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General Feedback regarding Space Marine 2 Operations game mode

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8 months ago
Sep 10, 2024, 12:59:58 AM

Hello!

This is going to be a long post, describing my general impressions regarding Operations. I do not expect everyone to agree with me, but i hope there would pe people who are equally constructive about some gameplay moments that can genuinely be improved. Space Marine 2 feels like a product of love, but nearly every aspect of game loop, at least in Operations, feels like it lacks some QoL features or things that would be otherwise standard for games of it's genre.


Please not that everything stated is most accurate for difficulty levels Average and Significant, where most of my experience comes from.

Health and Armor system

On paper, this looks great and logical - Armor acting as a primary layer of defence against attacks, allows player to partake in active combat and being agressive while taking some occasional hits from swarming enemies and Majoris threats, regaining armor in the course of combat, meanwhile health acts as a heavy to replenish resource that doesn't allow player to act too careless against significant threats.


On practice, this barely works like i assume it was intended to.


Armor

Armor severely lacks in durability, especially against melee attacks from both Minoris and Majoris enemies. A melee hit from a gaunt will take more then half a chunk of your armor, multiple hits or being in an average chaos of combat in this game means that you armor is not a tool that can be relied upon to act as your primary "health". It gets stripped too fast in melee combat, and you not always can reliable avoid melee damage - swarm targets are relentless in their attacks and even if you are not surrounded by enemies chipping at you (most of the times you are), there are occasional strays that can still attack you with no indication. You can regenerate you armor using finishers and shot counters, but they also have their downsides, and armor that you managed to regenerate will most likely be gone in some next few moments.  Armor doesn't regenerate fast enough. 25 seconds is a very, very punishing timer and doesn't allow for a respite or taking cover to regenerate.

I think armor needs to be significantly buffed mainly against attacks from Minoris enemies most of all, where each bite would take around the same or twice as much at max of what armor damage you get from average individual ranged projectile hit from non-sniper enemies, difficulty being taken into account. Armor regen timer needs to be lowered from 25 to around 10 seconds, 7 seconds with perk (or even less).


Health

Health also lacks in durability, but it's partially, albeit poorly, covered by armor. While whether there is a need to lower damage of enemy attacks on health is a subject of discussion, my main critique of health system comes from regeneration. Grey health as a regenration method akin to games like Bloodborne is a good concept to promote retaliation against an attack, but first - Grey health dissipates too fast on it's own without taking damage, i think the grace period isn't longer then a couple of seconds, which doesn't even theoretically allow you to copensate received damage in some situations. Second - the amount regenerated from hits is too low. Ranged health regen is practically non-existend, but that might be considered a gameplay choice if you still want "ranged" classes to partake in melee. Often even when killing minoris enemies in close combat you can't offset the damage you receive in a skirmish, meaning that in most situations, at least from my impressions, you cannot feel yourself confident in a melee swarm combat even when reacting to threats adequately and thinning trash mobs. You still lose more health then you regenerate while killing enemies. This is the end result of grey health vanishing too fast, not regenerating fast enough from dealing damage? and a lack of reliable method to control your battle area and secure your flanks due to how enemies spawn. 

I suggest multiple ways how i would like to see this handled:

1) Add more ways to regenerate health. Make finishers regenerate not only armor and grey health, but also some amount of health. It doesn't need to be a massive amount, half or a bit more then half of a bar would suffice considering how often these finishers occur. Regular kils or hits should regenerate more health to allow sustenance in combating trash enemies.

2) Make Grey health fade much slower, after 5 or 7 seconds. 

3) Change how Grey health fades. Make each new damage received during regeneration timer period after initial timer have started (it counts 5 or 7 seconds mentioned at the moment you receive your first chunk of Grey health) to not lower the Grey health bar, but to convert the amount of damage done to your health and add it to existing Grey health bar. Combined with better regen from kills and hits that would allow to come oput on top from potentially fatal duels by playing accurately or agressively.

4) Why does Space Marines start with no stim packs on their missions? At least make 1 stim pack a standard starting loadout for a player, and each loadout pod should give back 1 stim pack on top of what you already have if they are not at max.

5) Loadout pods should regenerate all missing health whenever changing loadouts. These are equpment drops with all resources needed, ammo and medications most of all.


Enemies

Tyranids looks great, sound great and act great to combat against. Chaos forces are not per say to my liking, so these section will mostly talk about Tyranids. 


