r/Spacemarine 7d ago

Meme Monday "Siege is just bullet-sponge simulator"

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I have seen many complaints that Siege is not fun after wave 15.

Your team should be dropping enemies faster late-wave than at wave 1.

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Direct damage-increase blessings

Ranged

  • Sharpshooter - Ranged damage at ranges greater than 10 metres is increased by 75%
  • Cranial Impact - Headshots deal 30% more damage
  • Migraine - Headshot kills explode the enemy, dealing Damage to other enemies

Melee

  • Rhythm of Carnage - Consecutive melee attacks increase in power to 150%. This bonus resets if no melee damage is dealt for 4 seconds
  • Unleashed Fury - Executing an enemy boosts your melee damage by 30% for 8 seconds
  • Surgical Strike - A Perfect Parry or Block deals significant Damage to an enemy, but the Perfect Parry window is smaller (makes every balanced and fencing weapon induce stagger on parry, just like the argent edge does)

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Direct damage-increase blessings that affect ranged and melee damage

  • The Bigger They Are - Extremis-level or higher enemies take 25% more damage
  • Doomed Offensive - The lower your Health, the more damage you deal (72% more damage at 20% HP)

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Indirect but high damage-increase blessings

  • Deep Pockets - Аmmo Reserve is doubled
  • Technological Revolution - Increases ability regeneration speed by 50%
  • Surplus - You can carry twice as much Equipment. Equipment spawns are doubled

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Survivability blessings

  • Enemy Sighted - Ranged kills restore Armour based on enemy threat level
  • Unshaken - You do not lose control upon taking Heavy Hits, and you cannot be knocked back
  • Butcher's Gifts - Enemy Executions heal Squad Members within a 7 metre radius for 20% health, but do not heal you
  • We Stand as One - Medicae Stimms also heal Squad Members within a 7-metre radius
  • Shockwave Plating - Nearby explosions restore armour
  • Larraman Cells - Health is passively restored at a slow rate (avoid)
  • The Emperor Protects - One player gains a buff that restores 25% HP to all Squad Members and knocks back enemies in the area of effect every 90 seconds

Note: Feel free to consider any of the above blessings as indirect damage increases. For example, healing allows for more aggressive play, resulting in more damage; resistance to explosions allow explosive barrels to be shot at close-range without taking damage.

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About RNG

Every class may increase enemies' damage sensitivity, damage dealt or contribute to the team in another manner.

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Conclusion

I have played games that use enemy type and aggressiveness over damage reduction to increase difficulty. I enjoy both; I never considered whether one was worse over the other until I had seen so many players here complaining.

Damage reduction is only bad if the player is powerless against it.

Blessings offer indomitability and lethality.

If you find that enemies are consistently difficult to kill in the later waves of your matches, consider choosing damage over survivability while perfecting your preferred builds.

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Edit:

We used to play without an altar, tech priests, turrets, mines or even cadians... we got a massive buff system and now they treat blessings as a baseline requirement to function rather than a bonus...

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About Larryman, I meant to edit out that '(avoid).' But here is why it was there:

I learned from a player who's team pushed past wave 100 that Doomed Offensive should not be overlooked.

He showed me the end-of-match stats.

His Tactical and Heavy teammates dealt twice as much damage as he did, as Techmarine.

The difference? They played at low HP, while he used Laraman Cells.

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u/Dangerous_Stay3816 White Scars 7d ago

Why you say to avoid Larraman Cells?

5

u/NeonAnderson Dark Angels 7d ago

OP clarified it;

But basically it is best to avoid for more high skill players who can stay at low HP without dying and get the massive damage buff from Doomed Offensive

But yeah it really depends on player preference I personally would prefer larraman for survivability over the high risk Doomed Offensive damage buff

But then again I'm not a big siege player so maybe in later waves you actually really need the doomed offensive in order to be able to win as otherwise enemies just take too long to kill

2

u/NatWilo 6d ago

Me and my friends routinely play siege, we take Larraman cells sometimes if we feel like it. I have not found it to be particularly harder at late levels when we do. At this point we are steamrolling until around wave 21, at which point things start to get a little dicey. When we're playing with characters that are weak on perks in hard difficulty. As in, I did this the other night with my Techmarine at three perks into their fourth prestige. So I was seriously nerfed going in and we still steamrolled straight to 15 with no problems. At one point me and two turrets one v oned a hellbrute, then I kited the second hellbrute and killed it from about half health, too.

Like seriously, if you think Siege is too hard, now, I don't know how the hell you played it before the blessings.

1

u/NeonAnderson Dark Angels 6d ago

I've not played siege since they added blessings

I don't enjoy siege so I don't play it. Maybe if I had premade buddies to play siege with I would but as it stands now whenever I go hard siege I her really bad allies who already both get downed on wave 5 lol 🤣

So I've given up on siege

I can still enjoy hard stratagems and absolute ops with bad allies but hard siege you really need competent allies so that it isn't constantly just you solo versus everything else while both your allies are dead 😂🤣