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Warhammer 40k : Space Marine - Page 24

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ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
September 15 2011 16:31 GMT
#461
Unlocked the burst fire for Stalker bolter, haven't been able to use it much at the moment but from what I did, it's daaamn fine.

You want imba strat on Manufactorum?

Assault class with Hammer/2 Frags/Death From Above/Exploding Jetpack.
You are able to get to the opponent's A/C whilst they are capping (jump your way to the doorway to either one left/right of B) and you can pop your two frags at them and jump. Frags explode causing panic and you slam down and wildly swing hammer to clear everyone out. If you die, exploding jetpack takes out the rest.

And then you can change class...muhahahahahaaaa (or do it again when they run from their spawn to cap again)
OjKa OjKa OjKa!
idonthinksobro
Profile Joined December 2010
3138 Posts
September 15 2011 16:34 GMT
#462
On September 16 2011 01:31 ToT)OjKa( wrote:
Unlocked the burst fire for Stalker bolter, haven't been able to use it much at the moment but from what I did, it's daaamn fine.

You want imba strat on Manufactorum?

Assault class with Hammer/2 Frags/Death From Above/Exploding Jetpack.
You are able to get to the opponent's A/C whilst they are capping (jump your way to the doorway to either one left/right of B) and you can pop your two frags at them and jump. Frags explode causing panic and you slam down and wildly swing hammer to clear everyone out. If you die, exploding jetpack takes out the rest.

And then you can change class...muhahahahahaaaa (or do it again when they run from their spawn to cap again)


seen this before - every class is fast enough to get there in time
i have seen a rush with like 3 people, one guy with the big plasma + 2assaults
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-09-15 18:20:04
September 15 2011 18:03 GMT
#463
Just gonna do some recap from yesterday.

First of all, here's a shoutout to my battle-brothers for forming the biggest TL party ever:
[image loading]
r33k
chocopaw
Fuzer
Seppo
Yurten
And later in the evening played some good games with Yzak

last night was pretty good, got stuck a few times...
[image loading]
[image loading]

and got shot at a few times...
[image loading]

got some killstreaks:
[image loading]
(though a boring screenshot to showcase it...)
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

And had some lucky games too:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]

And of course, unlocked some armor pieces, here are my new favorites:
[image loading]
[image loading]

Hope to see you all online!
~ Xerrol
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-09-15 21:16:13
September 15 2011 21:15 GMT
#464
I can confirm that the limit to the number of kills in a streak is 10, because I got it twice this afternoon, and it says "Max Killstreak" and gives a 500 point bonus in place of killstreak bonus points. I have yet to get 11 kills, so i don't know if you just keep getting Max killstreak bonuses, or if you no longer get bonuses.
+ Show Spoiler +
[image loading]
[image loading]
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
September 16 2011 00:29 GMT
#465
Just reached rank 40... need 120000 more experience for level 41... TT
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Tarias
Profile Blog Joined April 2010
Netherlands480 Posts
September 16 2011 00:46 GMT
#466
It doesnt count past 10 killstreak, at least not between 10 and 17 or so, maybe something at 40?
Go big, or go home!
Laids
Profile Joined January 2011
United Kingdom596 Posts
September 16 2011 01:12 GMT
#467
Getting 15 headshots with the stalker bolter is harder than I thought it would be, I think I need 9 more : /

I really like the stalker bolter/melta gun combo, I'm trying to figure out if the extra bolter ammo is worth it or if the melta CD reduction is better. I suppose it's map dependent.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-09-16 03:30:54
September 16 2011 01:28 GMT
#468
On September 16 2011 10:12 Laids wrote:
Getting 15 headshots with the stalker bolter is harder than I thought it would be, I think I need 9 more : /

I really like the stalker bolter/melta gun combo, I'm trying to figure out if the extra bolter ammo is worth it or if the melta CD reduction is better. I suppose it's map dependent.


ammo reserves? bha, stay close enough to fill your ammo on corpses... melta CD? do you use melta often enough to need it?... I know I don't.

I say you can't go wrong with teleport homer, be powerful and get huge killstreaks while providing powerful bonuses to your team! that's the way to go... to many people are selfish and don't use or carry the teleporter... it's so tragic...

Maybe people are just confident in warping in on experienced players... I know (as much as I am ashamed to admit) that I would be more comfortable warping in on a level 40 player than a level 5 player... It's kind of sad really when i think about it.

