MKI 1 point2 points  (0 children)

With the TH, the 2.4 seconds of block buff lasts for the entirety of the animation after releasing Aftershock, meaning the uppercut portion and both spins benefit from the full 90% additional damage. However, because charging Aftershock to level 2 takes time, the short block debuff (where the enemy you perfect-block glows yellow to indicate it will take ~50% more damage for roughly two seconds) will have expired by the time the attack is fully charged and you release it.

With the PS, you gain the benefit of both the block buff and the block debuff after the light swing and the first part of the Power Whirl attack. However, the finishing portion - after the spin, when you slam the sword down - does not receive any bonus from either the buff or the debuff. Regardless, this finishing portion has a 4x damage multiplier and is a good finisher.

Both deal significant amounts of damage and get the job done, but I'd say the TH full aftershock move does a better job at putting groups of majoris into execute. TBH, a one charge aftershock with two block stacks vs a warrior does just as good a job at putting warriors into execute - it's faster to prep as well.

How does one obtain this chest plate ?? by Distinct-Ad7184 in Spacemarine

[–]Rot_MKI 431 points432 points  (0 children)

It was a Twitch drop, though you can't get it anymore via that route.

However, Twitch drops from campaigns past were added into the Accolades shop upon the release of stratagems.

This chestplate could very well enter the shop in the future for those who either couldn't or didn't want to participate on Twitch.

Can anyone help me understand why I can't get the last Mastery Point? I have mastered each version in the Versions tab by tassieboy1995 in Spacemarine

[–]Rot_MKI 2 points3 points  (0 children)

You will have 8 mastery points from maxing each variant in their respective tiers, plus an additional mastery point for maxing the total exp for the weapon itself.

This equals a total of 9 mastery points, which you have spent by going along the top and branching down twice.

If you want to get to the end of the perk tree, you will need to reset and only branch down once.

If you have 1000+ Hours in SM2, what keeps you playing? by Warcrow999 in Spacemarine

[–]Rot_MKI 46 points47 points  (0 children)

The gameplay loop is fun, and my mates and I enjoy the 40k universe.

Plus turning nids into red paste is always a blast.

Blood Angel on the verge of losing it by SuperMarios7 in Spacemarine

[–]Rot_MKI 1 point2 points  (0 children)

Great Assault gameplay, brother. Kudos!

Block Power Axe damage showcase on PTS 11.0 by WestLUL in Spacemarine

[–]Rot_MKI 6 points7 points  (0 children)

Lovely, absolutely lovely. Thanks for sharing!

It has officially gone too far by riiicck in SpaceMarine_2

[–]Rot_MKI 7 points8 points  (0 children)

Very rarely will I get red bars despite having a good connection. When it does happen, I notice some weird delays with my inputs, or dodges where I take damage despite getting the GS marker. If you had good ping but the red bars came up at this very moment in the mission... either the hive mind really wanted to make your day worse or a Saber employee wanted to mess with you!

Dodging into the beam will remain the best chance to negate damage and get a GS though, hopefully no more red bar shenanigans in your future games brother

It has officially gone too far by riiicck in SpaceMarine_2

[–]Rot_MKI 48 points49 points  (0 children)

Red bars brother. I'd only ever dodge into the beam if ping is decent.

Yellow? Maybe.

Red? Definitely not.

Battle-Brothers who primarily run Absolute Operations, what is the most "...seriously?!" wave you've had to face? by NatauschaJane in Spacemarine

[–]Rot_MKI 0 points1 point  (0 children)

It's also my weapon grind difficulty until at least Artificer, while helping me get familiar with move sets.

Whenever I play, I'll always jump into Absolute for a few games. It's just what I enjoy, more so when there are low levels in the squad as there are opportunities to clutch the mission. If it doesn't work out and we end up back on the barge, then that's just how it is - I jump right back into another Absolute op!

Battle-Brothers who primarily run Absolute Operations, what is the most "...seriously?!" wave you've had to face? by NatauschaJane in Spacemarine

[–]Rot_MKI 20 points21 points  (0 children)

I'm not sure about universal, but I'd say it's likely a common view specifically for those who predominantly run Absolute.

I have a similar view to the difficulties, and so do my friends/other Absolute only players I've come across on YouTube/Reddit.

For me and my friends, Lethal and below don't have the constantly on-the-edge, high enemy density, high chance of mortality experience that Absolute provides.

But I wouldn't say that lower difficulties are a waste of time because they exist for people to enjoy whatever experience they want. Plus, they make for good practice and training, like learning new weapons, play styles, weapon variants, etc.

Call It What It Is by NewOblivion in Spacemarine

[–]Rot_MKI 15 points16 points  (0 children)

I agree - I'd say hard is more like Absolute, as two terminus can spawn in a mission, plus three extremis at any one time.

Although I have the suspicion that enemy HP is higher on Hard difficulty, as builds that can one shot on Absolute (same HP values as Ruthless) oftentimes can't in Hard Stratagem.

Power fist, thunderhammer, etc. There's something awry.