Logo Platform

The gameplay (PvE) needs balancing

Reply
Copied to clipboard!
8 months ago
Sep 11, 2024, 12:06:20 PM

Hello, I've put 30 hours into the game and I would like to give some feedback to the developers.


The positives:

The game looks amazing! The way it captures the scale of 40K is on point!

The armor models look superb and are the best I've seen for a 40k game and I can't wait to unlock more of the armor models and colors and start my own custom chapter.

I noticed that it is true to the lore (I love that the Thousand Sons are made of dust, thank you Ahriman).


The negatives:

The PvE needs balancing to make it more enjoyable.

The specific issues I noticed are:

  1. The player character is slow and clunky.
    I play with the keyboard and mouse on PC and controlling the player character rarely feels satisfying. The movement is slow and deliberate like in a Souls game but the pace of the game does not match that. There can be dozens of enemies in an engagement, coming from multiple sides and the way the player character moves is not fast enough to reposition or engage in full force. Another example, if you are sprinting and then press the parry button, the player character has to stop first and then do the animation for parrying. When playing a melee class, the ability to respond fast to threats and to be able to reposition is key for success.
  2. Too many enemies
    The way the player character moves does not mix well with the number of enemies in an engagement. There are so many trash mobs that swarm you while the bigger threats stand in the back line shooting you from range and deploying barbed wire traps to limit the movement speed and space. The range attacks do a lot of damage and they stun as well making you an even easier target for the trash mobs to swarm you. And then there are the moments where they spawn behind you during an ongoing engagement, not allowing you to reposition to a better spot because you are already surrounded. The chaos marines teleport away and shoot you from range while the demon fodder swarms you.
  3. The consumable resources are too scarce
    There are not enough stims and grenades to sustain the players. In an engagement, especially with Tyranids, I consume 1 - 2 grenades just to help with clearing the wave and there doesn't seem to be enough refills throughout the mission. The same applies to stims as well, too few refills with the added issue that the heal amount per stim is insufficient.

These 3 issues combined make the PvE experience worse than it should be. The game has a great foundation and I would love to see how these issues are addressed in future updates.

My 2 cents on the matter would be to increase the movement speed of the player character and up the number of refills for consumable resources throughout the missions.

When an engagement is evolving, I want to be able to reposition fast in a more advantageous position and be able to use consumables more freely knowing that I can reffil those depleted resources.


Thank you for making a great 40k game and I hope that we will see more balancing updates in the future.

0Send private message
8 months ago
Sep 11, 2024, 12:15:19 PM

Mate, I don´t know if you have noticed in the 30 hours of playtime that all negatives you just pointed out are INTENDED mechanics. Space marines are not fast and agile, most of them are a little mobile fortress. There are differences in movement speed between all the classes as well. Too many enemies??? Its a SWARM game, a SWARM game, it´s supposed to be overwhelming, it´s supposed to be harder and harder with further scaling difficulties. Why do you think they want to release a FIFTH difficulty still this year? You are supposed to progress through weapons and classes to adapt to the harder difficulties in order to stand a chance. I dont exactly know what you mean with your third point, but if its the consumables like med stims, ammo or grenades, thats intended to challenge you further and manage the resources you have during your mission. If you mean armory data´s, well joke´s on you, they are not always easy to find and capped at 2 per mission, you have to scan every corner of the map to maybe find one.

0Send private message
8 months ago
Sep 11, 2024, 12:44:11 PM

s0gman wrote:

Hello, I've put 30 hours into the game and I would like to give some feedback to the developers.


The positives:

The game looks amazing! The way it captures the scale of 40K is on point!

The armor models look superb and are the best I've seen for a 40k game and I can't wait to unlock more of the armor models and colors and start my own custom chapter.

I noticed that it is true to the lore (I love that the Thousand Sons are made of dust, thank you Ahriman).


The negatives:

The PvE needs balancing to make it more enjoyable.