Ah well... Yea, actually, getting headshots with the stalker bolter is tricky, but I'm sure you will get the hang of it... the stalker bolter is the most powerful weapon in the game (in terms of versatility).
So far it is the only weapon that I have over 250 kills with and over 50 lobotomies (kekeke)...

<3 stalker bolter, it's teh best weapon ever!

but know, its annoying because I need to use the other weapons for achievement experience if I want to get to level 41 any time soon ...

HOLY SH*T I JUST FOUND A CRAZY GRAFX BUG!!!!!
[image loading]
went to loadout screen after starting game and WALA there is an ork standing in front of my marine..... And then when i went to the loadouts to modify, my marine shot the ork with the stalker bolter and the ork died and fell of screen.... WHAT THE ****!!!!!

only about 100000 more exp before level 41 W00T!
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
yurten
Profile Joined January 2010
United States42 Posts
Last Edited: 2011-09-16 02:23:43
September 16 2011 01:49 GMT
#469
The problem i have with teleport homer (at least teleporting onto other players) is that you cant see whats going on. I warp in and have to immediately begin absorbing information about whats going on.
I know I've teleported onto you and died to nades/plasma cannon etc. Its a great perk, I run it on 3 of my 5 tactical marine loadouts.

And Stalker Bolter is one of my favorite weapons, but I've been trying to do other stuff just to unlock perks.

EDIT: Edited out broken quote.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 16 2011 05:05 GMT
#470
after 10 max kill streak it doesnt say kill streak anymore
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-09-16 06:45:30
September 16 2011 05:21 GMT
#471
Had an evening full of extra speshul celebreties!
First we had SKIDROW, the famous pirate and supplier of torrent goodies:
[image loading]

then JP and Sirscoots jumped on to try some streaming, unfortunately they quit when JP had technical difficulties:
[image loading]
[image loading]

and NO i wasn't screencheating, I was merely verifying that it was THE legit JP and sirscoots... not some wannabees! So shoutout to them and good luck with their technical problems!

UPDATE: only 86000 more experience before level 41 :D I'm almost there!
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
idonthinksobro
Profile Joined December 2010
3138 Posts
September 16 2011 05:56 GMT
#472
looks like a shameleave to me.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 16 2011 06:21 GMT
#473
On September 16 2011 14:56 idonthinksobro wrote:
looks like a shameleave to me.


hehe this man is right. they must be very very new to this game.
yurten
Profile Joined January 2010
United States42 Posts
September 16 2011 06:25 GMT
#474
JP was having stream issues. It didn't fix when they went to play TF2. I couldn't really say how good or bad they were because they were only level 2 and it was very brief.

More on topic: Hit 31 and finally get to do Storm Bolter w/ Favor of the Army and Master-Crafted War Gear perks. Real good fun.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-09-16 14:58:35
September 16 2011 14:47 GMT
#475
On September 15 2011 14:19 yurten wrote:
Show nested quote +
On September 15 2011 13:49 XerrolAvengerII wrote:
On September 15 2011 12:40 Golgotha wrote:
awesome patch. simple and just what we need.


being a tactical player, I think that they need to increase the length of the "lunge" of melee attacks, because if your going to ministun a player at the end of an attack, at least let them keep the same pace of someone... i feel wierd when a player can simply backpeddle and get away from an assault or knifing tactical...

Also, I wouldn't mind them removing the QUE effect, i.e: hit ff twice fast, and your character will automatically perform both stun attacks in a row (and you basically lose control until both are done)
I feel like melee attacks should have a mechanical cooldown that prevents the character from locking themselves into a combo attack aimed at the side of a wall... that annoys the crap out of me.

Also, I feel like they should make the Charge attack longer range, and they need to remove the self stun at the end of the charge because like, most of the time when you charge someone, your giving your opponent the advantage because your putting yourself in melee reach and unable to move... most of the time when assaults charge me, i can either put them down with melee or with a melta or other weapon.

Does anyone else get annoyed at these silly "self stuns" that the melee system has?


The excessive animations that looked cool in the campaign are pretty awful in multiplayer. I've barely touched the assault class due to this, and the knife is exceptionally bad. The stomp for Devastator/Havoc is alright enough, but is sooo slow that i feel a better assault could dodge it and get back in for kill with time to spare, could be wrong though (maybe with perks its better but that feels too situational for me).


I have taken a specific fondness of the assault class, and charge is kind of the reason why.

It can be hard to control mid-fight sometimes because you just want to right-click your way to victory, but the thing I've learned most in the past 2 days is just to be very selective with your melee attacks, if you're not killing your target with each swing, you're killing yourself.

