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Warhammer 40,000 - Space Marine 2
Cheat Codes:
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Submitted by: David K.
How to Play Melee at Higher Difficulties:
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Written by Antelope.
This is a good example of what I do for melee without coming out of an
engagement at like 10% health on a Ruthless Solo run. Most people will
give you bad information or misinformation because either A) the game
is still early, or B) they don't know what they're talking about, or
it's just a skill issue. I'll try to break it down as thoroughly as
possible.
As a Heavy, you quite possibly have the worst melee option available,
so if you can pull this off as Heavy, you can mimic it with most other
classes to much success since they have better tools and melees.
* I always try to keep space first. As a Heavy, it's tempting to try to get
extra shots off, but if you're being swarmed by Hormagaunts, either tell
your team to peel for you or say “forget them” and focus on getting the small
ones off you to make space so you can continue your barrage.
* I try to keep the horde in front of me. As soon as I see that there are
Hormagaunts spawning behind me, I pick a spot I can either chain-roll to or
run to in order to minimize them attacking me from behind or being shot at
by Termagants.
* Prioritize small shooters first and then big shooters since they will
continue to chip you down in melee or find cover where you can't get shot.
As you see the enormous horde closing in on my position, I pull back behind
the berm so I don't get shot and they have to come to me.
* Once the horde is in front of you and you have cover or have eliminated
ranged units, you can bait for blue parries or non-blue parries and slowly
work the horde and use the elites' execution as i-frames. It's good to note
that doing a blue parry or execution will push everything back, and you can
do stuff like stomp as Heavy or roll out as any other class.
* I try to approach the melee very methodically. I almost never just spam
lights or combos because that's how you get nicked, and on Ruthless, one
Hormagaunt can take out an entire armor segment.
The easiest way to do this is to continue rolling back until you feel that
they can't jump attack you, and mix in single heavy attacks/dodge attacks
when you have room to trigger gun strikes. This is important because you
need to do more gun strikes than damage you take in order to come out net-
even in armor/health. So you're always just baiting blue parries and gun
strikes to continuously get armor while at the same time thinning the horde.
* Gun strikes are deceptive; they look like they have i-frames, but they
have barely any other than the first startup. So if you do a gun strike and
at the same time you get pounced on, you will lose the armor you just gained.
If possible, make sure you have space to do the gun strike by dodging back
a few times before doing it. Sometimes I get greedy, though, to kill an elite.
* Whip elites are the most dangerous because you need to parry two hits: one
blue ring parry and one non-blue attack to get a gun strike. If there are
two of them and you commit to a gun strike or outright miss the parry (it's
easy to do because heavy's guns have very few parry frames), you will get
punished hard as they easily hit 3 times. If you're getting smacked by 2 of
them, that's an easy death.
But yeah, other than that, it's simple and will come with practice. It's
mostly flow-charted for me at this point:
* Horde is coming.
* Identify barb strangler elites/venom cannon/small shooters.
* Either shoot them first or chain-roll/sprint to where you can't be shot.
* Once ranged is out of the picture, keep space by rolling away from melee
units and keep them in front.
* Use single heavy or dash attacks to trigger gun-strikes while being mindful
of being hit in the animation.
* If there are mixed elites, then focus on rolling away from smalls and just
baiting the elite's blue parries.
* Always take small hormagaunt blue ring parries as it's free armor and pushes
everything back.
Also, back dodge is your friend. I know some classes don't get it, but if you
have it, abuse it. It's fast and can easily trigger perfect dodges easier, and
has less end lag to get hit.
-=It's even easier as sniper=-
With the fencing knife, you can easily bait non-blue attacks like the jump and
chain parry them, which kills them outright. However, it comes with its own
drawbacks: you don't get gun strikes. But the knife's heavy and dash attacks
are already good enough for that when needed and do hit multiple enemies.
Here's an example against a bigger horde. If there were elites in here, I would
not dash attack as much and just focus on parrying them.
Your job with the knife isn't so much how to clear groups of large mobs by
yourself but to be sustainable and not lose too much health while slowly chipping
down the horde. Then your teammates can peel for you when they're free. However,
this is not an issue at end game when the sniper can clear hordes with the fusil
because of the ammo perk.
