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need so bad the bolter buffs

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a month ago
Oct 21, 2024, 5:48:26 AM

They don't compete at all. It's not even a far thought carry a bolter instead of a grenade launcher and It's boring. It can't be that a grenade launcher can kill Majoris with 3 grenades and execute one and recover everything in one go. It's either this or spend half of all the ammo you have with ONE Majoris. It's very annoying, it's not well balanced. The difference shouldn't be that big.

Updated 7 minutes ago.
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Greenlit

The GREENLIT status is given by the dev team to ideas they will really likely implement in the near future. Almost there!

Mzulft

ADMIN Mzulft

status updated a month ago

Hello! The Bolters have all been buffed in the 4.1 update! Let us know what you think now :)

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21 days ago
Nov 5, 2024, 9:53:46 PM

The damage of the Bolters is no longer the problem, now it’s their utility. Meltas offer self sustain and a reliable stagger, and Bolters not only lack those traits but also any other traits that could make up for that. The Bolter weapon archetype has no unique identity in Space Marine 2 and that is what needs fixing now.

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a day ago
Nov 26, 2024, 12:33:07 AM

@Mzulft dear Mr. Admin we are very happy that you buffed bolters at all, yet many of us want it to be more lore accurate. Bolters shoot 2,5 cm rocket propelled explosive round, which penetrates enemy armour and then explodes. Single shoot should turn any small gaunt into bloody mist, 3-4 shoots should be enough to kill a warrior (although even make it 10 still would be much better). 

Second idea - bolters have variety of ammo, you could consider allowing us to choose different ammo for our bolters, as an additional perk in perk tree - like for example:
1. Hellfire rounds +100% dmg versus tyranid and 20% dmg overtime for 5 seconds, BUT - 50% dmg to chaos marines

2. Inferno rounds +120% dmg to all minoris, 20% dmg as fire dmg for 10 sec. but - 40% dmg to majoris, extremis and terminus

3. Metal storm -30% main damage, but have area of effect, radius 5m everyone get full damage, radius 8m everyone gets 50% dmg, radius 10m everyone gets 25% dmg


4. Kraken rounds +110% basic dmg, +60% dmg versus majoris and extremis, +100% dmg vs. terminus but 25% chance for giving only 10% dmg to minoris enemies (armour piercing round can pierce through very soft target without fragmenting or detonating)

5. Banestrike rounds (sniper bolt rifle only) +200% dmg versus space marine ceramite armour with penalty vs. minoris targets same as kraken

6. Dragonfire rounds -60% main damage, but have area of effect, radius 6m everyone get full damage, radius 12m everyone gets 40% dmg, radius 16m everyone gets 10% dmg, all targets hit recive overtime fire damage as 10% of main damage for 6 sec.


7. Scorpius rounds  (sniper bolt rifle only) - can't miss the target, always count as headshot, +1000% dmg vs. terminus, plus 500% dmg vs. extremis, instantly kill any majoris, but only first round in the mag can be scorpius, it reset after reload but before you got another scorpius round there's 180 sec. cooldown


8. Seeker bolts - can't miss the target but - 15% dmg


9. Tempest rounds - normal dmg, electric crack animation, each hit paralyze target for 0,5 sec. and if target is rubric marine each hit paralyzes him for 1 sec


10. Vengance rounds - +180% vs ceramite type armour, +140% dmg against all majoris and extremis, no penalty for minoris but 5% chance that round will explode too early damaging you instead


11. Stable flux-core bolt rounds (sniper bolt rifle only) +200% dmg versus space marine ceramite armour, +180% dmg versus all other targets, but only first round in the mag can be Stable flux-core bolt, it reset after reload but before you got another one round there's 60 sec. cooldown (during cooldown all ammo is normal bolt rounds)


12. Hyperfrag round  (sniper bolt rifle only) +250% dmg, and  have area of effect, radius 6m everyone get full damage, radius 8m everyone gets 60% dmg, radius 10m everyone gets 30% dmg, but 120 sec. cooldown and only first round in the mag.


13. Executioner round (sniper bolt rifle only) - can't miss the target, ignore all cover, always coun't as headshot, 135% dmg, only first round, cooldown 40 sec.


14. Mortis bolt round (sniper bolt rifle only) - 10% of basic damage at hit, but then 100% basic damage as poison damge for 5 seconds, first TWO rounds, cooldown 60 sec.


