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Warhammer 40,000: Space Marine 2 ≼|℧T|≽ Xenos Saga 2

So I finally got to start the game. Did the first two missions (in Normal) and the Operation that takes place during the second one (in the first difficulty), and... combat actually feels pretty bad? Dodges are unresponsive, parries don't seem to work half the time, bots are... bots, I guess they're fine in those easy difficulties, but I can't see how any of this would be doable in the hardest modes in solo.

I really want to like it though, so how do I git gud? :messenger_pensive:
 

Romulus

Member
So I finally got to start the game. Did the first two missions (in Normal) and the Operation that takes place during the second one (in the first difficulty), and... combat actually feels pretty bad? Dodges are unresponsive, parries don't seem to work half the time, bots are... bots, I guess they're fine in those easy difficulties, but I can't see how any of this would be doable in the hardest modes in solo.

I really want to like it though, so how do I git gud? :messenger_pensive:

Tapping the block button parries. If you do more than tapping it very quickly, its a block and will result in a failed parry and you'll take damage.
 
Finished after about 8 hours on normal. I gotta say there are at least 2 big events that another squad completes and you just kinda.. fight regular enemies while it happens? Many strange narrative decisions hold it down in my opinion and aside from the insane art direction and visuals I would say this is bit of dud for me personally.
 

gatti-man

Member
So I finally got to start the game. Did the first two missions (in Normal) and the Operation that takes place during the second one (in the first difficulty), and... combat actually feels pretty bad? Dodges are unresponsive, parries don't seem to work half the time, bots are... bots, I guess they're fine in those easy difficulties, but I can't see how any of this would be doable in the hardest modes in solo.

I really want to like it though, so how do I git gud? :messenger_pensive:
I’d try sticking to the coop before you go back to the single player. SP can have frustrating difficulty spikes the coop will teach you how to get good. Try each classes little trials things until you find one you like. I prefer heavy with the multi melta. Bulwark and vanguard are both fun too.

Dodges are responsive unless you’ve already activated another action. You’re a space marine not a ballerina so try not to spam.
 

Mattdaddy

Gold Member
So I finally got to start the game. Did the first two missions (in Normal) and the Operation that takes place during the second one (in the first difficulty), and... combat actually feels pretty bad? Dodges are unresponsive, parries don't seem to work half the time, bots are... bots, I guess they're fine in those easy difficulties, but I can't see how any of this would be doable in the hardest modes in solo.

I really want to like it though, so how do I git gud? :messenger_pensive:

There are some short YouTube videos on parrying you can find that helped me, Ill link em if I can find it. Once you get it down you'll feel like a god. Its crucial not only for mitigating damage, but a perfect parry results in a gun strike which is where you get that red cross hair and you deliver a headshot to the enemy. This does massive damage to the more difficult enemies and also restores your armor. You pretty much have to get this down to proceed at higher difficulties. Honestly once it clicks... you can be in an entire swarm of enemies taking no damage just parrying left and right and blowing heads off. Its awesome, but it does take some practice.

Yeah the dodges feel unresponsive I think because they wont animation cancel... while a parry will. So if you try to dodge mid chainsaw swipe or something, its not gonna work. But you can snap to parry no problem so the difference makes dodge feel week. Honestly I rarely dodge at all unless Im trying to dodge those red circle attacks that cant be parried.

Also note on parrying and operations... you might already know this but if not, its a big help. When you select what melee weapon you take with you... always take the one that says "Fencing". They have "Fencing", "Balanced", and "Blocking".

Fencing has the biggest parry window. Block has no parry window. Balanced is somewhere in between. I think balanced got buffed in the patch today but either way, make sure youre using a fencing weapon it'll make it easier.


Edit - And yeah like the guy above me said.... take a melta gun with you until you feel comfortable. Its a napalm shotgun it'll just nuke entire swarms if you get in a bind. Get out of jail free card lol.
 
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Mattdaddy

Gold Member
Finished after about 8 hours on normal. I gotta say there are at least 2 big events that another squad completes and you just kinda.. fight regular enemies while it happens? Many strange narrative decisions hold it down in my opinion and aside from the insane art direction and visuals I would say this is bit of dud for me personally.

Yeah these are the missions you do in Operations mode. Agree its a bummer to not have some of those in the main story cause theyre pretty cool, like fighting the hive tyrant and the hell dragon thing.

But you do get to experience them in Operations if you wanted to see what happens.
 

Mattdaddy

Gold Member
Another little tip for anyone that wants to practice their perfect parry... go into operations and pick tactical and go into the Trials missions. I think its the second trial mission it spawns a bunch of enemies... kill them all except for 1 tyranid warrior.

Then just dont kill him and you can practice your parry timing in a 1v1 with no hassle. When you perfect parry you'll get the gunstrike icon but just dont actually shoot him or itll kill him and end it.
 
