Logo Platform

Reopen : Saber must read

Copied to clipboard!
15 days ago
Jan 3, 2025, 11:05:50 AM

This thread :  https://community.focus-entmt.com/focus-entertainment/space-marine-2/forums/6-general/threads/46159-dear-saber-interactive-i-wish-to-ask?page=2#post-219045

 

​It’s important to note that this forum, on multiple occasions, has shown a tendency for constructive critiques and intelligent comments to be derailed by individuals who deliberately resort to trolling or offensive behavior. This creates a challenging environment for meaningful discussions.


As a result, it’s understandable that some contributors might present their ideas in a manner that can come across as more assertive or even slightly aggressive. This isn’t an inherent flaw in the arguments themselves but rather a reflection of the frustration born from the forum’s dynamics, which have often been influenced negatively by individuals who seem more intent on dismissing valid points than engaging in meaningful dialogue.


There’s also a visible tendency for some users to uncritically praise the developers or defend the game without providing substantive input, perhaps motivated by a desire to align themselves with the development team. While everyone is entitled to their opinions, this behavior can stifle genuine discussions and discourage those raising valid concerns.

Closing threads that aim to present thoughtful critiques doesn’t help foster an open and constructive community. Instead, it risks creating the perception that certain truths or concerns are being intentionally suppressed—truths that both players and developers would benefit from addressing openly. Ignoring or sidelining these discussions ultimately detracts from the growth and improvement of the game and the community.


As paying customers, we have a right to expect respect and responsiveness, especially when we’ve invested significant amounts in supporting the game. For instance, players like myself who purchased the Space Marine 2 Collector’s Edition (or Champion Pack, if that’s the correct term) for €100, have shown substantial commitment to the franchise. This commitment deserves acknowledgment, not dismissal.


I hope this message reaches not just the community but also the developers. Open, honest dialogue is crucial for maintaining trust and ensuring the game delivers on its potential. Constructive feedback, even when critical, should be valued as a tool for improvement rather than seen as an attack.


Let's Start again :



​An expansive universe like Warhammer 40K, with its depth and richness in lore, deserves an approach that not only respects its narrative but also meets players’ expectations. Fans who engage with a product based on this franchise anticipate narrative coherence, fidelity to the established traditions, and gameplay that reflects the essence of the universe.

For example, when creating representations of specific factions, it’s vital to prioritize the unique characteristics that define them. 


1- A case in point is the Salamanders chapter, renowned for their mastery of fire-based weaponry such as flamers, meltaguns, and heavy flamers. These weapons are not just tools; they embody the Salamanders' cultural connection to Vulkan and their identity as artisans of fire and the forge. While it’s true that Salamanders can use bolters or sniper rifles like any other Astartes, presenting them with such weapons misses the core of what makes them iconic.


2- A similar oversight occurred with the release of the Dark Angels' weapons, where weapons that should have been red were instead depicted as green. This deviation from the miniatures’ established design is especially problematic in a game striving to present itself as faithful to the tabletop experience. Ensuring these details are accurate is crucial to honoring the aesthetic and narrative expectations of the community.


3- Similarly, the absence of flamers or heavy flamers in a game centered around combating Tyranids seems like a missed opportunity. Given the game's focus on showcasing advanced engines and stunning visual effects, these weapons could have been an excellent addition to highlight both the gameplay mechanics and the lore. This omission raises questions about the alignment of design choices with the core themes of Warhammer.


4- Another area where players have voiced feedback is customization. In a game that celebrates individuality and player engagement, the inability to separately customize elements like cloak colors or shoulder pad trims feels restrictive. These details are small but meaningful, allowing players to express their personal connection to their characters. Adding such options would not only enhance immersion but also address a longstanding request from the community. Many players have expressed interest in expanded customization options, such as Chaos skins for PvP or the reintroduction of Firstborn armor sets. These elements not only enhance visual appeal but also reinforce the distinctiveness of the factions. By addressing these areas, the game could better reflect the passion and dedication of its player base, creating a richer and more immersive experience.


5- On the subject of class equipment, decisions like equipping the Devastator (or "Heavy") class with an Iron Halo deviate from established lore. Traditionally, Iron Halos are reserved for Chapter Masters, Captains, or other high-ranking characters. Introducing this item to a class where it doesn’t belong risks diluting the lore's integrity and could be perceived as prioritizing accessibility over adherence to the narrative framework. Encouraging tactical play and teamwork aligns more closely with the Ultramarines' ethos and would deepen the strategic layer of the gameplay.


6- Regarding weapons, the Power Fist has drawn criticism for its perceived lack of utility. While it is serviceable against smaller enemies, it struggles to deliver meaningful impact against larger Tyranid foes. Addressing its balance and effectiveness could make it a more viable choice for players who appreciate its thematic appeal.