As far as the charge goes, The assault charge has sick range, but you're probably doing it wrong. You always need to do the dash>charge combo or its not worth it. Space bar>right click makes your charge go about 2x as far, and combined with the proper perks (death from above, furious charge) you can 2-shot people without a single shot or swing from your melee weapon (makes you a bit stealthier because it can be hard to pin down where exactly the rocket sound is coming from).

I'm still not sure if I prefer the power axe or chain sword more, but I only use the hammer on my suicide run load-out (death from above, frag grenades, final vengeance, and the storm hammer) I think my best kamikaze was 4 kills on a full control point.

I'm still trying to nail down the specifics, but assault marines are definitely viable in this game.
As it turns out, marines don't actually cost any money -Jinro
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
September 16 2011 17:56 GMT
#476
On September 16 2011 23:47 Jermstuddog wrote:
Show nested quote +
On September 15 2011 14:19 yurten wrote:
On September 15 2011 13:49 XerrolAvengerII wrote:
On September 15 2011 12:40 Golgotha wrote:
awesome patch. simple and just what we need.


being a tactical player, I think that they need to increase the length of the "lunge" of melee attacks, because if your going to ministun a player at the end of an attack, at least let them keep the same pace of someone... i feel wierd when a player can simply backpeddle and get away from an assault or knifing tactical...

Also, I wouldn't mind them removing the QUE effect, i.e: hit ff twice fast, and your character will automatically perform both stun attacks in a row (and you basically lose control until both are done)
I feel like melee attacks should have a mechanical cooldown that prevents the character from locking themselves into a combo attack aimed at the side of a wall... that annoys the crap out of me.

Also, I feel like they should make the Charge attack longer range, and they need to remove the self stun at the end of the charge because like, most of the time when you charge someone, your giving your opponent the advantage because your putting yourself in melee reach and unable to move... most of the time when assaults charge me, i can either put them down with melee or with a melta or other weapon.

Does anyone else get annoyed at these silly "self stuns" that the melee system has?


The excessive animations that looked cool in the campaign are pretty awful in multiplayer. I've barely touched the assault class due to this, and the knife is exceptionally bad. The stomp for Devastator/Havoc is alright enough, but is sooo slow that i feel a better assault could dodge it and get back in for kill with time to spare, could be wrong though (maybe with perks its better but that feels too situational for me).


I have taken a specific fondness of the assault class, and charge is kind of the reason why.

It can be hard to control mid-fight sometimes because you just want to right-click your way to victory, but the thing I've learned most in the past 2 days is just to be very selective with your melee attacks, if you're not killing your target with each swing, you're killing yourself.

As far as the charge goes, The assault charge has sick range, but you're probably doing it wrong. You always need to do the dash>charge combo or its not worth it. Space bar>right click makes your charge go about 2x as far, and combined with the proper perks (death from above, furious charge) you can 2-shot people without a single shot or swing from your melee weapon (makes you a bit stealthier because it can be hard to pin down where exactly the rocket sound is coming from).

I'm still not sure if I prefer the power axe or chain sword more, but I only use the hammer on my suicide run load-out (death from above, frag grenades, final vengeance, and the storm hammer) I think my best kamikaze was 4 kills on a full control point.

I'm still trying to nail down the specifics, but assault marines are definitely viable in this game.


While I agree that the minislam from the bunnyhope dashes that you describe are good... I feel like the classic "charge" attack (running + melee/punch) is vastly underwhelming... Because of the combination of it's poor range, mediocre damage, and the excessive self stun at the end of the animation (where your character makes themself stop running and practically stands still asking for a hammer or melta to the face), I am CONVINCED that the standard charge needs an actual positive purpose...

I believe the best would be to simply tone down the slowing animation at the end of the charge, enabling the charge to act as a distance closing manuver that allows assaults to move into melee range without relying on their jump pack.

Alternativly, charge could be given extended range and the impact effect could be increased (in terms of interupting the opponent)

Or, if they're really stubborn, they could just make the charge attack "seek" the most obvious target in front of the player, this would allow it to break through barriers of latency and be a useful defensive mechanism for assaults who may be stalling in order to recover jumppack fuel.
I feel like the heavy disadvantages of this ability would make a seeking attack perfectly reasonable.

Lastly, I want to point out how ranged characters can freely move about and fire their weapons, but melee actions lock the player into predetermined animations that prohibit movement and cause clumsy chains of actions (that may or may not be what the player intended).