The specific issues I noticed are:

  1. The player character is slow and clunky.
    I play with the keyboard and mouse on PC and controlling the player character rarely feels satisfying. The movement is slow and deliberate like in a Souls game but the pace of the game does not match that. There can be dozens of enemies in an engagement, coming from multiple sides and the way the player character moves is not fast enough to reposition or engage in full force. Another example, if you are sprinting and then press the parry button, the player character has to stop first and then do the animation for parrying. When playing a melee class, the ability to respond fast to threats and to be able to reposition is key for success.
  2. Too many enemies
    The way the player character moves does not mix well with the number of enemies in an engagement. There are so many trash mobs that swarm you while the bigger threats stand in the back line shooting you from range and deploying barbed wire traps to limit the movement speed and space. The range attacks do a lot of damage and they stun as well making you an even easier target for the trash mobs to swarm you. And then there are the moments where they spawn behind you during an ongoing engagement, not allowing you to reposition to a better spot because you are already surrounded. The chaos marines teleport away and shoot you from range while the demon fodder swarms you.
  3. The consumable resources are too scarce
    There are not enough stims and grenades to sustain the players. In an engagement, especially with Tyranids, I consume 1 - 2 grenades just to help with clearing the wave and there doesn't seem to be enough refills throughout the mission. The same applies to stims as well, too few refills with the added issue that the heal amount per stim is insufficient.

These 3 issues combined make the PvE experience worse than it should be. The game has a great foundation and I would love to see how these issues are addressed in future updates.

My 2 cents on the matter would be to increase the movement speed of the player character and up the number of refills for consumable resources throughout the missions.

When an engagement is evolving, I want to be able to reposition fast in a more advantageous position and be able to use consumables more freely knowing that I can reffil those depleted resources.


Thank you for making a great 40k game and I hope that we will see more balancing updates in the future.

the difficulty in this game is different from most modern western games, as there is actually some difficulty. 


To be serious tho, some tips for mastering the pve of the game is to always be vigilant, learn enemy positioning, think about your own and enemies flank routes, approach each encounter with a tactital mindset (high ground, prio targets, favorable distancing...) and a bunch more i cant think of in the moment. Its a steep mastery curve but very rewarding. 

0Send private message
8 months ago
Sep 11, 2024, 12:55:59 PM

AlphaGurke wrote:

Mate, I don´t know if you have noticed in the 30 hours of playtime that all negatives you just pointed out are INTENDED mechanics. Space marines are not fast and agile, most of them are a little mobile fortress. There are differences in movement speed between all the classes as well. Too many enemies??? Its a SWARM game, a SWARM game, it´s supposed to be overwhelming, it´s supposed to be harder and harder with further scaling difficulties. Why do you think they want to release a FIFTH difficulty still this year? You are supposed to progress through weapons and classes to adapt to the harder difficulties in order to stand a chance. I dont exactly know what you mean with your third point, but if its the consumables like med stims, ammo or grenades, thats intended to challenge you further and manage the resources you have during your mission. If you mean armory data´s, well joke´s on you, they are not always easy to find and capped at 2 per mission, you have to scan every corner of the map to maybe find one.

My good man, you should brush up on the lore around Space Marines. They are not slow, they are much faster than a regular human and can reach sprint speeds of up to 72 kph. 

The lore describes them as fast with incredible reflexes that no ordinary man can compare with.  The power armor they wear only enhances their abilities. The "walking fortress" you refer to applies to SM in Terminator armor which is indeed slower but much more durable.

As for the part that it is a swarm game, I am very aware of that, and that is part of the point I'm making, the player character is too slow for the SWARM of enemies you have to face.

And for your 3rd point, I do not mind challenging gameplay however I want balanced gameplay where you have the resources necessary to achieve your goal while testing your skills.


Edit: Forgot to add that normal SM are incredibly fast with extraordinary reflexes. Primaris Marines (which Titus is now) are faster and stronger than regular SM.

Updated 8 months ago.
0Send private message
8 months ago
Sep 11, 2024, 1:01:41 PM

PANTHERX0 wrote:

s0gman wrote:

Hello, I've put 30 hours into the game and I would like to give some feedback to the developers.


The positives:

The game looks amazing! The way it captures the scale of 40K is on point!

