Logo Platform
Reply
3 months ago
Sep 13, 2024, 7:08:02 PM

issue


the game takes away player's self-confidence in combat by making them reliant on depletable factors (stimulants, relics, and sometimes long-cooldown abilities), making them feel like they are only as strong as their inventory, and not able to fully own up to every victory or death. it makes the combat feel way too survival-focused rather than offense-focused.

it hinders combat flow and player's ability to persevere in long-term thru their skill alone. it also draws their attention from immersing themselves in the battlefield in favor of making them look around every corner for these depletable items.

(and besides, being downed while still having legs and being alive doesn't feel like being a space marine)

solution


"self-reliance" perk (or "swordsman's zeal" if you prefer perk name form Space Marine 1):

upsides:
- makes the player regain health upon every melee strike proportionally to dealt damage
- tactical and bulwark get more health regain

downsides:
- makes the player unable to use stimulants, armor boosts, and relics
- player dies upon going down
- tactical and bulwark lose their ultimate

(this perk would be especially important for bulwark, and would make the combat as good as Space Marine 1, or even better than it if SM2 marines would stop being too weak to swing chainsword normally)


perk tree implementation


in the current state of the game, I'd implement it by adding a "survivability" perk column, making it 1 of 3 perks in it.


"my experience with Space Marine 2" section of a thread I posted here explains why this perk is so needed.

Updated 2 days ago.
0Send private message

Comments

Reply
Copied to clipboard!
3 months ago
Sep 14, 2024, 8:33:57 PM

This is going to sound mean, but this is ultimately a skill issue. There is no point in this game where you are forced to use any pickups other than ammo, and even then certain class perks refill your ammo reserve. You can complete the hardest difficulties, sometimes with no issues, by not picking up stims, relics, or grenades. This all comes down to learning the parry/dodge system and knowing when to not just throw yourself into a big group of enemies, as well as prioritizing enemies. The item pickups are only there to make the game easier for you and take stress away from upcoming parts of the mission.

0Send private message
3 months ago
Sep 15, 2024, 12:36:39 AM

Bigboyjarvis wrote:

This is going to sound mean, but this is ultimately a skill issue. There is no point in this game where you are forced to use any pickups other than ammo, and even then certain class perks refill your ammo reserve. You can complete the hardest difficulties, sometimes with no issues, by not picking up stims, relics, or grenades. This all comes down to learning the parry/dodge system and knowing when to not just throw yourself into a big group of enemies, as well as prioritizing enemies. The item pickups are only there to make the game easier for you and take stress away from upcoming parts of the mission.

how is it a skill issue if the issue isn't even about challenge level? it is about how the game feels, and as you've mentioned, forces the player to play less aggressively and never take risk. even if being inventory reliant is not required, the game still incentivizes the player to be inventory reliant, and that's what matters.

Updated 3 months ago.
0Send private message
3 months ago
Sep 15, 2024, 7:14:45 AM

Brother_Phobos wrote:

Bigboyjarvis wrote:

This is going to sound mean, but this is ultimately a skill issue. There is no point in this game where you are forced to use any pickups other than ammo, and even then certain class perks refill your ammo reserve. You can complete the hardest difficulties, sometimes with no issues, by not picking up stims, relics, or grenades. This all comes down to learning the parry/dodge system and knowing when to not just throw yourself into a big group of enemies, as well as prioritizing enemies. The item pickups are only there to make the game easier for you and take stress away from upcoming parts of the mission.

how is it a skill issue if the issue isn't even about challenge level? it is about how the game feels, and as you've mentioned, forces the player to play less aggressively and never take risk

This.


In PVE, I miss the power fantasy of SM1, and the SM2 campaign. It feels like going from the Iron Man MK-Modern armour to the suit he built in a cave. 


Skill is certainly an issue, but there are so many unforgiving mechanics that are frustrating more than fun in higher difficulties, especially if you're not running a super meta loadout. Even with some multi-meta in your team or a well build tac marine, if there are difficulty spikes with a big spawn in a mission, and you get caught even a tiny bit out of position, you can't face your foes head on - you instead have to play roll-marine to bravely get yourself to a position where you can frantically fall back and whittle down the hordes.


I can run higher difficulty mission sure, if I get a complimentary team, but.... it's way more fun to run lower.

0Send private message
2 months ago
Oct 15, 2024, 7:13:42 PM

The character skill is not called an ultimate so I don't understand why you are using that terminology, on top of that the deliberate choice to make HP harder to recover in SM2 compared to SM1 is balanced by the fact you play around armor, roll to dodge incoming fire and have both melee and ranged options, as well as gun strikes to quickly recover armor and execute enemies.


The game is balanced as is, if you want to play SM1 then play SM1 and stop complaining that SM2 is not the same way that a 13 year old game, which was created during a very different era of game design.

Updated 2 months ago.
0Send private message
2 months ago
Oct 16, 2024, 7:45:41 PM

Metis wrote:

The character skill is not called an ultimate so I don't understand why you are using that terminology, on top of that the deliberate choice to make HP harder to recover in SM2 compared to SM1 is balanced by the fact you play around armor, roll to dodge incoming fire and have both melee and ranged options, as well as gun strikes to quickly recover armor and execute enemies.


The game is balanced as is, if you want to play SM1 then play SM1 and stop complaining that SM2 is not the same way that a 13 year old game, which was created during a very different era of game design.

it's just a stupid word. call it whatever. what does dodging and parrying compensating the lack of swordsman's zeal have to do with removing self-reliance by introduction of stimulants, relics, down system, and long-cooldown abilities? they could at least replace those with a bit more of self-sustainability.

Updated 2 months ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message