​It’s also worth noting that, in the previous discussion, a video was shared by another user that perfectly illustrates the issues I raised. This serves as clear evidence supporting the points I made.

Additionally, I’ve taken the time to publish a detailed analysis of the Power Fist, highlighting not only its lack of effectiveness in gameplay but also the inefficiencies present within its ability tree. Many of its skills are practically unusable in most scenarios, which limits the weapon's overall utility and makes it a less appealing choice for players.

This kind of analysis isn’t meant to undermine the game but to offer constructive feedback aimed at improving the experience for everyone. When such issues are not addressed or are dismissed, it can be disheartening for players who invest significant time and effort into providing actionable insights. 


It’s important to emphasize that my feedback is based on extensive in-game experience. Having reached level 25 with a Vanguard, a Bulwark, and an Assault class, I can confidently state that it is entirely out of place and illogical for the knife used by the Vanguard, which deals 16 damage, to outperform both the Power Fist and the Thunder Hammer in terms of effectiveness.

Testing across numerous scenarios, including boss fights, consistently highlights this imbalance. For example, while the Power Fist barely scratches an enemy’s health bar, the Vanguard’s knife can remove significant chunks of health from high-resilience enemies like Terminus-class foes. This discrepancy becomes even more apparent when considering the lore and the intended roles of these weapons. The Power Fist and Thunder Hammer are meant to be heavy, devastating melee options, capable of delivering immense impact—qualities that should naturally place them above a standard knife in terms of raw power.

Justifying this by stating that the Vanguard is “specialized in melee” doesn’t align with the expectations of balance or thematic consistency. Specialization should reflect a class’s efficiency and synergy within its toolkit, not come at the expense of making other iconic weapons feel underwhelming or irrelevant.

This imbalance is not just a matter of perception but has been thoroughly tested in numerous scenarios. Observations reveal that the knife not only deals significantly more damage to bosses but also does so in a way that undermines the value of heavier, lore-driven weapons like the Power Fist and Thunder Hammer. Such an imbalance detracts from the sense of progression and satisfaction that comes with unlocking and mastering these weapons.


To enhance the game’s balance and immersion, these iconic weapons need to deliver the power and impact that players expect. Adjustments should ensure that the Power Fist and Thunder Hammer feel rewarding to use, with damage outputs that match their thematic importance and mechanical purpose.

This feedback, coupled with the video evidence shared in the previous discussion, underscores the need for a closer review of these mechanics. A game as rich and engaging as Space Marine 2 deserves thoughtful tuning to maintain its appeal to both the lore-focused audience and the gameplay-driven community. Addressing these issues would reinforce the game’s core strengths and elevate the experience for everyone.



7 Larger maps and more diverse operations are another recurring request from the community. Multiplayer maps with greater capacity and variety could significantly enrich the game’s longevity. Mods have demonstrated that games with 10 or more players can run smoothly without frame drops or performance issues. This highlights the game’s potential to support larger-scale experiences, yet the official content remains limited to small arenas. Players are consistently asking for more maps, larger PvP arenas, and more frequent updates, but the current release pace—one map every three months at best—feels insufficient.

What would it take to release a map editor or even repurpose maps from the single-player campaign for multiplayer? Such tools would empower the community to create and experiment, fostering engagement and creativity. If there are concerns about bugs, beta servers and dedicated testers could help iron out issues before an official release. This approach not only aligns with the community's needs but also eases the burden on developers, allowing them to focus on refining core features while the community contributes to expanding the game’s scope.



In conclusion, delivering on these aspects would align the game more closely with the passion and expectations of the Warhammer community. This universe deserves creators who prioritize attention to detail and respect for the lore while remaining responsive to player feedback. These elements form the foundation of a truly remarkable gaming experience.

Updated 15 days ago.
0Send private message
15 days ago
Jan 3, 2025, 11:28:12 AM

 Very good points on the game and hope this will get the devs attention , it really deserves it. 

Updated 15 days ago.
0Send private message
0Send private message
14 days ago
Jan 3, 2025, 7:15:11 PM

you are right brother definitely

but saber cant be bothered 


they got their bag "money" its over

the only thing we as true fans/players will see is slow drip feed low-effort seasonal content  


they are getting enough input from us about the things that need patching 

and locking your early thread clearly shows that they have no interest in aligning with their fans to achieve the best version of this game 

rather are just here to make their investors happy simply said capitalism is killing passion that's it sadly


my obligatory wish still waiting on an fov slider but hey... they still want to waste more time with block/fencing


our only weapon against this madness is patience...

0Send private message
14 days ago
Jan 4, 2025, 1:20:38 PM

I also don't understand why they decided to make Sniper Salamander Champion. Like really, why?

Devs answered that they thought about heavy or tactical, but we already have heavy champion and they got other plans for tactical.

....

SO WHAT? Can't we have 2 champions of 1 class? I am playing salamanders all the time and I will make my tactical salamander anyway with chapter pack but this is just lame. 