The armor models look superb and are the best I've seen for a 40k game and I can't wait to unlock more of the armor models and colors and start my own custom chapter.

I noticed that it is true to the lore (I love that the Thousand Sons are made of dust, thank you Ahriman).


The negatives:

The PvE needs balancing to make it more enjoyable.

The specific issues I noticed are:

  1. The player character is slow and clunky.
    I play with the keyboard and mouse on PC and controlling the player character rarely feels satisfying. The movement is slow and deliberate like in a Souls game but the pace of the game does not match that. There can be dozens of enemies in an engagement, coming from multiple sides and the way the player character moves is not fast enough to reposition or engage in full force. Another example, if you are sprinting and then press the parry button, the player character has to stop first and then do the animation for parrying. When playing a melee class, the ability to respond fast to threats and to be able to reposition is key for success.
  2. Too many enemies
    The way the player character moves does not mix well with the number of enemies in an engagement. There are so many trash mobs that swarm you while the bigger threats stand in the back line shooting you from range and deploying barbed wire traps to limit the movement speed and space. The range attacks do a lot of damage and they stun as well making you an even easier target for the trash mobs to swarm you. And then there are the moments where they spawn behind you during an ongoing engagement, not allowing you to reposition to a better spot because you are already surrounded. The chaos marines teleport away and shoot you from range while the demon fodder swarms you.
  3. The consumable resources are too scarce
    There are not enough stims and grenades to sustain the players. In an engagement, especially with Tyranids, I consume 1 - 2 grenades just to help with clearing the wave and there doesn't seem to be enough refills throughout the mission. The same applies to stims as well, too few refills with the added issue that the heal amount per stim is insufficient.

These 3 issues combined make the PvE experience worse than it should be. The game has a great foundation and I would love to see how these issues are addressed in future updates.

My 2 cents on the matter would be to increase the movement speed of the player character and up the number of refills for consumable resources throughout the missions.

When an engagement is evolving, I want to be able to reposition fast in a more advantageous position and be able to use consumables more freely knowing that I can reffil those depleted resources.


Thank you for making a great 40k game and I hope that we will see more balancing updates in the future.

the difficulty in this game is different from most modern western games, as there is actually some difficulty. 


To be serious tho, some tips for mastering the pve of the game is to always be vigilant, learn enemy positioning, think about your own and enemies flank routes, approach each encounter with a tactital mindset (high ground, prio targets, favorable distancing...) and a bunch more i cant think of in the moment. Its a steep mastery curve but very rewarding. 

Tyranids spawn behind you and Rubric marines can teleport around the area.

I agree that positioning is key, I want the tools to be able to do that.

Also, this is an action game with swarm mechanics, it's not a souls-like.

Darktide (which I played for more than 800 hours) has the same gameplay loop but is perfectly applied. DT is a game where skill is king and the gameplay mechanics are built to empower you not hinder you.

0Send private message
8 months ago
Sep 11, 2024, 4:29:32 PM

s0gman wrote:

AlphaGurke wrote:

Mate, I don´t know if you have noticed in the 30 hours of playtime that all negatives you just pointed out are INTENDED mechanics. Space marines are not fast and agile, most of them are a little mobile fortress. There are differences in movement speed between all the classes as well. Too many enemies??? Its a SWARM game, a SWARM game, it´s supposed to be overwhelming, it´s supposed to be harder and harder with further scaling difficulties. Why do you think they want to release a FIFTH difficulty still this year? You are supposed to progress through weapons and classes to adapt to the harder difficulties in order to stand a chance. I dont exactly know what you mean with your third point, but if its the consumables like med stims, ammo or grenades, thats intended to challenge you further and manage the resources you have during your mission. If you mean armory data´s, well joke´s on you, they are not always easy to find and capped at 2 per mission, you have to scan every corner of the map to maybe find one.

My good man, you should brush up on the lore around Space Marines. They are not slow, they are much faster than a regular human and can reach sprint speeds of up to 72 kph. 

