and i try to avoid assault vs assault fights because that doesnt seem to be the point (at least in caputre point modus). i dont try to fight an enemy assault if iam on my own - iam rather trying to kill snipers/tacticals and backstab take their spawns etc.
Warhammer 40k : Space Marine - Page 25
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idonthinksobro
3138 Posts
and i try to avoid assault vs assault fights because that doesnt seem to be the point (at least in caputre point modus). i dont try to fight an enemy assault if iam on my own - iam rather trying to kill snipers/tacticals and backstab take their spawns etc. | ||
r33k
Italy3402 Posts
On September 17 2011 04:08 idonthinksobro wrote: assaults can charge aswell - if you run and click right mouse youll charge... thought you guys were talking about the stun after this. and i try to avoid assault vs assault fights because that doesnt seem to be the point (at least in caputre point modus). i dont try to fight an enemy assault if iam on my own - iam rather trying to kill snipers/tacticals and backstab take their spawns etc. If you charge as an assault there is a 5 day time window before you can attack. Charging as an assault is both a punishment for being bad and an opportunity to hit final vengeance. | ||
Inkcrow
United Kingdom215 Posts
On September 17 2011 04:14 r33k wrote: Charging as an assault is both a punishment for being bad and an opportunity to hit final vengeance. disagree to the max, not two games ago i fended off 4 enemies as a Swordsman's Zeal Assault marine using charge to flank Havoc's using bolters and to quickly get away from Raptors with Maul's Sure its a bad move if you want to kill someone directly but to avoid damage and maneuver its as good as tactical marine's roll. | ||
Golgotha
Korea (South)8418 Posts
Chainsword->weaker than hammer or axe but can kill faster than the previous two. However, the greatest advantage is it's fast attack animation, allowing you to hit and quickly get out. Impenetrable->Our greatest weakness is getting close, this directly helps us take hits to get close and survive while running away. Air Cooled Thrusters->It seems like a waste doesn't it? But an assault class already has the DPS to quickly kill anything on the field. What we have in DPS, we lack in survivability. Yes, the assault looks like the baddest mfer in the game, but to be a good assault, you must play like a pussy. Our JETPACK is our BEST weapon. Jet pack is the best and only thing going for us so to make it better is a big plus. An assault should abuse his jet pack to always hit from the back and quickly flank enemies. And in most cases you will be landing, swinging 2 or 3 times and immediately jumping out with a kill. Run far away and find another target or come back via different route. Make them think that you have gone off to find another target. Surprise is our greatest asset. And people have been asking me what to do against rolling marines, and this is where Air Cooled Thrusters allow us to easy catch and slice good rolling marines. Assault does not have a roll feature but if we tap space we can short jump. If we tap space and right click we can do a jump and move further while doing a swing. Never should you try to walk towards a rolling marine because he has the range on you to quickly kill you. This is where having a ready jet pack via air cooled thrusters comes in handy. Either fly up and land on him again or if you do not have enough juice, execute a short jump + slash and you can do a "charge-like-move" from the air to kill him. Hard to land but that is why assault is so fun, hardest class in the game hands down. You will die a lot as assault but remember to spam that jump, run away, and just make it a bitch to kill you (my kill ratio:+ Show Spoiler +)Your slow friends will come in with the heavies while you watch from above. Do not use hammer unless you are just looking for lulz. Impenetrable is a MUST. Final vengeance is very good against fat devastators but later on you will rarely get a kill against better players so it becomes a waste. Furious charge doesn't fit my playstyle as I am always in the air and it is easier to control my mech within the air than the on ground. Ground=death for us. Air is faster and harder for enemies to track us. I have some questions of my own: 1. Combat stims? What is their animation and what are the disadvantages of injecting? 2. Swordman's Power Zeal? How much does it heal per hit and why doesn't it unlock? | ||
Inkcrow
United Kingdom215 Posts
Swordsman's Zeal heals about .. a fifth of your health a hit? . . ish? but you have to recognize how fast you will be taking damage as well as how fast you will be hitting. Don't use ACT's because i prefer the Final Vengeance . . . cheesy yes.. i know. but i do not care. my job is to break positions and make it easier for my team to take locations/points and i'll be damned if im gonna do anything but more damage and kill people while i can. | ||