Power fist is basically useless I never seen ANYONE picking power first over assault hammer or bulwarks power sword except for the times he needed to max it out. This weapon is just bad, looks bad, feels VERY bad. 


Decision about excluding heavy flamers for PvE also I cannot understand. We have already heavy flamer in the campaign. Imagine you guys made Salamanders Champion pack, did heavy or tactical and also in the very same update you moved that flamer from campaign to multiplayer.

IT WOULD BE PERFECT UPDATE, BEST SO FAR!!

I don't know how you guys miss this kind of ideas.

0Send private message
13 days ago
Jan 4, 2025, 9:52:38 PM

Because you keep bringing up the Iron Halo and the Heavy: Brother Straban is a Heavy Intercessor (NOT A DEVASTATOR, that is a firstborn type, Heavy Intercessor is the Primaris version since Intercessor is what they call basically all their units... GW got a bit lazy naming Primaris squads what can I say? Anyway that is why the Heavy is called the Heavy in this game)


The Iron Halo in this game is more like a refractor field, regardless they could have the exact same effect just generically call it a refractor emitter since those are given to lower ranks all the time... they also have the same limited use... yeah actually wait that is totally what it is but they clearly though Iron Halo sounded like a better name for the ability. So yeah there is the easy fix, just change the model from an Iron Halo to a refractor field emitter and you can't really have too many lore complaints there seeing as they are found on elite units of the Adeptus Astartes... which the two 3 man strike teams we play as obviously are given their success rate vs casualty rate on high-risk unorthodox missions. 

0Send private message
13 days ago
Jan 5, 2025, 1:39:39 AM

​Yes, I know it's a Heavy and not a Devastator. I'm well aware that these are Primaris, but it personally annoys me to call them Heavy. For me, they’re just Devastators redesigned with a new name for marketing purposes to sell new miniatures. I hate it, but that’s my personal opinion. The point is, that graphic they put behind the backpack really makes it look like an Iron Halo. If you know how an Iron Halo is shaped, you can’t say it doesn’t resemble one. Even if it's supposed to be a Refractor Field, I still don't like it.


As for the current official Games Workshop miniatures, there are no Heavy Intercessors equipped with shields or devices resembling an Iron Halo. Heavy Intercessors are typically depicted with heavier armor and long-range weapons, but without shields or halos. Some other Primaris units, like Bladeguard Veterans, come with combat shields, and Primaris Captains often feature an Iron Halo as part of their standard equipment.


Additionally, the Refractor Field is not standard equipment for the Adeptus Astartes and is rarely used by them. It is more commonly associated with the Astra Militarum and the Adeptus Mechanicus, providing basic protection for officers and tech-priests. It is not part of the standard gear for Heavy Intercessors, making its apparent presence here even more unusual.

0Send private message
12 days ago
Jan 5, 2025, 7:33:05 PM

ICrusaderI wrote:

​Yes, I know it's a Heavy and not a Devastator. I'm well aware that these are Primaris, but it personally annoys me to call them Heavy. For me, they’re just Devastators redesigned with a new name for marketing purposes to sell new miniatures. I hate it, but that’s my personal opinion. The point is, that graphic they put behind the backpack really makes it look like an Iron Halo. If you know how an Iron Halo is shaped, you can’t say it doesn’t resemble one. Even if it's supposed to be a Refractor Field, I still don't like it.


As for the current official Games Workshop miniatures, there are no Heavy Intercessors equipped with shields or devices resembling an Iron Halo. Heavy Intercessors are typically depicted with heavier armor and long-range weapons, but without shields or halos. Some other Primaris units, like Bladeguard Veterans, come with combat shields, and Primaris Captains often feature an Iron Halo as part of their standard equipment.


Additionally, the Refractor Field is not standard equipment for the Adeptus Astartes and is rarely used by them. It is more commonly associated with the Astra Militarum and the Adeptus Mechanicus, providing basic protection for officers and tech-priests. It is not part of the standard gear for Heavy Intercessors, making its apparent presence here even more unusual.

Yes, yes BUT there are instances of Astartes using refractor units in special operations. Our squad is clearly a special operations squad because they are operating as a three man unit which is not standard at all and given those circumstances it does make a degree of sense that the 6 we play as would be given unorthidox wargear (though I agree that an actual Iron Halo is probably a bridge too far... well maybe Quartus, the Bulwark, would have one since he is actually a Bladegaurd Veteran from the first company and not actually from the second company further strengthening the argument that perhaps others in the two squads are from the first company and are thus veterans that have access to the best wargear the chapter has on-hand)


I think you just have a too narrow point of view and are thinking too much within the box of "standard" wargear. I mean we have access to relic-level wargear, that is by no means standard for any but the first company of any given chapter and maybe a few select units such as captains and lieutenants from the other 9 companies.

