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Patch 4.1 Improvements

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a month ago
Oct 24, 2024, 6:39:17 PM

(cleared all Lethal operations on Tight Formation with randoms)


Tyranid sniper stance is hella resilient to attacks. Gotta be able to interrupt their stance.


Calling for reinforcements should be the time enemies should be weak to our hits and be hella vulnerable. Just like us when we try to revive our brother and get interrupted by the enemy. I had an experience where they just ignore the hits for some time if its melee or ignore mostly when its bolt weapons. Only the high dmg weapons interrupt them.


2 Melta shots to kill a group of Minoris. Idk how yall take this but imo it should be able to 1 shot minoris. You'll anyways waste 3 to 4 shots at least on Majoris before bringing them to the execution animation.


Zoans when in narrow spot spawns are very dangerous as their shots stagger and its an ez 3 shot to finish us. Beams are still the same as in 4.0 patch. Gotta reduce the damage. Their beams have wider range than it looks. Gotta reduce the wide range. https://www.twitch.tv/season_of_slaps/clip/SplendidDignifiedEyeballDoggo-aZQoIdqHlvOwwKJU

https://www.twitch.tv/season_of_slaps/clip/SingleBoxySangAMPTropPunch-Lkr4kJCNJfpOOxl6

https://www.twitch.tv/season_of_slaps/clip/FilthyBlazingSardineResidentSleeper-5LjdKghE9VeVC1op

https://www.twitch.tv/season_of_slaps/clip/AnnoyingObedientJackalNotLikeThis-it9ixjwtJ3OqZL_A


If the Tyranid Hierophant Bio-Titan has player-seeking projectiles, I think that should be disabled. If not its alright I guess. Idk. If the projectiles hit the bridge and it causes damage to the player standing under the bridge, that should be fixed.


Parry followed by a gunstrike shouldn't get interrupted. I have noticed many gunstrike failures recently. The gunstrike sound fades and you are not rewarded for that animation. Maybe its ping, maybe its because someone else killed it before you entered that animation.Idk what others think about this one.

We getting staggered for a long time should be reduced. https://www.twitch.tv/season_of_slaps/clip/OriginalColdbloodedHareItsBoshyTime-oSJfoQX-VuUnGZXX

https://www.twitch.tv/season_of_slaps/clip/CaringNeighborlyFerretUWot-ziGheVDzlnUP7kNi



I think Space Marines should be the tanky ones here compared to Thousand Sons and Tyranids (I noticed Average Threat Level Enemy Health/Tankiness would be the move to Substantial/Ruthless/Lethal and Horde mode. Maybe extra 1 or 2 shots to bring them down to execution). I could be wrong but the videos are mostly us kicking their A$$. Or let them be Tanky but we have to be able to kill them faster instead of relying on another Brother which would make it look like we're dealing with some mini boss or something like that. (it's like how many you slayed rather than how less enemies you fought with for a long time)  I hope this makes sense. This could be fixed with another weapon buff or straight up lower down the tanking and increase numbers so the fun stays balanced. Just my opinion


The weapons and Melee damage need around 70 to 100% more buff. From my last few games, I saw the number of Majoris was way higher compared to what we saw on the day of 4.1 patch drop. So if we are to keep getting more enemies automatically by the ai director. I think its fair to buff our weapons so we can take them down faster. At a point, I saw 5 or more Majoris grouped up as it was some kinda bug with the spawn or something like that. I may have also fought more than 6 to 8 at a time while my teammate was focused on his.


Our weapons according to the lore and videos are overpowered. It must stay that way. Imagine 2 charged sniper shots on a regular thousand son? 7 shots or more from Melta to a regular Majoris? 2 entire mags or more to put 1 enemy to execute animation? 9 melee or more from a chainsword to put someone to execute animation? Imagine facing hordes of these tanky majoris. All it takes is to get hit by 1 regular enemy that can pull 2 moves and send you back to the battle barge.


(cleared all Lethal operations again with randoms)

The armor recovery time should be reduced

Thousand Sons are way more tankier now Idk whats happening but they are auto buffing their tankiness I guess.

Buff weapons or bring down the tanks: https://www.twitch.tv/season_of_slaps/clip/SecretiveRudeShingleDancingBaby-DPzozrtG6Jdg_Pdr

https://www.twitch.tv/season_of_slaps/clip/FairHelpfulSquirrelFunRun-kFLB6Gt35Ov48vpU

and this 

NO REACTION: https://www.twitch.tv/season_of_slaps/clip/RespectfulRudeOctopusFunRun-a93EVCNcoCXqp1UD

Updated 2 days ago.
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a month ago
Oct 25, 2024, 8:32:43 AM

I agree with Parries not getting interrupted and Gunstrikes as well. Especially with the amount of people asking for more enemies nor just stronger enemies.

