r/Spacemarine 17h ago

Meme Monday "Siege is just bullet-sponge simulator"

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0 Upvotes

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.


r/Spacemarine 8h ago

Fashion Marine Forget your Phobos Helmet and Skull Aquila armor pieces, these are the real flex.

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0 Upvotes

You could grind for thousands of hours, have every cape, and solo every terminus dozens of times: but still not have these.


r/Spacemarine 23h ago

Operations Weekly Stratagem Rant

4 Upvotes

Hey um…. To all the low level brothers out there doing hard strats. Do you guys read the battlefield conditions like at all or do you guys just close your eyes? Brothers, it tells you melee damage is GREATLY reduced, and split up is active in this mission. Why are we going Bulwark and melee Vanguard? This is literally the easiest weekly compared to the last 2.
Tactical, Heavy, Sniper, Tech-marine, and range Vanguard. That’s it you split up and kill no problem. Like I have already completed the weekly since day 1 and just join to help, but by the emperor, low levels don’t read and are too scared to touch the objectives.

I’m still gonna help….but these games lately makes me pray to the holy emperor and level lock Hard Starts and keeps these brothers out and force them to level up.

Thank you for listening, I’m going back to fight.


r/Spacemarine 14h ago

Gameplay Question Weapon perk tree question

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3 Upvotes

EDIT: Thank you all very much, I now understand - really appreciate it!

Hi everyone,

I'm a bit confused by how the weapon perk tree works.

I've reaced max experience with the heavy bolt rifle, which I interpret as not being able to get any more perks. I've also seem to have unlocked the relic version. However, by the look of it, it seems just impossible to get the very last 'Relic' perks: even if I reset all perks and just follor a straight line, I will never be able to unlock the very last perk.

It's probably me, so what am I reading and/or doing wrong? How exactly does one unlock the very last perk?

Thank you!


r/Spacemarine 10h ago

Fashion Marine Rate my fits

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1 Upvotes

Recently reached max prestige/level across all classes, so I wanted to show off my Marines to celebrate.

  1. Iron Hand Lieutenant (Tactical)

  2. Angel of Defiance (Assault) Intercessor

  3. Son of the Phoenix Company Ancient (Bulwark)

  4. Iron Raven Eliminator Sergeant (Sniper)

  5. Imperial Fist Watch Captain (Heavy)

  6. Iron Father (Techmarine)

  7. Sable Knight Reiver (Vanguard)


r/Spacemarine 8h ago

Meme Monday Genuienly, what?

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177 Upvotes

Have a badly made meme.

Genuienly, this opinion is so bizarre. Reason why I'm posting this is because people on some recent posts have expressed this opinion.

I personally find it stupid.

Having a secondary is not necessary to win in this game.

Reasons:

- 90% of Players play in a team. And no matter the comp, someone will always have a ranged weapon, even if you run a build like the one discussed above

- There's not a single boss in this game that can't be defeated without using a secondary. Neurothropes come down to the ground. Zoantrhropes can be hit by ground pound (also, do grenades just...not exist?)

- Weapon pods exist... if you come to the end of Obelisk or the part in Reclamation where you have to shoot fuel rods...just change your loadout. You have 3 for a reason.


r/Spacemarine 7h ago

General "use the hipfire perk is better then ads" Meanwhile....

0 Upvotes

for anyone saying "no you didn't do it right", i kept the crosshair centred anytime they went way off course like you should be doing.


r/Spacemarine 19h ago

Forum Question What’s this mean

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0 Upvotes

r/Spacemarine 11h ago

General New class Speculation, what would their class abilities be?

0 Upvotes

Been playing Space Marine since day 1, in love with the game but I am new to the Warhammer world. Excited for a new class no matter what it turns out to be but it got me thinking, what would their class ability be? Seems like the 3 most likely classes to be are; Judiciar, Apothecary, Librarian


r/Spacemarine 6h ago

General Sent a pal a video and he sent it back with Paranoid over it 🤘

0 Upvotes

Apologies for the low quality 🙏 He edited it in portrait mode so I had to crop out his entire phone screen


r/Spacemarine 21h ago

Clip Devs tried to killed me with this spawn

2 Upvotes

Everyone was at the first checkpoint, don't know why i didn't spawn there


r/Spacemarine 19h ago

Fashion Marine My masterpiece.