15. Helspear - +20% dmg vs. all psykers, ignore zoantrophe shield, ignore neurothrope barier, ignore chaos sorcerer shield, +40% dmg vs. tzaangor


15. Inertial fusion bolts (sniper bolt rifle only) +800% terminus damage, only first round in a mag, 130 sec cooldown


16. Witchseeker bolt (sniper bolt rifle only) - instantly kill any psyker - zoanthrope, neurothrope, sorcerer, but don't ignore their barrier, so barrier must be down for kill, and only first round in a mag, cooldown 140 sec

Updated a day ago.
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7 days ago
Nov 20, 2024, 4:04:58 PM

dactyr wrote:

Xen113 wrote:

Instead of a straight number boost, what they need is extra functionality imo. There should be small splash damage and a supression mechanic for the fully automatic weapons to make exchanges of ranged fire feel less like an unfair slog. it would also promote a little more team play this way. Supress groups of ranged enemies to make the approach easier for melee focused characters. 

I think they need a 10-15% buff against majoris and stronger, but need a MAJOR buff vs minoris. Relic bolters on Ruthless and Lethal should be 1 shotting for the most part (maybe not termagant's - they tend to be sorta resistance to ranged damaged)  at last hormagaunts that arnt empowered. Mastercrafted and such doing the same for the respective difficulties. Maybe you can choose an ammo loadout too with the ability to trade out normal bolt rounds with kraken rounds at a cost,an they do more damage to majoris and bigger but can hold less or something , and sorta scale it with armor thickness, i mean it would track with toughness vs strength checks for the table top power scaling too. 

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7 days ago
Nov 20, 2024, 4:01:55 PM

Xen113 wrote:

Instead of a straight number boost, what they need is extra functionality imo. There should be small splash damage and a supression mechanic for the fully automatic weapons to make exchanges of ranged fire feel less like an unfair slog. it would also promote a little more team play this way. Supress groups of ranged enemies to make the approach easier for melee focused characters. 

I think they need a 10-15% buff against majoris and stronger, but need a MAJOR buff vs minoris. Relic bolters on Ruthless and Lethal should be 1 shotting for the most part (maybe not termagant's - they tend to be sorta resistance to ranged damaged)  at last hormagaunts that arnt empowered. Mastercrafted and such doing the same for the respective difficulties 

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7 days ago
Nov 20, 2024, 3:58:22 PM

Bebacer wrote:

Forgive the taboo, but piggybacking on this thread since it's been Green Lit and is getting Dev attention, pulled from my recently created thread - https://community.focus-entmt.com/focus-entertainment/space-marine-2/ideas/7521-bolter-ammo-damage-improvement?page=1#post-7521:


In my personal experience of the game and understanding of the lore, all the weapons that fire bolter ammo are under-powered (except maybe heavy bolt pistol) for 2 reasons. 


 1) Lore wise, it's described in ways such as "acting like a miniature rocket" and "designed to penetrate the target before detonating within, maximizing damage to the target and leaving little chance for survival". I get that, lore-wise, there also lots of crazy things stated about the enemies of mankind that might mitigate the lethality of regular bolter rounds, but on the whole they are represented in text and visually as being highly penetrative and destructive. 


 2) and more compellingly, I think, the kill to ammo spent ratio for bolter ammunition is making the game more challenging than a lot of other reasons, and virtually unbeatable under certain conditions. The most common in my experience is running out of ammo when a large enemy arrives, or if you get some particularly bad "rolls" and have multiple waves between ammo crates. I think ammo scarcity in general is in need of re-balance, but to stay focused on bolter ammo, when it have to use 2,3,4, or more rounds on the smallest enemies of each faction, the compounding total ammo needed to get through waves of enemies is just not available a lot of the time, and you wind up getting stuck between the choice of just fleeing the zone until ammo appears, or slugging it out with the melee mechanics, which are still somewhat janky for dodges.


Increasing bolter damage significantly while reducing overall ammo reserves, or even slightly reducing magazine size, would (I think) maintain difficulty as intended by the devs, but open up a lot of parts of the game that feel stifled (arbitrary/random difficulty, balance of weapons that are fun to use, increase in amount of viable team strategies, ammo fatigue/famine, "power fantasy",etc.). In my perspective, that would look like a 100-200% damage increase (1-2, maybe 3 hits for minoris enemies) and a 20-33% reduction in ammo reserves. If magazine reduction was needed, maybe 10-20%. 


