Thanks so much for watching today bros! How does this patch look for you! Patch Notes Here ►community.focus-entmt.com/focus-entertainment/space-marine-2/blogs/103-patch-notes-4-1-and-game-director-commentary Follow me on Twitch! ► www.twitch.tv/italianspartacus
I didn't interpret the notes same as you. They only talk about Extremis spawn rate, but spawn rate of everything is messed up. Every run now the ground is covered in green thorns. I hope you're right and they're rolling back everything. Otherwise, Ruthless will still be broken. Remember, this is supposed to be doable by solo lvl 15s with artifact weapons.
I hope the game doesn’t get too easy again on ruthless and I dread the thought of playing lethal difficulty with randoms going off on their own. What worries me most tho is whats missing from these patch notes are the heraldry bugs not awarding you with knee patches for clearing lethal levels.
the way i see it all game should be able to be have their progression doable solo, since ruthless have relic upgrade it fall into the accessible catagory, cause not many people have sweatlord friend or the skill set, or like me dont like to play with random and my friend want to have fun and expressive not min maxing, helldiver 2 lost us till the recent update because of even at just the tier to get purple drop you have to have dedicated roll and it boring for the poor soul got stuck on sentry duty everytime. im fine with a seperate difficulty for hardcore people to play and to have a trophy or cosmetic to show they did the hardest challenge just not progression, use to solo play master craft weapon on ruthless with 2 relic side to fast level up but the 4.0 making me have to move down to substantial and that take another 5 run extra per weapon and even then it a slog cause enemy spawn rate so 4.1 a welcome change
Hmmm nice i can play my favourite game again after you streamers ruined it by crying "too easy" for weeks! get a job, wife, kids and play with randoms before you cry for difficulty increase ok? ok!
@@OxiconGaming you won't believe direct communication from the developer the day before said patch it supposed to release? What did HD2 do to you guys? Guess you don't have to wait long to see if they "lied" to us. smh. It's almost like its an entirely different studio that has nothing to do with Arrowhead Games.
Cmon guys, overall they are doing a great job. Especially compared to other developers. They released a finished product, they are fixing stuff quickly, absolutely zero micro transactions etc. don’t be so bitter just because they aren’t perfect. Lethal is gonna be so fun with bolsters and no tether tomorrow.
@@clevergoblin1714 Saber is learning from HD2 though. They're acting upon player feedback within a week. Hell, they're adding Public Test Servers so they can test out changes before they go live. It's not about being a million dollar company, it's the attitude of the developers that matters, not their monetary assets.
As someone who is colorblind but loves this game, yes PLEASE give a different sound queue for dodge vs parry. I just had to learn all the animations which is way harder.
it's absolutely awful. They clearly took inspirations from Sekiro in the concept of having the symbols and audio cues for certain attacks, but Sekiro did it better by ONLY having a symbol and audio cue trigger for attacks you can't parry normally, nothing else.
@@Lyonatan Why? Laz feels so much better. Bolt Sniper feels good on headshots don't get me wrong, it feels and looks like im giving an uppercut to majoris enemies, but Stalker Bolter does the same with more ammo. And Laz gives you the best clear even if you're just aiming at majoris, it takes a decent amount of minoris along with 1 shot
I remember one time I was getting ALL the agro from a Carnifex even though all my squad mates were RIGHT THERE, and I got hit about every time just because the dodge just didn’t work
To me, the extremis spawn rates were not an issue. It's that 80% of those were Zoanthropes. And they came out in pairs, with tons of ranged warriors and gaunts.
Exactly ravagers and lictors are fun for the majority of the cast to fight but if you're bulwark or assault and you see a zoanthrope they're just a pain to fight
This is all great, but one thing I'd still like to see is some balancing to the extremis spawn types, so you aren't getting twice as many zoanthropes as you are lictors and raveners.
@@rosscapicchioni119 I don't really care what I get if the Zoanthropes got balanced. They are far, far more dangerous. They like to do a thing where the unshielded one is behind the one with the shield and you would have to swim through an army of Nids, while under fire from the Zoanthropes, to get to it.
Man, I'd never even thought about it before but that thing you said about changing the sound cue for un-parryable attacks to something different would be so nice. I get that it's a skill issue, but man when you're playing with bots on ruthless and you're surrounded by 7-8 majoris enemies, trying to perf-parry as much as you can just trying to survive, and they throw a dodge in the mix, it always throws a wrench in my rhythm. In moments like that I'm using as much information as I can and just that little bit of having a different sound to trigger the "dodge" instinct would be so nice.
Could definitely do with some kind of alternate cue to signify an unblockable. It's frustrating to launch into an attack and see a unblockable instead of a parryable coming in.
I was just talking to a friend about this a few days ago. I think the dodge indicator is technically different but it's barely noticeable. Like just a slight pitch shift compared to the parry indicator.
Look at these devs, this feels unreal. Even of the changes in this patch (Bolter dmg) aren't huge, they listened and they are changing things instead of being stubborn and telling gamers "no wait, THIS is how the game should be played, you all are wrong".
@@Nekros-t9e Fist of all the game has only been out for 2 months and the devs have already done a lot to tweak game balance. That's incredibly fast action for balance changes. When you say "bare minimum" that implies that there's a lot of things that need fixing... there aren't. The game is in a great spot with a robust and enthusiastic playerbase. Spewing bitterness like you are when you could just be having fun and enjoying the game is a low IQ move. Like the devs literally said "hey we hear you so after only a week we're fixing some problems the community has been having" and you're response is to say "waahhhh i wan't more. Fuck all the bootlickers and braindead simps who think it's enough." You'll get more big man, chill. Do you think this is the last patch? The fact that you can clear lethal difficulty with any team comp, running any weapons, with any build means that the devs have gotten way more right than they have wrong. IMO you're a man sitting down for a feast and whining that the host served white wine instead of red.
Yes to the sound cues!!! A thousand times yes. Glad to see somebody else thinking about this. Nothing about the gameplay needs changed; Im just not a teenager anymore and my reactions suck. I hear the sound, hit a button, then see the color, and get slapped to the ground.
A FELLOW SOUND-CUE-DEPENDENT BATTLE BROTHER! I need to give all of my armour sets augmetics because I never land an Emperor-damned dodge, because that sound = parry every time for my ears
The acknowledgement of the community feedback is excellent. I'm relieved to read these patch notes as they address the majority of the issues I personally felt were introduced with the latest patch. Knowing the developers are reading our feedback is comforting. Please bear in mind that they rely on us to provide this in all cases. I'll fully admit that I altered my Steam review to reflect my thoughts on Patch 4.0 however if 4.1 address my concerns I'll be altering it further - hopefully from negative to positive. If you feel as if the developers have earnt redemption, please take the time to let them know with your words/ratings.