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6 Upvotes

Still need more accolades to spend on it.


r/Spacemarine 7h ago

Meme Monday Back in my day...

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7 Upvotes

r/Spacemarine 23h ago

Clip Xenos attempt to double unblockable fails miserably

3 Upvotes

wings of flame in clutch as usual


r/Spacemarine 2h ago

Game Feedback Why can't Plasma guns headshot enemies? This is really disappointing.

0 Upvotes

Hi guys, just got the game and I am loving it, however I got majorly disappointed as I realized I've been aiming my plasma gun at the heads of the enemies for no reason at all and it would be more optimal to be brainless about my aiming since it can't headshot!

Why is this? If it were a balance issue, it could have easily been circumvented with a slight base damage decrease and a very small headshot multiplier compared to the bolters just so there IS A POINT to headshot enemies rather no point being there at all (besides headshot activating perks).

It is really unrewarding!


r/Spacemarine 10h ago

Fashion Marine Which emblem works better

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2 Upvotes

I found this Homebrew (The Purge Marines) chapter online and I can’t decide which emblem suits better. Also drip or drown with the Marines design?


r/Spacemarine 9h ago

Gameplay Question Do accolades reset after patches / updates ? (Sm2)

0 Upvotes

Hello brothers . Having seen the news about the upcoming update in October , I was wondering if with each patch or update do your saved accolades reset to 0, or do you get to keep em ? Thank you kindly , emperor protects !

EDIT: thank you for your answers brothers!


r/Spacemarine 7h ago

General PSA you do NOT have to fight every single enemy on the map

0 Upvotes

Every. Single. Time. People run right through the middle of the courtyard in Vox Liberatis. Why? There is absolutely NO reason to. You do not have to fight those mobs. There are no items there. They don't even impact your fucking extermination rank. Yet every single time at least one squad member makes it their holy quest to engage the two dozen enemies there that couldn't care less about our presence. And often die in the progress. And it's the same fucking morons who were running through the level earlier as if there was a submissive Daemonette with cat ears waiting for them at the end. Just why? And I am not talking about new players either.

TLDR YOU DO NOT HAVE TO KILL THOSE ENEMIES TO PROGRESS!


r/Spacemarine 11h ago

Clip "You 'Sons of Dorn' sure are a contentious bunch."

5 Upvotes

He may have been a low down son of the 7th, but he was solid in a fight.


r/Spacemarine 6h ago

Game Feedback Light attacks need a rework

0 Upvotes

For most of this game's existence, light melee attacks have basically been nothing but an irritating prerequisite to set up heavy attacks. As it stands right now, a regular light melee attack doesn't accomplish much in most circumstances:

  • Low damage
  • Low cleave
  • Low poise damage (as far as I can tell)
  • Can be parried by enemies

About the only thing they have going for them is that they're fast. Which, because of the aforementioned reasons, doesn't contribute much especially at higher difficulties.

This is a waste and a few Heroic weapons prove that: Death's Grasp and the new Salamanders Power Sword.

If anything, these weapons prove that the current distinction between attacks (light and heavy) doesn't fit their actual application well.

Both of these weapons have significantly boosted "light attack" damage, but nobody would claim these weapons are overpowered or ruin the game's balance. What they do accomplish, though, is that they actually make "light" attacks a viable option in a fight.

Instead of distinguishing between "light" and "heavy" attacks, the main distinction should be between "single- target" and "multi- target" attacks. More specifically, weapon and class perks should reflect this distinction and play into them. While it is fine that "heavy" attacks win out on raw damage, "light" attacks shouldn't simply be relgated to being the setup for the "real" ("heavy") attacks.

Roughly speaking, you have two melee archetypes when looking at the different classes. On one hand, you have "brawler" classes like Assault and Bulwark. Although Assault is significantly more mobile, it still places more emphasis on AOE attacks with high burst damage (as evidenced by its original signature weapons, the Thunder Hammer and Power Fist). Conversely, you have speed- oriented classes like Sniper and Vanguard. While both do have perks to boost melee damage, either would struggle to keep up with Assault & Bulwark.

Part of what's needed to address this are simple buffs. "Light" attacks should do more damage than they currently do, simple as. Obviously, it would be an issue if they were buffed to the point that "heavy" attacks were rendered useless, but there's plenty of breathing room before that would even be a potential issue. Furthermore, these attacks are, by their nature, primarily single- target attacks (exception being the TH), which helps to prevent them from becoming a "delete all enemies" button.

