Dear Space Marine 2 players,
We recently launched our new community-oriented platform - Focus Together - and you’ve made good use of it! ✨
We’ve started reading your ideas, so here’s a first Q&A!
You, the players, were invited to help us improve the game by submitting your ideas and upvoting others’. And you flooded the forum with posts! Don’t feel left behind if you’ve posted feedback on Discord, Reddit, Steam, or Twitter: we also check all other platforms. But Focus Together is our main platform for feedback! We are so glad to see such enthusiasm and dedication coming from the community.
But these ideas are wasted if we don’t address them! So here are a few answers to your hottest topics!
Before you read this Q&A, many of the submitted ideas are features planned for the future and have already been communicated via the roadmap. If you missed it, make sure you take note of it here:
CONNECTIVITY ISSUES
We know some of you are experiencing server issues, loss of saves or impossibility to connect with friends. We are ramping up our server capacity to reduce the load on them, and are working day and night to reduce the issues. This is a top priority for the team. A bigger patch is planned soon to improve this topic further, alongside new content.
AI BOTS
Question: Bots are regularly mentioned as inefficient, making solo games significantly harder, and you suggested we work on them. According to you, they don’t participate in focusing on objectives or don’t do enough in tense situations.
Answer: Bots seem a bit passive because we don’t want them to take the spotlight from the player. However, they can sometimes be a bit too passive. In the next patch, we have a few improvements of their behavior against boss fights in the campaign. We are also considering improving their involvement during specific objectives in the campaign for a later patch.
CAMPAIGN
Q: Veteran difficulty is said to be too hard in solo as the bots don’t help with the objectives.
A: We will adjust Veteran difficulty in a future patch. It will remain challenging but it will be slightly more fair because we will tweak AI aggressiveness on this difficulty. Other difficulties will remain untouched.
ABOUT PVE…
BALANCING
Q: Assault is often listed as less powerful than other classes: the jump pack in PVE loses its versatility compared to the one in the campaign.
A: We are still collecting data on this issue to see how we can work on it.
Q: The Blocking weapon trait is seen by the community as a bad thing for melee weapons as it removes the potential for mastery (because there is no “perfect” parry window).
A: We fully agree that this is a bummer, and we’ll definitely make changes in a future patch.
Q: Bolt Rifle family is underperforming while Melta Gun is considered OP
A: We have noticed a bug where the Melta allows the user to heal above the contested health, we aim to fix this in the next patch. As for the rest of weapon balancing, we hear you, and some weapons can underdeliver on the power fantasy at higher difficulty levels. We also recognize that enemies can be too bullet spongy on higher difficulty, which is not much fun. That’s the core issue, rather than the bolters themselves. For now, we are testing some tweaks in difficulty to make the enemies have less health but keep the engaging difficulty.
=> Bolter family got buffed in patch 4.1 and 4.5. We're keeping a close eye on how these weapons perform compared to the rest.
QUALITY OF LIFE
Q: You asked to be able to have several of the same class, in Operations mode. There is also frustration in matchmaking when two players want to be the same class.
A: For now, we are focusing on improving matchmaking so that you will not matchmake with players of the same class. This is not an easy fix, so it will take us some time to roll it out. As for using the same class, we don't want to change that rule for regular matchmaking, but we are considering it as an expansion of private lobbies in the future. It will take us time to finish it.
Q: It was observed that players tend to show toxic behaviors as they get kicked late during a game made by a group of friends to let their friend get the XP.
A: We understand this is unfair, and each player will receive XP based on his actual involvement in the mission.
Q: Saved loadouts don’t include skill tree customization, making them less relevant.
A: This is not a priority for us at the moment.
ABOUT PvP…
MATCHMAKING
Q: You have suggested making it possible to tag as a squad of 6.
A: We understand this need. We want to add custom PvP lobbies and give players more control over the match (for example: frag limit, class restriction, etc.). It's not that easy to make and it takes time! So please bear with us while we work on it, and we will let you know when we have clearer visibility on when it will be released.
BALANCING
Q: It was brought to our attention that shock grenades are OP. Also, many of you consider melee to be underpowered.
