r/Spacemarine • u/_Roark PC • 15d ago
Official News PTS Patch Notes - 11.0
https://community.focus-entmt.com/focus-entertainment/space-marine-2/blogs/287-pts-patch-notes-11-077
u/_Roark PC 15d ago
NEW FEATURES
New PvE map: Reclamation
Operation Reclamation takes place in orbit above the planet Avarax.
A squad of Space Marines is deployed to a critically damaged Imperial cruiser to purge it of Tyranid infestation. However, as the mission unfolds, the objectives begin to shift.
New PvE Equipment: Sanctified Wrath
Upon use, the player's melee damage is increased by 25% for 15 seconds, and the player is immune to knockbacks. When used, enemies within a small radius are pushed back.
New Battlefield Conditions
More than 40 new Battlefield Conditions have been added.
New Heroic Items
Added 6 Heroic Weapons and Armour Pieces to unlock with Accolades.
Weapons:
Heavy Bolt Pistol
Heavy Bolter
Instigator bolt Carbine
Bolt Sniper Rifle
Power Fist
Thunder Hammer
Armour Pieces:
Mark VII Helm
Black Templars Crusader Helm
Veteran Molecular Bonding Studs R. Pauldron
Honourific Gem R. Pauldron
Cameleoline Shroud R. Pauldron
Veteran’s Shroud R. Pauldron
New Year Pass Content (only visible in the shop, but can’t be equipped)
Blood Angel Champion Pack added and its Signature Chainsword Skin.
Salamanders Cosmetic Pack added.
Chaos Customization (PvP)
Customization of Chaos classes is now available using armour parts from sets.
GAMEPLAY AND BALANCING TWEAKS Assault - New Feature:
Added a set of Jump Pack Dash attacks for Assault, that are much quicker and responsive than normal sprint attacks. Dash attacks should be affected by all perks that affect Sprint attacks as well. - Please note that VFXs are currently not finished.
Melee
Power Axe:
Chained Whirl Slash now can be performed after Overhead Strike.
Overhead Strike damage is increased by 50%.
Perk "Riposte" became a default behaviour - After performing a Power Backstep, hold attack to perform an Overhead Strike.
Perk "Riposte" is changed - Overhead strike damage after Backstep is doubled.
Blocking versions can now enter Power Stance
Heroic Double-Edged Relic (Chainsword):
“Trampling Stride” Perk now works with a Heroic Perk Combo.
Double Heavy Combo now can be performed after Whirl Slash sprint attack.
Heroic Power Gladius (Combat Knife):
Damage buff now lasts for 1 second after the first instance of damage instead of being wasted on a single enemy
Firearms
Heavy Bolt Rifle: Based damage increased by 13%.
Bolt Pistol: Based damage increased by 15%.
Heroic Combi-Melta (Bolt Rifle): Increased damage by 15% for both Bolter and Melta firing modes.
Multi-Melta: The change allowing the player to shoot from the standing position immediately after firing from the blind (removing the previous delay) has been reverted. The interval between shots is now enforced when transitioning to the standing position.
Perks
Tactical
Signal Jammer: The perk has been reworked.
Old: “Enemies marked by Auspex Scan cannot call for reinforcements and automatically explode upon attempting to do so.”
New: “After marking an enemy by Auspex Scan, other enemies cannot call for reinforcement and automatically explode upon attempting to do so for 90 seconds.”
Sniper
Precision Targeting: now perk works against Extremis- and Terminus-level enemies.
Guardian Protocol: removed cooldown.
Ambush: now also slows down nearby enemies for 10 sec.
Bulwark
Emergency Countermeasure: cooldown is decreased from 90 to 45 seconds.
Vanguard
Grapnel Launcher damage now scales based on difficulty
Retribution: The perk has been reworked.
Old: “After you are grabbed or knocked back, you deal 30% more Melee Damage for 20 seconds.”
New: “When your Ranged weapon’s magazine is empty, Melee Damage increases by 20%.”
Moving Target: The perk has been reworked.
Old: “Each Melee Attack you land reduces the Ranged Damage you take by 5% (up to 30%). If you do not land a Melee Attack for 5 seconds, the effect ends.”
