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Power Fist after latest update

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5 days ago
Feb 8, 2025, 3:52:29 PM

I want to restate my opinion on the Power Fist after the recent update. ( the video is recorded on Absolute new difficulty)



I understand that Tyranid Warriors are agile and can dodge attacks, but this whole AoE business for the Power Fist is, once again, completely out of line with the lore. In the post https://community.focus-entmt.com/focus-entertainment/space-marine-2/forums/6-general/threads/46176-reopen-saber-must-read?page=2  (where I cited over 20 sources), the Power Fist is clearly a single-target weapon—period. Honestly, it’s just not acceptable.


I’m fine if a relic Power Fist can crush a Tyranid with one charged hit, but that frontal energy wave is pure fantasy—has nothing to do with Warhammer at all. You should reduce its range to about one meter and cut out all this fantasy spell nonsense that makes the Power Fist do AoE.

I also want to reiterate—because apparently some of you ignorant people with peanut-sized brains just can’t get it—that not all weapons are meant to do AoE. If you think every weapon should have some area effect, you clearly don’t understand a damn thing about Warhammer. Not only that, but when every weapon does the same stuff, the game becomes dull and monotonous (though I guess that’s too hard for your tiny heads to grasp).


I suggest removing all AoE perks entirely, as they stray from the established lore. The charged punch should remain for heavier hits. In addition, light attacks should be eliminated altogether—in the lore, the Power Fist is a slow, deliberate weapon. Instead, we should increase the damage of normal heavy strikes (non-charged) and add a brief stagger effect on single targets, reinforcing the weapon’s brutal, focused impact and staying true to its grimdark identity.

If a visual shockwave is deemed necessary for dramatic effect, it must be confined to a very small radius. The intent should be to demonstrate the sheer impact of a powerful strike—not to introduce a broad, fantastical explosion. A subtle knockback on nearby enemies is acceptable, provided it reflects the force of impact without simulating an extensive area attack. This consideration is particularly important given that Tyranids, including both Ormogaunts and Warriors, tend to cluster near the player. Moreover, while the confined shockwave can stagger enemies within that limited area, it should not be so expansive as to eliminate, say, five Ormogaunts at an 8-meter radius, which would veer into pure fantasy

 That’s how the Power Fist should be, period.


Now Saber Developers, if you want to completely reimagine the setting—like preparing carbonara with ostrich eggs, caviar, and chocolate instead of the traditional chicken eggs and guanciale—feel free to do so. However, be warned: it will taste like crap

It’s the same with Romeo and Juliet: people go to the theater expecting a faithful rendition of the play, not some plus-sized Juliet with green hair and a black Romeo with blonde hair. That’s your ‘creative reinterpretation’? Great, but let me tell you—it sucks.



Now to the suggestions :


​Minimize the Area of Effect

  • If a visual shockwave is necessary for dramatic effect, keep it confined to a very small radius. The intent is to demonstrate the sheer impact of a powerful strike rather than introduce a broad, fantastical explosion.
  • A subtle knockback on nearby enemies is acceptable, provided it merely reflects the force of impact and does not simulate an extensive area attack.

Emphasize Heavy, Charged Attacks and Eliminate Light Attacks

  • The Power Fist is defined by its capability to deliver a single, overwhelmingly powerful blow. Only slow, heavy strikes—whether charged or executed at a normal pace—are consistent with its lore.
  • Fast or light attacks undermine the deliberate and brutal nature of the weapon, as such rapid punches belong to the realm of fantasy rather than the grim reality of Warhammer 40,000. For this reason, light attacks should be removed entirely.

Increase Single-Target Damage for Normal Heavy Attacks

  • In the Warhammer 40,000 universe, the Power Fist is renowned for its ability to pierce through heavy armor and decisively defeat formidable foes. Each normal heavy attack should convey this devastating power.
  • Balance can be maintained by incorporating slower wind-up times and a vulnerability period if an attack misses, ensuring that the reward for a well-timed heavy strike is significant. (Note: The charged attacks already have been tuned to deliver excellent damage, so further emphasis is not required there.)

