Mankind is in peril. The Imperium needs you. Embody the superhuman skill and brutality of a Space Marine, the greatest of the Emperor’s warriors, unleashing deadly abilities and devastating weaponry to obliterate the relentless Tyranid hordes.
First of all, I want to express my sincere gratitude to the developers for their amazing work on the game. Space Marine 2 is incredibly cool! It's a unique game in the Warhammer universe, and I'm confident it has a great future ahead!
Also, a special thanks to the developers for their prompt responsiveness to community feedback. I've never seen such a reaction before!
A request to the readers: If you like my suggestions for improving the game, please vote for them. And please, let's avoid arguments and personal disputes in the comments. Let's keep the discussion focused on the topic.
Just to provide context about the experience from which I'm writing this post:
I have played for over 260 hours, leveled up all characters and all weapons. I have completed all operations multiple times on lethal difficulty with all characters and most weapons.
Interface
1. Skip Notifications Button: Add the ability to quickly skip or disable notifications in the cosmetics menu. Sometimes, all classes have a bunch of duplicate notifications about the same colors, for example. I would suggest adding a button to skip such notifications.
2. Ability to Delete Created Armor and Paint Schemes: Provide players with the option to delete their own customization settings to make it easier to manage them.
3. Increase the Number of Personal Armor and Paint Settings: Not just 4 as it is now, but maybe 8?
4. Profiles with Weapons Having Different Perks and Talents: Introduce the ability to save different sets of equipment and talents for quick switching between them before missions. Currently, we have the option to create 3 profiles with preset weapons.
I propose adding the ability to assign not only weapons but also character talents and weapon perks to profiles.
5. Bestiary/Training Range with Enemy Characteristics: Add a bestiary or training range to the game (like in Vermintide or Darktide), where you can study the characteristics and weaknesses of various opponents. After all, we are playing as Space Marines — those who should know their enemy 200%. Accordingly, this information should be stored somewhere. If not in the form of a training range, perhaps include a separate tab, like in The Witcher.
Why is this needed? Primarily to understand how much health, damage, attack speed, etc., each enemy has at different difficulty levels. Secondly, it would be pleasant to see some interesting descriptions of each enemy, as well as tips on how to defeat them.
Example: Try to shoot Chaos Space Marines with flamethrowers from afar, as they can quickly deal a lot of damage in close combat.
Or, shoot down the magic of the Chaos Sorcerer so that it doesn't reach you.
6. Undo Only the Last Weapon Perk: Currently, when I want to change only the last weapon perk, I have the option to reset all perks at once and set them up again. I propose adding a button or somehow implementing the function to reset only the last perk, so you don't have to redo the entire perk tree just for one last perk.
7. Increase the Cost of Internal Cosmetics (Heraldry) for In-Game Currency: Make cosmetic items more valuable by increasing their cost to encourage players to actively earn in-game currency. This is especially relevant when we have a limit on in-game currency.
I understand that this is done so that players play more often since they won't have the opportunity to earn 3000 currency in advance and then spend it all at once. But currently, the price for paint schemes is still too low for this to work effectively.
8. Switching Between Game Modes (Operations, Campaign, and PvP): When I want to switch between game modes, I can only do this by selecting some operation, campaign mission, or PvP mode.
In the case of the campaign, everything is clear, as it should be. But in the case of Operations and PvP, the search for an operation or game mode immediately begins, and sometimes it even starts right away. Because of this, you have to try to cancel the search as quickly as possible just to stay in the mode's lobby.
Bugs or Serious Issues
1. Weapon Switching Bug: When you enter one of your profiles and, for example, have a weapon (its variant) selected in the top right corner, and then WITHIN THE SAME profile you select a different weapon, it automatically gets selected in the same variant that is also located in the top right.
This even applies in cases where the weapon initially selected in the profile was in the purple segment; within this profile, I switch to another weapon, and it also gets selected in the purple segment, even though the new weapon is unlocked in relic quality.
2. Shots Passing Through Walls and Elevator Floors: Sometimes enemy shots go through walls. In the case of elevators, shots ALWAYS pass through the floor. For example, on the mission Vox Liberatis, on the second elevator, you might encounter a situation where we're already exiting the elevator at the very top, but some of my teammates are killed by shots from below.