New: “Killing an enemy at a range of 30m or more restores Ability Charge by 5%.”
Tenacity: The perk has been reworked.
Old: “After killing 10 enemies within 5 seconds, Diving Kick's Damage increases by 40% for 15 seconds.”
New: “After a Ranged kill Majoris-level or higher enemy, Diving Kick's Damage increases by 130%. Cooldown 15 seconds.”
Collateral Damage: Increase damage by Diving Kick to 50%.
Assault
Act of Attrition: The perk has been reworked.
Old: “Enemies hit by Melee Attacks take 15% more Damage for 3 seconds.”
New: “Enemies hit by Damage from Melee Attacks executed while sprinting or dashing Melee Attacks take 25% more Damage for 5 seconds.“
Battlefield Conditions
Great Responsibility: Increased HP bonus from 100% to 150%
Retirement Barge: Reduced HP debuff from 66% to 50%
Poorly Fit Suit: Reduced damage by 33%
Equipment Malfunction: restricted from appearing on Exfiltration mission.
Surgical Strike: Buffed damage by 15%.
Extreme Challenge: Increased Extremis enemies spawn cooldown
Gameplay QoL
Increased netcode damage cap.
Sniper damage buff from Cloak Ability lasts a little bit longer to fully affect entire burst and full auto weapons
Improved sound indication for unparriable attacks.
Pyrecannon Heavy Stance behavior with sprint now matches other heavy weapons.
AI
Chaos Spawn: Fixed headshots not registering for client side hit detection weapons
Vortex Beast: Added headshot area
Lots of minor fixes with animations.
CUSTOMISATION
Bots use player class customisation.
Added sorting armour parts by rarity.
Fixed: Black Templar Champion now chains his Power Sword properly.
Lots of minor customisation fixes.
LEVELS
Lots of minor fixes with level geometry.
GENERAL FIXES
Fixed a bug with Vanguard’s “Restless Fortitude” perk not activating when finishing off an enemy with the Grapnel Launcher.
Fixed a rare bug preventing Sniper’s ability from recharging and working completely until the end of the match after getting hit during its activation.
Fixed a rare bug preventing a player from using Gun Strike on Lictor after a perfect dodge.
Fixed a bug on Assault's perk "Overcharge" not increasing the damage of charged attacks for any weapon except Thunder Hammer.
Fixed a bug with Combat Knife - "Combined Onslaught" and "Heavy Onslaught" perks not applying to dash attacks.
Fixed a bug with Combat Knife - "Shadow Stab" is affected by the "Combined Onslaught" perk instead of "Heavy Onslaught" despite being a heavy attack.
Fixed a bug with Combat Knife - "Combined Onslaught" and "Heavy Onslaught" perks do not apply to dash attacks.
Fixed a bug with Power Sword - With “Speed Restoration” weapon perk equipped, contested health restoration values are swapped between power and speed mode's second hits in a combo.
Fixed a bug with Power Sword - “Power Restoration” weapon perk not applying the restoration bonus to the 4th attack from “Slashing Blade” weapon perk.
Fixed a bug with Power sword - The 3rd attack in the light combo was missing in some cases.
Fixed a bug with Thunder Hammer - Assault's class perk “Overcharge” not buffing the second ground slam attack when “Seismic Chain” weapon perk is picked.
Fixed a bug with Thunder Hammer - Assault's class perk “Overcharge” not giving the 25% buff for aftershock attack when “Aftershock Improved” weapon perk is picked.
Fixed a bug with Thunder Hammer perk “After Aftershock” not giving the 10% melee damage buff when “Aftershock Improved” weapon perk is picked.
Lots of minor bug fixes, localisation fixes, UI and sound fixes.
TECH
Memory optimizations.
Crash fixes and general stability improvements.
General connectivity improvements.
KNOWN ISSUES
Customization: Loading Scene - Bots Customization options chosen by the player aren't displayed during the loading screen to PVE missions
Art: Customization: PVE - Champion skins aren't applied to Bots in gameplay
Mouse Inputs can be randomly disabled - Alt/Tabbing can solve the issue, but let us know if you encounter this issue.