Add a Stagger Effect for Tougher Enemies

  • For particularly resilient adversaries (such as Terminus, Extremis, Majoris, or Minoris), apply at least a 0.5-second stagger when struck by a heavy or charged attack.
  • This brief interruption reinforces the notion that the Power Fist delivers overwhelming force, providing a tactical advantage by momentarily incapacitating even the toughest enemies.



Updated 5 days ago.
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5 days ago
Feb 9, 2025, 4:02:18 AM

I agree, the axe and sword are the "area" weapons in so much as they cleave targets, even the thunder hammer is not really a large aoe explosion (if it were it would endanger the user) that said either the TH or the PF should be the "big explosion power weapon" not both and certainly not when they have roughly equal swing speeds and both have a "charge-up" heavy attack. On or the other should have its "explosion" AoE reduced in exchange for higher charge attack damage while the other has its cleave/ AoE increased. Personally I agree that the Power Fist should be a single-target beast 2-shotting ranged majoris and 3-4 shotting melee majoris (with charged attacks, 1 less with "fully charged" attacks or combo finishers)

In general all melee needs to stagger more, at least as much as out weak-ass marines get staggered by majoris melee attacks, after all, we are essentially majoris-level threats to them (at least given how flimsy our armor and HP is and how we currently still hit like wet noodles).

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5 days ago
Feb 9, 2025, 4:27:30 AM

Awesome video. I'm confused from your video it looks like the thing was crushing stuff, but you're unhappy with it? Your video makes me want to go take it out for a spin right now.

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4 days ago
Feb 9, 2025, 5:39:49 PM

​Thank you for your comment, Shining_Darkness! However, there are some important clarifications to be made based on the official lore and Codex regarding the Power Fist.


1️⃣ The Power Fist in the Lore (Codex)


The Power Fist does not have two attack modes, such as “normal” and “charged.” Every strike is always powered by an energy field, which disintegrates everything it touches. There is no such thing as an unpowered punch because, without the energy field, it would just be a heavy but relatively useless punch.

In the Codex, the Power Fist is described as a slow, deliberate, but devastating weapon:

  • Every strike is potentially lethal, capable of destroying tanks and tearing through heavily armored enemies like Tyranid Majoris with a single well-placed hit.
  • It is not a weapon for quick or light attacks.
  • Every strike should stagger the target or knock it back due to the sheer force of impact, especially against smaller enemies like Hormagaunts.


2️⃣ In the current game


  • It’s correct that a charged attack should one-shot Tyranid Majoris (both ranged and melee Warriors). This is perfectly consistent with the lore, as the Power Fist should easily devastate single targets of that caliber.
  • Shining, however, you may have overlooked that in my video, the charged attack already one-shots both ranged and melee Tyranid Majoris (Warriors), which is exactly how it should be. This mechanic needs to stay as is because it’s true to the Codex and the brutal nature of the Power Fist.

3️⃣ How to Improve Normal Heavy Attacks (Non-Charged)


Currently, the normal heavy attacks feel a bit too weak, so here are some suggestions to make them more in line with the lore:

  • 2 hits to take down a melee Tyranid Majoris:
    • The first hit strongly staggers the enemy, interrupting its attack.
    • The second hit finishes it off, showing the brutality and power of the Power Fist.
  • Strong stagger on every normal attack: While not lethal, each heavy strike should push or destabilize enemies, especially smaller ones.


CONTRO I SUGGEST TO BE INTRODUCED :


  • Slower but powerful attacks: Maintain a slightly longer execution time to balance the fact that each strike is extremely effective.
  • No AoE damage on normal strikes: Every hit should stay single-target, with perhaps a small visual effect to highlight the impact’s force but without turning it into a magical explosion.


4️⃣ Reduce Dependence on AoE Effects


Currently, turning the Power Fist into an AoE weapon not only violates the lore, but it also reduces the uniqueness of other weapons (like the sword and axe, which are already designed for multi-target attacks). A visually powerful strike is fine, but its radius should be extremely tight, and its damage should remain focused on a single target.

If you want to keep a dramatic visual effect, consider a small shockwave that only causes stagger to nearby enemies without dealing damage. This would preserve the aesthetics without crossing into fantasy.


