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Jetpack assault feedback thread

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a month ago
Feb 25, 2025, 10:21:03 AM

  • because the jetpack seems to lock you onto an area it can end up forcing you to run into warrior venom cannons, i suggest a change that makes warriors miss or stop charging when a jetpack launches. it's just very frustrating to be aiming to try and avoid the venom cannon and the game on-rails me into it. this happened 2 times in a row
  • sometimes the assault is teleporting or doing wrong movements when you go to weird topography. this often feels like you dont end up where you want to be unless its on a flat surface. often the jetpack falls short on a slope upwards 
  • the assault jump pack feels unintuitive and many people ive seen are saying that the jetpack should go on space and count as a dodge regardless. it's a shame you can't really use it to cover ground ever because you have to save up it's charges to use the groundpound which the class sort of relies upon. the thing is with the jetpack that if you come from space marine 1 it feels very offputting where sm1's jetpack play was comfy and gave you plenty of time to chill out in the air and didn't particularly game-ify your recharge speed, and because of how the perks work you have to reduce your ranged damage by 40% just to have a chance at restoring your jp charge properly
  • more generally it's odd that there is little consistency between classes with how one gains armour back. with the assault class it seems to be that my character doing swing attacks with the thunder hammer causes gun strikes to become available, but blocking a melee attack doesn't. it seems like the vanguard can just dodge and press f to farm gun strikes where the assault is stuck actually running from melee and using the massive damage bonus on the pistol if there's anything going on after first strikes since parrying reduces your damage to 0 and is a bit inconsistent. i would suggest that all classes should be able to get gun strikes in similar ways. tactical also seems to suffer for regaining armour 
  • its also weird feeling that the jetpack has 2 charges not 3. to a player from the previous game it feels like primarisizing the marines made their jetpacks worse by 1/3 
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a month ago
Feb 25, 2025, 10:24:50 AM

also the JPA and bulwark should have a combo move that makes a column of electricity shoot upwards so they can more effectively melee zoanthropes. IE short attack, hold attack then a short attack will cause a bolt to shoot upwards damaging zoanthrope rather than just starting a second light combo

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a month ago
Mar 3, 2025, 5:23:33 PM

after maining this class for a while i feel like i can revise a lot of my criticism to:


the class is too built around the thunder hammer, there should be a reason to take the other weapons beyond style points


while the class is good it feels like if you make 1 mistake you've made the entire rest of the run need to be flawless where a vanguard can just lolexecutions through the map

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23 days ago
Mar 11, 2025, 12:42:21 AM

uochie wrote:

after maining this class for a while i feel like i can revise a lot of my criticism to:


the class is too built around the thunder hammer, there should be a reason to take the other weapons beyond style points


while the class is good it feels like if you make 1 mistake you've made the entire rest of the run need to be flawless where a vanguard can just lolexecutions through the map

Thunder hammer is the iconic assault weapon. That said the reason to take the other options is attack speed in the case of chainsword and ranged AoE in the case of power fist. It has a 10m AoE on charge attack which can be boosted to 20m with one of the relic-tier perks. This can hit zoanthropes out of the air and can one-shot enlightened.


It is indeed an agility based class where if you stop generating armor or start a swing with only one armor you will be taking damage and it has basically no contested health regain so the damage will stick. We have been complaining about the thunder hammer and power fist lack of contested health regain for months.

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22 days ago
Mar 11, 2025, 12:04:33 PM

Just let us use the pvp or campaign jump pack in pve it's fixes alot of the problems iv seen it in mod videos and it looks amazing and lots of fun.

If not then make all frames from when we take off till after we hit the enemy on the way back down I frames so the rubbish jump pack won't be terrible anymore

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7 days ago
Mar 27, 2025, 1:03:10 AM

I posted this in the Ideas subforum:

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​In the original Space Marine game, the assault class was rather highly mobile, particularly with jump pack cooldown perk, which enabled fairly frequent jet jumping with a short cooldown window. On the balance, the class had limited armor. This combination made sense, where assault players could quickly move to assist other SMs, but in limited periods due to their lower shielding. It was a hit-&-run gameplay fighting style, & it was fun. Just as importantly, players could truly experience the feeling of flight & mobility that uniquely defined the class that made it enjoyable to play for assault class fans.


I would submit that the same could be done for assault in SM2 without breaking gameplay balancing. As it stands, Vanguard actually has more mobility to move around the maps, which seems both counterintuitive & inconsistent with their respective roles.


Thus, please consider - at least in ops & horde - allowing a perk option for assault that reduces jetpack cooldown time (say, ~3-4 sec) in exchange for dropping armor down to 2 segments. Let us experience the feeling of flight & mobility, & hit-&-run style tactics that define the assault class.


I want to fly!

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Agree/disagree, my point is that it should be able to use the JP more like I could in SM1 where (with JP cooldown perk equipped), cooldown was 3-4 secs & you were flying about the map employing hit-&-run style tactics in support of your brothers. The reduced armor balanced the faster/greater mobility for equivalent gameplay power. This config could be setup as an option through perks just like in the original, so that players could choose this style vs a more armor tanked version with longer cooldown, & it wouldn't be particularly hard to implement.


If you think this idea has merit, consider upvoting my post in the Ideas subforum.

Updated 7 days ago.
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2 days ago
Mar 31, 2025, 3:14:31 PM

I also remarked that even when you're in the air (not striking down) melee hit can hit you (tyranid warriors with swords and knut for example).

Happen to me very often, and dying of this is pretty annyoing.


Like if our hitbox is still grounded.

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