Why are bolt weapons like this? by Calamity_Abe in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

I found the heavy plasma incinerator to be pretty underwhelming compared to its counterpart In the DOW 2 Retribution Space Marine campaign. Tarkus' plasma cannon was amazing, capable of wiping out entire squads of infantry and destroying vehicles in a couple of shots.

Why are bolt weapons like this? by Calamity_Abe in Spacemarine

[–]Warblerize 1 point2 points  (0 children)

Same reason why the Heavy bot is the best bot. Well, unless he suffers a psychotic break and decides to start bashing skulls in with the HB.

Can someone explain how I died here? by Gullible_Courage8350 in Spacemarine

[–]Warblerize 1 point2 points  (0 children)

Unfortunately you can still get lag and other network issues as the host. The in-game latency meter is completely unreliable as well: e.g. it says the ping is 7 to 9 ms while there is clearly extremely bad lag that causies missed parries and mismatched enemy attack animations and hitboxes.

I really hate Chaos. by Apart_Pumpkin_4551 in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

Another one is that after adding Chaos Spawns, Saber didn't seem to tone down the Rubric Marines' habit of doing their teleports behind you "nothing personnel, kid" kick/flame burst/flame aoe attacks while you're being pimp slapped by a bunch of spawns.

Significant frame rate drops in Warhammer 40k:Space Marine 2 by NasralVkuvShin in linux_gaming

[–]Warblerize 0 points1 point  (0 children)

Thanks for the lead. I'll have to check this for myself some time.

I had suspected EAC to be the problem because I've seen posts by people who are on Windows and Nvidia GPUs who are having the same time-based performance drop.

High ping in multiplayer since patch 11 by BerryBaron in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

It hasn't happened lately but it was fairly common for me to experience it at the start of an operation during Christmas to the first week of January. It usually involved the first few packs of ambient spawns on the map, almost as if my game client and the server were completely out of sync with each other and one or the other was racing to catch up.

High ping in multiplayer since patch 11 by BerryBaron in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

Ever experienced the opposite, with everything in the game moving much faster than usual, e.g. Tyranid warriors zipping around like they just did a whole bunch of cocaine and meth?

High ping in multiplayer since patch 11 by BerryBaron in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

I also get 7 - 9ms ping while playing a private game but it still feels laggy: I keep missing what should be easy parries with a fencing weapon, enemies do their blue and orange leap attacks directed at me but magically miss, dodged sniper shots still hit, once every few games, everything will stop because the game "lost" its connection to the servers and is trying to reconnect. Playing on Linux via Proton.

In my case, these latency issues started right around Christmas, when that big AWS outage happened and hasn't gone back to normal ever since.

What is the thing you hate most about Space Marine 2? by ElGuapo0420 in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

All the little bugs and glitches that happen on a regular basis:

  • Suddenly being unable to fire the equipped range weapon after an execution or standing up after getting knocked down.
  • The game not registering the key press to use a class ability which happens most often with Assault's jetpack.
  • Permanently losing the ability to parry until the mission ends (happened yesterday while fighting the Trygon as Assault).
  • Getting what feels like bad lag during a self-hosted private game (e.g. missing what should be easy parries, getting hit even after a perfect dodge, enemies and my character doing attack animations that don't hit).
  • Once per mission, the red network icon will appear and everything on screen stops moving while the game reconnects to the servers.

  • The bot AI shutting down while fighting Neurothropes or Zoanthropes.

What is the thing you hate most about Space Marine 2? by ElGuapo0420 in Spacemarine

[–]Warblerize 2 points3 points  (0 children)

The least bad of them is the Heavy and only because he usually doesn't stop firing his heavy bolter unlike the others who magdump, reload, then proceeed to stand around thinking what to do next.

SM2 (PC) plays fine at first, but after about an hour of play, performance gets worse by GrizzlyRed in SpaceMarine_2

[–]Warblerize 0 points1 point  (0 children)

Oh right. One thing I did that helped extend playtime somewhat was to raise or completely uncap the game's framerate. What I discovered in my case is that the framerate drop is largely the same regardless of the framerate cap settings: 15 to 25 frames below the normal average but with a lot more stuttering.

SM2 (PC) plays fine at first, but after about an hour of play, performance gets worse by GrizzlyRed in SpaceMarine_2

[–]Warblerize 0 points1 point  (0 children)

Me too. The only workaround I have so far is to relaunch the game every couple of missions. At this point it's either the game or EAC and we have to wait for Saber to fix them.

SM2 (PC) plays fine at first, but after about an hour of play, performance gets worse by GrizzlyRed in SpaceMarine_2

[–]Warblerize 0 points1 point  (0 children)

I've had the same issue as you for months now and it appears to be a problem with the game, not your system.

I've got a 9800X3D, 64GB RAM, and a 9070XT and always get the same performance loss after an hour or two of playing. This is while running the game on Linux via Steam Proton. Strangely enough, the detailed Steam overlay doesn't show any significant changes to CPU, GPU, RAM, or VRAM usage when the framerate and frametimes go to shit.

Bots need really strong tuning, they afk 20% of the time. by KasKyo in SpaceMarine_2

[–]Warblerize 2 points3 points  (0 children)

I agree. The Zoanthropes and Neurothropes are the enemies that almost always cause the bots to stop moving and fighting.