I didnt experience the hell of the recent patch till yesterday. T3 mission. 8 zoanthropes, near constant swarms, neurothrope. We were bulwark, assault, and vanguard. Not a good combo but DAMN. It took us like 40 minutes just to lose.
I like how videos on this channel get right to the point with a TLDR off the bat, giving the option to watch more, not feeling like the point of the video is a being locked off for view time and my time feels respected. Subbed for that reason.
The patch details sound great though it boggles my mind how "Tight Formation" ever got past QA, much less publicly released. Do they not understand their own class designs? Tight Formation should be a flat armor bonus. No negatives. Then, using it would feel more like a tactical decision when being overwhelmed, than a general nerf.
I appreciate that you bring up player power progression. Honestly it kinda worries me Saber doesn’t. I would like to hear what their vision for player power progression is. (Old man yelling at clouds rant) I’ve been playing video games for 30+ years. I’ve played a lot of power progression systems and launch titles. It is highly unlikely that a game includes its end game on launch. Ruthless for example is not Space Marines 2’s end game but players keep talking like it should be a gate keeper difficulty. It’s recommended for level 15 for Emperor’s sake. Lethal is the first iteration of end game. That’s where the gate should be. I think they should add a level 20 difficulty tier. Going from 15 to 25 is more of a cliff fall rather than steps in difficulty ramping.
The 60 and 80% statement is interesting. I saw someone point out that, going by Steam achievements, only 17% of players had completed a Ruthless operation, and it was around that same 17% mark a couple days ago. I wonder if it's just the handful of players at the top are even attempting Ruthless?
It's the jump from the weapons. Doing a purple with green gear and barely any weapon perks is a big jump, but by the time you have a leveled purple weapon, ruthless isn't that big of a change.
@@johnski4709dude fr was able to get the helmet for lethal even leveling weapons on ruthless was completely fine but couldn’t complete a substantial with randoms
12% have upgraded one class fully. Most players don't even play operations more then couple of times to start with. Those who do are capable to complete ruthless with ease.
Couldn't do a Thanks on the upcoming bolter testing stream so I'm just plopping it here. Really appreciate you taking all this time to test out the bolters for our benefit, man. Your video exposing how damage ratings in weapon descriptions was a real eye-opener for me in terms of weapon choice, and having a better idea of which bolter variant(s) will fit my playstyle is going to save me, and a lot of your viewers, a lot of time testing. You're a credit to youtubers. Happy to put my money where my mouth is and make sure that good people get rewarded for what they do ❤
I was already wondering what was up with spawn rates and especially with the amount of Zoanthropes spawning. Most games I had on substantial difficulty had at least three pairs of them spawning, sometimes even more. In the Inferno level I had a few games where two pairs would spawn at the very end when waiting for the detonation prompt in close succession, sometimes even with a Lictor.
I had two pairs spawn during the waves at the end of Inferno on Substantial, one pair each time the waves came from the front, so weird. I did some testing and I got it again on Minimal, it's nuts.
I agree the sound queues need an improvement here. Games like Sekiro are incredible in the sound design and that let's them get away with making that gameplay so punishing, because you have clear instant feedback every time and can learn.
@@ozymandias3540 yeah more than double damage on anything you parry and entire groups every 90 or so seconds can make anything amazing. Stalker will still 5 or 6 headshot things though. The grenade launcher obv outclasses it
Ok excited. All I wanted was ruthless the be a little bit more challenging. Lethal is supposed to be hard. Didn’t mind the difficulty. But I only have my heavy and I needed to level the other classes and it felt nearly impossible.
Been watching for about a month now and i respect that you don't do click bait bullshit and get right to the point. Thanks for respecting my time, because of that, i always watch the full video
Love what they did with the patch, it's literally everything I asked for, especially with how they left lethal as is (minus coherency) Only things I wish they'd addressed were melee being underwhelming because of gun strike just being better, and the ranged enemies firing into your face point blank
Love the changes, excited to play Lethal now. I’d love to see modifiers added in the future with extra rewards for beating challenge modes essentially. Now if they add the ability to only queue for lobbies with my chosen class available I’ll be in heaven. Oh and maybe add some Blood Angels cosmetics and Emperor’s Spears stuff in the future and I’ll be playing for years to come.
Honestly most excited for to the bolt rifle damage increases, and very happy that the heavy bolt rifle has a decent increase in the pack. I love the feel and sound of bolt rifles, especially the heavy, but they all feel so underwhelming in operations, so interested to see what the update feels like. Perfect timing too as I'm just starting my tactical class and just swapped to the heavy bolter from the heavy plasma incinerator on my heavy class to start leveling them up 😁
Same they're my go to for Tactical but on Ruthless difficulty you feel like you're shooting at armoured vehicles when facing Majoris enemies even with the Auspex scan.
A word of warning from someone who is playing Tactical since day 1: prepare to not be able to play Tactical, because there is ALWAYS another motherfucker that wants to play it.
We respond much quicker to audio cues than visual cues, especially when there’s so many enemies on screen at a given time. Would love different sound cues for unblockables.
I am so glad that I am able to finish and experience all these 4.0 lethal difficulty before it's gone. Just proved my own personal skill, my own achievement. It was challenging and fun and frustrating too. Right after 4.0 launched, I was liked I am not going to play lethal before they fix it. Now I am so happy I faced it!!!
Theyre removing cohesion? Now you dont have to be directly on the backs of the guys who carried you through lethal who made you think that the difficulty wasnt that difficult.
This is the best news I’ve heard. I’ve been begging for bolted buffs and all that you just said sounds like the right move. I do think lethal needs something that makes it stand out in difficulty but now the system they had in play.
New to the channel, so first off hello and awesome videos! Anywhos, onto my optional 2 cents 😊 I really appreciate that you start your videos with a short TLDR for people who may be on a time constraint or otherwise but still would like to get updated on what’s happening. Even though I prefer to stay for the show, I think that’s dope and I respect that a lot. Next, I personally agree with your opinion on the Krak grenade idea. It makes sense given that the shield encloses them, and there is clear visible distance between themselves and their shield. And lastly (sorry for the essay 😂) I also agree with the idea to have different audio queues for attacks that can’t be parried. Even if it’s the same audio but distorted or played on reverse with a filter. It would help create two different types of muscle memory. To be honest, I don’t think this is a skill issues. Ours bodies naturally gain muscle memory than more than just pure physical movements. Sound, Visual, and even atmospheric consistency effect how we react and automatically do things out of happen if certain conditions are met. TLDR, that’s how routines are formed. That’s how training is based upon. Learning via informational repetition. Aka muscle memory 💪
I'm with a really good group of guys. We got slaughtered the first couple days playing lethal. The last 3 days all New lethal maps have been conquered. We still lose some and win some. But the goal was achieved. People are going to complain and that's just people. But one thing everybody must be thrilled to death about, the devs are actually listening to everything being said and they are doing things about it. Be effing grateful
i mean, good for you you got a group not everybody does, and imo, that's the problem with a leash mechanic like this. instead of punishing us for not sticking together, taking away a basic mechanic we've come to rely on, why not incentivize us to do so instead. like a aura buff you get for sticking together.