In summary, every Power Fist strike should be slow, brutal, and devastating, with a strong visual impact but without turning into a portable grenade. Less AoE, more stagger, and keeping charged strikes as lethal hits for tougher enemies would be perfectly aligned with Warhammer 40k’s lore."**



Updated 4 days ago.
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4 days ago
Feb 9, 2025, 5:47:14 PM

​Let’s talk about the Power Sword for a moment. According to Warhammer 40k lore, the Power Sword is a weapon that cuts through armor like butter, thanks to the energy field that disintegrates matter on contact.


But what we see in the game where it launches energy shockwaves across 8 meters—feels more like something out of a Chinese martial arts movie, where sword swings create magical wind blasts that send enemies flying. That’s pure fantasy and has nothing to do with Warhammer.

If the Power Sword were designed properly, its AoE damage would come from physically cutting through multiple enemies in a single horizontal swing not from shooting out energy waves. Imagine a powerful, precise slash that slices through several Tyranid Warriors at once. 


In the lore, the Power Sword is a close-combat weapon with a disruptive energy field enveloping the blade. This field destabilizes matter at the molecular level, allowing the sword to pierce even the toughest armor with minimal effort. Unlike a traditional sword, it doesn’t rely on raw force—the energy field does the heavy lifting, enabling the wielder to cleave through multiple armored enemies in a single swing.

Each strike should feel precise and surgical, especially in horizontal attacks where the blade’s arc could realistically hit several enemies at once if they are lined up, causing massive physical damage to each target it touches. This is what true AoE for a Power Sword should look like—multiple enemies being cut down in one fluid motion, but only those directly in the blade’s path.

The Power Sword isn’t a ranged weapon. There are no shockwaves or magical energy blasts flying off the blade. Its power lies in its cutting precision and the brutal efficiency of its energy field, not in flashy, over-the-top effects. Visually, it could show sparks and small discharges when it connects with armor, but these are just signs of the energy field at work—not ranged attacks.

In short, the Power Sword is a deadly tool for close combat, capable of cutting down groups of enemies when used correctly, but only through true melee mechanics, not fantasy-inspired special effects.




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4 days ago
Feb 9, 2025, 7:54:51 PM

Honestly feels like power fist aoe change was something intended to address the "out of range" problem with lag in pvp.. not for pve

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4 days ago
Feb 9, 2025, 8:02:40 PM

Before asking for changes, I always start off repeatedly calling people “tiny peanut brains”. It’s super effective. Good to see I’m not alone. 

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4 days ago
Feb 9, 2025, 9:07:33 PM

Mainfoldium wrote:

Honestly feels like power fist aoe change was something intended to address the "out of range" problem with lag in pvp.. not for pve

in Eternal Crusade a game older and similar to Space marine 2 , there wasn't any lag and the power fist was slow but effective with no problem, maybe Sabers server sucks then.

Updated 4 days ago.
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3 days ago
Feb 10, 2025, 5:20:02 AM

ICrusaderI wrote:

​Thank you for your comment, Shining_Darkness! However, there are some important clarifications to be made based on the official lore and Codex regarding the Power Fist.


1️⃣ The Power Fist in the Lore (Codex)


The Power Fist does not have two attack modes, such as “normal” and “charged.” Every strike is always powered by an energy field, which disintegrates everything it touches. There is no such thing as an unpowered punch because, without the energy field, it would just be a heavy but relatively useless punch.

In the Codex, the Power Fist is described as a slow, deliberate, but devastating weapon:

  • Every strike is potentially lethal, capable of destroying tanks and tearing through heavily armored enemies like Tyranid Majoris with a single well-placed hit.
  • It is not a weapon for quick or light attacks.
  • Every strike should stagger the target or knock it back due to the sheer force of impact, especially against smaller enemies like Hormagaunts.

2️⃣ In the current game


  • It’s correct that a charged attack should one-shot Tyranid Majoris (both ranged and melee Warriors). This is perfectly consistent with the lore, as the Power Fist should easily devastate single targets of that caliber.
  • Shining, however, you may have overlooked that in my video, the charged attack already one-shots both ranged and melee Tyranid Majoris (Warriors), which is exactly how it should be. This mechanic needs to stay as is because it’s true to the Codex and the brutal nature of the Power Fist.