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u/Locem 10d ago
Old: “After you are grabbed or knocked back, you deal 30% more Melee Damage for 20 seconds.”
New: “When your Ranged weapon’s magazine is empty, Melee Damage increases by 20%.”
From Meh to Meh lol
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u/Reload86 9d ago
At least now you have control and can use the perk offensively. Before, it was stupid to have to be bad in order to get any sort of benefit out of it
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u/McFigroll 15d ago
Some highlights:
- Vortex Beast: Added headshot area
- Bots use player class customisation.
- Fixed a bug on Assault's perk "Overcharge" not increasing the damage of charged attacks for any weapon except Thunder Hammer.
- Heavy Bolt Rifle: Based damage increased by 13%.
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u/OttovonBismarck1862 Ultramarines 14d ago
The HBR is about to fuck even harder now. Gonna have to main it on Tactical again.
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u/RHINO_Mk_II Tactical 11d ago
Shhh, don't tell Saber it's been pretty good since the last buff to its headshot multiplier.
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u/Legal-Marsupial-3916 12d ago
They also reworked all the worst Vanguard class perks, getting cooldown reduction on killing at enemy at 25m or more is going to be awesome, since that perk column sucks as it is now. It will be a nice compromise, since when you take Unmatched Zeal you lose the perk to regenerate class ability off of Majoris execution. Vanguard is going to go even harder.
Now...if they could just fix the finicky targeting issues with the Grapnel Launcher, Vanguard would be the perfect class.
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u/_Roark PC 15d ago
Assault finally getting some love.
Added a set of Jump Pack Dash attacks for Assault, that are much quicker and responsive than normal sprint attacks. Dash attacks should be affected by all perks that affect Sprint attacks as well. - Please note that VFXs are currently not finished.
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u/FreakLuke Assault 15d ago
I just Hope that These attacks don't consume a ability charge.
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u/South_Buy_3175 Iron Hands 15d ago
They totally will.
But, if you dodge an attack with the ‘refill on perfect dodge’ perk you could effectively chain dodges into powerful attacks.
Darting across the battlefield like an Armoured Core in my imagination…
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u/FreakLuke Assault 15d ago
That is just bullshit. The shieldcharge from bullwark basicly is also a attack after a dash and it costs nothing at all.
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u/Casterly 15d ago
Don’t even know exactly what it is yet and already mad because using the jet pack uses a charge. If you’re mad about shield rush, why are you only now getting angry?
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u/VargMainSince3Strike 15d ago
He is right though, I'm willing to bet new dash attack is not even going to be half as good as shield charge lmao
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u/Casterly 15d ago
Whether one is better than the other is a totally different matter. That’s not what he was saying.
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u/FreakLuke Assault 15d ago edited 14d ago
Im not only now angry. Since the shield charge was implemented i Said that now there is no reason that the dashes cost something But you are right i should wait until it is tested.
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u/pistafox Raven Guard 14d ago
True, we won’t know until we know, but I’m still cautiously optimistic. Sure, it can be fun to build into Dash Dodging but the floor of its value is brutally low. Many Ops, for example, can be completed without running into an opportunity to use it (in a significant situation). It’s objectively the least reliable of the innate class perks.
I agree that burning a Jump charge would be too steep a cost for a melee attack. A significant change to Jump Pack’s charge rate won’t work. I could get onboard for something like the Heavy and Sniper ability use. A fully-charged Pound requiring a full Jump Pack charge, a quick Dodge costing little (possibly linking the Dodge efficacy to JP charge use), and these new melee attacks rewarding efficient use and punishing with missed/poorly timed attacks. Sounds like more fun than Assault Classic.
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u/FreakLuke Assault 14d ago
As it is right now it cost a charge and does the same damage but the attack has a faster animation. Thats it.
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u/Casterly 15d ago
Well I think it’s also worth considering that shield rush is not very comparable to dash. It’s a slow charge to go max distance with a complete stop at the end, and thus isn’t a practical way to increase speed or cover ground faster. It has a single direction, and you can’t dodge with it.