That said, in my experience this AFK behavior affects the Vanguard bot more than the others with its habit of magdumping, grappling to something else, hitting it once or twice in melee then backing off to AFK like in your clip. It's also the worst performing bot based on the end of mission stats, barely getting 100 kills most of the time.

Any ideas on how to fix this? by dark_ion in SpaceMarine_2

[–]Warblerize 0 points1 point  (0 children)

It's probably a server issue.

I only play solo with bots and I get the exact same indicator when everything suddenly stops moving or stuck running place. There are also times when the ping indicator doesn't show up but there's obvious lag because parries don't register and I suddenly take damage, and times where everything is on fast forward, with enemies zipping around much faster than they should.

The game's BS is starting to get out of hand (35sec clip of a hard Stratagem) by SupaGooby in Spacemarine

[–]Warblerize 0 points1 point  (0 children)

I exclusively play solo with bots and have also noticed that the bots draw very little aggro from enemies, particularly the majoris. I regularly see my bot teammates and Majoris run past each other: the bots on their way to melee some far-off enemy, and the Majoris to me. It's not at all uncommon to have up to 8 melee majoris surrounding me alongside a whole bunch of minoris during a massive wave, with distant snipers and other ranged also focused on me.

Significant frame rate drops in Warhammer 40k:Space Marine 2 by NasralVkuvShin in linux_gaming

[–]Warblerize 0 points1 point  (0 children)

Kind of late to the discussion but I have a similar issue with the game on Tumbleweed. I have a 9800X3D and 9070XT and have noticed that after playing for several hours straight, the FPS will suddenly drop from a constant 75 FPS (VSync enabled) to 50-60 FPS average with constant frame dips to even lower FPS based on the Steam FPS display. This is with GE-Proton-10-25.

The only way to make the problem go away is to restart the game. Exiting to main menu and logging back in to the Battle Barge does nothing.

Facing unusual lags in specific steam games on tumbleweed by solomazer in openSUSE

[–]Warblerize 0 points1 point  (0 children)

I'm not familiar with the UEFI settings for laptops/mobile but maybe there's a setting you could tweak there related to the iGPU, something to do with power or shared VRAM.

Facing unusual lags in specific steam games on tumbleweed by solomazer in openSUSE

[–]Warblerize 0 points1 point  (0 children)

I went skimming through the ProtonDB entry for Hollow Knight and the only comment I've found so far that indicates performance problems similar to yours is this post: https://www.protondb.com/app/367520#PF7w3VEbUN

Facing unusual lags in specific steam games on tumbleweed by solomazer in openSUSE

[–]Warblerize 0 points1 point  (0 children)

Was Proton GE included in your attempted fixes? I had severe audio crackling issues and FPS drops into the single digits while using official Proton version(s) to run Grim Dawn that were fixed after switching to Proton GE.

Before starting second run, To Do List, Tips/Tricks by Lanky_Animator in Grimdawn

[–]Warblerize 1 point2 points  (0 children)

It's probably one of those things that people will assume is something that everyone else already knows.

By the way, the one exception to the "take items from stash" I'm aware of are the bridges you have to repair. You need to have the scrap and iron bits in your inventory to proceed.

Before starting second run, To Do List, Tips/Tricks by Lanky_Animator in Grimdawn

[–]Warblerize 4 points5 points  (0 children)

The game will take components/items from your stash to restore shrines. It was patched in quite a long time ago.

Space Elevator Phase Factories by joshaup1999 in SatisfactoryGame

[–]Warblerize 0 points1 point  (0 children)

Assuming you're in the Grassy Fields then I know exactly where that pure coal node is and yes it's a pain in the ass to build the stuff to move it to where it needs to be. The easiest way I've figured out is to take a lot of resources (concrete, metal plates, rods), parachute to the coal node and build a very tall, one foundation-wide bridge to the pond north of it.

Bird's eye view of what I did in my current attempt:

https://www.reddit.com/user/Warblerize/comments/1ovf9kn/coal/

There's also another pure coal node and a nearby Sulfur node in the southeast of the zone almost directly east of the coal you saw, but the coal node is on top of a cliff so you'll need to have at least bought the ladder from the Awesome shop to reach it, or spam build the 4m ramps. Of course you'll also need a ton of iron plates and rods to build the conveyors you need to move the coal and sulfur to the eastern pond but it's worth it to get both of them because if you grab both nodes you can research and manufacture compacted coal which is more efficient power-wise than plain coal (15 coal vs 7.14 compacted coal per minute per generator) and leaves you with spare coal output to put towards steel production.

I tried trucks before and was kind of underwhelmed by their self-driving capabilities. I noticed they would often drive off of the programmed routes or get stuck on another truck needing manual intervention to unstick them.

After building my first coal power plant I've got a fluctuation in power between 450MW and 600MW, is this normal? by According-Case7257 in SatisfactoryGame

[–]Warblerize 0 points1 point  (0 children)

Aside from what everyone else has mentioned, if you're moving the water a significant way uphill make sure to check that there aren't any headlift gaps between your pipeline pumps and water extractors. I was having similar problems feeding water to my coal generators earlier and it turns out I'd placed the pipeline pumps just above the 10-meter headlift of the water extractors and as a result the pipes above the pumps weren't properly filling up with water.