3️⃣ How to Improve Normal Heavy Attacks (Non-Charged)


Currently, the normal heavy attacks feel a bit too weak, so here are some suggestions to make them more in line with the lore:

  • 2 hits to take down a melee Tyranid Majoris:
    • The first hit strongly staggers the enemy, interrupting its attack.
    • The second hit finishes it off, showing the brutality and power of the Power Fist.
  • Strong stagger on every normal attack: While not lethal, each heavy strike should push or destabilize enemies, especially smaller ones.


CONTRO I SUGGEST TO BE INTRODUCED :


  • Slower but powerful attacks: Maintain a slightly longer execution time to balance the fact that each strike is extremely effective.
  • No AoE damage on normal strikes: Every hit should stay single-target, with perhaps a small visual effect to highlight the impact’s force but without turning it into a magical explosion.

4️⃣ Reduce Dependence on AoE Effects


Currently, turning the Power Fist into an AoE weapon not only violates the lore, but it also reduces the uniqueness of other weapons (like the sword and axe, which are already designed for multi-target attacks). A visually powerful strike is fine, but its radius should be extremely tight, and its damage should remain focused on a single target.

If you want to keep a dramatic visual effect, consider a small shockwave that only causes stagger to nearby enemies without dealing damage. This would preserve the aesthetics without crossing into fantasy.


In summary, every Power Fist strike should be slow, brutal, and devastating, with a strong visual impact but without turning into a portable grenade. Less AoE, more stagger, and keeping charged strikes as lethal hits for tougher enemies would be perfectly aligned with Warhammer 40k’s lore."**



They need to hurry and release the power axe which would be the direct-damage cleave machine they tried to make the power sword's "power mode" (and failed IMO because it is too slow and I prefer the speed of "speed mode") allowing the power sword to shine as the fast combo weapon it was meant to be, the power fist to be the slow powerful single-target weapon, the thunder hammer to be the slow mass-AoE weapon, and then change up the chainsword to always have the ability to rev it by holding heavy attack making it rev when it bites into opponents for extra damage and stagger/stun at the obvious cost of leaving you open. (obviously allow us to dodge-cancel the rev) The chainsword currently lacks identity because lets face it, it currently is just the power sword in "power mode" mechanically.

Oh and I guess make the combat blade way faster and give it a backstab bonus just so it doesn't feel left out.


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2 days ago
Feb 11, 2025, 8:48:50 PM

ICrusaderI wrote:

Mainfoldium wrote:

Honestly feels like power fist aoe change was something intended to address the "out of range" problem with lag in pvp.. not for pve

in Eternal Crusade a game older and similar to Space marine 2 , there wasn't any lag and the power fist was slow but effective with no problem, maybe Sabers server sucks then.

The netcode is just not very good, and that's also keeping in mind the the player count of EC was WAY higher in pvp, drastically higher in fact. So  there's no excuse for it to be in such a state when the majority of the transferred info should be whittled down to just skeleton-movements (the wire-skeleton inside the models, not an actual skeleton lol) instead of transmitting all the excessive unnecessary stuff like fine animations and such. That way they could cut down in data transferred while opening up for more rapid refresh of call-and-respond for the server-client relationship. 

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2 days ago
Feb 11, 2025, 10:19:04 PM

Mainfoldium wrote:

ICrusaderI wrote:

Mainfoldium wrote:

Honestly feels like power fist aoe change was something intended to address the "out of range" problem with lag in pvp.. not for pve

in Eternal Crusade a game older and similar to Space marine 2 , there wasn't any lag and the power fist was slow but effective with no problem, maybe Sabers server sucks then.

The netcode is just not very good, and that's also keeping in mind the the player count of EC was WAY higher in pvp, drastically higher in fact. So  there's no excuse for it to be in such a state when the majority of the transferred info should be whittled down to just skeleton-movements (the wire-skeleton inside the models, not an actual skeleton lol) instead of transmitting all the excessive unnecessary stuff like fine animations and such. That way they could cut down in data transferred while opening up for more rapid refresh of call-and-respond for the server-client relationship. 

You bring up an excellent point. Given the lower player count in Space Marine 2 compared to Eternal Crusade, there’s no reason the netcode should be struggling this much. Focusing on transmitting just skeletal movement data (rig-based positioning) rather than excessive, detailed animations would not only reduce the amount of data transferred but also drastically improve client-server responsiveness. It’s a proven approach in many other games with large-scale battles ​

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