r33k
Italy3402 Posts
That's as far as I'm going for tonight. I hate this damn bolter. | ||
ToT)OjKa(
Korea (South)2437 Posts
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r33k
Italy3402 Posts
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yurten
United States42 Posts
I'll play more with it tonight I guess. I dislike the weapon because it requires a perk to be any good. | ||
r33k
Italy3402 Posts
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yurten
United States42 Posts
On September 17 2011 05:54 r33k wrote: What's with the relic/possessed bolter? I've seen it a couple times, is that a perk that upgrades the standard bolter? I believe its a pre-order bonus (no stat difference from normal bolter) from some site. Xerrol has told me that it and the Power Sword are going to be DLC at some point. | ||
XerrolAvengerII
United States510 Posts
On September 17 2011 04:26 Inkcrow wrote: disagree to the max, not two games ago i fended off 4 enemies as a Swordsman's Zeal Assault marine using charge to flank Havoc's using bolters and to quickly get away from Raptors with Maul's Sure its a bad move if you want to kill someone directly but to avoid damage and maneuver its as good as tactical marine's roll. I think that you're confused... when we refer to "charge" we refer to attacking at the end of a sprint... no jumping/rolling/ space bar pressing involved... so if the space bar is involved at all... than it is not a charge... What you did is fine... but you were not using charge. | ||
BlueBird.
United States3889 Posts
Does anyone else think that the 41 kill on tdm, is really small? It seems to me like 41 kills is just a low freaking number considering the fact there are 8 people on each team. Should be more like 65 or 75? Idk | ||
Ethenielle
Norway1006 Posts
Assault however is gonna be the end of me playing this game. What an infuriating experience of dying to your own animations. "Oh, I seem to have started a second swing and wow, the guy I just killed has an exploding jetpack... guess I just died because of stupid fucking animations that never god damn end and can't be cancelled". A great game that could've been so much more -.- | ||
Roflhaxx
Korea (South)1244 Posts
On September 17 2011 06:00 XerrolAvengerII wrote: I think that you're confused... when we refer to "charge" we refer to attacking at the end of a sprint... no jumping/rolling/ space bar pressing involved... so if the space bar is involved at all... than it is not a charge... What you did is fine... but you were not using charge. You were talking about sprint+right click right? Just bought the game my name is Mowlay on steam, add me ^_^ | ||
Jermstuddog
United States2231 Posts
The Stalker Bolter seems to be the best weapon for tac hands-down, it gives you sniping capabilities while still managing to be a great close-combat weapon. Something needs to be toned down about that weapon I think (no scope damage). The Melta is a great weapon if you want some in-your-face style play, it also doubles as a great secondary weapon if you're using the Stalker. I would probably say the Bolter is the next best weapon. It's generally good in any situation, the kraken shells upgrade is nice, but not necessary. Just a good standard IMO. my biggest gripe is the lascannon. With the Stalker around, I see no reason to ever go for the lascannon, the stalker is better in every way (part of that being that I think tac perks are better than destro perks in general). | ||
r33k
Italy3402 Posts
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link0
United States1071 Posts
I'd actually say that this game is extremely well balanced right now with ONE exception: Plasma cannons, the quake rocket launcher equivalent of space marine. I've had quite a few games where BOTH teams had ONLY plasma cannons. The game is just not fun when it devolves into a traditional rocket launcher fest. | ||
XerrolAvengerII
United States510 Posts
http://www.twitch.tv/run__ | ||
ToT)OjKa(
Korea (South)2437 Posts
I've played quite a lot of assault and with the chainsword especially, you can literally zip in and out and even if you do an extra slash after someone dies, you should still be able to make it out of a jetpack boom. I do think plasma cannons are a little imbalanced. Without charge they are an easy to hit plasma gun that does more damage and with charge it just fucking wrecks anything in a square mile. Couple that with being able to have more armour and it just seems like a complete wrecking ball with no downsides. Sure, you might kill yourself if an assault is in your face but they really can't tank what the plasma cannon dishes out. | ||
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