Enemy Health and proportion of enemies on higher difficulties

I have a strong impression and opinion that increase of enemy health on higher difficulties is too steep, particularly for Majoris threats. Such drastic increase have a negative output on efficiency of most ranged weapons, and some classes with particular weapon choices suffer greatly from it. Exemple - Heavy class with Bolter or Heavy Plasma Incinerator. On difficulty 3, you need around 50-70 rounds from Artificier Heavy Bolter to deal with a ranged Warrior, and multiple hits to deal with minoris threats, making a weapon rlient of laying devastation fire form a stationary position suffer from both melee and ranged enemies. This is universal across most weapons. While the increase of Minoris enemies health isn't that drastic, and they steel feel like, well, trash for the most part, enemies like Warriors are simply far too durable. Combined with how amount of Majoris enemies increase on higher difficulties, even high damage output classes feel like they don't have enough damage to simply hold the line against Majoris enemies and situations where layered and non-chaotic defense is possible are very, very rare. 

To that i propose lowering health boost amount received across all types of enemies on higher difficulties, but most importantly - for Majoris enemies, еhey are simply too dгкфиду against average tiered weaponry, especially ranged guns like bolters. I also propose changing how amount of enemies increase with difficulty - lower the amount of additional Majoris threats spawning, while increasing the amount of trash enemies. Instead of 4 Melee Warriors, 4 Ranged Warriors, and 20 gaunts there might be 3 Melee Warriors, 1 Ranged Warrior and 40 gaunts.


Tyranid Melee Warriors

Mostly good, moves are easy to read and react to appropriately. Most problems come fromstun spams, but this will be adressed later. Total ranged immunity from the front is too overpowered. Either blocking warriors from the front are completely immune to regular ranged weapons, or that shield is so strong that i never managed to break it. 

Make their block stance breakable after receiving some amount of damage. Players on Heavy with Heavy Bolters shouldn't feel like they are shooting rubber bullets at a tank. Make their head a vulnerable zone even in block stance for Snipers or Tacticals.


Tyranid Ranged Warriors

Their concept is good, but they are too spammy and accurate (that is also the case for ranged Minoris enemies by the way). Despite having some arc and slower speed to their projectiles, they are very, very accurate even over significant distances or while in the move or dodging from hits or ranged fire. 

Make their accuracy range and situation dependent. Firther you are away from them, less accurate they are. They also should not stand there and just soak incoming returning fire from heavy weapons shooting back with ideal aim like they are on the range. Proposing adding suppression effects from heavy weapons. If they are dodgin, they also shouldn't be able to jump and shoot back at the same time or immediately aftet dodging. Combined with highened durability, fighting ranged enemies on range-oriented classes like Tactical and Heavy is somewhat unsatisfactory. Not only they have a very significant amount of health, but they can dodge multiple times without loosing too much in their accuracy. 


Ranged mines that release a damaging and effect applying field are an absoulte menace. Every combat results in the ground being littered with these things like it's candies on Halloween. Limit the amount of such mines that singular Warrior can produce to lower amount (i've seen one shoot 4 or 5 in a row) and lower this ability's range, so distant enemies can't just spam you with these mines from an unreachable position. Make Tyranid Warriors staggerable from hitting their head or from getting hit by a heavy weapon a certain number of times.


Tyranid Snipers

Again, too spammy. They must be a high-priority target that appears in limited quantities but pose significant danger, being naturally vulnerable to some counterplay, and not being just another type of Ranged Tyranid that exhibit the same behavior of non-chalantly jumping around and soaking hordes of bullets while just spamming whoever they see with laser beam fire result in you just evade rolling more often. I would like to see them firing less regularly, taking a stationary stance aking to how Heavy class does before firing, dealing bigger damage but aiming for a longer time and appearing in lesser numbers in more interesting positions such as roofs, railings, and not among regular forces, sometiems even in the same group.


Lictors

I am pretty sure they teleport. So why does a tutorial for a Tactical asks you to mark one with Asupex if you don't actually need to track it cause, well, you can't. It just appears afterwards whenever.  Also aside from being invisible before making a first hit behaves himself awfully like a Tyranid Warrior - soaks ton of damage from gunfire, doesn't stagger, partakes in aggressive melee after making one dodgable hit from stealth. He should be less durable and much more reliant on his camouflage, making swift and fast strikes, going back into shadows, and not act like a regular berserker mob after exiting stleath. 


Raveners

Despite specifically beinf stated as less durable form of Tyranid, they show the same behavior as other type before, but not in such an overt way. They often burrow underground amidst combat or when being attacked in some occasions, in other they just, again, engage in relentless melee soaking tons of damage until dead. Have a grab and unique from the ground attack. I would only wish they expand their combat arsenal a bit and do something more with their burrowing ability, like for example laying a trap or ambush (jumping out from the ground and grabbing a victim) in a particular spot which needs to be detected by a player.