Yeah these are the missions you do in Operations mode. Agree its a bummer to not have some of those in the main story cause theyre pretty cool, like fighting the hive tyrant and the hell dragon thing.

But you do get to experience them in Operations if you wanted to see what happens.
Oh I see. I’ll check them out. Still seems strange to not have your protagonist do the main stuff. It’s like hearing over comm that the Arbiter killed the Prophet of Truth while you take care of some grunts!
 
Finished after about 8 hours on normal. I gotta say there are at least 2 big events that another squad completes and you just kinda.. fight regular enemies while it happens? Many strange narrative decisions hold it down in my opinion and aside from the insane art direction and visuals I would say this is bit of dud for me personally.

For me, the biggest problem is that the whole SP part is - literally - an infinite horde mode with bots with some cutscenes sprinkled in, it's basically shallow and "soulless", that, and the horrible performance on PS5...

...and yet, I can't stop playing the game (co-op missions) and I've already put 40 hours in it.
Tried the other MP modes aaand...
i nope'd after 4 or 5 matches, it's unbalanced and tacked on.

The game is silly fun, nothing amazing and in my opinion, absolutely not worth the good scores it received but, If you spend some time playing the co-op missions...you'll at least get your money's worth 'cause the SP just doesn't cut it.

IMO, it's one of the most 6.5/10 games out there
 
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How the fuck am I, as a Bulwark, supposed to deal with two fucking Zoanthopes at the same time, giving themselves invulnerability, with three sniper Warriors at the other end of the area, in the first fucking difficulty, when playing solo, with how terrible the bots are?!
 
Apparently the latest update nerfed everything to shit, lol. See reddit. Maybe that is why people in here mentioned the parry timing etc being off? I didn't play the new update yet.

Edit: New balancing patch next week. They saw the shit storm lol.
 
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Mattdaddy

Gold Member
How the fuck am I, as a Bulwark, supposed to deal with two fucking Zoanthopes at the same time, giving themselves invulnerability, with three sniper Warriors at the other end of the area, in the first fucking difficulty, when playing solo, with how terrible the bots are?!

Yeah the dual Zoanthopes swapping shields are the most annoying enemies in the game, I hate them lol. Especially solo. And bulwark doesnt excel at range so thats a tough matchup.

If possible dont be afraid to run back to more advantageous ground. Id keep falling back and line of sighting those snipers as much as possible. Meanwhile get the plasma pistol as Bulwark, full charge it and shoot whichever Zoanthopes doesnt have the shield then just keep swapping and hitting them with the full charge. Theyll go down after a couple full charge shots.

Also with the Snipers, you can bait the shot once you see the beam on you. Once you see the beam appear give it just a second then dodge instead of shield block and theyll take the shot and miss.

Sometimes you just get dogshit unlucky enemy spawns. Like youre in a tight corridor and you aggro the enemies already there then a massive enemy wave spawns youre just in a world of shit lol.
 

Mattdaddy

Gold Member
Apparently the latest update nerfed everything to shit, lol. See reddit. Maybe that is why people in here mentioned the parry timing etc being off? I didn't play the new update yet.

Edit: New balancing patch next week. They saw the shit storm lol.

Yeah they pulled a helldivers lol. The were quick to take note though, thank god.

They added a dumb mechanic on the harder difficulty where you couldnt restore armor unless you were standing close to your teammate.

I think they were trying to discourage lone wolf behavior and encourage team play, but its kinda dumb because good team play often times you dont want to be next to each other. Like your Sniper probably shouldn't be standing next to your tank lol. But now to heal your armor your forced to be attached at the hip.

Pretty dumb, but sounds like theyre already fixing
 
Yeah the dual Zoanthopes swapping shields are the most annoying enemies in the game, I hate them lol. Especially solo. And bulwark doesnt excel at range so thats a tough matchup.

If possible dont be afraid to run back to more advantageous ground. Id keep falling back and line of sighting those snipers as much as possible. Meanwhile get the plasma pistol as Bulwark, full charge it and shoot whichever Zoanthopes doesnt have the shield then just keep swapping and hitting them with the full charge. Theyll go down after a couple full charge shots.

Also with the Snipers, you can bait the shot once you see the beam on you. Once you see the beam appear give it just a second then dodge instead of shield block and theyll take the shot and miss.