I agreed up until "be effing grateful". This is a product, I am the customer. Yes, it's nice they are working on things based on pissing off the large portion of the customer base, but they created this problem. The onus is not on the customer to be grateful for them fixing what they broke, it's on them to be grateful that customers spent their hard earned money on their game and to show that by providing the product the customer wants.
@@shadowsketch926playing this game with randoms is absolute clown fiesta, today i just kicked both, set a private game and soloed a few ruthless runs with no problems. Bots are more effective than 90% player base
Dude... completely agree with you regarding the sound queue! As soon as I hear it my instinct kicks in and I parry, then you're animation locked and can't roll out, then get slapped by a non parry attack. It's very deadly when you're fighting the fire rubicon marines, since they do a lot of non parry attacks.
Saber’s devs seem pretty based and humble. Overall, I like where the game is difficulty wise. Seems like the spawn director was bugged and good on them for fixing it, but before the most recent patch ruthless was just too easy. A good part of the fun is overcoming the challenge. I played a match as assault and somehow had the most ranged damage despite there being a tactical on my team. We lost because someone wasn’t pulling their weight and missing key auspex scans, and I think that’s how it should be on the highest difficulty
Gunstrikes count as ranged damage Which is kinda right, but at the same time its a melee mechanic Perhaps a recategorization is warranted Agree that ruthless was a walk in a park, learning the parrying / dodging made it possible to play with literally anything. I leveled assault from 1 to 25 starting with grey hammer and heavy bolt pistol I only lost if we didnt deal with a wave and proceeded to the next location and got a terminus spawned on top of everything Kinda feel like we could get even more fodder mobs to shoot / stomp, especially in inferno
So glad & relieved that the devs listened, implemented changes, & did it so fast. I was getting discouraged with patch 4.0 & how it was making the game less fun. Thank you devs!!! Looking forward to putting in serious hours this weekend.
I think it's going into the right direction and the statement about "once the game is out, it's not a devs game anymore, it's ours (the customer)" is nice to hear. Now they just need to follow up on this by adding a fov slider, shoulder swapping AND proper 32:9 support, not just 21:9. I do still dream of a customizable HUD and fully customizable keybinds, even for all the menus.
I feel like making the modifiers like skulls from halo with incremental increases on xp gain, or sigils for your armor for each one completed. Modifiers could include "togetherness" that they just removed, "overwhelming Horde" for more majoris/extremis spawns, and "danger close" enabling friendly fire
I'm very glad they want future modifiers, i agree. I actually thought the tight formation was interesting, but, as you said, it felt unpolished. I think fixing the director would have been enough with the damage buffs and armor fixes, but future modifiers definitely ease the whiplash of losing tight formation for now. Having properly working systems along with maybe Lethal or another difficulty level that inherently brings modifiers, random or not, would be awesome.
Glad to see devs listening & doing something about it in a timely manner. Too bad I've already beat all the operations on Lethal difficulty. At least my lethal decals will be available to equip.
Amazing work from Saber. I was getting frustrated expecting them to deflect the communitys pleas like most companies do. This patch has restored my faith in the game and what the devs are doing, really good job.
The sound ques are slightly different, though I agree they need to be more distinct. The parrying ones have a more pulse sound to them, while the dodge only ones are a sharper, more high-pitched sound.
I need a radar. Too often I'm being peppered by some stray Gaunt in a corner while already at low health on higher difficulty. Being able to focus in on them quickly in dire situations would help a lot. Not to mention knowing allie's immediate location without spinning around, taking the focus off of enemies that are pressing you.
I think the changes are good, the only thing I can think of is more QOL stuff like changing matchmaking to account for classes selected, so you don’t queue up with a class you want to level, wait a couple minutes in queue, then have a guy already selected for the one class you want to grind
Thank you, ItalianSpartacus for this update & the analysis. Saber, I've been your fan since Snowrunner. Loved it. Now loving WH40KSM2. Keep this up & you've gotten a big fan of your work. Thank you for engaging older players from GenX - the original generation that got into video gaming. With this, I reckon that many more players will main the Tactical. I'm already having a lot of trouble getting into an Operation as a Tactical. Can I take this small opportunity to ask for a rework of the Assault's perks? I'm not asking for more damage output. Just make Assault more versatile against flying & bosses. We're already seeing requests for the Assault on many threads. There are many players who want META builds but there are a group of us who just want to slam xenos with a big effing hammer.
Currently trying to go from substantial to ruthless and I was getting wiped on substantial from the last patch. This is good news for players trying to make the jump up a difficultly
How good are these devs. listening to the community and making reasonable adjustments. And having the bolter back to what it should have been from the start. Let me get re armoured, re supplied and redeployed!
Looking forward to the bolter love. I'm curious if this'll give Occulus Carbine the love it needs to be a fun and competent weapon choice. Visually love the plasmas and meltas but the feel and sound of the bolter gets me in the zone!
Would you mind explaining what exactly I-Frames are? Also, I'm glad to see these changes coming. I'm also glad I have some bragging rights since I got my fancy helmet day one. :)
I didn't know the spawn of all the levels were boosted until one time I was playing substantial and one of the others were asking were we playing Ruthless. Then I was noticing we were losing more than normal. I don't gamble at casinos because you lose more than you win or for me not enough to keep playing. This next patch will be a good thing.
As nice as this patch is. There is still the issue of zoanthrope spawn rates. Thry are the only extremis enemy I've seen since 4.0 came out and this patch hasn't fixed it at all.
Ran an Inferno Ruthless last night, we ran into a spawn of I'd say 20 gaunts, 3-4 Majoris (a mix of range and melee) then a pair of Zoenthropes floats in. At this point it's still fine, just enough challenge for mid way through an operation. But then a Ravener pops up. Now it's really hectic. In all this chaos, two Majoris get reinforcements calls off twice respectively. One of those reinforcements was another Ravener! Somehow we managed to get through it all with I think each of us taking a full death each, and by the end not one of us having a single shot or medkit between us. It's cool to have a wild story like that but honestly it is too much sweat for my liking.
I didn't have an issue with the tight formation, but I do agree the range should be increased for the vanguard and assault, and the gaining armor perks should work if outside of the tight formation, and the formation adjust as squad members go down
With all the team perks etc it still drains faster that it sometime takes to regain control. That could ofc be some intended effect. But if he interested to see if they let the drain start like 1 or 2 seconds later. Might be too strong though.
