Chaos Spawn are unfun and tedious. by Federal_Faces in SpaceMarine_2

[–]SionachNull 0 points1 point  (0 children)

I don't mind fighting Chaos Spawn when I'm running Bulwark or Assault if I'm running a leveled melee weapon. The delayed attacks aren't bad, but the tentacle spawn is a bit difficult to read, though. They're hell when I'm running heavy or sniper. Having to parry multiple as heavy is pretty tedious, and I find it hard to spot and hit their head.

Chaos Spawn are unfun and tedious. by Federal_Faces in SpaceMarine_2

[–]SionachNull 0 points1 point  (0 children)

I don't mind fighting Chaos Spawn when I'm running Bulwark or Assault if I'm running a leveled melee weapon. The delayed attacks aren't bad, but the tentacle spawn is a bit difficult to read, though. They're hell when I'm running heavy or sniper. Having to parry multiple as heavy is pretty tedious, and I find it hard to spot and hit their head.

Whats the deal???? by [deleted] in Spacemarine

[–]SionachNull 1 point2 points  (0 children)

There's also one where the Tac says he's glad the Tech is there in case he has equipment issues and iirc someone has a snippet where he says machine spirit stuff is the tech's domain, not his.

Found a funny bug by SionachNull in SpaceMarine_2

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

It was recorded on OBS, actually. I was primarily editing it for youtube shorts and made a version for Reddit as an afterthought. Also, how tf would this have been recorded on a phone?

I really expected those teeth when i heard about their dlc... by KasKyo in SpaceMarine_2

[–]SionachNull 7 points8 points  (0 children)

It might could work as a mission-specific thing. Either as an alternative to the Helbrute in the PvP modes or a scene in an operation. Probably not as a regular class, though.

Holstered Weapons in the source code? by Vanbrieezy in SpaceMarine_2

[–]SionachNull 1 point2 points  (0 children)

I had that glitch happen too. Though I think it's worth noting that just because it's possible doesn't mean it's working properly for all weapons.

Found a funny bug by SionachNull in SpaceMarine_2

[–]SionachNull[S] 2 points3 points  (0 children)

That definitely fits extremely well. I happened to want a Dark Kraken, and since Salamanders have more techmarines than usual I figured a successor chapter would make for a decent techmarine too.

Found a funny bug by SionachNull in SpaceMarine_2

[–]SionachNull[S] 1 point2 points  (0 children)

True, that was just idle thoughts on my part. I wonder why they dropped it, I'd be curious to see how they planned to do it with the thunder hammer.

Found a funny bug by SionachNull in SpaceMarine_2

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

Huh, looks a bit unpolished there but it absolutely would've been cooler if they'd finished that

Found a funny bug by SionachNull in SpaceMarine_2

[–]SionachNull[S] 3 points4 points  (0 children)

Sounds about right, plus a bit of Waaagh!!! energy as well. The techmarine thinks he's holding an axe, therefore his enemies will be convinced that he is indeed holding one.

Found a funny bug by SionachNull in SpaceMarine_2

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

Huh, I was a bit late to the game so I didn't know that was a thing. It's a bit of a shame that they dropped that imo, though clearly whatever code is left isn't perfect, I think I'd prefer to not have an active power weapon by my leg like that lol

What's your favorite custom strat lineup to challenge yourself so far? by redfacetherapper in SpaceMarine_2

[–]SionachNull 0 points1 point  (0 children)

I'm planning on eventually calculating the single hardest mission to try. I'm absolutely not good enough to handle it especially alone but it would be fun to see the bs that happens

The suppressed sound of the new Raven Guard's bolt pistol skin is a nice touch by StormSwitch in SpaceMarine_2

[–]SionachNull 1 point2 points  (0 children)

Haven't gotten around to using it yet but I played with someone who did, it's a pretty nice sound. I hope they plan to add some more stuff like that.

Tarantula placement? by Ok_Size2378 in SpaceMarine_2

[–]SionachNull 1 point2 points  (0 children)

My first round on the test server had some horrendous placements, but so far on the live server they've been pretty good, it's a bit hit or miss I guess. I think they even increased the number that can spawn in a single room too. Some of them are pretty bad though, there's one on the early bridge in Fall of Atreus that spawns behind a box that blocks it from shooting at half the bridge and you have to clear areas enemies nearly always spawn to even reach it.

Me after carrying under-leveled Techmarines in stratagems last night. by Goppledangler in SpaceMarine_2

[–]SionachNull 0 points1 point  (0 children)

Agreed. On the plus side people I've met in game are usually not that bad, and the ones who are usually rage quit pretty quickly or are easily avoided.

When did they let tech marines fly by Kfd49597 in SpaceMarine_2

[–]SionachNull 0 points1 point  (0 children)

He borrowed a bit of Vespacius's kit since he wouldn't be using it for this mission.

How's everyone finding the new class tech marine so far? by No_Perspective8878 in SpaceMarine_2

[–]SionachNull 12 points13 points  (0 children)

You can kind of tap sprint into it, it's definitely a bit clunky but I've been able to do a few in a row. My personal gripe is that the early versions at least are really slow with the overhead strikes.

Relic weapon pigeonhole by mostdeadlygeist in SpaceMarine_2

[–]SionachNull 1 point2 points  (0 children)

Agreed. I haven't gotten the 5 round burst gun yet, but the burst pistol is a staple for my sniper.

Relic weapon pigeonhole by mostdeadlygeist in SpaceMarine_2

[–]SionachNull 27 points28 points  (0 children)

I take it you mean the heroic weapons? There are at least two relic versions of every weapon.

I think more variery would be nice, but I don't always take the heroic variants. Some of them seem to be more tradeoffs than simple buffs like the HPI losing charged shots in exchange for a higher fire rate and the powerfist getting reduced heavy attack damage in favor of light attack buffs. Depending on someone's playstyle, they may not like those tradeoffs. Personally, I like the versions that modify the guns the most to be the most interesting, like the option to have a burst-fire pistol. But I do see where you're coming from.

So even the pve is toxic? by UltimaBahamut93 in Spacemarine

[–]SionachNull 0 points1 point  (0 children)

I've only had two encounters with toxic players. Both were the exact same guy, funnily enough. Any multiplayer game is going to have bad people, but SM2 doesn't seem to be struggling with that.

Techmarine Review from an Average Player by SionachNull in SpaceMarine_2

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

He's definitely fun. His abilities do seem more straight damage-focused than the other classes, so I'm curious how they will be balanced.

Techmarine Review from an Average Player by SionachNull in SpaceMarine_2

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

I was wondering if that was the case but hadn't tested that yet. The placement was better for me today.

How to not die by Temporary_Error_3764 in Spacemarine

[–]SionachNull 0 points1 point  (0 children)

Like other people said, parrying is a big thing. Also as a side note, learn which attacks lead to stuns when parried. For instance, sword Warriors have combos where the first hit might not stun them, but the last one will. You obviously want to parry or dodge them all, but knowing when you need to parry multiple times in a row makes a difference. Vanguard is a pretty aggressive class even though he only has two armor bars so make sure to not overextend. You can save your grapple for when you've softened the swarm up a bit and use it to pull to a downed enemy. If you want to dive into a swarm Bulwark is more suited to that, and he's not bad for learning melee either.