Updated 12 days ago.
0Send private message
12 days ago
Jan 5, 2025, 7:52:36 PM

​You bring up some interesting points, and I agree that unorthodox wargear can make sense for special operations. However, refractor shields are not only extremely rare among Astartes but also objectively inferior to other options in their arsenal, both in lore and in gameplay terms.

In the lore, refractor shields are typically used by less resilient forces like the Astra Militarum, Adeptus Mechanicus, or Inquisition. Space Marines, by contrast, rely on far superior defenses such as Power Armor, Terminator Armor, and Storm Shields, which provide both physical and energy protection far beyond what a refractor shield offers.

In miniatures and gameplay, refractor shields are more associated with characters like Imperial Guard officers or Tech-Priests, while Space Marines almost never feature them. This reflects the practical redundancy of refractor shields for Astartes, given their already formidable defensive capabilities and access to far more effective relic wargear.

Given these factors, while it’s fun to imagine unorthodox setups, refractor shields feel inconsistent with both the narrative weight and the technological superiority of standard Space Marine wargear.

0Send private message
12 days ago
Jan 5, 2025, 9:15:19 PM

some great points. Not being able to use every colour for trims or change colour of weapons does grate. 

I know iron halo’s don’t usually go on heavy intercessors but focus is fine here, the tank option needs something to compensate for lack of melee and allow the class to do what it does best. Stand back and shoot 

0Send private message
12 days ago
Jan 6, 2025, 12:12:53 AM

Lots to read and go over so will just narrow it down and focus on your power fist comments.  I guess first I should state that as far as melee damage assault vs vanguard there is no comparison when it comes to damage there.  The assault will out kill 2-1 and easily out damage a vanguard no matter what weapon he uses.  Just go on youtube and watch some lethal operations. Thunder hammer can do crazy damage.  Not saying in any way that vanguard is bad because they aren't they are great and with their self heal almost immortal, but from a strictly damage output/kill numbers assault is ahead.  Survivability/versatility vanguard all the way.


As for power fist while it may not be the powerhouse damage output machine it does have some very significant strengths which I think you are overlooking.  First it has a great deal of stagger.  Once you are on a majoris you can keep that majoris almost completely locked down and controlled with strikes and combos. It has fairly quick combat animations which means easy to be reactive with it if you need to dodge an incoming orange attack.  Also it is the only weapon in the game where you can do every one of its combos in one long combo chain without stopping. That combo chaining together allows for movement all over the battlefield.  So in essence in a large fight you can be engaged, see another group or specific enemy you want to go attack, start doing your combos and move to engage that enemy while attacking the entire time. No gap in fighting, no pausing to reposition, just constant attacks.  That movement while attacking can also be used to constantly keep you in the best position in the fight.


It's not the easiest weapon to use and takes some getting used to, but if you master it the thing can really shine.

0Send private message
11 days ago
Jan 6, 2025, 7:29:19 PM

However... I believe there are some aspects that you haven’t been fully considered or might have been misinterpreted in the videos you mentioned.


1. Damage Comparison
The Power Fist not only has significantly lower damage output compared to other weapons, but this difference is evident not just in raw numbers, but also in how it affects gameplay dynamics. Even against tougher enemies, like Majoris, the Power Fist often struggles to take them down efficiently. When directly comparing the Power Fist with weapons like the Vanguard's knife or the Thunder Hammer, the damage numbers and kill times clearly favor the other options, not to mention their greater versatility and superior crowd control capabilities.

2. The Stagger Argument
While the Power Fist has decent stagger potential, this effect is irrelevant if you can’t convert that stagger into meaningful damage to take down your targets. You can control a Majoris for a while, but if it takes you forever to kill it, you’re only prolonging the fight. This is especially apparent when comparing it to the Thunder Hammer or the Vanguard knife, which both offer consistent crowd control and deal significant damage.

3. Movement and Combos
I understand your point about smooth movement during combos, but this theoretical advantage is nullified if your attacks aren’t effective enough. Moving while striking is useful, but if the damage you’re dealing isn’t sufficient to quickly eliminate enemies or reduce overall risk, you’re simply performing less efficiently compared to other builds. Moreover, the idea that the Power Fist’s combos are particularly fluid doesn’t make it unique: other weapons, like the Vanguard knife, also offer good mobility and far superior damage output.

4. Let’s Leave the Videos Aside
Watching videos on YouTube can be helpful, but they often showcase situational gameplay rather than a comprehensive assessment. If your examples are based on just a couple of videos where the Power Fist seems to perform well, it’s important to take a deeper look by comparing actual damage scores and kill counts from players of similar skill levels. Real numbers, along with gameplay experience, paint a very different picture.


I’m not saying the Power Fist doesn’t have its uses, but its potential is drastically lower compared to the available alternatives. This isn’t just a matter of personal preference: the data and performance speak for themselves. So, if someone wants to use the Power Fist for fun, that’s perfectly fine, but it’s undeniable that it’s one of the least effective options in the game.

