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Team Coherency rework

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6 months ago
Oct 17, 2024, 6:45:08 PM

Several assumptions:
- Regenerating armor is a key mechanic in this game, as avoiding 100% of the damage is virtually impossible.
- Classes like Assault and Vanguard are designed to dive into enemy backline, take out priority targets, etc.

- Ranged classes are designed to stay at range when possible, it isn't easy for Snipers and Heavies to accompany Assaults and Vanguards when the melee classes do their intended job.
- When fighting against Extremis enemies a lot of dodging is involved, especially if some players are less confident in staying in melee than others. Teams can easily be split up, especially when fighting multiple Extremis enemies at the same time.

From the above points we see that the current implementation of Team Coherency is working against the class design and encounter design (where ranged enemies stay far away).

Suggesting to change Team Coherency from facilitating a core mechanic (armor regeneration) and punishing players by "robbing them of air" when they stray a little away, to providing positive buffs, maybe activating the team perks from other teammates and making them "offline" for players who are too far from the team. 

Make Team Coherency rewarding for performing it well, instead of punishing for not performing this mechanic.

Updated 11 days ago.
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6 months ago
Oct 17, 2024, 6:53:18 PM

Agreed. The new coherency mechanic directly acts against class identity and how each class is meant to function to such an extent that it can potentially punish teams that are doing everything right.

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6 months ago
Oct 17, 2024, 6:56:28 PM

I strongly agree. I will add to this that it
1) also makes playing with bots extremely frustrating - bots will happily stay slightly out of range to stand in the middle of a firestorm, thus making player unable to engage even with the coherency mechanic as intended; and
2) makes it harder to clutch when all allies are down, incentivizing kicking "bad" teammates to avoid them
Additional alternatives: 
1) Drastically increase the range of the current mechanic, though doing so probably defeats the purpose,
2) Take a page from dark/vermintide and have lonely players get jumped by "grabbers". Probably unrealistic, because we do not have any traditional grabbing enemies
3) Enrage more enemies near lonely players
4) Slow down or stop the regeneration of class skills for lonely players by say 50%. say, 15~ seconds after they become lonely. We don't want to punish checking geneseed spawns, after all.

Updated 6 months ago.
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6 months ago
Oct 17, 2024, 8:04:40 PM

100% agree. Such a poor way to implement difficulty. Get rid of the team cohesion mechanic altogether. Do they understand their own game? Assault jumps in to destroy, sniper stays back. It feels ANNOYING to stick together and not rewarding at all, the LAST thing you want to be feeling in a video game for entertainment. 

If you wanted to Lethal to stand out in difficulty and avoiding just buffing enemy hp and damage you could have just reduced everyone's armor pip by 1 or something. Not only is it frustrating for reasons above, but it makes you fight your teammates for executions. I should be supporting and collaborating with my team not taking their armor regens. 


The respawns not reviving squads at checkpoints anymore makes no sense too. Now you just have your team wait 5 minutes til they respawn. Lots of things in this game that don't respect the players time already and they just keep compounding. 


Cutting down ammo even further is such a poor decision too. Another thing that just feels annoying rather than tactical or rewarding.  


Such bad decisions man, you are ruining what I saw as a near perfect game. Please take the reviews seriously and REMOVE the squad cohesion mechanic! Or make it straight up positive buffs like normal armor behavior before the update, and maybe sticking close makes you take less damage and regen some ammo? That would make me want to try and stay close without it feeling forced or like I had to be close ALL the time. 

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6 months ago
Oct 18, 2024, 12:14:01 AM

I mostly agree with the points @Ythill made; however, I strongly believe that player abilities should not be "removed" as difficulty increases. Limiting ammo and drops is great. Increasing enemy density is great. Making enemies tougher (to a point) is great.


But when you remove a core mechanic, or in this case, gate it behind an awkward mechanic, it just feels unfun. It's not rewarding and STRONGLY limits play styles. I get that they probably wanted to curb speed runners. The problem is, this mechanic doesn't do that. It just forces them to run in a group or die.

My suggestions:

  1. Keep the coherency visual indicator
  2. Increase range by 3x the current amount (it's way too small for Snipers and Assaults)
  3. When out of coherency for 30 seconds spawn a massive wave near the "farthest person on the map" and target them
  4. When out of coherency for 60 seconds spawn two Extremis near the "farthest person on the map" and target them
  5. When out of coherency for 90 seconds enrage all Majoris on the map
  6. When out of coherency for 120 seconds spawn a Terminus enemy that doesn't drop rewards near the "farthest person on the map" and target them


I relalized that's hard to implement. But this will keep people "nut to but" for the most part, but not punish Snipers or Assaults. The Assaults can fly free, so long as they return in a reasonable time frame. Snipers can comfortably sit out of the melee, but stay engaged. "Speed runners" will quickly get shit on. And lethal will be super fun.


