Thinking about it, whenever a dev makes a game with a skill tree they should really group up defensive upgrades with themselves and the same for offensive upgrades. If every plan to fail is grouped together and not occupying the same space as plans to succeed, you don't have to feel bad about choosing.
quick correction: you don't get the armor segments back if the shield breaks. It only procs when the energy goes fully to zero, which doesn't happen if it breaks. It just stays at the ult charge it was at when broken.
this is true and i shhould have been more specific i kind of used break and run out interchangeably since to me it only breaks if it truns out of energy
@@TannerLindbergyup, it also sorta makes it a bit more clunky to use as a perk. You use it between runs, and then turn it off. You don't just let it run to zero, that's inefficient use of the energy, not to mention there's no fighting happening. You get it back, pop the shield, kill everything, then drop it so you get it faster for the next fight. It's not super often it's optimal to just let it completely run to zero. Considering your killing everything in a reasonable time frame, you'll be getting the buff around when an encounter ends if anything.
Would be fantastic to know what teammates ability charges are at, so we could know when to pop halo for them. Maybe someday. Edit: Armor and HP indicators for teammates would be nice too.
The devs need to do a bunch of things to make other heavy builds on par with the multi melta: - Turn down the 10 enemies in succession to 5 across the board. Maybe the heavy bolter would be good to use if it could constantly spray into a group and keep getting armour pips. Ie. Have the perk be easily proc'd like the melta ammo one. - Give a huge bump to the contested health perk. 15% bonus is garbage, make it atleast 50%. The heavy bolter should be able to tank any amount of contested HP as long as it's firing and getting constant hit, as the overheat is a limiting factor anyways. - Plasma weapon perks should lean way more in both directions. Either having insane venting speed with low charge shot damage, or insane charge shot damage but constantly overheating in ~2 shots. Right now the venting perks are garbage and the normal shot perks are best by default (I'm talking about primary plasma guns for the tactical and heavy, the pistol is exclusively a charge shot machine and in a good spot right now). - Accuracy for hip firing the heavy bolter needs to be on par with "heavy stance" aiming. If the bolter is suppose to be this constant mediocre hellfire option, then let us reliably shoot it without having to "rapid fire" the overheat button. If you don't want to increase the accuracy, then allow hipfire to not interrupt the cooldown of the gun, so you can hipfire between 99% heating the gun and keep some fire downrange. Right now it's multi melta all the way because it has good perks on both the gun and class side, no overheat mechanic, and is a tap burst in a game where you dodge dance (fire, roll/parry, fire, repeat). The game's ranges are never really an issue either, the main drawback for melta is it's a close range blast but you can just gap close for free 99% of the time. The devs really have to have a sitdown when the first operations DLC rolls around and figure out what the other two primary weapons should be good at. Right now they're just weaker water guns that are only taken when you need to kill the hel drake.
Not resetting the timer for rapid succession kills is crazy I feel like that’s a given for perks like that or else in practice it works more like “kill 10 enemy’s at once”
In all honesty, I could see the "Be stationary while stanced but get more health back" perk being worth a goddamn (at least for heavy bolter) if the weapon perk for keeping you from being knocked out of stanced mode worked more often than it does.
Bonds of Brotherhood has one specific use: If they revive at full health they can use ONE Stim to get their mortal wound nullified and get another down. However the other two nodes are just too juicy.
Bond of brotherhood is worded weirdly - its supposed to be a team perk, meaning your entire squad benefits from this, yet its worded as if it only applies to you. Its still confusing why heavy even gets so many perks that are... Out of place.
Can anyone else confirm that the second +20% ammo on the Multi-Melta is bugged? The first +20% always applies, but the second only applies at the start of a run, or after collecting ammo with the Multi-Meta equipped, but as soon as you swap to your secondary and back, it delete the second Ammo boost. So my one has up to 42 shots, but it reverts back to 36 on weapon swap, really annoying.
20% health perk is what allows you to fully heal at a resupply drop pod along with Bulwark's passive allegedly but that barely matters when using the Multi melta.
The no-overheat one is just funny, because it improves your ability to lose the match. If both your teammates are down, you need to be trying to get them back up ASAP or sanic spindashing the fuck away until they respawn. It's a perk that allows you to get back to the lobby without your gun overheating.