Sometimes you just get dogshit unlucky enemy spawns. Like youre in a tight corridor and you aggro the enemies already there then a massive enemy wave spawns youre just in a world of shit lol.
Thank you for giving a serious reply to what was a pretty childish rant from my part...that's what I get for palying for too long at a time. :messenger_pensive:

After playing for a while I'm getting better at parrying, not sure if it's because I'm starting to get the hang of it or because I got a "fencing" weapon. Probably a bit of both?
The spawns are apparently broken since the last patch though, which would explain the amount of Warriors and Zoanthropes you get in every mission (on my last one I got 6 Warriors as the very first enemy group on the map, not counting the ones they summoned because I couldn't kill them in time lol, still in the easiest difficulty - which apparently only affects enemy stats, not the spawn rates, anyway). I only started playing after that patch though so not sure how it was before, guess I picked the right time to try the game? :messenger_grinning_sweat:
 

Mattdaddy

Gold Member
Thank you for giving a serious reply to what was a pretty childish rant from my part...that's what I get for palying for too long at a time. :messenger_pensive:

After playing for a while I'm getting better at parrying, not sure if it's because I'm starting to get the hang of it or because I got a "fencing" weapon. Probably a bit of both?
The spawns are apparently broken since the last patch though, which would explain the amount of Warriors and Zoanthropes you get in every mission (on my last one I got 6 Warriors as the very first enemy group on the map, not counting the ones they summoned because I couldn't kill them in time lol, still in the easiest difficulty - which apparently only affects enemy stats, not the spawn rates, anyway). I only started playing after that patch though so not sure how it was before, guess I picked the right time to try the game? :messenger_grinning_sweat:

Hahaha no worries ive been there. I love this game but theres been a couple moments i wanted to send my keyboard through the wall lol.

Those snipers and zoanthorpes while solo are serious rage inducers.

Good news is apparently theres a balancing patch coming next week to fix some of breakages
 
4K texture pack

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jj


4K Native TAA


4-K-native.jpg



4K DLSS Quality


4-K-DLSS-Q.jpg



The game does use a lot of VRAM at 4K native with 4K texture pack (16GB VRAM allocated, 14GB process), and it also require a fast NVMe and CPU (they recommend 12 cores as minimum). I thought my 8-core 7800X3D would be too slow to decompress 4K textures in this game without stutters, but it seems to be fast enough.

Even at 2880p, the game still runs without stuttering.

a2.jpg


a1.jpg
 
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I just finished the campaign the other day, the ending was suitably epic, if very fan-servicey, what with Papa Smurf himself showing up. I enjoyed it quite a bit, I do wonder how some parts would work in coop though (namely, the final boss' illusory attack).

Also beat the Hellturkey, so now I still have 2 (I guess that's 3 now) Operations to do, then I'll farm Inferno to level up the other classes (I have only been playing Bulwark for now) and do their achievements (heard the one for killing 25 enemies with each Tactical primary weapon was bugged for some people though?), and then... maybe I'll feel good enough to actually start playing with other people lol.
 

Bartski

Gold Member

Hi, Space Marines!​


As we discussed late last week, we’ve been monitoring your feedback since last Thursday’s Patch 4.0 and have decided to address your most pressing concerns with a new balancing update, coming this Thursday.

Before we get to the details of the new patch, we want to thank you all for being so involved with the game and making your opinions heard. While we noticed criticism with regards to difficulty adjustments—and rightly so—we’d also like to thank you for your very positive feedback on the new “Termination” map. No matter the feedback, we’re grateful that you feel so passionate about Warhammer 40,000: Space Marine 2.
The key takeaway for me, personally, is that I forgot that once the game comes out, it's no longer a dev's game. It's yours first and foremost.

This is why, moving forward, we’d like to harness this energy by establishing Public Test Servers. They would let you try out major balancing updates and make your voices heard before they are pushed onto public branches. We’re hoping to make these available around early 2025, so stay tuned to our channels for more info


‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ - Dmitriy Grigorenko, Game Director

Gameplay and Balancing Tweaks - Operations mode

AI director and enemy spawns

DG: Here was our reasoning before Patch 4.0: When the game came out in September, the Ruthless difficulty win rate hovered around 60%. Weeks later, and with the changes introduced by Patch 3.0, we saw that the same win rate had jumped to over 80%, and we received a lot of feedback stating that the game had become too easy—even at its maximum difficulty (at the time).
With Patch 4.0, our aim was to tweak enemy spawns to increase the overall number of enemies rather than reverting to buffing their Health. Unfortunately, this had an impact on the easier difficulty levels as well.

For example, the win rate on the easiest difficulty dropped slightly after Patch 4.0, from 95% to 93%. This may not look like a lot, but numbers aren’t everything. Your feedback made it clear that the game had become more intense and stressful on lower difficulties, and this was never our intention. As I’ve personally emphasised in interviews, Space Marine 2 is all about the power fantasy, and Patch 4.0 negatively impacted it for many of you.

This is why we’re rolling back these changes. Extremis enemies’ spawn rates in Minimal, Average, and Substantial difficulties will revert back to their pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty to hopefully strike a balance between how hard the game was at launch and how “easy” it became with Patch 3.0.