Q: Assault is considered weak in PVP. Bulwark is overpowered in capture zones. And, Heavy is overpowered: too much damage for its durability.
A: Regarding pvp balancing, we are currently reading and crunching the data. We don't want to make rash decisions before seeing the global picture. At the moment we are checking the most common topics such as melee balancing, shock grenades, bulwark & heavy being too present in capture game modes. Expect some tweaks in the first big content patch but not before.
Q: No team balancing after matches creates unbalanced matches for several matches in a row.
A: We have heard this many times, and we want to improve this in future patches. We are looking into it!
SPAWNING
Q: Spawning locations can create spawn-kill situations.
A: This will be tweaked with some parameters in a future patch. We will implement spawn protection.
MOST UPVOTED TOPICS ON FOCUS TOGETHER
Q: Are we getting new colors for the lenses?
A: New lens colors are planned and coming soon in the next big patch!
Q: You asked to pick the Chaos Space Marines Legions you want for every classes:
A: There are many lore restrictions preventing us from doing this (For instance: We cannot make a sniper with a World Eater armor). It is very tricky to match armor pieces for Chaos. Armor pieces have different sizes and styles, will clip through each other, etc. Also, in PvP it is important to be able to recognize an enemy’s class, and we want to keep the visual identity of each of them. Now, we will not keep it as it is and would like to expand Chaos customization, but the reality is they won't be as modular as the Loyalist.
Q: Many of you have asked for new classes:
A: That is definitely something we are heavily discussing. Adding a new class is quite heavy on production as we also need to create all the customization, PVP Chaos model variant, and animation set depending on what we go for. We'll keep you updated about this topic.
Q: About the missing armor colors:
A: We aim to expand specific color masks, such as hand, decals or facemask, in upcoming patches. We will be adding all successor chapters eventually. ;)
Q: Adding new melee weapons:
A: New melee weapons would definitely be an extremely cool addition. Making a weapon and designing it is fine, but we need to make all finishers animations for it. It will take time.
Q: Customizing your Marine’s face:
A: Not a quick fix, but we will add an option to change your Marine’s face!
Q: Optimizing PvP Crossplay:
A: We need more time to discuss that. Custom PvP lobbies will solve a good part of the issue.
Q: Thunderhawk Customization:
A: Doing full Battlebarge and Thunderhawk customization is very cool but not up in our priority list. We prefer to focus our art teams on creating new maps.
Q: Pyreblaster in PvE or PvP:
A: We will add it but it will take time because of visual and gameplay progression. We’ll keep you updated!
Q: To be able to customize the AI squad mates:
A: Still in discussions.
Q: Delete Custom Armor Profile:
A: We worked on this. In the next patch, you will be able to overwrite a custom preset with a default one.
=> Added in Patch 3.0
Q: FoV Slider and Left / Right Shoulder swap:
A: FoV slider is not something we are comfortable with, as it can degrade the visual aspect of the game. And on top of that, it is very complex. Our game is not a first person shooter, the camera that we have is very cinematic and constantly changes position and FoV based on what you are doing. Still, we understand that is a very popular request so we are considering it anyway.
As for the shoulder swap,if we are to implement shoulder swap we will need to support it for all melee animations and transitions because everything in melee combat was made based on the fact that you hold pistol in the left hand and melee weapon in the right hand (because it looks badass). Nevertheless, shoulder swap is a feature we will not add in the game.
Q: Get rid of class restriction on cloaks and tabards:
A: These are part of class identity; you get to recognize snipers because of those elements.
Q: I-Frames on gun-strikes:
A: Gun-strikes are a risk/reward action, and it is very easy to spam. We specifically did not put an i-frame on it for balancing reasons, and we are not looking to change this intention.
YOUR IDEAS
You are constantly submitting new ideas on Focus Together to our great delight. Let’s answer some of them:
CONTENT ADDITIONS
New Melee weapons
→ Adding a new melee weapon is something we’d love to have later. However, it also takes a lot of time and production resources to integrate. Be sure that we’ll let you know once we’re more advanced on that subject.
More Campaign missions
→ We’re currently not thinking about adding new campaign missions in Space Marine 2. We rather focus on creating new Operations and Eternal War content.
