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Power fist fix after latest patch 6.0

Weapons

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4 days ago
Feb 8, 2025, 4:07:48 PM

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


https://www.youtube.com/watch?v=lP4CuGVnnMo



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 9 hours ago.
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9 hours ago
Feb 12, 2025, 5:53:36 PM

Ok, but they want people to actually use the power fist.


If this game was actually a soulslike, where you fought 3-4 things at a time, that would be a viable weapon with reasonable tradeoffs.  It isn't.  It's a horde shooter with soulslike melee mechanics, which was an odd marriage from the get-go, but means that any primary weapon that cannot handle horde situations at all is simply nonviable.


Your lore observations are spot on - and they will not make for good gameplay.

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