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a day 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 a day ago.
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a day 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 a day ago.
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21 hours 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...

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3 hours 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.

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