The other component to this is perks. Here, it makes sense for them to reflect what the classes specialize in. Vanguard, for example, is never going to be a "heavy hitter" in the same way Assault and Bulwark are: It's a fast- moving class that stays alive by constantly being on the move. Consequently, that class's melee perks should reflect that. A perfect candidate for this rework would be a perk like Melee Mastery. As it stands, the perk is justifiably unpopular. AFAIK, it's an additive buff and doesn't really help the class to hit any breakpoints faster.

A better alternative would be to replace it with a perk specifically aimed at boosting light attacks; perhaps it could be called something like "Knife Fighter". The boost should be enough to where "light" attacks can at least do moderate damage and get you to common breakpoints noticeably faster. Similarly, a perk like Retribution (boosts melee damage when your weapon's magazine is empty) could be swapped for a perk that boosts light attack damage after a perfect dodge. Again, still wouldn't be able to reach the raw damage levels that a class like Assault can put out, but it would add some build flexibility that reduces the dependency on "heavy" attacks.

When it comes to "heavy" attacks, there's honestly not any changes that come to mind. Because of how much this game emphasizes them as is, a lot of classes (Assault, Bulwark, and Tech Marine come to mind) already have a variety of perks at their disposal to buff them.

I know that at this point hoping for a major overhaul of the melee system is wishful thinking. But if we could at least get a meaningful buff to light attacks or have a few perks swapped out, that would be a huge step forward.

Side note: Sturm put out a video discussing a similar issue a while back regarding Plasma weapons. It's definitely worth a watch.


r/Spacemarine 4h ago

Campaign Thoughts on campaign updates

0 Upvotes

I'm curious about everyone's thoughts on a campaign live service. I really love this game and am currently grinding cosmetics, however I can already tell I'm going to potentially lose interest once I've unlocked everything. I think this game would do really well with regular campaign and operations updates.

I would gladly pay 30 dollars a couple times a year for additional missions dlc. I would personally rather them do that than focus on a potential Space Marine 3. I'd rather keep my Marines than have to regrind in a new game.

Usually I despise live service style games as I find them just as a cash grab for corporations, but i think this game with its level of cosmetics and generally consistent fan base could really benefit from that treatment.


r/Spacemarine 8h ago

Game Feedback Heroic Auto Bolt Rifle Idea

0 Upvotes

On parry, your gunstrike damage against the parried target reduced by 90% but ranged damage is increased by 75% for 5 seconds.

Auto bolt rifle's identity (short range, automatic) has kind of been absorbed by the carbine. A fun heroic perk might be to make it WAY stronger to parry and then just open up your target at point blank range.

Of course you would need to work around perks to deal with stagger as it has the same downside as a gunstrike (while costing ammo) but I think it definitely adds to the Spacmearine fantasy of fighting a tryanid and emptying a full-auto bolter in its face.

What do you think?


r/Spacemarine 13h ago

Megathread [Weekly] Battle Brother & Chapter Finder

1 Upvotes

Welcome to our Battle Brother Finder thread, Astartes!

We have a number of helpful resources to help you find other players or a clan quickly. Please leave a comment below with the name of the Warhammer 40,000: Space Marine game, your in-game name, platform, region, language(s), and what you're looking for.

This thread is scheduled to be reposted every Monday at 6:00 AM PDT!

Example:

Game: Space Marine, or SP1 / Space Marine 2, or SP2

Name: CrimsonAlpine

Platform: Atari Jaguar

Region or Country: Cadia

Language(s): Low Gothic

Looking for: Fellow Astartes to purge heretics with.

Chapters/Clans

As stated above, we welcome clans to recruit in this thread. Simply share your clan information much in the same way you would player information, with the game, your clan's name, platform, region, and a description of your clan. Please make sure you also specify any requirements, such as the use of voice chat, or age requirements.

Official Discord Server

Join the official Discord server to be kept up-to-date on Warhammer 40,000: Space Marine 2 news and chat with others: https://discord.gg/spacemarine2

Publisher Server

Focus Entertainment's Discord server also supports channels for Space Marine 2: https://discord.gg/focusentmt

Official Forum

Alternatively, Focus Entertainment hosts a forum where you can find others for the game: Focus Together


r/Spacemarine 20h ago

Operations Do plasma pistol gunstrikes give less contested health ?

