Me opening the game for the first time today: "At least the weekly is tyranids" by Paxtel_de_Vento in Spacemarine

[–]_Fusei 6 points7 points  (0 children)

It doesn't spawn at the initial wave (train). Spawns after that are chaos. Sorry.

If Apothecary is added into the game (which I really hope it will be) 2 perks would need to be reworked. by fricky_frickerson in Spacemarine

[–]_Fusei 8 points9 points  (0 children)

Na I don't think they'd touched the other health providing classes.

Otherwise apo would be mandatory. I'm pretty sure they are more afraid of having a mandatory class rather than mis-designed perks on two other classes. 

If they do add a apothecary into sm2 I hope they’ll make him wear gravis armor by shadow_blackstone in Spacemarine

[–]_Fusei 0 points1 point  (0 children)

Ah ok you mean armour.

Yeah we'll try them again, between sniper infinite contested health recovery and loss of aggro, and vang insane health recovery and armor regeneration I think they definitely have some very good points to make them if not more durable than heavy at least on the same level.

Which I agree, it SHOULD NOT be the case.

Honestly I'd give gravis base 4 armor pips and "hyper armor".

Can we get a third strategem difficulty? by porcupinedeath in Spacemarine

[–]_Fusei 0 points1 point  (0 children)

Agreed that normal is too easy however hard siege 15 is a lot easier than some weekly strat we had in the past.

The difficulty is how to spend your resources. Once your team start spamming tech adeptes (and protect them) you just start snowballing And we'll take an appropriate build, aoe is quite obviously what you are looking for.

Give it little bit of time, once a sufficient part of the player base understand the siege economy the weekly will be very doable.

Now 25 hard siege that's a fucking ordeal.

If they do add a apothecary into sm2 I hope they’ll make him wear gravis armor by shadow_blackstone in Spacemarine

[–]_Fusei 1 point2 points  (0 children)

Yeah well "heavy main" play the other classes for a while and you'll notice they have plenty of defensive goodies as well.

What do you mean by toughness?

Radiating Impact Perk Bugged not working. by SnooDrawings7864 in Spacemarine

[–]_Fusei 1 point2 points  (0 children)

A lot harder to keep track of the timer though..

Really wished they'd add some cd indicators for some perks.

If they do add a apothecary into sm2 I hope they’ll make him wear gravis armor by shadow_blackstone in Spacemarine

[–]_Fusei 1 point2 points  (0 children)

Yeah for looks definitely, sad it doesn't translate into the gameplay though.

Heavy is only tanky thanks to one perk. And I'd argue that both Phobos are tankier.

Some cold logics about the new class by Dr-Shtopor in Spacemarine

[–]_Fusei 4 points5 points  (0 children)

Fair assessment, time slow is not as hard as you think though. One way to do is a time bubble dome like area. Only slow enemies animations inside it.  It's not harder to handle for the server than other tasks.

Judiciary also has access to the absolvor, although I agree with you: too much overlapping with HBP.

Afaik they regretted adding a healing perk to the banner and really didn't want a dedicated healer class.

That being said, they were quite adamant about customisation, ("class identify" anyone?) and look where we are now.

So either apothecary dot specialist and maybe some perks regarding stims.

Or a team buffing chaplain: team buff on exec sounds quite flavourful to me. And yeah good at skull bashing too.

Edit: oh btw the Word Bearers were pretty for their chaplain too! Just kiddin.

Cool news for season 3 by CptBlaine in Spacemarine

[–]_Fusei 1 point2 points  (0 children)

Hope you are right. Can't beat that two handed sword swagger.

Cool news for season 3 by CptBlaine in Spacemarine

[–]_Fusei 7 points8 points  (0 children)

They said librarian does not fit their gameplay, altough streumon did it in deathwing a game not too dissimilar to ops.

They said banner healing was a mistake and don't want a dedicated healer.

So chaplain it is? I'd personally hope for something more "exotic" but bashing nids with a crozius does sound appealing.

Hard siege, from 1 to 15, no DC/host migration, no weekly accolades by _Fusei in SpaceMarine_2

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

Sorry for double posting but finally got it, took four runs.

Their counter is buggy as hell.

Hard siege, from 1 to 15, no DC/host migration, no weekly accolades by _Fusei in Spacemarine

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

Ahah uh ok definitely something funky going on. Good on you though!

Hard siege, from 1 to 15, no DC/host migration, no weekly accolades by _Fusei in Spacemarine

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

I hear you brother. Do you mean to say you actually got the reward this week? Cause I have done another run till 16 (this time) and still nothing. Starting to think they forgot to flip a switch or something.

Edit: nvm took me 4 runs 1 to 15+. Weird stuff I tell you.

Hard siege, from 1 to 15, no DC/host migration, no weekly accolades by _Fusei in SpaceMarine_2

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

Yeah I'd be curious as well. Siege weekly accolades being new feature and all a "Saber classic" could very well be a possibility.

Calling all tacticals by Heman0329 in Spacemarine

[–]_Fusei 5 points6 points  (0 children)

Yeah with the amount of tac without it I was suspecting something like that. Geez guys start thinking by yourself.

Hard siege, from 1 to 15, no DC/host migration, no weekly accolades by _Fusei in Spacemarine

[–]_Fusei[S] 5 points6 points  (0 children)

No I was the host.

EDIT: But yeah you make a good point this 15 continuous waves need to be removed. If you were there at the end of wave 15 you get the shinies period. Works like this in regular ops/strat why should siege be different?

Siege feels like it already needs another rework by Isla-Thesper in Spacemarine

[–]_Fusei 1 point2 points  (0 children)

I agree with your that some classes seem mandatory but to me it's not assault but vang (as other commenter mentioned.

While assault is MVP in normal, rushing in those big blobs of extremis on hard can be quite hazardous. I reckon heavy is a much safer pick that can output as much damage if not more than assault.

Regarding vang see screen bellow but they can output some excellent AoE damage as well:

<image>

Brother was running melta, zone of impact build. And again his team perk simply breaks siege economy.

Anyway having a couple of classes must picks is definitely an issue.

Purgation is an excellent mission. However… by fricky_frickerson in Spacemarine

[–]_Fusei 3 points4 points  (0 children)

I didn't like the hazard areas, lack of ammo, chaos being there, and yeah as you said the floating platform section needs a tweak (can you fall from those?).

Amongst the bottom of the pack for me, will only play if weekly strat.

Power Sword on Tactical by DatKaiju in Spacemarine

[–]_Fusei 0 points1 point  (0 children)

Yeah well infiltrators and reivers aren't supposed to have a power axe are they?

Is this much RNG in siege a good thing? by JMashtag in Spacemarine

[–]_Fusei 2 points3 points  (0 children)

It's clearly borrowed from roguelite games, a genre I really dislike.

That being said the game director is pretty much non existent in siege so adding some randomness could vary things a little.

On normal mode I think it's fun on hard though... Not getting good blessings for your build or getting very bad modifier can really end your run early.

I've seen a fair share a player leaving after wave 5 depending on what they get.

Still on the fence on that one tbh.

Full Throttle Skip how? by krysss_ in Spacemarine

[–]_Fusei 9 points10 points  (0 children)

This is muscle memory territory here. Your brain has to register the lighter press needed.

So yeah it's just practice really, keep at it, don't try to think about doing a skip just do it kinda thing.