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nerf zoanthropes and Spore mines

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4 days ago
Nov 23, 2024, 11:34:50 AM

Dont know about nerfing, but they can make people really helpless. A swarm of spores coming unannounced can wreck the most perfect of runs. Having a audio notice like an auspex scan/siren blare/whatever can do much, because they are considered minoris.


The same goes for zoanthropes, they really absorb too much ammo, even if you know you need to target the one without the shield: players should have a tool/chance to face them some other way -like if you bash the one without a shield for long enough neither get a shield for some time so you can spread the damage. If you have a weapon correctly scaled for the difficulty, only snipers and heavies have weapons and skills enough to solo them -maybe you have team mates down, maybe you are getting swarmed and need to share your attention.

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3 days ago
Nov 24, 2024, 3:55:20 AM
Hello Brothers,


We are so happy to have a passionate and active player base on Space Marine 2! The suggestions and feedback from you guys is always welcome and, while I cannot promise any immediate changes, I can assure you that it will be considered for the future updates of the game, as I have forwarded this to the correct team.
Please keep the comments and suggestions coming!
Regards, Focus Support Team
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2 days ago
Nov 25, 2024, 11:19:01 AM

maffaxxx wrote:

Dont know about nerfing, but they can make people really helpless. A swarm of spores coming unannounced can wreck the most perfect of runs. Having a audio notice like an auspex scan/siren blare/whatever can do much, because they are considered minoris.


The same goes for zoanthropes, they really absorb too much ammo, even if you know you need to target the one without the shield: players should have a tool/chance to face them some other way -like if you bash the one without a shield for long enough neither get a shield for some time so you can spread the damage.

As someone who gets bothered by bad physics, such as armour or chitin piercing explosive or corrosive rounds that are not anatomically disastrous with little chance of survival ~ I obviously agree with you somewhat, and think it more realistic that when an unshielded Zoanthrope is hit ~ it's ability to generate it's partner's shield diminishes along with it's health, and as such an increasingly larger percentage of rounds are able to penetrate the shield and body of the other Zoanthrope.


For each action there is an equal and opposite reaction, and all that.

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2 days ago
Nov 25, 2024, 11:37:27 AM

So the one generating the shield can't attack? I forgot, but that should be a thing. Only the one not generating the shield should be able to attack to make it logical and fair.

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2 days ago
Nov 25, 2024, 3:12:03 PM

CzechKnight wrote:

So the one generating the shield can't attack? I forgot, but that should be a thing. Only the one not generating the shield should be able to attack to make it logical and fair.

No both can, but their thing is one generates a shield for the other one which usually takes the fore against their preferred target. Which also poses the issue that You might be positioned so that you cannot see/target the one shielding the other, or they start switching so fast you can have problems bouncing retargeting from one to the other and back again (while dodging their attacks, managing the swarm, checking their AoEs on the ground, etc).

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13 hours ago
Nov 26, 2024, 10:59:21 PM

maffaxxx wrote:

CzechKnight wrote:

So the one generating the shield can't attack? I forgot, but that should be a thing. Only the one not generating the shield should be able to attack to make it logical and fair.

No both can, but their thing is one generates a shield for the other one which usually takes the fore against their preferred target. Which also poses the issue that You might be positioned so that you cannot see/target the one shielding the other, or they start switching so fast you can have problems bouncing retargeting from one to the other and back again (while dodging their attacks, managing the swarm, checking their AoEs on the ground, etc).

I have got firmly in the habit of keeping Krak grenades that stick to hand, as I often forget to use other types of grenade, and playing Tactical class with the grenade launching bolter and Emperors Vengeance plus Aspex Scan just make Zoanthrope pairings suddenly one then none. Playing Sniper with the Las Fusil also makes short work of Zoanthropes ~ especially if you use the stand still and decloak damage multipliers. Heavy class with Plasma Incinerator is another rapid Zoanthrope buster, particularly with the Iron Halo making things much easier in terms of damage prevention as well.


Personally I only really have trouble with Neurothropes, particularly my timing with not being on the ground when those green expanding perimeter fields come past, but they are still defeatable.