Weapons and Classes

Not a lot of criticism here, except for a few outliers.


"Heavy" Plasma Incinerator

I am not an expert on lore accuracy of this weapon. Is it supposed to fire like a very sad grenade launcher? Either way, i find it nigh unusable for most combat situations. Ammo supply is ridiculously low for a supposedly high damage weapon, which it somewhat is on difficulty one. On high difficulties, it lack in damage an utility. Projectiles are slow and have a very steep arc trajectory. You can't reliably kill doding enemies like Warriors or Zoanthropes. Damage and splash isn't impressive either. Regular shots sometimes fail to kill two trash mobs with minimal distance to each other, charged shots do a decent AOE damage, but heat up your weapon too fast. Enemies are clustered in multiple big groups, and this weapon can't effectively deal with them either way. Charged attacks are too time, ammo and heat demanding, and regular shots aren't powerful enoug.


Heavy Class

Classes using Phobos pattern lightened armor have 2 armor bars. Classes uysing regular Tacticus pattern have 3 armor bars. Why doesn't Heavy Class using reinforced Gravis pattern has 4? Also, other classes have multiple varied ranged weapons option for close, intermediate and long ranged combat. Tactical and Vanguard have Melta, Sniper has regular bolters, why doesn't Heavies have acces to Heavy Bolt Rifle existing for Heavy Intercessor in lore, using the same armor, considering Tactical has access to it?


That is mostly all questions and my thoughts that i've managed to gather so far while playing this beautiful game. I am fully open to criticism and other ideas for the betterement of one of the best Warhammer games out there, I look forward to hearing your thoughts.









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8 months ago
Sep 10, 2024, 1:39:54 AM

Agreed completely on all.


The first and foremost thing that needs to get looked at is overall Space Marine durability due to its pivotal importance to the overall feel of a game with this setting. We should not feel SQUISHY. And currently your Armor lasts less than 1 second.


However the basic Armor system itself is actually a very good concept because it creates tension around losing HP- if you fight well you want to avoid taking damage beyond your armor, precisely because HP is harder to get back than armor is. The issue is that this system only ever engages when your armor is neither full nor empty, and you will spend virtually ALL time in battle either completely full or completely empty. Needs more armor HP. A lot more.


Done correctly this will make the player feel durable while simultaneously encouraging minimizing taking damage at all times. You are always wanting to get armor back and wanting to avoid taking damage, but if your armor does get hit while you have a good amount of armor it shouldn't be that big a deal. Could even allow armor overhealing through armor-gaining techniques, such as if you had 6 standard armor pips but could potentially have up to 12 from overhealing yourself without taking any damage. Over-armor does not ever passively regenerate, so the only way to get it is to gain armor when you're already full, and not get hit and lose it. This is technically already implemented with the Armor Boost item, although it only gives you 1-2 pips of over-armor and there is no other way to get extended armor (i.e. normal armor-gain technique will not give you armor above what you would passively regenerate).


In SM1 your entire HP bar could be recovered in combat which largely means non-fatal damage is easily replenished. The current armor system encourages avoiding ALL damage because you will almost immediately be getting into non-recoverable HP.


Related point especially for ranged gameplay; the refresh rate for armor (currently 25 seconds) is OUTRAGEOUSLY slow. This essentially makes ranged combat with cover absolutely non-feasible. In order to replenish armor you must hit the enemy in melee and there is no alternative, an execution or a gun strike is the only realistic way to regain armor (other than banner ability which is unilateral). Armor recovery time from avoiding damage should be much, much quicker if you are successfully avoiding taking any damage at all. Either an 8-14 second wait before a full refresh or perhaps a very short wait of 2-4 seconds before a slower recovery that takes several seconds to complete.


Additionally, long-range gunfights need a method to restore armor. As it stands you will be trading bullets with the enemy, get hit a couple times and your armor will be completely gone. And it's either a 25 second wait in cover to get it back, or charging forward with no armor to try to gun strike something or execute something. Ranged combat needs some method to recover armor, even if that way is to duck behind cover and be patient.



Another idea to toss into the mix here is armor piercing being a factor. Weak enemy attacks might do very little damage to armor, but if they hit your HP they might do a lot more. This creates tension around your armor not only being gone but being low- since a large volume of weak fire is something your armor can handle but if you screw up could cost you a lot of precious HP.


Additionally, there really should be a standard way to actually get back HP in combat. It should be much more gradual than getting back armor. But if you fight really well and take frequent advantage of opportunities to get a little bit of HP back at a time, as well as not taking HP damage, you would then slowly recover HP on your own through fighting.