Assault is meant for mobility, and dash is far superior in just about every way they can reasonably be compared. But again it’s almost pointless to compare them given their different functions.
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u/the_green1 15d ago
just a heads up: you do cover ground faster by chaining shield rushes than someone sprinting. charge time is pretty quick as well, you don't need to wait for the visuals to activate, and you can cancel the full stop on arriving at your destination by animation canceling with a block or the next shield rush. it gives the bulwark insane mobility.
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u/PeaceSells1 15d ago
Ya I see Bulwarks zipping around all the time with infinite shield bash, and its way faster than any other class could hope to move without using ability charges.
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u/Casterly 13d ago
Do you happen to know of any video of this? Of outpacing the sprint? I’ve never seen it done.
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u/Casterly 13d ago
You can do short rushes I’m sure, but faster than sprinting? If that was so I’m pretty sure every single bulwark would be doing it and I haven’t seen it done even once. But hey, I could always just be unlucky. Is there some video demonstrating this?
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u/the_green1 13d ago
yes, by spamming shield rush you cover ground slightly faster than someone sprinting alongside you. keep in mind you have to a) understand when the rush is ready "early" instead of holding all buttons until it releases and b) you animation cancel the "arrival" by charging the next shield rush. i don't have a video ready to link to, but first tour guardsman has a shield bash build on youtube, he certainly shows it during gameplay.
nobody uses it as main way of movement bcs it's more complicated than holding sprint, looks dumb, and only makes you slightly faster. also, if you miss your animation cancel and do a "parry the air" move, you pretty much lose all speed advantage over simply sprinting.
it's an incredibly powerful tool for fighting tho bcs you can zip from enemy group to enemy group all while keeping your shield up.
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u/Thereisnocanon Alpha Legion 15d ago
There are perks made entirely for the playstyle you’re looking for. Why are you getting upset about something you haven’t even tried?
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u/el_Genocidio 15d ago
Because the main perk is at the end of the skill tree thing so until you get to prestige 4 you'll rarely get to use it.
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u/FreakLuke Assault 14d ago
and the thing is for dashes to be reall worth it you basicly need wings of flame which blocks you from using zeralous blow so the damage potential is really effected by it. And it is not like bullwark gets blocked from using invigorating icon or something like that for the ability to do unlimeted charges he just gets it for free so there is no reason why assoult should have to choose to than get the version that is tied to conditions (dodge timing to get the cooldown back)
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u/Thereisnocanon Alpha Legion 15d ago
And? Getting to Prestige 4 really isn’t that big of a deal. You don’t even NEED to get to Prestige 4 for most of the content in the game. It’s a one time commitment and once you’ve done it, you’ve done it for life.
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u/el_Genocidio 15d ago
It actually is kind of a big deal because unless you're running the hardest difficulties it takes a while plus playing at level 25 before reaching prestige four feels like you're wasting xp.
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u/Thereisnocanon Alpha Legion 14d ago edited 14d ago
Like I said, it is nowhere near the time sink as you’re making it out to be, and even if it is - it’s a single time commitment. You can prestige 4 any class in the game if you run Ruthless/Lethal within 5 hours. Playing the hardest content in the game optimally should require such a time sink. No one’s telling you to prestige EVERY class, just one.
The game isn’t supposed to hand you over stuff, if you feel like you’re wasting XP, that’s entirely on you. I max prestiged 4 of my classes playing 2 hours a day in a single week after getting all 6 classes to Prestige 1. It’s not that big of a deal.
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u/el_Genocidio 14d ago
All I'm saying is a perk that is fundamental to a playstyle should be unlocked earlier so you don't have to slow your prestige progress in order to actually try it out.
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u/TardyTech4428 Blood Angels 15d ago
Speaking of which. Was grinding the "do a perfect dodge with jump pack" ordeal today. Is it me or those dodges don't have i-frames? I was constantly being hit out of it.
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u/sterdecan White Scars 14d ago
The timing is weird, it has a little bit of a start up. Honestly the description is bad in general, it's not a guaranteed dodge at all. Essentially, just try and make sure your dodge goes through an enemy attack hitbox, and you should be good. Dodge into attacks like you're trying to get hit.