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12 hours ago
Nov 26, 2024, 11:51:10 PM

The bigger issues with zoanthropes isn't that they are overpowered, especially as some classes make such quick work of them, but it's the inconsistencies in how they operate. The psychic beam going through walls isn't lore accurate, the zonethropes shielding each other when there are multiple walls in between them and finally the shield blocking krak grenade damage that have already been stuck to the zoanthrope and are UNDERNEATH the shield.


Fixing these things would make smart play of using cover and splitting zoanthropes up far more rewarding.

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7 hours ago
Nov 27, 2024, 4:25:12 AM

ChickenTsunami wrote:

The bigger issues with zoanthropes isn't that they are overpowered, especially as some classes make such quick work of them, but it's the inconsistencies in how they operate. The psychic beam going through walls isn't lore accurate,

I have not come across or seen this one myself, particularly as I am not shy about using cover at all, and any obstacle to block incoming rounds, beams or grenades is good in my codex, especially for reloads, vents or just a quick break for sanity's sake or more usually an armour bar charge. All this 'Space Marines don't use cover ~ we are the cover!" business makes little sense to me, unless it involves Dreadnought mechs and the like.


ChickenTsunami wrote:

the zonethropes shielding each other when there are multiple walls in between them

I have no experience of seeing or dealing this one either, and would we well bugged out by it if I did, and hope I'd have the presence of mind to screen shot such goings on and report it in the bug section. 

 

ChickenTsunami wrote:

and finally the shield blocking krak grenade damage that have already been stuck to the zoanthrope and are UNDERNEATH the shield.

I was having a magical 'no way but oh yay' moment after having got a Krak right on a Zoanthrope's face ~ and the shield swapped over! I thought this could be interesting ~ as far as explosive compressions go ~ but no, nothing, nothing at all, nothing at all whatsoever!?! So the other one got the remaining Krak to terminal effect, and I used a Plasma pistol volley at full charge to compensate for the previous lack of effect. I was a bit miffed as a Bulwark munitions wise, especially as it was mid rooftops just before the last zone in operation Inferno involving the promethium detonation, where their were no Krak grenades either. Hay hoe.


 

ChickenTsunami wrote:

Fixing these things would make smart play of using cover and splitting zoanthropes up far more rewarding.

I think killing one of them works just fine in terms of splitting them up, but fixing the bugs will always be a winner, especially if reasonable cover is being compromised, blimey!!! As for the more rewarding thing, drops of some sort like ammo and meds might be a goer though ~ especially class specific rewards involving Kraks for Bulwarks? 

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4 hours ago
Nov 27, 2024, 7:49:01 AM

ChickenTsunami wrote:

The bigger issues with zoanthropes isn't that they are overpowered, especially as some classes make such quick work of them, but it's the inconsistencies in how they operate. The psychic beam going through walls isn't lore accurate, the zonethropes shielding each other when there are multiple walls in between them and finally the shield blocking krak grenade damage that have already been stuck to the zoanthrope and are UNDERNEATH the shield.


Fixing these things would make smart play of using cover and splitting zoanthropes up far more rewarding.

Exactly, this is where we as players hit the wall, if they make us play terious instead of playing smart, it's a bad game design.

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3 hours ago
Nov 27, 2024, 8:26:02 AM

ChickenTsunami wrote:

The bigger issues with zoanthropes isn't that they are overpowered, especially as some classes make such quick work of them, but it's the inconsistencies in how they operate. The psychic beam going through walls isn't lore accurate, the zonethropes shielding each other when there are multiple walls in between them and finally the shield blocking krak grenade damage that have already been stuck to the zoanthrope and are UNDERNEATH the shield.


Fixing these things would make smart play of using cover and splitting zoanthropes up far more rewarding.

Totally agree. The main areas where all these happens are the platforms leading to the bridge tower, and inside the bridge tower itself in Decapitation. Another place that is really ill fitting to zoanthropes and neurothropes (and, well, carnifexes because theyre too big and get stuck) are tunnel areas because there is no saves from neither beams nor AoEs, there's no way to dodge out of the way. 

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