Melee combat is definitely like a scale determined by your armor. Treat armor
like your HP more than your HP is. At 2 armor, you're good; here, you can be a
bit aggressive with dash attacks and heavies. But if you lose one, you're
immediately going to want to look for an opportunity to restore that armor pip,
with blue ring parry being the most free, and dash attack or heavy swing being
riskier with a chance of being hit or trading. At 0 armor, you have to back off
big time, roll away, and really start fishing for blue ring parries.
How to Run Game on Steam Deck:
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Those who want to take Space Marine 2 on the go with a Valve Steam Deck, listen
up. I've been running it and it works just fine, minus a few lags, mostly during
Campaign, but PvP and PvE are good to go. Here is how I got it to work:
Step 1: Go to the Discovery app on the Steam Deck for apps, search for WINE. Its
logo is a legit wine glass. This is a compatibility layer available for Steam. It
lets you do many more programs than just SM2. I do Web3 gaming on a different
server and use other Windows programs through this layer.
Step 2: After completing the download of the WINE program, launch it and let it
do its configuration.
Don't repeatedly click the launch button!
Step 3: Download SM2 from your Steam library onto your Steam Deck and run it
like normal.
Note: You do not have to use the native Proton compatibility; that's what steps
1 and 2 were for.
Step 4: Let the game update and launch, and there you go. You are now fighting
the Tyranid hordes and Chaos heretics of the Imperium. May the Emperor protect!
How to Use the Plasma Pistol and The Power Sword:
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Written by Coilspun
The Plasma Pistol is best fired on a fully charged-up shot – any shots you land
will count as headshots for damage purposes. To help Plasma Pistol ammo economy
always take the version with the most ammo.
I use the Plasma Pistol against clusters of ranged damage dealers I can't get to
easily and to thin out massive enemy waves of smaller, low-health targets – if I
don't want to be rushed.
Against larger targets I'll use the Plasma Pistol to soften them up, Rubric marines
are easier to deal with if you have landed one or two full charged shots to them
before closing. And the same for Venom Cannon Tyranid Majoris or the cursed Barbed
Stranglers.
Overall, melee weapons do feel, even at Relic like the don't do quite enough damage.
The trick to Bulwarking, in my experience, is to perfect parry with the shock DoT
perk (one perfect parry will drop a shock field on your position – you can then
stand in this and parry attacks) and get the gun strikes in on larger targets, use
your attacks to deal some damage, but there's nothing wrong with letting them come
to you, don't over extend in melee.
Against smaller melee targets, keep them largely in front of you, you can shield
bash to create space for a charged up melee, and then begin parrying again. When
you've a managable amount of mobs left, or you've restored your armour from executes,
gun strikes or perfect parrying, go ham and finish the rest off.
Use the right stance: fast stance for Majoris, power stance for minoris. The damage
output on both styles is the same. Power stance gives you extra reach and makes all
minoris enemies to give you gunstrikes. Fast stance can kill majoris with ease. Use
the thrust (dodge + attack) to break any guard.
Switching stances can be tricky. I found very helpful to go to sparring area and
practice, dodge + hold attack to switch stances.
Usually my combo is: couple of power style light attacks, gunshot, into a thrust
with stance change, into 3 fast attacks into a parry, gunshot, execute, rinse and
repeat.
Tips for Killing Bulwark and Heavy:
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To defeat a Bulwark, you are best off using the following tactics in the following order:
* Krak grenade + magdump
* Gank/flank
* Assault class dive
* Plasma pistol
* Run + regroup w/teammates so you can gank/flank
To defeat a Heavy, you are best off using the following tactics in the following order:
* Gank/flank
* Shock grenade + magdump
* Run + regroup w/teammates so you can gank/flank
The key thing here that's consistently effective against both Bulwark and Heavy is to
stay aware of your teammates' positioning. If you outnumber the enemy, a Bulwark's
shield is easily flanked and a Heavy is easily outgunned.
If you do not, you need to wait until you can match the firepower of the enemy or attack
from behind/beside. A good Bulwark or Heavy will ALWAYS win a 1v1 head-on, so do not
take "fair fights" with them.
Quick Guide to Large Groups of Minoris Enemies:
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Writtn by It Be Ritzy
I've noticed a theme of people getting overwhelmed or wittled down to 0 hp by large
groups of minoris. For example I can be playing sniper and my brothers are tactical
& vanguard. A massive wave spawns and I quickly notice my brothers are rolling all
over the shop doing dash attacks to get gunstrikes off to regen lost armor.