0Send private message
0Send private message
8 days ago
Jan 10, 2025, 3:46:24 AM
ICrusaderI wrote:

However... I believe there are some aspects that you haven’t been fully considered or might have been misinterpreted in the videos you mentioned.


1. Damage Comparison
The Power Fist not only has significantly lower damage output compared to other weapons, but this difference is evident not just in raw numbers, but also in how it affects gameplay dynamics. Even against tougher enemies, like Majoris, the Power Fist often struggles to take them down efficiently. When directly comparing the Power Fist with weapons like the Vanguard's knife or the Thunder Hammer, the damage numbers and kill times clearly favor the other options, not to mention their greater versatility and superior crowd control capabilities.

2. The Stagger Argument
While the Power Fist has decent stagger potential, this effect is irrelevant if you can’t convert that stagger into meaningful damage to take down your targets. You can control a Majoris for a while, but if it takes you forever to kill it, you’re only prolonging the fight. This is especially apparent when comparing it to the Thunder Hammer or the Vanguard knife, which both offer consistent crowd control and deal significant damage.

3. Movement and Combos
I understand your point about smooth movement during combos, but this theoretical advantage is nullified if your attacks aren’t effective enough. Moving while striking is useful, but if the damage you’re dealing isn’t sufficient to quickly eliminate enemies or reduce overall risk, you’re simply performing less efficiently compared to other builds. Moreover, the idea that the Power Fist’s combos are particularly fluid doesn’t make it unique: other weapons, like the Vanguard knife, also offer good mobility and far superior damage output.

4. Let’s Leave the Videos Aside
Watching videos on YouTube can be helpful, but they often showcase situational gameplay rather than a comprehensive assessment. If your examples are based on just a couple of videos where the Power Fist seems to perform well, it’s important to take a deeper look by comparing actual damage scores and kill counts from players of similar skill levels. Real numbers, along with gameplay experience, paint a very different picture.


I’m not saying the Power Fist doesn’t have its uses, but its potential is drastically lower compared to the available alternatives. This isn’t just a matter of personal preference: the data and performance speak for themselves. So, if someone wants to use the Power Fist for fun, that’s perfectly fine, but it’s undeniable that it’s one of the least effective options in the game.



My assessment of the weapon is based off real numbers and gameplay.  All matches in lethal operations with randoms.  I'm not sure what videos you are referring to.  Sure an assault with thunder hammer will do more damage and no comparison to damage from a heavy.  Bulwark isn't about being a dps monster.  That being said the bulwark with a powerfist played to its strengths can easily perform and hold its own.



As many kills as a heavy and as much damage as a tactical.

2183900_11.jpg





The powerfist can attack constantly chaining the whole combo chain together, move all over the current fight, and never have to stop attacking. When other players are having to reposition or dodge you can still keep attacking.

2183900_3.jpg




Even in a loss keeping pace damage wise with a sniper and tactical.

2183900_38.jpg




I'm not sure how much more damage you want the powerfist to be doing on actual runs unless you are saying it should be out damaging snipers and tacticals easily which I don't think should be the case.








0Send private message
6 days ago
Jan 11, 2025, 11:03:54 PM

This is the video that was sent to me to prove I was wrong, and I analyzed it precisely, showing that this video is utterly worthless with concrete analysis. This was my analysis of this video: https://www.youtube.com/watch?v=ZGLzQLi5s9M  and this was my analysis as a response to this video : 


If you were intellectually honest, you’d admit a few key things. Let’s start here: let’s skip the opening parts of your video where you’re using heavy combo attacks. Sure, everyone knows heavy attacks deal more damage, but that already proves that light combos with the Power Fist are completely useless because they don’t deal enough damage. Show a video using only light combos, and maybe you’d be more honest.

I’ll also skip the parts where you use the plasma pistol too convenient to show a Nid going red after you’ve unloaded a charged shot into it. Analyses should exclude external sources of damage and focus solely on the Power Fist. You’re using the Power Fist in block mode and saying, “Oh, look how cool I am,” but you’re proving nothing. You unload the block after 1 or 2 hits, which obviously adds damage to the weapon. But the fact that the weapon needs to rely on block stacking to be competitive shows how bad it is.

Try switching to a Power Fist with a parry or balanced build, then show the same footage. It’s unlikely you’d achieve much with just heavy attacks it’d just get tiring and frustrating after 10 minutes when you realize you’re doing barely any damage.

And seriously, why did you even pick Shock and Awe? You’re such a noob. That 25% bonus damage doesn’t apply to the Power Fist. Shock and Awe is only effective when paired with shock grenades or with Defensive Advantage, which procs shock damage in an area when you successfully parry something you can’t even do because you’re using a block-based weapon. The only correct choice in your build was taking Emergency Countermeasure, but what’s the point of picking Shock and Awe if the only perk benefiting from it is Emergency Countermeasure? Your tree is inefficient, to say the least.