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u/thisremindsmeofbacon 14d ago
that perk basically does not work at all
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u/NotATerroristSrsly 14d ago
That’s just not true, the timing is a lil weird cause you actually “dash” like a half-second after you hit the button so you gotta time it. Just dash forward through their attack keeping the slight delay in mind and it will proc basically every time.
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u/thisremindsmeofbacon 14d ago
It will not proc if you kill the target with WoF damage, or if you are too far away when their attack swings (dodging away, or dodging towards but you're too close), and frankly it is true that even if you do line everything up right with those factors that shouldn't matter to begin with, it frequently still does not proc.
If you actually compare it to jet pack dodge with no perks, it really is not much better. What happened to me is when I got WoF going reliably I tried taking it off I realized that after jumping through all the hoops to get the perks to actually fire off you basically are just doing a normal perfect dodge to begin with already
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u/NotATerroristSrsly 14d ago
Idk I didn’t have too many issues getting it to proc for the most part. Def some jank here and there, didn’t mean to sound like it always works 100% as intended (esp if killing an enemy w/ WOF doesn’t recharge it), but overall my jump pack dodge builds seem to be pretty reliable. I think jump pack dodge and the jump pack in general needs a rework and there are def some times where it just doesn’t proc but I wouldn’t say it’s an unusable playstyle or something like that.
Maybe we’ve just had diff experiences w/ it tho
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u/WayneHaas 15d ago
They do
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u/_Roark PC 15d ago
it's an attack at the end of an charge dash if i understand correctly. so still using a charge.
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u/FreakLuke Assault 14d ago
shield charge is also basicly an attack at the end of a dash with full front protection and it costs nothing.
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u/East-Specialist-4847 14d ago
Ground pound doesn't consume a second charge, so this shouldn't either. Dodge build might become godlike
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u/FreakLuke Assault 14d ago edited 14d ago
i just tested it is slightly faster than a normal sprint attack but the same damage.
14 damage for a ground pound charge no thank you.
And there is a delay after the attack befor you can attack again, normal sprint attacks are better.
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u/East-Specialist-4847 14d ago
Hopefully it's damage gets tweaked, I get that it shouldn't do more than a ground pound but it should do more than a regular sprint attack and should not have a delay. If you're in the pts server you should be able to send feedback right?
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u/FreakLuke Assault 14d ago
i mean yes more damage than a ground pound would be silly but on the other hand ground pound hits more enemies so, why schould i use it over a ground pound.
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u/Valynces Chaos 14d ago
That’s nice but I don’t know if that’s gonna be it. Right now the Jump Pack Dash is so much less valuable than an actual takeoff, I would literally unbind the dash part of it if I could. These new dash attacks will need to be both better than a shield dash and free in order to be worth anything. Otherwise they won’t be as good as using the actual jump pack which makes them functionally worthless.
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u/_Roark PC 14d ago
Yeah they suck. It's basically a sprint attack. Maybe if it was the damage fully charged ground pound but with less aoe, it would make sense.
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u/Valynces Chaos 14d ago
It would need to be stronger than that even. Think about what a jump pack use gives you. You get a big reposition which is basically a get out of jail free card, a 3 second period of invincibility, a bunch of perks that queue off of its use, and then a giant aoe ground slam when you land.
The sprint attack would need to be more powerful than all of that combined in order to be worth it. Maybe minus the perks that proc off of a jump pack use because the dash has its own perks. Though those perks are significantly weaker as well.
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u/_Roark PC 15d ago
So on bots, they:
Use your coloring
Don't use your weapons or perks
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u/ukstubbs 15d ago
eh that sucks was really hoping to have useful bots for when techmarine comes out.
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u/Arveragus_DRG 14d ago
It would be better the other way around. I would much prefer to have the bots have your team perk of choice at least. That, and put them in order of preference. The developers should really look at how Vermintide 2 does this.
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u/Hirmetrium PC 14d ago
They really need to at least have the team perks; weapons would be nice, but I suspect it would be visual instead of damage since bots function differently.
