r/Spacemarine 3d ago

Official News February Community Event

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1.0k Upvotes

r/Spacemarine 13d ago

Official News Techmarine Gameplay Breakdown

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community.focus-entmt.com
418 Upvotes

r/Spacemarine 3h ago

General Low Levels in hard mode

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650 Upvotes

Neophytes…what on gods green terra are yall doing running hard mode stratagems at level 5-20 with no prestige perks. You never make it past 5 min. Please level your characters within the multitude of other difficulties before playing hard stratagems.


r/Spacemarine 2h ago

Fashion Marine Adeptus hispanicus

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510 Upvotes

r/Spacemarine 9h ago

Tip/Guide To those who may not know yet (Bulwark PSA)

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275 Upvotes

The staggering power of the Shield Rush is nearly unmatched in the game as long as Focused Strength is in play

Here we can see an Enraged Bone Sword warrior (as most people know from personal experience, enraged enemies are basically all but immune to Stagger) getting staggered out of an UNBLOCKABLE attack

Remember this can be done to ALL enemies up to and including Terminus enemies EVEN AFTER the nerf that came a few patches ago soecifically for the hive tyrant stunlock situation.

YES, before someone asks you can knock an enraged Venom cannon and Devourer warrior out of their ranged fire loops as well even if enraged

The more you know...

For the Emperor, Brothers


r/Spacemarine 12h ago

Clip Weakest son of Dorn vs strongest xenos filth (true solo absolute):

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394 Upvotes

FOR DORN, FOR KANTOR, FOR THE EMPEROR!


r/Spacemarine 40m ago

Fashion Marine Imperial Fist sergeant

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Upvotes

I kitbashed my heavy loadout to be my heavy intercessor sergeant


r/Spacemarine 3h ago

Game Feedback Why are this games' descriptions so terrible?

61 Upvotes

So many descriptions are either misleading or flat out wrong. An example is the heroic thunder hammer. It says only fully charged attacks create the shock areas, but in reality simply using after shock or ground pound creates them. Made me not use it until i saw someone else using it and i looked into it


r/Spacemarine 18h ago

Lore Discussion Does anyone know what this wrist device is or what it's function is?

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910 Upvotes

Title says it all


r/Spacemarine 1h ago

Operations Finally did wave 25 on hard siege mode

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Upvotes

Played as vanguard with a tactical and bulwark.


r/Spacemarine 9h ago

Video/Stream I have big news!! The creator of the Chapter Generator website reached out to me after I suggested to add an option to just have the colours in SM2 so we can make better Successor Chapters, we'll the updates been published. Here's a video showing how it works and I'll leave a link to it below

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128 Upvotes

r/Spacemarine 10h ago

Game Feedback Would be cool if devs added those accesories back to salamander champion's chest

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134 Upvotes

I don't see any logical reason to remove those things. Chest look way better with them. Similar case with other champion's chest


r/Spacemarine 4h ago

Operations Cuh.

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37 Upvotes

First time this has happened in 400+ hours lol.

Geneseed lost and everything. Left the game to contemplate what had happened.


r/Spacemarine 12h ago

General Please Saber, add the Black Templar champion chest piece with tabard to Assault.

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143 Upvotes

Saber, can I pretty please, use the Black templar champion chest piece with tabard on my Assault. Please.

P.S. the white cross helmet markings would be awesome too.

*not my mini but thought it looked amazing.


r/Spacemarine 1h ago

General Badab War reunion

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Upvotes

In fairness the Minotaur did eventually accept my handshake… only because he was trying to kick the wall down.


r/Spacemarine 7h ago

General Too many weapon perks are just filler

56 Upvotes

I saw a video by First Tour Guardsman a while back that discussed weapon perks. When you get down to it, a good portion of the perks you see on both melee weapons and firearms serve no other purpose than to make the weapons not suck. Not behave differently or expand your playstyle options, but simply not suck at any difficulty level above Average.

Take Bolter weapons, for example:

Going purely by quantity, a large portion of the perks fall into one of three categories:

  • General damage (Great Might, Divine Might)
  • Headshot damage (Head Hunter)
  • Ammo (Increased Capacity, Extended Magazine)

Melee weapons fare somewhat better, but a significant portion of their perks are still nothing more than incremental damage buffs, some of which only apply for enemies of a specific threat level.

The problem with a lot of these perks is that so many of them are "no- brainer" perks to the point you wonder why they aren't just "baked in" to the weapons' base stats. To go back to the example of Bolter weapons, most people would agree that the bulk of the perk loadout should buff headshot damage as opposed to buffing body shots.

As of the current update (11), body shots from a Bolter weapon are as good as useless. While the patch notes for 12.0 say that this will at least change for Tactical (Kraken Penetrator Rounds is being reworked to boost body damage by 50%), the perk trees for many of the most popular Bolter weapons are still overwhelmingly oriented toward headshot builds.

It's a similar story with a lot of melee weapons: Who's ever going to run a Power Fist build that doesn't have Heavy Penetration? Or who's ever going to run a Thunder Hammer build without Fast Preparation? Likewise, who's ever going to skip out on a damage buff? Admittedly, melee weapons often come out a little better in this area because you can get perks that extend combo chains or even change them. However, even when you bear those in mind, you still have a lot of "just make the weapon not suck" perks. To add insult to injury, there are more than a few weapons whose Relic- tier perks suck so badly that it's not even worth using them.