W for the Devs. Being transparent enough to roll back changes and also telling us that they are trying to get this right to make it a challenge but not a slog. Tbh i loved the extremis spawns on ruthless, running my sniper has been amazing against lictors and the floating clay pigeons
I've been excited for every patch the devs provided even with the weird stuff going on and I'm glad they're experimenting things and actually being ok letting the community decide the game we want. Now they need to fix the Las Fusil overheal contested health bug
Good patch, the only issues I had were the coherency mechanic and the increase in crashes since the patch. I am still having weird FPS issues after a loading screen.
@italianspartacus About the Sound cue - it really isn't a skill issue though. lol IMO. Its scientifically proven that the human mind reacts faster to audio cues than to visual cues. -- the instant you hear the sound your body is already reacting to either dodge or parry based on which one your class/your used to pressing more than the other. before your body even has a chance to read the visual cues you're body should be reacting to the audio.
pretty excited to try out the auto bolt rifle in operations now after this, ignored it in pvp because of how bad it was and am finally using it well after maxing out tactical and boy did I miss out this thing shreds in pvp
the coherency thing feels more like a chaotic randomized game mode option like chaos wastes in vermintide, not something that should be the core difficulty mechanic. I'm glad they removed it as a core mechanic but it'd be fun to see stuff like that pop up in more chaotic game modes
It´s astonishing how much these people get it right. I almost lost hope for the future of gaming but Helldivers 2 and Space Marine 2 rekindled my flame. I´m 40 btw, gaming since I was 9. Still one of the best things in my life.
I will confirm from my experience, the Auto Bolter in PVP slaps. It's very good in close to medium range thanks to it's stats. And considering the majority of the area in the 3 maps are close to medium range, it certainly helps the Auto Bolter.
Now I am actually really hyped for tomorrow. The removal of "Tight Formation" and the buff to all the Bolter guns might break up the current superboring: Bullwark + Tactical (GL) + Melta Rifle Meta on Lethal dif, which is 100% a good thing for the longevitiy in Season 2 .
I haven't played since the 3.0 patch, but now my bolt weapons have got some love I can finally get on the new map and purge some xenos with my battle-brothers. Primach-progenitor, to your glory and the glory and the glory of him on earth!
I just played a game on difficulty lvl 2 with two newer players. We had a Carnifex, 6 Neurothropes, 3 Raveners, and 3 Lictors on Inferno. These changes will be welcomed.
Now the only thing I really want is for them to fix decals to how they were, and fix colors and color consistancy. Some colors just look the same, muted, or matte now. Also fix the left gauntlet and torso colors on tactical, because the colors on those items are always brighter than the selected color.
It would be kinda cool if the devs gave us a “4” knee decal that says “I survived patch 4.0”. I’m so happy that I completed all Lethal missions before this next patch. It sucked but I’m proud I made it through.
Thanks so much for watching today bros! How does this patch look for you!
Patch Notes Here ►community.focus-entmt.com/focus-entertainment/space-marine-2/blogs/103-patch-notes-4-1-and-game-director-commentary
Follow me on Twitch! ► www.twitch.tv/italianspartacus
I didn't interpret the notes same as you. They only talk about Extremis spawn rate, but spawn rate of everything is messed up. Every run now the ground is covered in green thorns. I hope you're right and they're rolling back everything. Otherwise, Ruthless will still be broken. Remember, this is supposed to be doable by solo lvl 15s with artifact weapons.
I hope the game doesn’t get too easy again on ruthless and I dread the thought of playing lethal difficulty with randoms going off on their own. What worries me most tho is whats missing from these patch notes are the heraldry bugs not awarding you with knee patches for clearing lethal levels.
the way i see it all game should be able to be have their progression doable solo, since ruthless have relic upgrade it fall into the accessible catagory, cause not many people have sweatlord friend or the skill set, or like me dont like to play with random and my friend want to have fun and expressive not min maxing, helldiver 2 lost us till the recent update because of even at just the tier to get purple drop you have to have dedicated roll and it boring for the poor soul got stuck on sentry duty everytime. im fine with a seperate difficulty for hardcore people to play and to have a trophy or cosmetic to show they did the hardest challenge just not progression, use to solo play master craft weapon on ruthless with 2 relic side to fast level up but the 4.0 making me have to move down to substantial and that take another 5 run extra per weapon and even then it a slog cause enemy spawn rate so 4.1 a welcome change
Hmmm nice i can play my favourite game again after you streamers ruined it by crying "too easy" for weeks! get a job, wife, kids and play with randoms before you cry for difficulty increase ok? ok!
Man, hats off to the devs for not just listening but actually doing it
I’m a big cod guy so having a studio that listens to its fans is a refreshing feeling.
Yeah, the problem is they sometimes listen too much...
This is why patch 4.0 turned out how it did leading to 4.1
Won't believe it until I see it applied. I still have Helldivers 2 ptsd.
@@OxiconGaming you won't believe direct communication from the developer the day before said patch it supposed to release? What did HD2 do to you guys? Guess you don't have to wait long to see if they "lied" to us. smh. It's almost like its an entirely different studio that has nothing to do with Arrowhead Games.
And so fast... They go through patches as GW goes through rulebooks
What was that, barely a week of problems before devs implemented fixes? Great work.
edit: Uh, not everyone is as pleased as I am, I guess...
More like the devs made a test run at us and was already prepared to revert should the need arise.
Cmon guys, overall they are doing a great job. Especially compared to other developers. They released a finished product, they are fixing stuff quickly, absolutely zero micro transactions etc. don’t be so bitter just because they aren’t perfect. Lethal is gonna be so fun with bolsters and no tether tomorrow.
@@clevergoblin1714It's better than Helldivers 2 waiting like 6 months to undo all the nerfs that ruined their game
@@clevergoblin1714so at this point nothing will make you happy.
@@clevergoblin1714 Saber is learning from HD2 though. They're acting upon player feedback within a week. Hell, they're adding Public Test Servers so they can test out changes before they go live.
It's not about being a million dollar company, it's the attitude of the developers that matters, not their monetary assets.
As someone who is colorblind but loves this game, yes PLEASE give a different sound queue for dodge vs parry. I just had to learn all the animations which is way harder.
Oh snap I didn’t even think about that, yeah the red/orange for dodge and blue for parry must be a pain in the ass 😅
There is a setting for colour blind players that you could look at if that helps
The color blind settings are there but I’m also just used to audio cues so I feel your pain.