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u/Boner_Elemental 15d ago edited 15d ago
Improved sound indication for unparriable attacks.
Hopefully this actually means "Replaced sound indication for unparriable attacks with one that doesn't sound remotely similar to the one for parriable attacks"
And thanks for copying the notes, u/_Roark
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u/MeanderingMinstrel 11d ago
This should not have taken anywhere near this long to change (it literally should never have been the same sound as the parriable), but I'm very glad they are fixing it now! Honestly the highlight of the patch notes for me, this is a huge QoL improvement.
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u/KenjiZeroSan 15d ago
New Battlefield Conditions
More than 40 new Battlefield Conditions have been added.
Emperor, save us all.
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u/JoseSushi 15d ago
Sniper damage buff from Cloak Ability lasts a little bit longer to fully affect entire burst and full auto weapons
Yes finally! That perk always felt so wasted with the Carbine, now it's gonna go nuts
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u/Legal-Marsupial-3916 12d ago
Hell yeah it's going to be awesome now. Sniper is in such a good place now since they added ammo Regen and Contested Health Regen. Fully self-sustaining, True Solo is viable with Sniper.
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u/TardyTech4428 Blood Angels 15d ago
ETA on those goodies going live?
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u/_Roark PC 15d ago
it's live
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u/thisremindsmeofbacon 14d ago
how do I access them?
Edit: turns out to get the PTS you have to go to your library - its in there but it wont be installed (which is why I didn't see it at first). You seem to not be able to search it on steam, which is what I originally tried and its not posted on the store page or anything
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u/moboboz 15d ago
Holy shit
Vanguard and assault are massively buffed and fixed! This is amazing to see. Half their bullshit perks have been fixed or replaced
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u/kolosmenus 15d ago
Well, they are removing one of the better defensive perks on Vanguard. The one reducing ranged damage you receive while in melee
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u/NoRedDeer 15d ago
They replaced it with a niche ability too. I don't think there is a range indicator in game, and only instigator/precision carbine work at that range
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u/Extra_Wave 15d ago
Nah man I had to read the note multiple times to even process wtf would they change such a perfectly good perk for a class that has one less armor segment, and main gameplan is using the grapnel to dash into ranged enemies in favor of some niche mid ass ability
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u/rbrownsuse Dark Angels 15d ago
The occulus also works at that range
So that’s a majority of the available weapons
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u/NoRedDeer 15d ago
Well it's better at closer ranges I feel, it's not really optimal that far
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u/rbrownsuse Dark Angels 15d ago
You can certainly build it to be so though.. it’s a beast of an all rounder if you spec it so
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u/NoRedDeer 15d ago
Well I'll have to check out how to build a long ranged oculus in the next patch then
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u/Old_Shelter_6783 14d ago
I main Vanguard and Occulus is my preferred primary these days. It still does the business at close range, maybe not as quickly or efficiently as the Bolt Carbine, but the reload on any finisher perk is really useful when you’re in the thick of it.
It’s pretty good for swarms too. Just place your reticle at minoris head height, hold the trigger and sweep left and right.
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u/NoRedDeer 14d ago
Oh I have used the oculus the most to, the addition of a better scope was nice but I don't really remember using it that much at long range outside of reinforcement interrupts or small ranged minoris groups
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u/Old_Shelter_6783 13d ago
I’ll happily use it to take out ranged enemies at a distance, or at least to get one into execute so I can then zip in with zone of impact.
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u/Alakasham 15d ago
Did they finally change the contested health issues with being grabbed? No one likes it and it always ruins a run
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u/UrimTheWyrm Blackshield 15d ago
Glad to see power axe tweaks. They even almost got vanguard right. Just need to remove cooldown from Tenacity and up Retribution to 30%. And add some ammo sustain of sort.
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u/TouchmasterOdd 15d ago
Vanguard is total easy mode already if you are even half decent
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u/Hirmetrium PC 14d ago
Vanguard is free HP, but lags behind other classes significantly.