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a month ago
Oct 25, 2024, 11:22:13 PM

One thing I noticed about the Zoanthropes too is that besides having hella damage potential is that their shots tend to go through solid objects a la the Bio-Titan sprays. I've been hit by the laser behind cover more than once and the energy ball has tracked through the corner of a wall and hit me, too. Hopefully, they'll take a look at that soon.

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a month ago
Oct 31, 2024, 3:04:35 AM

They are like god dam cyborgs, instant targeting  NO MATTER THE DISTANCE, i hid behind a bush across hald the map and soon as i popped an eye out AUTO TARGETED, rapid firing, serious damage dealing, crazy hp.... You can tell theu just took the easy route. The quickest job lol...only 20 off the time for Extremis and Terminus 🤣🤣🤣🤣

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a month ago
Oct 31, 2024, 3:40:16 AM

I just did a Lethal and felt like something is wrong. This 1 little Tyranid poked my back. Just 1 hit while activating the control panel in the Inferno Map. I lost 2 Armor. Lmao Felt bad for a moment being a Space Marine. Devs gotta buff us up like CRAZY. Let them increase the numbers of Majoris and lil enemies. Even after 20% and more weapon buff,  I feel like Space Marines are weak against these enemies. Idk how Horde Modes gonna be but I sure can tell, if its like this, its gonna be a mess

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a month ago
Oct 31, 2024, 1:53:19 PM

First, I gave you my upvote.  However, I don't fully agree with everything.


I don't mind the state of the game currently minus a few situations:


  1. Tyranid Snipers: They are truly a problem now.  They have become difficult to interrupt and their timing has changed.  I now dodge roll and they hold the shot until just after my roll.  And then they queue another one almost immediately.  It's not that I can't deal with them - I just find it a little unfun that I spend most of the time chasing them around as they hop back, fire, hop back, fire --- and I don't have a mechanic to truly stagger them.  Not to mention the enraged ones that are simply mini-bosses that shoot you through the flurry of attacks.
  2. Zoanthropes: Definitely did not get the rebalance they needed.  They are tanky, do extreme damage, have a massive slate of attacks and the hitboxes of the attacks feel inconsistent.  Plus, they largely invalidate certain classes which is a different issue altogether and takes a lot of the fun out of the game when you get faced with an enemy you can't really fight well.  I mean, the least they could do is allow Vanguard to 'hook' him and knock him to the ground or the assault to be able to 'ground slam' him directly.  That would essentially leave Bulwark with no real way to counter them without assistance - which is better than it is today.
  3. Bio-Titan:  Either way I am fine.  I am just in constant motion and move from area to area.  What I see a lot of is the person with the IR Laster stands on one side and gets the cannons to trigger and does so stationary.  You need to fire while backpeddling or sidepeddling.  That and the spotter either stays put or doesn't really relocate to a good area.  The Bio-Titan will shoot where you 'were' so switching from left side to right side to middle to retreat to the back keeps him confused.  Plus, it's best to find cheeky little angles to target him from.  All that said - the bridge definitely should provide cover.
  4. Spore MInes: You didn't mention these, but the spore mine spam and their ability to just materialize is out of control.  And, for me, they don't add to the fun of the battle in the slightest.  I wouldn't mind them so much if they were toned down, but the way combat is - they are just annoying and overly powerful.  

Now to the stuff I disagree with:


  1. Parries: I find the parry mechanic fine.  I don't really get interrupted, so I can't say I know that experience.  However, I do get annoyed when the timing seems to get off and the only way to solve it is to roll away, attack and then get back to being able to parry.  
  2. Space Marines Being Tanky: We definitely are not more tanky than a Tyranid Warrior.  Although, one thing I think they missed out on was something Helldivers 2 did really well - battle damage.  I would have loved to see us cleaving off legs and arms and blowing holes in the enemies.  Resulting in degraded enemy performance and leaving them open to more damage.  The one area that I find annoying, when it comes to 'tankiness' is when you are unleashing a flurry of blows on an enemy and they tank it like I would tank the hits of a small 3-year old child.  The physics of it bother me.  
  3. Weapon and Melee Damage:  Oof.  This is a tough one.  Most of the long range weapons are in a pretty good spot.  In fact, outside of Bolters, I think there is an argument that they are too powerful.  Not that I want to see them changed, but the Heavy Plasma, Melta, LasFusil, Grenade Launcher with an attached Bolter are all ridiculously powerful and can largely carry a bad player and make a great player look amazing.  Melee weapons could use a small damage buff - certainly not in the 70-100% range - but they do need separation (as most of the weapons really feel interchangeable with another) and there is nothing on the melee side that feels anywhere near as powerful as the good ranged weapons.  Ultimately, the way the game plays out - you spend most of the time in the 'attack-attack-parry' mode never exploring most of the combos.  Plus, unlike the different feeling of using a melta vs using a plasma vs using a bolter ... where each one has different roles and feelings ... the melee weapons don't have anything that makes them feel truly unique outside the animations.
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