3. Animation of the Demonic Eye on the Power Fist: The animation of crushing the demonic eye on the power fist displays incorrectly—the eye is not where it should be.
4. Various Bugs with the Assault Marine's Jetpack: Unfortunately, I can't provide recordings. But recently I saw an instance where, for some reason, an assault marine began flying across the entire map at once and then came back.
Gameplay
1. Ammunition Sharing: Add a function for exchanging ammunition (medkits, grenades, and possibly ammo) between players, which will enhance team interaction and tactical diversity.
2. Talent Issues — Choice Without Choice: The talent system doesn't provide enough options for creating unique builds. This primarily concerns the character's own talents. In weapon perks, everything is done a bit more diversely, but I would also work on them.
It's important not to delete or alter well-functioning talents but to add new options for variety.
I really hope the developers have statistics on which talents players choose. This would make it clear which talents need reworking and which should be left as is.
3. Dodges and Rolls: This isn't critical—just my personal wishes, and I'm 90% sure it won't be implemented, but I can't help mentioning it. The rolls of Space Marines look very funny, actually. Instead of a roll animation, I would replace it with an enhanced dodge animation. There's already a dodge now, but I think rolls should be replaced with it. I'm talking only about the animation, not about invulnerability frames.
Balance
Oh yes, this is perhaps the most challenging section of my lengthy post. I will try to convey my thoughts briefly and to the point. I also ask you not to engage in mindless arguments in the comments. Let's stick to constructive feedback so that the developers can see only useful input.
I repeat, I consider myself a fairly strong player. I've already played for over 260 hours. I've leveled up all the characters and all the weapons. I've completed all operations multiple times on lethal difficulty with all characters and most weapons. What conclusions can I draw?
1. Ease of Lethal Difficulty: Currently, lethal difficulty is very simple. I literally never go down in operations on lethal difficulty. If anyone wants to challenge me (there has already been such an attempt), I can send screenshots of results or links to videos, even from patch 4.0. Don't even try.
Firstly, it's worth mentioning that the removal of the "tight formation" modifier was a good decision by the developers. This modifier did not complicate gameplay in any way. You didn't play any differently because of it than before; it was just annoying. It either needs to never be added again or reworked so that it no longer disables the ability to replenish armor away from the team (especially frustrating when both teammates are dead).
Personally, I propose two things: increase the number of enemies. Currently, there are few enemies; I can literally run through half the map, and it will be empty. I remind you that I'm only talking about lethal difficulty. Other difficulties don't interest me — my opinions and ideas don't apply to them.
The second idea (IT IS VERY CONTROVERSIAL AND IS A "VERTICAL" APPROACH TO WORKING WITH DIFFICULTIES. PERSONALLY I WOULDN'T BE AGAINST SUCH A SOLUTION, BUT IN FACT, WORKING PROPERLY WITH MODIFIERS AND THE NUMBER OF ENEMIES WOULD BRING A LOT MORE FUN AND CHALLENGE THAN STUPID INCREASE IN HEALTH) — increase the health of elite melee and special Tyranids, as well as their bosses. And actually, this also applies to Chaos Space Marines.
1.2 Modifiers Discussion. Affixes (modifiers) like in World of Warcraft: I know the developers are already working on this, but I want to mention it for a more comprehensive text. The idea of adding various modifiers to lethal difficulty with the ability to enable/disable them is excellent!
The only problem is finding a group that will play with you with the exact set of modifiers you've chosen.
I am with you on all QoL features regarding the section "Interface" and of course everything on "Bugs or Serious Issue".
In regard to "Gameplay" i am with you on Talent choice. I dont care about the rolling and i am not a fan of ammunition sharing, but i do suggest a possibility to use stims on others.
"Balance" ist the odd one out and a rather subjective topic anyway. I am all in for more enemies, within reason, but never increasing health again. I have seen what vertical difficulty can do when unchecked and thats not fun. Vertical difficulty should go as far as every weapon still being somewhat useful on the highest difficulty and thats not even a thing now, so we shouldnt make it even worse. Lets just wait for the modifiers to enhance horizontal difficulty.
You can switch game modes WITHOUT selecting a mission. Just go to the game mode and leave the screen. You even will be asked if you want to switch the mode then.
Atramentar
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