Using the heavy class heavy bolter as an example (what I'm most familiar with), I don't need to carry around 400, 500, 600 rounds of ammo just to have to chew through (what feels like) 3, 4, 5, or more rounds on each minoris enemy. That's like only 100-150, maybe 200 enemies per magazine, assuming they are all minoris. Being able to carry even just 300 rounds, but knowing that proper application is going to allow me to chew through 200+ enemies would feel way better, and line up a lot better with where we typically seem to be encountering ammo.


Lore wise, if devs care about there being a good reason, just say they were converted to Kraken Penetrator Rounds or whatever (at this point I think they are just not performing for what they should be as standard, but whatever it takes to convince the Devs, PLEASE....   PLEASE).

I second this and mention it in a separate idea as well. I think this hits correctly. If they want to introduce a big change like this and incorporate it in lore they could say that it was a bad batch of bolter rounds, found that there was a conspiracy of heresy that was discovered orchestrated by imurah to make the bolter rounds weaker and it was rooted out by the inquisition and now we have less but the bolter rounds are now functioning properly. 

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7 days ago
Nov 20, 2024, 7:30:12 AM

Frankly the bolters feel like a bit more than pebble throwers. Nowhere near we need to get rid of large number of enemies or heavily armored enemies. Only the fully upgraded heavy bolter feels like it's somewhat useful on the first 3 difficulties.

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7 days ago
Nov 19, 2024, 7:44:36 PM

Forgive the taboo, but piggybacking on this thread since it's been Green Lit and is getting Dev attention, pulled from my recently created thread - https://community.focus-entmt.com/focus-entertainment/space-marine-2/ideas/7521-bolter-ammo-damage-improvement?page=1#post-7521:


In my personal experience of the game and understanding of the lore, all the weapons that fire bolter ammo are under-powered (except maybe heavy bolt pistol) for 2 reasons. 


 1) Lore wise, it's described in ways such as "acting like a miniature rocket" and "designed to penetrate the target before detonating within, maximizing damage to the target and leaving little chance for survival". I get that, lore-wise, there also lots of crazy things stated about the enemies of mankind that might mitigate the lethality of regular bolter rounds, but on the whole they are represented in text and visually as being highly penetrative and destructive. 


 2) and more compellingly, I think, the kill to ammo spent ratio for bolter ammunition is making the game more challenging than a lot of other reasons, and virtually unbeatable under certain conditions. The most common in my experience is running out of ammo when a large enemy arrives, or if you get some particularly bad "rolls" and have multiple waves between ammo crates. I think ammo scarcity in general is in need of re-balance, but to stay focused on bolter ammo, when it have to use 2,3,4, or more rounds on the smallest enemies of each faction, the compounding total ammo needed to get through waves of enemies is just not available a lot of the time, and you wind up getting stuck between the choice of just fleeing the zone until ammo appears, or slugging it out with the melee mechanics, which are still somewhat janky for dodges.


Increasing bolter damage significantly while reducing overall ammo reserves, or even slightly reducing magazine size, would (I think) maintain difficulty as intended by the devs, but open up a lot of parts of the game that feel stifled (arbitrary/random difficulty, balance of weapons that are fun to use, increase in amount of viable team strategies, ammo fatigue/famine, "power fantasy",etc.). In my perspective, that would look like a 100-200% damage increase (1-2, maybe 3 hits for minoris enemies) and a 20-33% reduction in ammo reserves. If magazine reduction was needed, maybe 10-20%. 


Using the heavy class heavy bolter as an example (what I'm most familiar with), I don't need to carry around 400, 500, 600 rounds of ammo just to have to chew through (what feels like) 3, 4, 5, or more rounds on each minoris enemy. That's like only 100-150, maybe 200 enemies per magazine, assuming they are all minoris. Being able to carry even just 300 rounds, but knowing that proper application is going to allow me to chew through 200+ enemies would feel way better, and line up a lot better with where we typically seem to be encountering ammo.


Lore wise, if devs care about there being a good reason, just say they were converted to Kraken Penetrator Rounds or whatever (at this point I think they are just not performing for what they should be as standard, but whatever it takes to convince the Devs, PLEASE....   PLEASE).

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9 days ago
Nov 17, 2024, 5:40:30 PM

Right now bolters are a joke and using them is practically pointless. No need to buff them in pvp just buff them in PvE another 30% damage increase should be enough.