That's just my two cents...

Or you can just put up walls that require waves and enemies to be cleared before you can advance...but that also sucks for a lot of reasons. Personally I think punishing "loners" is the best approach, but the current implementation misses the mark badly.

Updated 6 months ago.
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6 months ago
Oct 18, 2024, 12:41:20 AM

Absolutely agree. I don't have any gripe with other elements of this patch and I think more were necessary than not but adding a coherency mechanic where players are penalized for not maintaining a close proximity to each other is the wrong way of encouraging team coherency and actively harms the intended playstyles of a majority of the game's classes. I'd fully endorse your suggestion of a buff system to encourage it instead but I'd be completely fine if this idea were just scrapped altogether as well.

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6 months ago
Oct 18, 2024, 12:44:28 AM

Made an account just to come here and support this. Teamwork and proximity are not the same thing, good teamwork involves different classes recognizing the situation, and using their traits to overcome the challenge at hand, which often means a sniper hanging back or disengaging from the horde: An assault diving in and disrupting a massive horde to disrupt and break up it's advance for ranged teammates. A bulwark stepping out of the line to create a chokepoint, a vanguard seeing a threat outside of the melee and grappling to engage. 


If the devs want to promote closer proximity to teammates for whatever reason, then so be it, but this is a poor implementation. As others have said positive buffs, such as a defensive aura/ minor damage boost, or the triggering of a unique perk for fighting closer together.

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6 months ago
Oct 18, 2024, 1:17:23 AM

Agreed 1000%.  I listed my reasoning here:


https://old.reddit.com/r/Spacemarine/comments/1g5p5g1/on_lethal_difficulty_you_cant_regain_armour_when/lscqpb7/

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6 months ago
Oct 18, 2024, 1:48:27 AM

Will y’all please stop making these BS changes handcuffing the power fantasies players like me have with Space Marines? You have made one of the toughest warriors of the Imperium into gibberish weaklings. 

We just want more enemy encounters like it’s the 40K Dynasty Warriors. Also stronger Bolts, and better integration of Dodge to Block weapons so we can finally use them. 

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6 months ago
Oct 18, 2024, 5:30:59 AM

Yeah the tether mechanic seems poorly thought out and I'd rather see it scrapped entirely than reworked. Just seems too difficult to try and rework an entire aspect of the game like this, and in the worst way.

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6 months ago
Oct 18, 2024, 12:05:20 PM

Even though it's still early in the patch's lifecycle I believe that coherency as it is is just dull, sure if you're playing with 2 friends on vox it can be fun, but probably more of a chore than skillful and thoughtful gameplay that it was supposed to promote...

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6 months ago
Oct 18, 2024, 6:43:17 PM

I have to agree, I hate what forces me to do as a Vanguard at the moment. The Game was great until patch 4.0. The game definitely needed a bump in difficulty since it was too easy but making me play hugging my teammates all the time just killed the game for me. As a vanguard, this just killed my will to take any initiative. No more jumping to the ranged mobs that are destroying us from far away, no more flanking, just play within a small box and pray that you can see anything other than pixels on your screen when things get crowded... The rest of the changes and buffs to the mobs were welcome, finally a challenge but I can't play it when the game forces me to position myself within 5 to 7 meters of my teammates when I am the only melee in the party. On top of it, in 1hour of gameplay today, the armor mechanic failed several times not detecting teammates next to me.

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6 months ago
Oct 19, 2024, 7:31:05 PM

Make the player WANT to be near their team, not NEED to be near them. It clashes with the core design of the classes. Sniper and Heavy should be out far, Bulwark and Assault close... This is a core concept they designed around but then go directly against that with team proximity.


If you want to encourage closer together teams remove the armor mechanic entirely and just add passive buffs like regain more contested health, or gain an extra armor pip. 


You want games to be challenging but still feel fair and fun. Doom Eternals nightmare mode struck this balance perfectly IMO. Space Marine 2 was almost perfect, but ruined by this team coherency update. Now it feels harder but not in a challenging way I want to overcome, but an annoying way that doesn't feel fun, and that's the LAST thing you want from your game. They tried this with World War Z and nobody liked it! 

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