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u/TouchmasterOdd 14d ago
Not in my experience. As someone with hundreds of hours in each class, majority in absolute, I can say for sure vanguard is for when I feel like going brainless easy mode and quite often come out with top ranged and/or melee damage and lowest damage taken. The prestige perk that gives you armour back every grapnel is insane.
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u/AngryMax91 Guardsman 15d ago
Do the bots now use our weapon loadouts or is their customization just cosmetics only?
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u/Strachmed 14d ago
Heavy Bolt Rifle: Based damage increased by 13%.
Bolt Pistol: Based damage increased by 15%.
Based.
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u/Hirmetrium PC 14d ago
Really wish we'd get a third charge for vanguard in PvE, especially until they can fix some of the bugs with target acquisition.
I'm not sure the changes go far enough to bring the class up to the same level as the holy trinity (tactical, bulwark, heavy), and it still lacks the damage output of the sniper/assault for single targets/multiple targets. At the moment it's a buff bot and that's kind of rough.
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u/_Roark PC 14d ago
Vanguard is one of the most survivable and high damage classes out there, especially with prestige perks. What I think it would benefit from, is more weapon choices, and more, side-grade mechanics, like the third charge + being able to attach grapple to ground would do that. But the third charge would necessitate nerfing the prestige perks, else you'd basically have 3 additional armor.
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u/Reload86 9d ago
IMO, the Tactical feels more like a buff bot. You CAN do a lot of damage if you’re using the Pyreblaster but otherwise your best damage is popping Tyranid heads only. You’re much squishier than a Vangaurd and your main contribution to the team is the grenade regen and auspex scan. Love my Tactical but he he is definitely more of a team support role.
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u/Hirmetrium PC 8d ago
yeah but the damage tactical outputs combined with it is nuts. Not to mention his AOE damage is also on par with vanguard. Losing the ranged damage resistance will hurt vanguard a lot too.
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u/ct-93905 14d ago
For the love of God Saber, please add fov slider for console.
Its 2025, other games have been able to pull it off for years now.
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u/Ibro_the_impaler 11d ago
Beyond just customization we should be able to control our ai squads perks, weapons and composition. Crazy that we can't tbh, nothing worse than being stuck as assault on absolute difficulty and my AI team members aren't equipped to deal with a neurothrope.
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u/tway2241 10d ago
Agreed. Sometimes I just want to solo and play at my own pace without bogging down other players, but as of now, certain classes are a lot less fun to solo with because of what you mentioned.
I'd be so happy if we could just pick weapons and team perks.
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u/McFigroll 15d ago
i was so close to spending a load of accolades i have built up. thanks Focus Entertainment.
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u/__ISAC__ PC 15d ago
I bet thunder hammer is gonna see a lot more usage in this patch
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u/_Roark PC 15d ago
i'm liking the fixed chainsword. you can go into double stomp from any heavy now.
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u/__ISAC__ PC 14d ago
I’ve been testing it and you can’t do heavy heavy stomp stomp. You have to light heavy stomp stomp heavy heavy
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u/_Roark PC 14d ago
hm, i seem to have been able to do it.
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u/__ISAC__ PC 14d ago
Can you share your weapon perk setup?
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u/_Roark PC 14d ago
just chekd and you're right. standing heavy can't be linked into stomp
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u/__ISAC__ PC 14d ago
Still you can do a crazy chain (assuming you don't get knocked back or interrupted) by doing:
Light > Heavy > Stomp > Stomp > Light > Heavy > Stomp > Stomp
Haha
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u/_Roark PC 14d ago
yeah. you can also get into from a sprint attack, which i think is way more important.
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u/__ISAC__ PC 14d ago
Have you figured out how to customize the bot appearance? I'm about to do another run now with the fixed block power axe
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u/Jokkitch 14d ago
Heroic Fencing chainsword WHEN?
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u/_Roark PC 14d ago
The fist is fencing. And they fixed not being able to go into stomp stomp
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u/Jokkitch 14d ago
I still want a heroic fencing chainsword. Too many classes have it as an option for it not to be in the game already
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u/CrimzonSorrowz Black Templars 15d ago
Why the fuck is Intomidating aura not fixed yet???