Being aggressive restoring your vitals and vitals enable you to be aggressive is the name of the game. That breaks down if your recoverable HP is so poor you are avoiding all damage rather than attacking into the enemy to get armor back.

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 1:59:46 AM

Agree with you.

- Ranged enemies are a pain in the ass. When they aim at you, so "Nowhere to run, nowhere to hide".

- Mastercraft weapons don't affect so much at level 3. It took too much ammo to take them down. I'm not a good player so I still struggle to acquire the pink materials.

- The enemies' numbers and health are increased while our health and armor look like thin paper.

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 3:28:08 AM

The PVE in Space Marine 2 should be improved, including adjustments to the Tyranids, Chaos, maps, and a reasonable level of difficulty. I can confidently say that other games in the same genre, like Darktide and Helldivers 2, have much better PVE than Space Marine 2. The PVE in Space Marine 2 feels like a secondary mission in story mode, something I don't want to repeat again.

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8 months ago
Sep 10, 2024, 4:03:33 AM

​​Agreed all. There should be more ways to restore armor, before one piece armor complete lost, you can use melee attacks to restore it. The armor restore by use finishers and shot counters should be gain a armor protect in 2-3 sec,which means it cannot be lost by damage this moment ,for the armor you restore from finishers may lost immediately in a swarm surround. As for this , melee attacks speed should be more quickly,it also fits the grey health regenration, it hardly works in slow attack speed, and the melee attacks combo also too easy to be interrupt.

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8 months ago
Sep 10, 2024, 4:06:04 AM

I agree with most of what you said. It's obvious you're coming from the perspective of a heavy marine...  My view from an assault and bulwark but mainly assault marine.


You are dead on when it comes to survivability... It's like we are wearing paper.


Other issues is stagger.. omg everything staggers you in melee so not only do you take insane damage you are punished for trying to attack especially with slow weapon like a thunder Hammer or power fist.


The other is lack of stagger applied to enemy's. When a chaos Marine stands there and soaks a fully charged heavy attack its ridiculous.. if that same chaos marine slaps you you get staggered... Come on we are both Marines.


With no gear in game it's not like you can put stagger resistance on your armor so there is no way to compensate for it... Or ammo reserves if you're a heavy.



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8 months ago
Sep 10, 2024, 4:06:17 AM

My biggest annoyance is the shield demons for chaos, they are invincible. melee has no effect, weapons don't stagger them until you've put 10 rounds into each individual enemy, and they aren't even stunned whenever you execute a rubric marine. chaos pve combat doesn't reward the player for targeting high level enemies, in fact it encourages running away until all the low tier mobs have been taken care of

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8 months ago
Sep 10, 2024, 4:11:04 AM

xXHappy_PuppyXx wrote:

The other is lack of stagger applied to enemy's. When a chaos Marine stands there and soaks a fully charged heavy attack its ridiculous.. if that same chaos marine slaps you you get staggered... Come on we are both Marines.


With no gear in game it's not like you can put stagger resistance on your armor so there is no way to compensate for it... Or ammo reserves if you're a heavy.



I feel like repeated headshots from even lighter firearms should stagger enemies.  It is a bit weird to watch an enemy tank multiple shots to the face without flinching.

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8 months ago
Sep 10, 2024, 4:13:05 AM

fuji996 wrote:

My biggest annoyance is the shield demons for chaos, they are invincible. melee has no effect, weapons don't stagger them until you've put 10 rounds into each individual enemy, and they aren't even stunned whenever you execute a rubric marine. chaos pve combat doesn't reward the player for targeting high level enemies, in fact it encourages running away until all the low tier mobs have been taken care of

The shields really should break after being hit 2-3 times.  It’d still make the carriers more durable that normal grunts, but not make range feel so neutered.

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8 months ago
Sep 10, 2024, 5:09:03 AM

Just chiming in to say agreed to all. I'm avoiding operations until the balance fixes are in hopefully in line with your suggestions. As it stands PVP is much more enjoyable way to unlock customization for me.

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8 months ago
Sep 10, 2024, 6:09:09 AM

About the health system, would like to add something.

Currently, the melta is popular on high difficulty not because of its firepower/AOE damage, but its ability to regen grey health instantly (also a bug allowing you to regen health beyond grey health). It reflects that, although the grey health is a good mechanism, players are not able to utilize it, as it fades too fast, and most weapons cannot deal enough damage in time.


Also, would like to share some additional ideas. 