The lore describes them as fast with incredible reflexes that no ordinary man can compare with.  The power armor they wear only enhances their abilities. The "walking fortress" you refer to applies to SM in Terminator armor which is indeed slower but much more durable.

As for the part that it is a swarm game, I am very aware of that, and that is part of the point I'm making, the player character is too slow for the SWARM of enemies you have to face.

And for your 3rd point, I do not mind challenging gameplay however I want balanced gameplay where you have the resources necessary to achieve your goal while testing your skills.


Edit: Forgot to add that normal SM are incredibly fast with extraordinary reflexes. Primaris Marines (which Titus is now) are faster and stronger than regular SM.

I´m into Warhammer 40k for about a year now and only have read ork books so far and listened for some hours to youtube videos, and all trailers, animations what so ever that I´ve see displayed rather slow space marine if they were at all anyways, so I can´t battle your years of knowledge. Furthermore where is the challenge if you can just outrun every enemy and run circles for decades shooting backwards??? About the resources, its about managing, if you have coordinated attacks and dont waste ammo on every little cunt out there, you will never run out of supplies. Theres always enough ammo or perks that keep you going.

0Send private message
8 months ago
Sep 12, 2024, 7:48:45 AM

AlphaGurke wrote:

s0gman wrote:

AlphaGurke wrote:

Mate, I don´t know if you have noticed in the 30 hours of playtime that all negatives you just pointed out are INTENDED mechanics. Space marines are not fast and agile, most of them are a little mobile fortress. There are differences in movement speed between all the classes as well. Too many enemies??? Its a SWARM game, a SWARM game, it´s supposed to be overwhelming, it´s supposed to be harder and harder with further scaling difficulties. Why do you think they want to release a FIFTH difficulty still this year? You are supposed to progress through weapons and classes to adapt to the harder difficulties in order to stand a chance. I dont exactly know what you mean with your third point, but if its the consumables like med stims, ammo or grenades, thats intended to challenge you further and manage the resources you have during your mission. If you mean armory data´s, well joke´s on you, they are not always easy to find and capped at 2 per mission, you have to scan every corner of the map to maybe find one.

My good man, you should brush up on the lore around Space Marines. They are not slow, they are much faster than a regular human and can reach sprint speeds of up to 72 kph. 

The lore describes them as fast with incredible reflexes that no ordinary man can compare with.  The power armor they wear only enhances their abilities. The "walking fortress" you refer to applies to SM in Terminator armor which is indeed slower but much more durable.

As for the part that it is a swarm game, I am very aware of that, and that is part of the point I'm making, the player character is too slow for the SWARM of enemies you have to face.

And for your 3rd point, I do not mind challenging gameplay however I want balanced gameplay where you have the resources necessary to achieve your goal while testing your skills.


Edit: Forgot to add that normal SM are incredibly fast with extraordinary reflexes. Primaris Marines (which Titus is now) are faster and stronger than regular SM.

I´m into Warhammer 40k for about a year now and only have read ork books so far and listened for some hours to youtube videos, and all trailers, animations what so ever that I´ve see displayed rather slow space marine if they were at all anyways, so I can´t battle your years of knowledge. Furthermore where is the challenge if you can just outrun every enemy and run circles for decades shooting backwards??? About the resources, its about managing, if you have coordinated attacks and dont waste ammo on every little cunt out there, you will never run out of supplies. Theres always enough ammo or perks that keep you going

I am just saying that for a swarm game, the player character is kind of slow. Darktide, Helldivers, and Left4Dead had a character speed that allowed the player to react appropriately to the incoming threats. In Space Marine 2 I think it needs to be tweaked a bit to make it more fun.

I'm not saying to push the speed to the same level as in Boltgun (which is closer to the reality of the lore than Space Marine 2), I just want a decent move speed and the ability to do actions faster and in some cases.


Edit: I just thought of a comparison, if you played Elden Ring, imagine you enter one of those tomb dungeons and suddenly you are swarmed by 6 - 7 of those little stone goblins while there are another 2 - 3 in the back line shooting at you. That's how it feels playing Space Marine 2 sometimes.

Updated 8 months ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message