At the 7:50 mark, you clearly demonstrate what I mentioned earlier: you rely on block stacking to boost the Power Fist’s damage. Why not try using a parry or balanced Power Fist and show the same video, oh great “champion of champions”? Don’t make me laugh.

It gets even worse at the 12-minute mark. During that wave, you’re desperately trying to stack block charges because you know you have no other options with the Power Fist. And then, realizing this, you had to retreat to the lower floor because you were getting wrecked. Your useless Ground Shake ability (the charged punch to the ground) doesn’t deal enough damage to be competitive. Sure, it can deal with minor enemies, but it’s worthless against larger Tyranid Warriors. So, tell me, what’s the point of having that skill in the relic weapon tree if it’s trash? You should be intellectually honest and admit in the video every time you use it that, yeah, it sucks. Instead, you sugarcoat it and encourage the developers to believe the Power Fist is fine when it’s clearly not.

Look at the final fight with the Tyrant. If it weren’t for the gunstrike, the heavy Power Fist attacks would barely scratch its health. You managed to land a cannon punch, which took off a whopping 1 mm of its health bar. A charged ground punch did next to nothing. Seriously, rewatch your footage before bragging. You presented this noob-level video thinking you’re cool for finishing the game on lethal difficulty solo with an underpowered weapon that you had to cheese by stacking blocks. Without realizing it, you struggled immensely to bring down the Tyrant a task that’s much easier with other weapons and perks.

If you pay attention, the Tyrant’s health drops significantly only when you use gunstrikes or the plasma pistol’s charged shots, which you probably buffed with damage perks for the Terminus. So please, stop acting like a big shot. Be honest about the state of the Power Fist instead of showing off this video in the forum to overshadow the undeniable truth of my points. Stop parading around just to get pats on the back from inexperienced players who think you’re some kind of pro. Seriously… enough.


Now, to you Bloobie. IF you're going to tell me that the screenshots you posted here were made using the power fist block, once again, I repeat, it makes no sense to say "I use the power fist block because that way I get increased damage thanks to adrenaline rush." At this point, then what are the other power fists for? Is it justifiable that they do less damage than the combat knife? POWER FISTS?

You’re telling me that the bulwark isn’t a DPS class well, I know that too lol.

First, tell me what kind of power fist you're using and then the tree setup you’re using. Because I could prove, if I have the time to do it, that the DPS you can deal with the Vanguard's knife so vastly outstrips the power fist per hit that, when striking the tyrant in the final elimination mission, it practically shaves millimeters off the health bar. And sorry, but that’s an incontrovertible fact. Try it yourself, and you'll see that I'm right.

Additionally, try running tests in private mode on lethal difficulty: hit one Tyranid warrior with a light combo or a heavy hit, then let yourself get killed. Check the score table, look at the damage you did in the score, and then tell me. Let's not kid ourselves, please.


The results from the scoreboards are unreliable for proving theories when analyzing weapons like the Power Fist, which comes in various variants. I suspect you used Adrenaline Rush to boost the Power Fist's damage because the other two variants don't deal sufficient damage. In any case, this is not a serious method of comparison to demonstrate whether a weapon deals adequate damage or is competitive.







Blobie wrote:
ICrusaderI wrote:

However... I believe there are some aspects that you haven’t been fully considered or might have been misinterpreted in the videos you mentioned.


1. Damage Comparison
The Power Fist not only has significantly lower damage output compared to other weapons, but this difference is evident not just in raw numbers, but also in how it affects gameplay dynamics. Even against tougher enemies, like Majoris, the Power Fist often struggles to take them down efficiently. When directly comparing the Power Fist with weapons like the Vanguard's knife or the Thunder Hammer, the damage numbers and kill times clearly favor the other options, not to mention their greater versatility and superior crowd control capabilities.

2. The Stagger Argument
While the Power Fist has decent stagger potential, this effect is irrelevant if you can’t convert that stagger into meaningful damage to take down your targets. You can control a Majoris for a while, but if it takes you forever to kill it, you’re only prolonging the fight. This is especially apparent when comparing it to the Thunder Hammer or the Vanguard knife, which both offer consistent crowd control and deal significant damage.

3. Movement and Combos
I understand your point about smooth movement during combos, but this theoretical advantage is nullified if your attacks aren’t effective enough. Moving while striking is useful, but if the damage you’re dealing isn’t sufficient to quickly eliminate enemies or reduce overall risk, you’re simply performing less efficiently compared to other builds. Moreover, the idea that the Power Fist’s combos are particularly fluid doesn’t make it unique: other weapons, like the Vanguard knife, also offer good mobility and far superior damage output.