Same! So glad I'm not alone in my pain! We suffer for the glory of the IMPERIUM
it's absolutely awful. They clearly took inspirations from Sekiro in the concept of having the symbols and audio cues for certain attacks, but Sekiro did it better by ONLY having a symbol and audio cue trigger for attacks you can't parry normally, nothing else.
Brushes off bolt sniper “we are so back”
I never touched the las
@@Lyonatan Why? Laz feels so much better. Bolt Sniper feels good on headshots don't get me wrong, it feels and looks like im giving an uppercut to majoris enemies, but Stalker Bolter does the same with more ammo. And Laz gives you the best clear even if you're just aiming at majoris, it takes a decent amount of minoris along with 1 shot
“Brushes off bolt sniper” time to steal everyone’s ability to regenerate armor.
@@oneringtorule2032Ain’t that the truth😭
@@oneringtorule2032 while wearing blood ravens color for maximun immersion
Omg the roll! I had no idea. Now we can dodge the carnifex instead of being auto slapped
I remember one time I was getting ALL the agro from a Carnifex even though all my squad mates were RIGHT THERE, and I got hit about every time just because the dodge just didn’t work
To me, the extremis spawn rates were not an issue. It's that 80% of those were Zoanthropes. And they came out in pairs, with tons of ranged warriors and gaunts.
Exactly ravagers and lictors are fun for the majority of the cast to fight but if you're bulwark or assault and you see a zoanthrope they're just a pain to fight
@@theultimategman407ideally this should be covered by team comp. My friends run bulwark and assault so I run heavy bolter heavy.
They really just want to make the best game as possible for us
Thats true and there listening there not taking away insane difficulty and not loosing easy ones
@Nekros-t9e It's not that deep, bud.
This is all great, but one thing I'd still like to see is some balancing to the extremis spawn types, so you aren't getting twice as many zoanthropes as you are lictors and raveners.
If they keep the total number the same, but change the ratio of extremes, I’m down. Gotta keep lethal tough as nails though.
@@johndoe-sh6bi yeah, that's what I mean
I hope they will not do that and make even more spawns because lethal is too ez… u can play average if u can’t …
@@rosscapicchioni119 I don't really care what I get if the Zoanthropes got balanced. They are far, far more dangerous. They like to do a thing where the unshielded one is behind the one with the shield and you would have to swim through an army of Nids, while under fire from the Zoanthropes, to get to it.
Man, I'd never even thought about it before but that thing you said about changing the sound cue for un-parryable attacks to something different would be so nice. I get that it's a skill issue, but man when you're playing with bots on ruthless and you're surrounded by 7-8 majoris enemies, trying to perf-parry as much as you can just trying to survive, and they throw a dodge in the mix, it always throws a wrench in my rhythm. In moments like that I'm using as much information as I can and just that little bit of having a different sound to trigger the "dodge" instinct would be so nice.
I'm old and have slow twitch reflexes.... a sound, a buzzer, a big chat bubble that said dodge stupid and I would still miss it! LOL
Could definitely do with some kind of alternate cue to signify an unblockable. It's frustrating to launch into an attack and see a unblockable instead of a parryable coming in.
Let dodge animation cancel too!
I was just talking to a friend about this a few days ago. I think the dodge indicator is technically different but it's barely noticeable. Like just a slight pitch shift compared to the parry indicator.
I've developed a very quick parry reflex to the sound and find myself parrying a dodge and watching for that full second as I'm about to eat an attack
I think the one change that would improve enjoyment the most is make the shielded zoanthrope unable to attack.
Looks like Bolters are back on the menu, Brothers!
Look at these devs, this feels unreal.
Even of the changes in this patch (Bolter dmg) aren't huge, they listened and they are changing things instead of being stubborn and telling gamers "no wait, THIS is how the game should be played, you all are wrong".
Glaze
There's a difference between giving praise and glazing someone that these smooth brains above me can't comprehend.
@@Nekros-t9e what does apathy taste like?
@@Nekros-t9e Fist of all the game has only been out for 2 months and the devs have already done a lot to tweak game balance. That's incredibly fast action for balance changes. When you say "bare minimum" that implies that there's a lot of things that need fixing... there aren't. The game is in a great spot with a robust and enthusiastic playerbase. Spewing bitterness like you are when you could just be having fun and enjoying the game is a low IQ move. Like the devs literally said "hey we hear you so after only a week we're fixing some problems the community has been having" and you're response is to say "waahhhh i wan't more. Fuck all the bootlickers and braindead simps who think it's enough." You'll get more big man, chill. Do you think this is the last patch? The fact that you can clear lethal difficulty with any team comp, running any weapons, with any build means that the devs have gotten way more right than they have wrong. IMO you're a man sitting down for a feast and whining that the host served white wine instead of red.
@@Nekros-t9e "Grrrr how dare you react positively to what they're doing" sums up your little tirade.
Yes to the sound cues!!! A thousand times yes. Glad to see somebody else thinking about this. Nothing about the gameplay needs changed; Im just not a teenager anymore and my reactions suck. I hear the sound, hit a button, then see the color, and get slapped to the ground.
A FELLOW SOUND-CUE-DEPENDENT BATTLE BROTHER!
I need to give all of my armour sets augmetics because I never land an Emperor-damned dodge, because that sound = parry every time for my ears
The acknowledgement of the community feedback is excellent. I'm relieved to read these patch notes as they address the majority of the issues I personally felt were introduced with the latest patch.
Knowing the developers are reading our feedback is comforting. Please bear in mind that they rely on us to provide this in all cases. I'll fully admit that I altered my Steam review to reflect my thoughts on Patch 4.0 however if 4.1 address my concerns I'll be altering it further - hopefully from negative to positive. If you feel as if the developers have earnt redemption, please take the time to let them know with your words/ratings.
Glad they acknowledged and are fixing the dodge bug. I'm also excited to finally get my tyrannic war veteran knee emblems :).
I was wondering what those decals were. So its decals for the knee only or shoulder too?
I didnt experience the hell of the recent patch till yesterday. T3 mission. 8 zoanthropes, near constant swarms, neurothrope. We were bulwark, assault, and vanguard. Not a good combo but DAMN. It took us like 40 minutes just to lose.
Man really you can’t be playing end game with such unbalanced composition and complain about failing.
You MUST have either heavy or tactical or sniper
@leonidemelin1131 thats horrible to make people HAVE to pick a certain class. That's ridiculous to even say. All classes are viable.
@@leonidemelin1131 excuses. the mission should not be cheesing against your class.
Had the same on substantial, then jumped onto a chaos operation and it felt like pre-patch. It seems the issue is with tyranids.
Bolters definitely needed a buff
I like how videos on this channel get right to the point with a TLDR off the bat, giving the option to watch more, not feeling like the point of the video is a being locked off for view time and my time feels respected. Subbed for that reason.