Eternal war party size
→ We’re currently working on implementing custom PvP lobbies. You’ll be able to invite your friends, alongside various other options to customise your experience (score limit, time limit, class limit and so on)...
Heretic Astartes playable in Operations
→ This will not be implemented due to Space Marine 2's specific setting, how Operations are designed and even the game as a whole. All of the dialogue is written as Astartes talking to other Astartes for example. Missions are also designed so that our characters fight to help the Imperium's war effort.
Add the possibility to replay the Campaign Prologue
→ Whilst not a priority at the moment, this is something we might consider in the future.
Consider adding a bonus reward for players using quickmatch
→ This is something we are considering adding in the future.
CUSTOMISATION
More than 4 customisation slots
→ This is not a priority right now, we prefer to focus on developing other features at the moment. We’ll come back later on this.
Customisation add-ons
→ More customisation will come in the future. More precise customisation options is a must have as well.
More helmet customisation and patterns
→ This is something we’re actively working on. It will arrive in the lifespan of the game.
Ability to recolor cloth pieces / tabards
→ We can consider adding this option later down the line. But creating a satisfying level of quality for this feature is harder than it looks.
Lieutenant colour customisation
→ This has been greenlit. More customisation is coming for helmets, corresponding to other Chapters.
Change the skin colour of your Marine
→ We’re currently working on an option to add head customisation to your Space Marines.
Allow Deathwatch icons to be placed on the right shoulder
→ Yes, this is something already in the works.
PS5 Pro Specs
Quality mode
Standard PlayStation®5 | PS5 PRO | |
Resolution | 1080p - 1440p with upscale FSR to 4K | 1080p - 2160p with PSSR |
Frame Rate | 30 FPS | 30 FPS |
Performance Mode
Standard PlayStation®5 | PS5 PRO | |
Resolution | 720p - 1080p with upscale FSR to 4K | 1080p - 1440p with upscale PSSR to 4K |
Frame Rate | 60 FPS | 60 FPS |
Regarding DLSS3 and FSR 3
AMD FidelityFX™ Super Resolution (FSR)
Space Marine 2 currently supports FSR 2 “Super Resolution” component. It is designed to produce high quality image and boost frame rates through next-level temporal upscaling technology.
- No minimum requirement for GPU to enable it as FSR is hardware agnostic.
With Patch 5.0, title will support FSR 3.1enabling “Frame Generation” component. Additionally to FSR 2 features, it delivers significant frame boosts and image quality from Frame Generation technology.
While it does not require machine learning hardware, AMD recommends the following minimum specification:
- AMD Radeon™ RX 5000 Series and above.
- NVIDIA GeForce RTX™ 20 Series and above.
More info:
https://www.amd.com/en/products/graphics/technologies/fidelityfx/super-resolution.html
Nvidia Deep Learning Super Sampling (DLSS)
Space Marine 2 currently supports DLSS “Super Sampling”. It allows to accelerate performances through AI by upscaling into higher resolution from lower ones.
DLAA (Deep Learning Anti-Aliasing) is specific Nvidia term for DLSS AI pass at native screen resolution. It is an advances AI-based DLSS technology for anti-aliasing.
- Minimum requirement for DLSS upscaling (aka "super resolution") and DLAA is NVIDIA GeForce RTX™ 20 Series and above. (Tensor Cores) and above.
With Patch 5.0, title will now support DLSS “Frame Generation”. It allows to accelerate beyond performances through AI by generating more frames per second at a higher quality.
- Minimum requirement for "DLSS3" (aka "Frame Generation") is NVIDIA GeForce RTX™ 40 Series and above. (Optical Flow processors) and above.
- Hardware Accelerated GPU Scheduling (HAGS) is needed in Windows 10.
More info:
https://www.nvidia.com/en-us/geforce/technologies/dlss/
https://devblogs.microsoft.com/directx/hardware-accelerated-gpu-scheduling/
We hope this batch of Q&As has answered your
hot topics! Stay tuned on our socials and sign in to Focus Together to ensure
you remain updated on the latest Space Marine 2 news!
For the Emperor,
The Focus Team.