4. Let’s Leave the Videos Aside
Watching videos on YouTube can be helpful, but they often showcase situational gameplay rather than a comprehensive assessment. If your examples are based on just a couple of videos where the Power Fist seems to perform well, it’s important to take a deeper look by comparing actual damage scores and kill counts from players of similar skill levels. Real numbers, along with gameplay experience, paint a very different picture.


I’m not saying the Power Fist doesn’t have its uses, but its potential is drastically lower compared to the available alternatives. This isn’t just a matter of personal preference: the data and performance speak for themselves. So, if someone wants to use the Power Fist for fun, that’s perfectly fine, but it’s undeniable that it’s one of the least effective options in the game.



My assessment of the weapon is based off real numbers and gameplay.  All matches in lethal operations with randoms.  I'm not sure what videos you are referring to.  Sure an assault with thunder hammer will do more damage and no comparison to damage from a heavy.  Bulwark isn't about being a dps monster.  That being said the bulwark with a powerfist played to its strengths can easily perform and hold its own.



As many kills as a heavy and as much damage as a tactical.

2183900_11.jpg





The powerfist can attack constantly chaining the whole combo chain together, move all over the current fight, and never have to stop attacking. When other players are having to reposition or dodge you can still keep attacking.

2183900_3.jpg




Even in a loss keeping pace damage wise with a sniper and tactical.

2183900_38.jpg




I'm not sure how much more damage you want the powerfist to be doing on actual runs unless you are saying it should be out damaging snipers and tacticals easily which I don't think should be the case.








Updated 6 days ago.
0Send private message
6 days ago
Jan 11, 2025, 11:53:14 PM

​https://www.youtube.com/watch?v=fQ1gqF4-spI


Look this video, ignore the fact that this guy is an assault class.

Let’s talk about the Power Fist normal damage, and I’d like to focus solely on the weapon itself not its damage potential when combined with specific perks or mechanics like charged attacks bonus melee damage or jump strikes. For context, take a look at the video and skip to 2:37.

The player in the video is running a well-known build that exploits Gunstrike. Gunstrike delivers 50% bonus damage and, when aimed at the head with a Heavy Pistol that has additional headshot bonuses, it deals absurdly high damage. The only real reason this player engages in melee is to trigger the parry for Gunstrike, which then allows them to shred enemies with ranged attacks.

Notice something critical here: this player has not invested in any perks to boost melee or charged damage. Why? Because even with those perks, the Power Fist is woefully underwhelming. I’ve tested this myself, and the Power Fist cannot reasonably bring down Warrior Tyranids in a timeframe that compares to other melee weapons. The Heavy Pistol, on the other hand, is the star of the show, delivering 80-90% of the total damage dealt.

Throughout the video, the player primarily pistols down the Warriors, throwing in a few melee strikes only to parry and trigger Gunstrike. Even with Adrenaline Rush—an ability that lets other melee weapons, like the Thunder Hammer, obliterate or significantly wound Warriors—this player fails to take down a single Warrior within a reasonable timeframe using the Power Fist with 2 Adrenaline rush in the same target!!. From 2:37 onwards, you'll notice the player blocking six times, triggering two Adrenaline Rushes, and yet failing to finish off a single Warrior. That’s despite dealing massive ranged damage beforehand with the Heavy Pistol.

This highlights the core issue: the Power Fist is not viable as a primary melee weapon. It functions primarily as a tool to parry and enable Gunstrike, rather than as a weapon in its own right.

If you were to replicate this with a Bulwark build, it would likely be even worse. Without the Heavy Pistol’s devastating headshot damage, bringing down Warriors becomes excruciatingly slow. Any significant damage you deal would instead come from skills like Shock and Awe, not the Power Fist itself.

This is why scoreboard screenshots and damage numbers are misleading—they don’t account for the mechanics or build synergies that enable that damage. They’re effective at convincing inexperienced players who don’t fully understand the game’s mechanics, but they fail to address the weapon’s inherent weaknesses. The Power Fist simply doesn’t hold up on its own and should be rebalanced to function as a legitimate melee weapon."

Updated 6 days ago.
0Send private message
4 days ago
Jan 14, 2025, 3:20:08 PM

So much writing to say you don't like powerfist.  You said data showed powerfist underperformed.  You wanted numbers. I posted screenshots of powerfist performance used on bulwark in lethal matches on quickplay with randoms keeping pace or out damaging the rest of the team.  I don't use block powerfist I use mostly balance and sometimes fencing.  You talk about damage numbers from individual hits or pick a few seconds out of a long video as your proof it is bad.  The strengths of the powerfist, which I already listed, allow it to easily keep pace damage-wise with any other melee weapon choice Bulwark has.  Also comparing the powerfist weapon to some other weapon on a different class is not the answer.  If that was the case every melee weapon in the game would be completely horrible compared to an Assault using the blocking thunder hammer and doing 30k melee damage lethal runs with randoms.