The patch details sound great though it boggles my mind how "Tight Formation" ever got past QA, much less publicly released. Do they not understand their own class designs?
Tight Formation should be a flat armor bonus. No negatives. Then, using it would feel more like a tactical decision when being overwhelmed, than a general nerf.
This
Like your take
If you can stick together, well now your armor is not made of noodles
i agree. Assault and Vanguard should never be penalized for their core class design otherwise that's just bad gameplay design by the devs.
@@rezkiy95 Noodles are too strong. Wet paper.
I appreciate that you bring up player power progression. Honestly it kinda worries me Saber doesn’t. I would like to hear what their vision for player power progression is.
(Old man yelling at clouds rant) I’ve been playing video games for 30+ years. I’ve played a lot of power progression systems and launch titles. It is highly unlikely that a game includes its end game on launch. Ruthless for example is not Space Marines 2’s end game but players keep talking like it should be a gate keeper difficulty. It’s recommended for level 15 for Emperor’s sake. Lethal is the first iteration of end game. That’s where the gate should be. I think they should add a level 20 difficulty tier. Going from 15 to 25 is more of a cliff fall rather than steps in difficulty ramping.
These changes look great so far, also I feel you with the parrying on the sound queue, been grabbed by whip attacks far more than I should have been.
The 60 and 80% statement is interesting. I saw someone point out that, going by Steam achievements, only 17% of players had completed a Ruthless operation, and it was around that same 17% mark a couple days ago. I wonder if it's just the handful of players at the top are even attempting Ruthless?
I think so - so of those 17%, they're only winning 60 (well 80%) of the time. I wonder if there's a sweat spot they WANt to hit
IMHO ruthless is/was easier than substandial
It's the jump from the weapons. Doing a purple with green gear and barely any weapon perks is a big jump, but by the time you have a leveled purple weapon, ruthless isn't that big of a change.
@@johnski4709dude fr was able to get the helmet for lethal even leveling weapons on ruthless was completely fine but couldn’t complete a substantial with randoms
12% have upgraded one class fully. Most players don't even play operations more then couple of times to start with. Those who do are capable to complete ruthless with ease.
Couldn't do a Thanks on the upcoming bolter testing stream so I'm just plopping it here. Really appreciate you taking all this time to test out the bolters for our benefit, man. Your video exposing how damage ratings in weapon descriptions was a real eye-opener for me in terms of weapon choice, and having a better idea of which bolter variant(s) will fit my playstyle is going to save me, and a lot of your viewers, a lot of time testing. You're a credit to youtubers. Happy to put my money where my mouth is and make sure that good people get rewarded for what they do ❤
Oh brother thank you so much!!! Very kind of you dude! I have a follow up with the bolter coming! :)
holy shit. i never knew the same sound as parry-able attack and a non parry-able attack. no wonder i've been getting wrecked
I was already wondering what was up with spawn rates and especially with the amount of Zoanthropes spawning. Most games I had on substantial difficulty had at least three pairs of them spawning, sometimes even more. In the Inferno level I had a few games where two pairs would spawn at the very end when waiting for the detonation prompt in close succession, sometimes even with a Lictor.
I had two pairs spawn during the waves at the end of Inferno on Substantial, one pair each time the waves came from the front, so weird.
I did some testing and I got it again on Minimal, it's nuts.
My first game of leathal had a twin Zoanthroape fight with 3 raveners. We had nothing left for the carnifex after that
I agree the sound queues need an improvement here. Games like Sekiro are incredible in the sound design and that let's them get away with making that gameplay so punishing, because you have clear instant feedback every time and can learn.
Ohh man we're so back!
Crazy they even buffed the stalker bolt rifle. Was already clearing lethal pretty reliably with that on tactical
To be fair auspex makes most weapons decent. :)
@@ozymandias3540 yeah more than double damage on anything you parry and entire groups every 90 or so seconds can make anything amazing. Stalker will still 5 or 6 headshot things though. The grenade launcher obv outclasses it
@@ozymandias3540it’s not about auspex - sniper with stalker bolter is sbsolute beast, you are killing zoanthropes and elites in 4-5 head shots
@@leonidemelin1131 I was replying to Thomas who speciically mentioned tactical. :)
Ok excited. All I wanted was ruthless the be a little bit more challenging. Lethal is supposed to be hard. Didn’t mind the difficulty. But I only have my heavy and I needed to level the other classes and it felt nearly impossible.
Been watching for about a month now and i respect that you don't do click bait bullshit and get right to the point. Thanks for respecting my time, because of that, i always watch the full video
Wow they didn't need 6 months to revert the horrible changes they made!
Arrowhead
lol
Love what they did with the patch, it's literally everything I asked for, especially with how they left lethal as is (minus coherency)
Only things I wish they'd addressed were melee being underwhelming because of gun strike just being better, and the ranged enemies firing into your face point blank
Love the changes, excited to play Lethal now. I’d love to see modifiers added in the future with extra rewards for beating challenge modes essentially. Now if they add the ability to only queue for lobbies with my chosen class available I’ll be in heaven.
Oh and maybe add some Blood Angels cosmetics and Emperor’s Spears stuff in the future and I’ll be playing for years to come.
Honestly most excited for to the bolt rifle damage increases, and very happy that the heavy bolt rifle has a decent increase in the pack. I love the feel and sound of bolt rifles, especially the heavy, but they all feel so underwhelming in operations, so interested to see what the update feels like. Perfect timing too as I'm just starting my tactical class and just swapped to the heavy bolter from the heavy plasma incinerator on my heavy class to start leveling them up 😁
Same they're my go to for Tactical but on Ruthless difficulty you feel like you're shooting at armoured vehicles when facing Majoris enemies even with the Auspex scan.
A word of warning from someone who is playing Tactical since day 1: prepare to not be able to play Tactical, because there is ALWAYS another motherfucker that wants to play it.
@fallenhero4550 unfortunately the Heavy Bolt Rifle didn't got better. Still feels like shooting a BB gun
@@Resident-GunGuy I haven't tried the update yet, that's a shame.
Games still new. Auto bolt rife is one of the default weapons in PvP and found everywhere in campaign.
thanks for always linking the patch notes/ updates, appreciate it, most content creators don't do it which is annoying haha
We respond much quicker to audio cues than visual cues, especially when there’s so many enemies on screen at a given time. Would love different sound cues for unblockables.
I am so glad that I am able to finish and experience all these 4.0 lethal difficulty before it's gone.
Just proved my own personal skill, my own achievement. It was challenging and fun and frustrating too.
Right after 4.0 launched, I was liked I am not going to play lethal before they fix it. Now I am so happy I faced it!!!