I have died numerous times by accidentally performed stomps as a tactical or devastator marine and ended up eating bullets from 3 feet away...

In another anecdote, My and Yurten were doin the buddy thing, when an assault landed between us and proceeded to beat the screaming sh*t out of him... In the panic we both flailed around and took the bandit down to half of his health... at that moment Yurten fell.
... At the time, I had a melta in my back pocket and I should have pulled it out to exact revenge, but instead I swung at him with my combat knife... I swung three times, and missed three times... and then the bandit swung once with his hammer and secured his double kill...

Fuck the system, If I had landed 1 blow, he would have died! I'm level 40, I've gotten massive killstreaks and positive scores with all three classes, so I know what I'm doing, and what I'm talking about. This system needs to be improved.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
r33k
Profile Blog Joined March 2009
Italy3402 Posts
September 16 2011 17:57 GMT
#477
^To be honest you are dead meat without impenetrable.

I have been experimenting with air cooled thrusters and it's godly for siege control. Your job is to act like a fucking mosquito and jump around while 3 devastators fire at you for 10 minutes.

Also I agree 100% with xerrol on teleport homer. The only class that doesn't benefit from it too much is the devastator, with everyone else you have strong point blank power and walking around takes a large amount of your time if you're not going for killstreaks.

Headshots are extremely easy to get on shattered bridge. Just stand over the bridge at either side and take pot shots at their devastators. You can also camp B/C on hab center and pretend you're a devastator, assaults are really easy to kill if they try to walk through the center.

One thing that I would like people to note is that the assault moves just as fast as the tac if he keeps jumping and is slower than the tac if he walks. Not to mention the fkin cables and low cielings that make you fail jumps and slow you down even further.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
September 16 2011 18:11 GMT
#478
On September 17 2011 02:57 r33k wrote:
^To be honest you are dead meat without impenetrable.

I have been experimenting with air cooled thrusters and it's godly for siege control. Your job is to act like a fucking mosquito and jump around while 3 devastators fire at you for 10 minutes.

Also I agree 100% with xerrol on teleport homer. The only class that doesn't benefit from it too much is the devastator, with everyone else you have strong point blank power and walking around takes a large amount of your time if you're not going for killstreaks.

Headshots are extremely easy to get on shattered bridge. Just stand over the bridge at either side and take pot shots at their devastators. You can also camp B/C on hab center and pretend you're a devastator, assaults are really easy to kill if they try to walk through the center.

One thing that I would like people to note is that the assault moves just as fast as the tac if he keeps jumping and is slower than the tac if he walks. Not to mention the fkin cables and low cielings that make you fail jumps and slow you down even further.


Tested Impenetrable with the TL guys, it reduces incoming ranged damage by 30%.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2011-09-16 18:39:01
September 16 2011 18:30 GMT
#479
impenetrable prevents melta guys from 1-hitting you thats why i use it instead of the bonus that gives you hp back. Second perk iam using is the exploding jetpack - if the game ends like 12-8 i made like 5 kills with the exploding jetpack .

/E also ppl complain about charge keeps you stunned - yeah if you dont do anything after the charge you´ll end up stunned. but you can press space while charging -> so you´ll jump away and wont end up stunned, this also helps to perform huge jumps you couldnt pull off otherwise.

/EE i havent unlocked the hammer perk yet but i think i wouldnt use it anyway because if you jump on someone and hit him with the hammer he dies anyway and devastators cant fight back so i dont know why ppl keep using it?
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2011-09-16 19:01:25
September 16 2011 18:57 GMT
#480
On September 17 2011 03:30 idonthinksobro wrote: /E also ppl complain about charge keeps you stunned - yeah if you dont do anything after the charge you´ll end up stunned. but you can press space while charging -> so you´ll jump away and wont end up stunned, this also helps to perform huge jumps you couldnt pull off otherwise.
What are you talking about? I'm talking about using shift to run, then using F or melee to "charge" forward and shoulder smash (both assaults and tactical's can do this)... It sounds like your just talking about jumping at people with space bar....

I want to point out that the "charge" perk only effects this action, using space bar to jump onto someone does not count as a charge, and only high altitude slams benefit from "Death from Above" perk. There is however, a nice middle (that I am trying to learn) where you perform a landing and a melee attack at the same time, (requires only 1 tap from space bar)... In theory, mastering this would enable a player to devastate with the hammer perk (pun very much intended)!

Also, I use hammer perk, because It gives an advantage in Assault vs Raptor combat...
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
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