Bulwark using the powerfist - the overall melee damage output from an operation will be on par with them using powersword or chainsword.  That melee damage is also on par with what melee damage numbers vanguards are pulling with combat knife.  Doesn't matter if it is one huge hit or 1,000 small cuts the end results are similar.  It all comes down to the personal preference of the player and what movesets, strengths, and weaknesses of each weapon  they are comfortable with.


Another notch in the plus column for powerfist is that it is the only melee weapon that can hit air targets(Zoanthropes, and Neurothropes mainly) in the air while they are floating around.  Don't even need ammo to be able to kill them as Bulwark. Can literally just punch them while they are in the air.

0Send private message
3 days ago
Jan 15, 2025, 11:55:35 AM

​Given my evaluations, which I believe are undeniable, it’s clear that there’s a significant issue here. To further support my case, I’m sharing another video where a player consistently uses the gunstrike ability with the Power Fist. This is because, as widely known, the Power Fist seems incapable of dealing meaningful damage.


https://www.youtube.com/watch?si=ZQgaBBrBNFYdr_yr&v=IAPNqreyFs4&feature=youtu.be


For instance, when hitting a Tyrant with the Power Fist, it only removes a negligible amount of health. In contrast, a Vanguard armed with a knife and equipped with perks that boost melee damage can take off massive chunks of health.

It raises a serious question about balance: how is it acceptable for a Power Fist—a weapon renowned for its devastating strength in the Warhammer 40K universe—to deal significantly less damage than a knife? This discrepancy not only undermines the lore but also creates an inconsistency in gameplay that needs to be addressed.

Updated 3 days ago.
0Send private message
3 days ago
Jan 15, 2025, 12:17:19 PM

I have to agree . Also if you do some tests and look at the damage chart at the end of the operation, you will find out that a normal Power Fist hit to a tyranid ranged majoris enemy , for example ,deals 22 damage . Compared to the lowest damage chainsword which deals 16 damage (so its just 6 points more , for a weapon that should hit absurdly hard even with normal blows), you can already tell how the Fist weapon concept itself is wrong . Then ok , we have charged attacks to rely on : well , on the same ranged majoris enemy , a fully charged attack deals 196 damage, definetly not enough to oneshot a majoris which its just ridiculous, given the Power Fist lore and its renown devastating power. So its not the overall damage itself , any weapon can do that (and even better than the fist) , its the very concept with which this weapon haven been made that is utterly wrong and feels underwhelming 

Updated 3 days ago.
0Send private message
16 hours ago
Jan 17, 2025, 2:23:22 PM

ICrusaderI wrote:

​Given my evaluations, which I believe are undeniable, it’s clear that there’s a significant issue here. To further support my case, I’m sharing another video where a player consistently uses the gunstrike ability with the Power Fist. This is because, as widely known, the Power Fist seems incapable of dealing meaningful damage.


https://www.youtube.com/watch?si=ZQgaBBrBNFYdr_yr&v=IAPNqreyFs4&feature=youtu.be


For instance, when hitting a Tyrant with the Power Fist, it only removes a negligible amount of health. In contrast, a Vanguard armed with a knife and equipped with perks that boost melee damage can take off massive chunks of health.

It raises a serious question about balance: how is it acceptable for a Power Fist—a weapon renowned for its devastating strength in the Warhammer 40K universe—to deal significantly less damage than a knife? This discrepancy not only undermines the lore but also creates an inconsistency in gameplay that needs to be addressed.

Undeniable? Widely known incapable of dealing meaningful damage?  Look at slivers of damage done on the Hive Tyrant?  You do see all the screenshots of actual lethal matches right?  I'm not doing single hit tests or looking for slivers of damage done.  Actual results during a match on lethal with randoms.  That's my gauge of performance of a weapon. Based on actual play with the weapon not theory-crafting. If one knows how to use it correctly they can perform as well as any other melee option in the game besides the thunder hammer.  That thing is an atomic bomb of melee weapons.


Again lethal matches on quickplay with randoms:


Respectable amount of damage compared to sniper and assault and decent number of kills.  More importantly kept the whole team alive, zero incapacitations for the team.



2183900_58.jpg





Works well on assault too(not as good as thunder hammer but still respectable).  More damage and almost double their kills.  Guess the vanguard with the combat knife wasn't aware of your opinion on how much stronger the combat knife is than the powerfist.

2183900_47.jpg





Instead of already deciding how bad it is take a minute and learn the weapon.  This is a pretty good guide on the weapon and highlights some of the lesser known nuisances and aspects of the weapon.

https://steamcommunity.com/sharedfiles/filedetails/?id=3401657291


So the ultimate question is if someone knows how to use the powerfist and can do similar, or in some cases better, melee damage and kills how much more should it be doing until you feel there are no issues with it?

If they buff it and it does 2x and 3x more than other melee weapons is that enough?



0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message