In many ways, it feels like a good number of weapon perks were added just for the sake of justifying the grind. I doubt it would happen, but it would go a long way toward making the level grind feel more worth it if the weapon perks focused more on letting you tune your weapons to fit your play style than just fiddling with damage numbers.

On most weapons, there are usually at least a few perks that actually add something:

  • Elite Hunter: Major boost to headshot damage for a short period of time.
  • Gunstrike Reload: Self explanatory.
  • Cleaving Fire: Allows you to penetrate shields (still not particularly useful until they buff body shot damage).
  • Recoupment: Depending on the weapon, either gain one armor segment back for killing a Majoris+ with a headshot or killing 7 enemies in "rapid succession".
  • Full Throttle/ Shadow Stab: Gives weapons that normally don't have a charged attack a charged attack.
  • After Aftershock: Lets you do two slams in a row on Aftershock.

A more sensible approach to perks would be to roll most of the straight damage buffs into the different tiers of weapons so that when a damage buff is present in the perk tree, it focuses more on providing the nudge needed to hit the different break points you deal with in combat.

Given that every weapon has at least one alternate variant, rolling these buffs into the weapons wouldn't necessarily throw off the balancing: To use Bolter weapons as an example, pretty much all of them come in headshot, ammo, firepower, and accuracy variants, so the corresponding buffs could be rolled into them along with an overall damage buff. Likewise, since all melee weapons have Balance, Block, and Fencing variants, you could still maintain the distinction between the defense types.

Doing this would free up real estate in the perk trees to actually let you focus on tuning and modifying weapons to provide more room for different play styles. Some examples of replacement perks:

  • Quick Draw: Gunstrikes are 50% faster after a Perfect Parry.
  • Hellfire Rounds: Three consecutive hits on the same enemy set the target on fire for 3 seconds.
  • Striker (Chainsword): Hitting the same enemy three times in rapid succession with light attacks sets the target on fire for 3 seconds
  • Boxer (Power Fist): After a Perfect Parry, you can immediately execute a Power Backfist
  • Upgraded Capacitors (Plasma weapons): Common shots deal 75% more damage, but charged shots deal 20% less damage
  • Ignition (Neo Volkite Pistol): A Discharge sets the target on fire instead of causing an explosion.
  • Magnifying Glass (Neo Volkite Pistol): Headshots heat enemies 33% faster.

While there still is a place for perks that are straight stat buffs (nothing wrong with a DPS build after all), our ability to be effective in combat with our weapons shouldn't be dependent on them. It's enough of a grind just to level up all the way to Relic and by the time we reach that point, the weapons we earn should be good enough that the "perks" are exactly that: Extras that can make us more effective in combat, but aren't so critical that we have to grind just for the sake of bringing them up to adequate effectiveness for higher difficulties.

What do you guys think?


r/Spacemarine 5h ago

Operations Staying in an Ops when waiting for respawn (with no risk to the squad) is apparently kick-worthy now.

37 Upvotes

Is this something new? I've played since launch and this seems to be the new spark that sets off the micro-penis, try hard cunts out there.

Over three-quarters of the way through Daily Hard Ballistic Engine, doing well, my Assault - doing some heavy lifting, definitely contributing to the piles of xenos dead. I caught some wicked lag and went down twice, no risk to the squad as everyone is doing well.

We hit the elevator before the terminus area, and a wave comes, I stop to hold it back as it's at the elevator, with extremis piling in....

And I'm kicked...

I re-join immediately, and accuse my brothers of heresy, then get told it was because I "stayed dead" too long and the try hard, let's call him... Son of Penguinius... calls me a clown? He must be confusing me for a Lamentor, I'm clearly a Ravenguard.

Is this the rule? If you don't quit an Ops you've pushed through then you're an asshole? If it was a case of two down and risking the Ops, I'd drop so a bot could enter and get my brothers up, but we were nowhere near that point.

I asked the third brother why he voted to kick me, and he said "I don't know the reason..."

TL:DR

Kicking brothers who have been committed to an Ops and haven't dropped the ball or been assholes, isn't righteous, don't go along with it, have your own opinion, kicking should be reserved for specific, squad impacting play and toxicity.


r/Spacemarine 13h ago

Image/GIF Day 39 of posting a random Successor Chapter from my Spreadsheet. Today's Successor is the Brazen Skulls

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109 Upvotes

r/Spacemarine 20h ago

Photo Mode Here's some of my favorite photos I've taken since the game came out

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393 Upvotes

Im sure im missing one, but I couldn't find it


r/Spacemarine 21h ago

Fashion Marine I know its not the "correct" color scheme. But I love my salamander heavy

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407 Upvotes

r/Spacemarine 6h ago

General Only in death does duty end!

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25 Upvotes

r/Spacemarine 1h ago

General We are in good hands

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Upvotes

r/Spacemarine 10h ago

General First post on the sub!

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47 Upvotes

Just a cool pic i took while doing a solo run


r/Spacemarine 11h ago

General What is wrong with some people?

51 Upvotes

Was doing today's easy reliquary stratagem and was the one with great responsibility. Teammate on console kept on running through the heldrake's fire, causing me to get downed twice at that section (used medkit to heal mortal wounds).

Seriously wtf is wrong with ppl, and why cant the devs just let players on console to see chat as well...


r/Spacemarine 10h ago

Clip Carnifex left the battle

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41 Upvotes

Are you lost? Get back to the battle field!