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10 days ago
Nov 17, 2024, 4:41:31 AM

Stagger.  Bolters shoot literal bolts, large pieces of metal that explode?  Then they should be able to stagger any target if you shoot it in the face.  

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13 days ago
Nov 13, 2024, 5:45:40 PM

please, just give bolters a headshot stagger.  Think of stagger as a long range parry.  The enemy is way more mobile than 2/3 of the space marines.  A headshot stagger can get you into malee range, counters long range majoris.  Headshot stagger.

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14 days ago
Nov 12, 2024, 10:36:01 PM

Have played patch 4.5 and still, the bolters are underperforming and the new pistols is so weak to even at relic level 

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15 days ago
Nov 11, 2024, 5:53:20 PM

Bolter damage still trash across the board. Saver doesnt understand that percentage based increases don't do anything with the extremely low numbers we have to work with. Good job devs, now our boltgun does 1.6 damage per shot instead of 1.4. Amazing buff. You guys clearly aren't nuckle dragging apes.

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21 days ago
Nov 6, 2024, 7:14:35 AM

SgtRorschach wrote:

The damage of the Bolters is no longer the problem, now it’s their utility. Meltas offer self sustain and a reliable stagger, and Bolters not only lack those traits but also any other traits that could make up for that. The Bolter weapon archetype has no unique identity in Space Marine 2 and that is what needs fixing now.

agreed!!

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25 days ago
Nov 2, 2024, 12:04:06 PM

Instead of a straight number boost, what they need is extra functionality imo. There should be small splash damage and a supression mechanic for the fully automatic weapons to make exchanges of ranged fire feel less like an unfair slog. it would also promote a little more team play this way. Supress groups of ranged enemies to make the approach easier for melee focused characters. 

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a month ago
Oct 30, 2024, 6:07:22 PM

needs moar buffz - oculus is still a joke of a weapon which is sad because its lowkey my favorite one and it just sucks

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a month ago
Oct 28, 2024, 5:38:57 PM

https://community.focus-entmt.com/focus-entertainment/space-marine-2/ideas/7015-bolter-rework-concept s a more detailed idea on a possible rework @Mzulft

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a month ago
Oct 28, 2024, 4:13:21 PM

BeelzeBob wrote:

Also, to the OP's point about the grenade launcher it really needs to be reined in. The damage and aoe are fine, but the mag size at high tier is too big and the ammo restore perk gives too many grenades. This thing is absolutely eclipsing all other tactical weapons right now, and it's not even close. Oh also from what I understand the GL gets x1.5 headshot damage? That clearly should not be a thing.

I agree with this for the most part, I think the grenades need to be lethal, though they should be more about chaff than focused fire: increased AOE spread and splash by alot or add a shrapnel effect for hordes of enemies but reduce majoris/exterimis/terminus damage a lot -  can even be creatve and add a difficulty armor system that allows the base damage of the grenade to remain high but does less to the bigger enemies, they also need a reduction in the amount per batch. I'm fine with them recovering with the perk to refill mag on majoris kill like it is now, but it cant be 11 rounds it needs to be like 5. in return though the Bolter round needs more damage per shot to majoris exterimis and terminus, it needs an armor pricing effect / feel, the reserve can be adjusted to address this but the bolters need to hit harder per shot by ALOT essentially they should have the same damage potential as other weapons if all shots land with a lower reserve make each shot hit harder per shot. for example each bolter round hits about 50% less than a full plasma charged shot, BUT its reserve capacity is 50% more shots than a plasma incinerator can fire in charged shots in one full ammo reserve for exmaple. 

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a month ago
Oct 28, 2024, 11:55:07 AM

The big problem here is not the bolters buff, it's that the enemy is a bullet sponge, because on lower difficulties enemies die quickly, but on lethal and ruthless they can tank a lot of bullets, I think this is not a good approach to difficulty, and I think we will prefer more enemies than less but more tanks.

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a month ago
Oct 27, 2024, 12:42:53 PM

10% and 5% increase in bolter damage with recent patch is practically nothing. bolter (and weapon "leveling" in general) feels not satisfying. Having enemies have more hp by difficulty increase kill the meaning of having better weapons as result is the same. Killing a warrior with torso shots keeps same 2 full mags emptied depending on weapon level and difficulty. Melee weapons are same: low level difficulty + standard weapon = 3 melee hits to kill a single hormagaunt. Ruthless difficulty + relic tier weapon = 3 melee hits to kill a single hormagaunt.

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