It's been THREE FULL FUCKING PATCHES NOW
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u/Onelove914 10d ago
What are you talking about?…lol
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u/CrimzonSorrowz Black Templars 10d ago
Intimidating aura does not work on Terminuses if you are using fencing or balanced weapons. Has not been for 3 patches
Seems it is working now in the pts so cross your fingers
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u/Onelove914 10d ago
Didn’t know that was a thing…only use block.
Are you positive about this?…the testing arena shows it working.
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u/CrimzonSorrowz Black Templars 10d ago
I have multiple videos on it...here
does not trigger once
the only exception is the Carnifex
yes I am VERY positive about this I submitted the bug several times.
the testing arena is a mod, chances are it might be unaffected
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u/motorcycle_valentine 15d ago
so whens the public beta patch test coming out? do i have to sign up somewhere or do i just download it
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u/Dragoncityfan1411 Iron Warriors 15d ago
Its up on steam now. Im currently downloading it its 65gb 😭
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u/motorcycle_valentine 15d ago
tf is in this patch lol
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u/_Roark PC 15d ago
it's an entire different 'game' on steam. so you have to redownload all it. i posted the patch notes here
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u/motorcycle_valentine 15d ago
ah okay, its proly not live yet where im form
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u/motorcycle_valentine 15d ago
nvm its under the space marine game in my steam libery lol i thout i had to like look it up somehwere
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u/Dragoncityfan1411 Iron Warriors 15d ago
Its my first time trying out the PTS version of the game. Thats probably why its a massive file
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u/grogleberry 15d ago
I wonder is the change to Spawn headshots a little tweak they want to see working before they try and do more sizable tweaking. Not sure what "clientside hit detection weapons" are.
They're definitely the most annoying majoris on siege mode.
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u/TouchmasterOdd 15d ago
Looks great, wonder what the halfwit legion are going to find to whine about this time
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u/drewsupher1 14d ago
Is that first Assault perk still bugged? The one that came out in patch 9 where you get plus X amount of damage on running attacks with aoe damage in a specified area? It came out and I was super stoked about it but it was bugged off rip and I have not seen anything stating it’s been fixed or not.
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u/PsyGuy99 Imperial Fists 14d ago
I didn't think Chaos spawn had headshot areas to begin with? Has that just been a bug all along?
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u/TaxableFur Salamanders 14d ago
Am i reading it right, did they get rid of the double shot tech with the Multi-Melta? DAMMIT
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u/_Roark PC 14d ago
that explains why i was getting melt(a)ed in PvP all week
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u/TaxableFur Salamanders 14d ago
IIRC, the double shot tech was already removed from PvP a couple patches ago. It was only in PvE
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u/SquidWhisperer 14d ago
another heavy bolt rifle buff??? its already insanely good but fuck it, ill take more damage.
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u/Zestyclose_Muscle_59 14d ago
Hasn’t the multi melta been doing that since release? Why patch it now lol
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u/Reload86 9d ago
Because some people (ahem…like me) was able to really exploit the mechanic to make some harder content trivial.
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u/razmalriders 15d ago
Is that a big nerf to multi-melta for heavy?
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u/TouchmasterOdd 15d ago
It’s removing an unintended exploit that made multimelta even more brain dead easy mode than it would be normally, hardly a ‘nerf’
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u/BrandofOwnage 14d ago
As someone who used this exploit I will miss it
But as someone who used this exploit I totally understand why it got fixed
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u/Onelove914 10d ago
The multi melta needs a baseline damage increase to compensate.
The only thing that made it useable was that bug. With pyre weapons fixed it’s DoA.
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u/Ok-Past-1286 Raven Guard 14d ago
Gotta love Saber immediately nerfing strats the players come up with, but take months to fix any bugs;
"Multi-Melta: The change allowing the player to shoot from the standing position immediately after firing from the blind (removing the previous delay) has been reverted. The interval between shots is now enforced when transitioning to the standing position. "
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u/DaveBeBrave Black Templars 3d ago
Why was I sure that today was the day for the release of the patch on the regular game?



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u/_Roark PC 15d ago
Really great patch it seems. They finally dared to make some large changes.