-=Here is how I deal with them and lose 0 hp=-
* Stay calm
* Don't move beyond strategic positioning, why are you rolling brother? Just ensure
there aren't any minoris at your back. The nids will peck your behind as you leave
the roll animation aswell. Don't move more than you have to.
* Be patient and wait for them to try and attack you, let them be the aggressors for
the most part and if you decide to swing your melee weapon be ready to cancel it
with a parry instead!
* Parry ALL of their attacks (multiple minoris can leap at you at once, you can parry
all of them with a single parry input if they are attacking you in synch however,
be ready to hit that parry button again immediately as more minoris can attack you
as you're performing and finishing the animation. You also knock a bunch of them
back and instantly kill any minoris you parry.
* If they are large enough in numbers you can spam the parry button with a fencing
weapon and be fine although I would'nt suggest this as it will hurt your performance
in the long run.
-=TLDR=-
Stop running/rolling away from groups of minoris when they're attacking you. Stand
your ground, be patient & parry those suckers. Don't let them sit at your back, keep
them in front of you.
Do this and you will survive. A great place to try this and get the hang of it, is
in the zone capture trials.
Volkite Tips and Impressions:
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Written by DDNappaTheProducer"PumpkinKing"
Current Volkite Impressions and gen notes. Max Relic/ammo Variant.
* Very Very poor contested health gen (worse then bolt pistol, no where near plasma).
* Stun is caused by discharge, atm maybe equal to bolt pistol, no where near the 1
shot needed for plasma pistol.
* The "Rate of Thermal damager for 30% for 2 sec perks" are fairly useful to use
after the gunstrike. No icon to show the buff so this can be hard to read. This
brought ammo needed to proc explosions on another target down around 30-35.
Proccing the 30% thermal buff by gunstriking minoras seems to be effective (NEW).
* If 2 volkite users focus an extremis they seem to get stun locked by the repeated
explosions. (just ravanger/lictor atm, need to check on chaos).
* Gunstrike Aoe is really good stagger but doesn't kill like plasma.
* 100% accuracy is really nice for spore and vine killing. Just tap fire to remove
vines, saves ammo.
* The heat on Lictor means you can find it easily even when invisible.
* Atm my fav perk setup is top row+20%ammo+20%thermal damage from bottom. I wasn't
seeing the effects of the Relic perks. Will have to revist for sake of being
thorough.
* 781rds +130 in the clip on Volkite is quit nice (relic ammo variant+20% ammo perk,
uneffected by Heavy's ammo perk).
* The final perk in bottom row (25% thermal damage from explosion) does not work from
gunstrike nor does gunstrike trigger any built up heat.
* Tacticals Scan increases the beam damage but not how quickly the explosion happens.
* If you shoot minoras aim for their heads at all cost. Though body shots give you an
execute if needed, very ammo costly to finish with body shots. Noticed tapping a
minoras head that is already in executes is enough.
* Increased damage doesn't trigger Thermal Explosion any faster. Ammo variant with +20
thermal damage perk can pop on a warrior at 40 ammo.
* It takes 1 second for the heat built up to start decreasing.
Quick Guide to Bio Titan Bombardment Patterns:
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Written by Steel
The most common pattern I’ve noticed is that it fires at the area that the marine
with the laser pointer last fired the las cannons from. This means every time you
fire the las cannons, it is advised you immediately reposition elsewhere. This also
means that you preferably avoid firing from next to a generator. My favorite spots
are the top sections that connect to the ramps.
It will also fire randomly if enough time has passed after the last acid barrage.
Those are generally harder to predict, however, it does have a sound cue every time
it wants to fire. Every time it roars, look for the projectiles in the air and determine
where they’re going to land, then avoid that area.
In the event that you are caught in a barrage, find the shortest route out of the area
of the barrage and puddles. Rolling will minimize the damage taken (at least in my
experience).
Avoiding bombardment is your main priority during the last phase of the mission. If a
generator is being bombarded, wait out the bombardment and wait for the puddles to
disappear. The next thing is to get las cannon shots off SAFELY. Don’t feel pressured
to commit to a shot if you know you are going to take a significant amount of damage
from a swarm on you. It’s better to be in a state where you can comfortably fight rather
than desperately clinging on to life.
Clearing swarms should be up to the two people who do not have the laser pointer. The
one with the laser pointer should defend themselves when necessary to give themselves
time to get a safe shot.
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