I have my Sniper lv25 and Tactical lv20. As I mentioned in other post, the headshot in PVE is not rewarding, especially against Tyranid. Based on my PVE experience, the melee warrior can absorb insane amount of headshot (not blocked) from sniper bolter. I think with equivalent weapon-tier and difficulty, 2 headshot to a finish stance (1 shot when cloak activated) is more reasonable, and that is why when playing against CSM, the gameplay of sniper is more satisficing.

In PVP, the sniper bolter is good enough, or let's say most classes/weapons are well balanced. So, my idea is, for PVE, dev should change the enemies not the weapons.

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 6:29:14 AM

"I think enemy HP shouldn't increase a lot, but instead, the number of enemies should increase. The higher the players' experience, the more they will be able to parry intensively, which shows the development of players' skills. Enemies shouldn't just be bullet sponges, except for the big bosses on each map."

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8 months ago
Sep 10, 2024, 9:04:12 AM

Agreed on all fronts here with some additions. Gun Strikes should act like Glory Kills do, pushing enemies back and giving you I-frames to give you a second of breathing room. Can't tell you how many times I've gone for one only to be smacked by an enemy swinging at me I couldn't see. Also, medkits restoring less and less health is dumb and makes them absolutely useless to pick up and you're better off just dying and coming back to restore more health than two medkits on higher difficulties. Even minoris enemies taking several heavy bolter rounds to the body and still not dying is ridiculous. 2ish to inflict the execution state and 1 more to kill would be fine provided the weapon is of the appropriate tier of course. Or enemies in an execution state still tanking 5 or six more shots to the head (majoris specifically) is stupid. Contested health needs to take much longer to come back. Or we need to either get back a bit of health on executions or some more methods to get back health so we aren't forced to bring a bulwark every run. Like minoris enemies give a pip of health back while bigger enemies give more or something like how it worked in SM1.

And the attitude of, "git gud" is beyond stupid. Bullshit is bullshit even if you can work through it. Enemy health gets stupidly high that it pigeon holes and reduces build variety and forces you to bring the melta weapons and renders the rest useless. Health replenishment is non existant and makes you NEED to bring a Bulwark just to heal as damage and contested health lasts a negligible amount of time. 1 monoris strips a full bar of armour and when you are surrounded you are done for. And the ranged. I am far more scared by a bug with a gun than I am of a boss. And that is telling to how bullshit they are.

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 8:31:54 PM

100% agree. Admittedly, I'm not an elite player - average at best. But as much as I enjoy a lot about this game, I'm left feeling like the whole thing is slightly overtuned. Granted, I fully acknowledge skill issues on my part. But I play similar titles fairly well. In my opinion the skill cap is just too great, coupled with an extreme lack of durability. 

I get that this degree of difficulty will appeal to a certain player demographic, but thats just not a sustainable model. 
I can easily just go back to Darktide and Spacehulk. 

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 10:51:30 PM

Agreed on all fronts. I'd also like to add that I actively avoid the Chaos missions simply because of the damn Rubric Marines and their absolutely immense health pools. They sometimes spawn in groups in 6-10+ during large waves in difficulty 3/4 and it's an un-fun nightmare. 
The issue isn't their health per-se but their inability to be regularly staggered along with their effing teleporting. The fact that there can be so many of them and they teleport to different positions makes it very, very difficult to focus them down when you're up close and personal. Getting control of the fight is horrible and it's just very bullet spongey. 

Now a lot of what makes them insufferable does have to do with how paper thin the armor is and how it doesn't seem like it protects at all while also not having a reliable way to parry. They rarely melee and usually only after an instant teleport behind you. This isn't a problem really because it's a fair thing, but most of the time they teleport and you have a flamer-wielding Marine (or three of them) ready to do a Red Marker AoE explosion that will ruin your life.

All of this on top of the many MANY smaller human-sized chaos guardsman with their sniper rifles that really love to spawn in far away, out of reach areas while your team is already dealing with having terrible armor, no way to recover health, and no matter how aggressive you are you will go down eventually

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8 months ago
Sep 11, 2024, 8:41:30 AM

Agreed. Every ranged weapon except melta is an absolute joke, just like NERF toy gun. 

Minor enemies should be one shot with any weapon on any difficulty and every class should have an instant, effective and unstoppable method for crowd control. It is just impossible to deal with elite or special enemies (more than one in most situations)  while a bunch of tiny bugs or something keeps consuming your armour and health.

Also, I believe that lowering the overall difficulty and introducing a difficulty modifier (for example, +20% enemy dmg for +20% gained exp and currency) will be a better choice for most players. Casual players will have a better gaming experience and a greater chance of obtaining advanced equipment. Hardcore players can still get the challenge they want through modifiers.


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