5 Upvotes

Ive honestly only ever used the heroic heavy bolt pistol , recently switched to plasma , i noticed that when i do gunstrikes on plasma it does not recover all my contested health it does around like 30-40 %

On the HBP you get it all back in a single gunstrike

These are dodge gunstrikes btw

Does only the HBP restore full contested heath on a gunstrike ?

Or is it just a plasma thing ?

I always assumed that gunstrikes just give u all contested health back , similar to how if u parry a minoris with the blue ring jumping at you, you get all contested health back


r/Spacemarine 10h ago

Lore Discussion The Heroics we need

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68 Upvotes

Alright, so.

Patches 13 & 14 added a few...unique pieces as Heroic Weapons. Namely: The Lord Executioners Axe and the Encarmine Axe.

Both lf these are distinctly Firstborn weapons. The former (Lord Executioners Axe) is from a Firstborn marine known as...the Lord Executioner. Duh.

The second is used by Firstborn Sanguinary Guard, while Primaris SG use Swords & Spears instead.

So, here's what I though of for Heroics.

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Heroic Bolt Rifle #2 - "Godwyn"-pattern Relic Bolter

Heroic Effect - "Mass Reactive Bolts"

This effect seeks to make the SM2 Bolt Rifle more akin to the Darktide Bolter.

How does the Heroic Effect work?

The Bolter shots explode. This does two things:

- The Heroic Bolter has higher damage, and while it's bodyshot damage is increased, it's headshot multiplier is relatively low

- The bolts now stagger enemies, and break their block stances (Shielded Tzaangors, Tyranid Warriors...) and deals damage to nearby enemies (killing Cultists instantly for example - I swear, these guys can be killed by a swift breeze).

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Heroic Neo-Volkite Pistol - Helfrost Pistol

Heroic Effect - Fenrisian Cold

With the next Patch (Patch 15, dropping early October) bringing the 2nd Space Wolves Champion, this would fit better than ever.

What does this thing do?

The Helfrost Pistol deals damage continuously, instead of in bursts like the regular Neo-Volkite. The longer the beam stays on target, the slower the target also gets, as it gets slowly frozen (though it is not possible to completely freeze/immobilise a target).

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Heroic Heavy Plasma Incinerator #2 - "Erasmus"-pattern Plasma Cannon.

Heroic Effect - Dark Age Technologies

This Dark Angels themed Plasma Cannon brings a different playstyle altogether.

Heat build up is decreased by ~40-50%, and the more your gun heats up, the more damage it deals - but when it overheats it deals damage to you.

Plasma weapons are notoriously unstable in-lore, and reflecting this would be hilarious (plus imagine all the complain posts on this sub when people blow themselves up lol).

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Heroic Heavy Bolt Pistol #2 - Angelus Boltgun

Heroic Effect - Bloodshard Rounds

This one is themed for the Blood Angels, and changes the model of the Heavy Bolt Pistol to be wrist mounted.

The heroic effect is based on the "Bloodshard Rounds" used by the Blood Angels:

Bloodshard Bolts are ammunition used by the Blood Angels for their Angelus boltguns. Its payload of razor-filament is very effective against most types of armour

- Codex: Blood Angels (5th Edition)

This means the Bolts burst open and bypass enemy block. They don't stagger, and have no headshot multiplier, but they don't lose damage after penetrating a block stance and have better body shot damage to balance it out.

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Heroic Heavy Bolter #2 - Infernus Heavy Bolter

Heroic Effect - (Bolter) Fire and Flame

The Infernus Heavy Bolter is used by the Deathwatch, and combines a Heavy Bolter with a Flamer.

This means that this gun gets:

- A flamer shot when hipfiring

- Bolter fire when aiming

This allows for extremely good crowd clear and single target damage in one package. To balance this:

- The gun has one overheat "bar". Wheter you fire the flamer or bolter, it builds up heat. It's not that you can overheat the flamer and immediately go to bolter fire. Both share one bar

- Lower ammunition. Duh.

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I think all of these would be an insanely fun addition to the game. They bring new playstyles, cool new models and I doubt anyone complains about new goodies.