Minimal, Average, and Substantial Difficulties:
  • Reduced spawn rate of Extremis enemies to match pre-Patch 4.0 levels

Ruthless Difficulty:
  • Significantly reduced spawn rate of Extremis enemies

Weapons (only in Operations mode)

DG: We've been wanting to address the Bolter family for a while, as they've been underperforming across all difficulty levels. This has been a frequent piece of feedback from many of you, and the data confirmed improvements were needed across the board. The percent Damage increase is based on which classes have access to which kind of weapon and how the Bolters compete with the other options available.
  • Auto Bolt Rifle -> Damage increased by 20%
  • Bolt Rifle -> Damage increased by 10%
  • Heavy Bolt Rifle -> Damage increased by 15%
  • Stalker Bolt Rifle -> Damage increased by 10%
  • Marksman Bolt Carbine -> Damage increased by 10%
  • Instigator Bolt Carbine -> Damage increased by 10%
  • Bolt Sniper Rifle -> Damage increased by 12.5%
  • Bolt Carbine -> Damage increased by 15%
  • Occulus Bolt Carbine -> Damage increased by 15%
  • Heavy Bolter -> Damage increased by 5%

Difficulty

⚙️ Ruthless: Player’s Armour is increased by 10%

DG: We are partially rolling back the change from the previous patch on Ruthless difficulty following your feedback. With Patch 4.1, we’re hoping to find the right compromise between how easy Ruthless difficulty felt after Patch 3.0 and how it felt after last week’s Patch 4.0.

The reason why it was reduced last week was that we noticed a very substantial bump in win rates on Ruthless after Patch 3.0, as Minoris enemies would no longer remove the entire Armour bar with their attacks, ranged AI Damage was nerfed across the board, and the ability to regenerate Armour by parrying normal Minoris attacks was added.

Additional note: Despite the last patch notes listing a decrease in Armour in Substantial difficulty, this change was mistakenly left out of our last update, hence why you won’t see it being reverted as part of this week’s patch.


⚙️ Lethal: “Tight Formation” system is removed

DG: Before anything else, let us clarify our reasoning for the introduction of this mechanic. As we worked on adding a new difficulty tier, we needed to make sure this new challenge was meaningful and interesting. With “Tight Formation”, our objective was to add a new layer of challenge for our most skilled players by adding horizontal progression rather than just vertical progression (i.e., dealing more damage to ever stronger enemies). This game is about the power fantasy, and enemies that take dozens of melee hits break it. Thus the challenge needed to come from other sources.

This system was also designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive—something World War Z players will be familiar with—but your feedback showed that the proximity requirements felt too restrictive. Classes like Assault and Vanguard felt especially penalised as playing them effectively requires a certain freedom of movement.

As a result, we’re removing the system entirely and will continue to work on modifiers until they’re ready. We will continue to monitor your feedback after the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging and rewarding as it should.


⚙️ AI

DG: A recurrent piece of feedback we’ve seen is that the AI allies can feel useless at times. We already improved allies’ behaviour in Patch 3.0, and we hope this additional buff will help solo players complete their Operations.

  • Bots deal 30% more damage to bosses.

DG: Fighting Zoanthropes is often reported as a source of frustration. Alongside the changes to the AI Director, we’re taking away some of their shields’ effectiveness to alleviate some of that frustration.

  • Zoanthrope: Shield swap cooldown with another paired Zoanthrope is increased by 10%.

General Fixes & Tech

  • Fixed a bug that caused roll distance to be shorter than before.
DG: This was probably the most impactful and annoying consequence of Patch 4.0. While i-frames were the same, the distance difference made it much less effective versus ranged attacks. With this bug fixed, you should feel a great improvement in your fights against ranged enemies and bosses.

  • Fixed bug with unlocking Lethal difficulty rewards decals.
  • Crash fixes and general stability improvements.

Our teams are constantly working on improvements to the game’s stability. This patch is no exception, so you should encounter fewer crashes.

0987068ebeefc14bd9004c2edbde7945e0fcb9a9.png

That’s it for Patch 4.1! Your feedback is absolutely invaluable to us, and we’re looking forward to hearing your thoughts on this new update.
The Emperor protects.

- The Space Marine 2 team
 
Best game of the year! The first Warhammer 40k game showing the true war scale of the awesome 40k universe in all it's glory!
 
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Topher

Identifies as young
Best game of the year! The first Warhammer 40k game showing the true war scale of the awesome 40k universe in all it's glory!

About to start Space Marine 2, but I never finished the first Space Marine so I started playing it this weekend. Still a kick ass game for something released 13 years ago. Some jankiness but nothing out of the ordinary for the time. Really gives you some awesome W40k vibes though. Fun as hell.

Itching to move on from Orks to Tyranids.
 
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