Same! completed all missions on lethal many times and with the upcoming patch it’ll be more fun
I am proud of you for facing the challenge my fellow brother🫡
Almost soloed lethal (( made a stupid mistake at the last event
I'm glad too but I didn't improve at all. I just spammed grenades lol. I like the auto bolt rifle but it's absolutely useless in lethal
It's not that impressive. Lethal is tedious and annoying, not difficult. I want to have fun, not slog through HP sponges.
The written explanations for the changes truly is a gamechanger
Theyre removing cohesion? Now you dont have to be directly on the backs of the guys who carried you through lethal who made you think that the difficulty wasnt that difficult.
I fully agree with you about the sound queue for a parry and non parriable attack. I do the same
Thank you for front loading everything! absolute legend
This is the best news I’ve heard. I’ve been begging for bolted buffs and all that you just said sounds like the right move. I do think lethal needs something that makes it stand out in difficulty but now the system they had in play.
New to the channel, so first off hello and awesome videos! Anywhos, onto my optional 2 cents 😊
I really appreciate that you start your videos with a short TLDR for people who may be on a time constraint or otherwise but still would like to get updated on what’s happening. Even though I prefer to stay for the show, I think that’s dope and I respect that a lot.
Next, I personally agree with your opinion on the Krak grenade idea. It makes sense given that the shield encloses them, and there is clear visible distance between themselves and their shield.
And lastly (sorry for the essay 😂) I also agree with the idea to have different audio queues for attacks that can’t be parried. Even if it’s the same audio but distorted or played on reverse with a filter. It would help create two different types of muscle memory. To be honest, I don’t think this is a skill issues. Ours bodies naturally gain muscle memory than more than just pure physical movements. Sound, Visual, and even atmospheric consistency effect how we react and automatically do things out of happen if certain conditions are met. TLDR, that’s how routines are formed. That’s how training is based upon. Learning via informational repetition. Aka muscle memory 💪
I'm with a really good group of guys. We got slaughtered the first couple days playing lethal. The last 3 days all New lethal maps have been conquered. We still lose some and win some. But the goal was achieved. People are going to complain and that's just people. But one thing everybody must be thrilled to death about, the devs are actually listening to everything being said and they are doing things about it. Be effing grateful
i mean, good for you you got a group
not everybody does, and imo, that's the problem with a leash mechanic like this.
instead of punishing us for not sticking together, taking away a basic mechanic we've come to rely on,
why not incentivize us to do so instead. like a aura buff you get for sticking together.
@@shadowsketch926 trust me, I completely agree with you.
I agreed up until "be effing grateful". This is a product, I am the customer. Yes, it's nice they are working on things based on pissing off the large portion of the customer base, but they created this problem. The onus is not on the customer to be grateful for them fixing what they broke, it's on them to be grateful that customers spent their hard earned money on their game and to show that by providing the product the customer wants.
@@shadowsketch926playing this game with randoms is absolute clown fiesta, today i just kicked both, set a private game and soloed a few ruthless runs with no problems.
Bots are more effective than 90% player base
Dude... completely agree with you regarding the sound queue!
As soon as I hear it my instinct kicks in and I parry, then you're animation locked and can't roll out, then get slapped by a non parry attack. It's very deadly when you're fighting the fire rubicon marines, since they do a lot of non parry attacks.
Saber’s devs seem pretty based and humble. Overall, I like where the game is difficulty wise. Seems like the spawn director was bugged and good on them for fixing it, but before the most recent patch ruthless was just too easy. A good part of the fun is overcoming the challenge. I played a match as assault and somehow had the most ranged damage despite there being a tactical on my team. We lost because someone wasn’t pulling their weight and missing key auspex scans, and I think that’s how it should be on the highest difficulty
Gunstrikes count as ranged damage
Which is kinda right, but at the same time its a melee mechanic
Perhaps a recategorization is warranted
Agree that ruthless was a walk in a park, learning the parrying / dodging made it possible to play with literally anything. I leveled assault from 1 to 25 starting with grey hammer and heavy bolt pistol
I only lost if we didnt deal with a wave and proceeded to the next location and got a terminus spawned on top of everything
Kinda feel like we could get even more fodder mobs to shoot / stomp, especially in inferno
So glad & relieved that the devs listened, implemented changes, & did it so fast.
I was getting discouraged with patch 4.0 & how it was making the game less fun. Thank you devs!!! Looking forward to putting in serious hours this weekend.
I think it's going into the right direction and the statement about "once the game is out, it's not a devs game anymore, it's ours (the customer)" is nice to hear. Now they just need to follow up on this by adding a fov slider, shoulder swapping AND proper 32:9 support, not just 21:9.
I do still dream of a customizable HUD and fully customizable keybinds, even for all the menus.
I feel like making the modifiers like skulls from halo with incremental increases on xp gain, or sigils for your armor for each one completed. Modifiers could include "togetherness" that they just removed, "overwhelming Horde" for more majoris/extremis spawns, and "danger close" enabling friendly fire
Good! The difficulty for all levels was not proportionate. Good on them for getting it fixed quickly.
Love the introduction of adding your own modifier like the halo reference!
I'm very glad they want future modifiers, i agree. I actually thought the tight formation was interesting, but, as you said, it felt unpolished. I think fixing the director would have been enough with the damage buffs and armor fixes, but future modifiers definitely ease the whiplash of losing tight formation for now. Having properly working systems along with maybe Lethal or another difficulty level that inherently brings modifiers, random or not, would be awesome.
Sounds good. Looking forward to trying the Stalker and Instigator after buffs.
Glad to see devs listening & doing something about it in a timely manner. Too bad I've already beat all the operations on Lethal difficulty. At least my lethal decals will be available to equip.
Nice to see them addressing and releasing a fix so soon rather than just saying “we hear you” and then not doing anything for months
I both love the difficulty of this game and love the way this studio has been on top of its PR.
This sounds awesome. Can't wait to try it!
Amazing work from Saber. I was getting frustrated expecting them to deflect the communitys pleas like most companies do. This patch has restored my faith in the game and what the devs are doing, really good job.
It's so good to see a developer listen and fix things quickly, instead of sitting on problems for months to years
The sound ques are slightly different, though I agree they need to be more distinct. The parrying ones have a more pulse sound to them, while the dodge only ones are a sharper, more high-pitched sound.
I need a radar. Too often I'm being peppered by some stray Gaunt in a corner while already at low health on higher difficulty. Being able to focus in on them quickly in dire situations would help a lot. Not to mention knowing allie's immediate location without spinning around, taking the focus off of enemies that are pressing you.
I think the changes are good, the only thing I can think of is more QOL stuff like changing matchmaking to account for classes selected, so you don’t queue up with a class you want to level, wait a couple minutes in queue, then have a guy already selected for the one class you want to grind
I'm sure it's great, super happy that bolters are getting some love, I'm only gonna check it out after they add the Dark Angel cosmetics tho
Good to see they listen. Cant wait for this!
Great vid as always !!! Finally Bolters getting some Love long over due !!!
Thank you, ItalianSpartacus for this update & the analysis.
Saber, I've been your fan since Snowrunner. Loved it. Now loving WH40KSM2. Keep this up & you've gotten a big fan of your work. Thank you for engaging older players from GenX - the original generation that got into video gaming.
With this, I reckon that many more players will main the Tactical. I'm already having a lot of trouble getting into an Operation as a Tactical.
Can I take this small opportunity to ask for a rework of the Assault's perks? I'm not asking for more damage output. Just make Assault more versatile against flying & bosses. We're already seeing requests for the Assault on many threads.
There are many players who want META builds but there are a group of us who just want to slam xenos with a big effing hammer.
Currently trying to go from substantial to ruthless and I was getting wiped on substantial from the last patch. This is good news for players trying to make the jump up a difficultly
Love your passion for the game thanks for the videos.
Glad you enjoy it!
How good are these devs. listening to the community and making reasonable adjustments. And having the bolter back to what it should have been from the start. Let me get re armoured, re supplied and redeployed!
At least they listened. Gassed to see how it plays out in a few games later in the week.
Looking forward to the bolter love. I'm curious if this'll give Occulus Carbine the love it needs to be a fun and competent weapon choice.
Visually love the plasmas and meltas but the feel and sound of the bolter gets me in the zone!
This DEV’s are amazing!!
They listen do the community and a 1 week later comes a patch! That is so amazing 👏🏻👏🏻
Sounds nice! I hope we can finally finish a ruthless ops without crashing!
Do we have a timeframe on which time the patch goes live today?
Would you mind explaining what exactly I-Frames are? Also, I'm glad to see these changes coming. I'm also glad I have some bragging rights since I got my fancy helmet day one. :)
Dear Saber we really appreciate you listening to community feedback and your speedy fixes!
The Emperor Provides! And the Devs too, of course.
I didn't know the spawn of all the levels were boosted until one time I was playing substantial and one of the others were asking were we playing Ruthless. Then I was noticing we were losing more than normal. I don't gamble at casinos because you lose more than you win or for me not enough to keep playing. This next patch will be a good thing.
I have no words, i was enjoying the more spawns , but it is a relief that they fix so soon what was not intended 🎉
As nice as this patch is. There is still the issue of zoanthrope spawn rates. Thry are the only extremis enemy I've seen since 4.0 came out and this patch hasn't fixed it at all.
Ran an Inferno Ruthless last night, we ran into a spawn of I'd say 20 gaunts, 3-4 Majoris (a mix of range and melee) then a pair of Zoenthropes floats in. At this point it's still fine, just enough challenge for mid way through an operation. But then a Ravener pops up. Now it's really hectic. In all this chaos, two Majoris get reinforcements calls off twice respectively. One of those reinforcements was another Ravener!
Somehow we managed to get through it all with I think each of us taking a full death each, and by the end not one of us having a single shot or medkit between us. It's cool to have a wild story like that but honestly it is too much sweat for my liking.
I didn't have an issue with the tight formation, but I do agree the range should be increased for the vanguard and assault, and the gaining armor perks should work if outside of the tight formation, and the formation adjust as squad members go down
Now all we need is for contested health to not drain so quickly that its only useful when using the melta.
With all the team perks etc it still drains faster that it sometime takes to regain control. That could ofc be some intended effect.
But if he interested to see if they let the drain start like 1 or 2 seconds later. Might be too strong though.
W for the Devs. Being transparent enough to roll back changes and also telling us that they are trying to get this right to make it a challenge but not a slog.
Tbh i loved the extremis spawns on ruthless, running my sniper has been amazing against lictors and the floating clay pigeons
I've been excited for every patch the devs provided even with the weird stuff going on and I'm glad they're experimenting things and actually being ok letting the community decide the game we want.
Now they need to fix the Las Fusil overheal contested health bug
Good patch, the only issues I had were the coherency mechanic and the increase in crashes since the patch. I am still having weird FPS issues after a loading screen.
I haven’t touched lethal yet cuz I’m still trying to max my assault and bulwark. But I guess I won’t experience patch 4.0 lethal 😂
You don’t want to trust me 😂
You can get smacked over the head and have 'prison fun times' in real life, it's quite similar.
@italianspartacus About the Sound cue - it really isn't a skill issue though. lol IMO. Its scientifically proven that the human mind reacts faster to audio cues than to visual cues. -- the instant you hear the sound your body is already reacting to either dodge or parry based on which one your class/your used to pressing more than the other. before your body even has a chance to read the visual cues you're body should be reacting to the audio.
pretty excited to try out the auto bolt rifle in operations now after this, ignored it in pvp because of how bad it was and am finally using it well after maxing out tactical and boy did I miss out this thing shreds in pvp
the coherency thing feels more like a chaotic randomized game mode option like chaos wastes in vermintide, not something that should be the core difficulty mechanic. I'm glad they removed it as a core mechanic but it'd be fun to see stuff like that pop up in more chaotic game modes
It´s astonishing how much these people get it right. I almost lost hope for the future of gaming but Helldivers 2 and Space Marine 2 rekindled my flame. I´m 40 btw, gaming since I was 9. Still one of the best things in my life.
I will confirm from my experience, the Auto Bolter in PVP slaps. It's very good in close to medium range thanks to it's stats. And considering the majority of the area in the 3 maps are close to medium range, it certainly helps the Auto Bolter.
Now I am actually really hyped for tomorrow. The removal of "Tight Formation" and the buff to all the Bolter guns might break up the current superboring: Bullwark + Tactical (GL) + Melta Rifle Meta on Lethal dif, which is 100% a good thing for the longevitiy in Season 2 .
Orale vato great game glad to see responses from devs regularly as I haven’t enjoyed patch 4.0 as much as before but I’m excited for 4.1 update
I haven't played since the 3.0 patch, but now my bolt weapons have got some love I can finally get on the new map and purge some xenos with my battle-brothers.
Primach-progenitor, to your glory and the glory and the glory of him on earth!
I just played a game on difficulty lvl 2 with two newer players. We had a Carnifex, 6 Neurothropes, 3 Raveners, and 3 Lictors on Inferno. These changes will be welcomed.
Now the only thing I really want is for them to fix decals to how they were, and fix colors and color consistancy. Some colors just look the same, muted, or matte now. Also fix the left gauntlet and torso colors on tactical, because the colors on those items are always brighter than the selected color.
It would be kinda cool if the devs gave us a “4” knee decal that says “I survived patch 4.0”. I’m so happy that I completed all Lethal missions before this next patch. It sucked but I’m proud I made it through.