Strategic Stand I find better than the other one cause nothing stoping you from holding heavy stance, firing, and letting out of heavy stance before you stop. If you are fast enough, you can still move as normal with a slight bit of less of movement speed. I never hold that stance purely cause you can't parry while in stance.
Hey Tanner! I recently came across your channel and I'm thrilled to find someone who shares my perspective on the perks in this game. So many of them seem pointless or just plain bad. 😓Keep up the great work though! I do have a question for you. Your video was released a few days before the patch that significantly buffed the Plasma Cannon. What are your thoughts on it? Have you tried it at all since patch 3.0?
Hi so the rapid succession one also works with explosives and incinerator like the equipment one but i had no idea that the timer doesnt refresh... Have never really noticed how impactful it is, ngl.
What do you think about the other guns heavy can use in PVP? I didn't enjoy PvP enough to reach the level to use them, so I'm curious about your opinion.
Hey what perks should you take on the Las Fusil and what perks/what variant should you take for the pistol on sniper is the extra accuracy so you can spam headshots faster worth the less rounds in the mag(I’m only on green stuff rn cause I’m a shitter)
Balance. Block locks out the perfect mechanic, and you still need to time the parry fairly well. Going from a heavy main, from level 0 day 1 to max melta kit level 25, then to now leveling tactical with a frencing chainsword; it feels a lot better to fence parry than multi-melta/balance parry stuff.
sad how boring it is to play missions after you hit 25, no challenge at all, the best fun was leveling on max difficulty xD no where near the replayability of darktide or something
Agreed 100%, heavy is S tier but only with 1 build.
The revive perk needs to clear wounds too or be replaced.
Eh, Heavy Bolter still works on Ruthless. What really carries this classs is the overheal on contested health bug.
@@Breakingfasst88Heavy bolter feels uselless. Warriors and rubric marines take freaking 50+ shots to die
Yo, just found your channel a few days ago and your builds helped me get better at space marine 2
Thinking about it, whenever a dev makes a game with a skill tree they should really group up defensive upgrades with themselves and the same for offensive upgrades. If every plan to fail is grouped together and not occupying the same space as plans to succeed, you don't have to feel bad about choosing.
As a heavy main I can 100% confirm that these are the correct choices to carry you through ruthless
I hope devs watch your videos. Not many people understand the game mechanics like this. You make good points and I appreciate the explanations!
quick correction: you don't get the armor segments back if the shield breaks. It only procs when the energy goes fully to zero, which doesn't happen if it breaks. It just stays at the ult charge it was at when broken.
this is true and i shhould have been more specific i kind of used break and run out interchangeably since to me it only breaks if it truns out of energy
@@TannerLindbergyup, it also sorta makes it a bit more clunky to use as a perk. You use it between runs, and then turn it off. You don't just let it run to zero, that's inefficient use of the energy, not to mention there's no fighting happening. You get it back, pop the shield, kill everything, then drop it so you get it faster for the next fight. It's not super often it's optimal to just let it completely run to zero. Considering your killing everything in a reasonable time frame, you'll be getting the buff around when an encounter ends if anything.
it's still the best perk to grab there, but the more I play I feel as though it isn't as good as I thought.
Would be fantastic to know what teammates ability charges are at, so we could know when to pop halo for them. Maybe someday.
Edit: Armor and HP indicators for teammates would be nice too.
@@HamTheWhaleyeah, that's where comms are important so you don't waste charge.
this aint the absolute worst video on youtube, good shit
The devs need to do a bunch of things to make other heavy builds on par with the multi melta:
- Turn down the 10 enemies in succession to 5 across the board. Maybe the heavy bolter would be good to use if it could constantly spray into a group and keep getting armour pips. Ie. Have the perk be easily proc'd like the melta ammo one.
- Give a huge bump to the contested health perk. 15% bonus is garbage, make it atleast 50%. The heavy bolter should be able to tank any amount of contested HP as long as it's firing and getting constant hit, as the overheat is a limiting factor anyways.
- Plasma weapon perks should lean way more in both directions. Either having insane venting speed with low charge shot damage, or insane charge shot damage but constantly overheating in ~2 shots. Right now the venting perks are garbage and the normal shot perks are best by default (I'm talking about primary plasma guns for the tactical and heavy, the pistol is exclusively a charge shot machine and in a good spot right now).
- Accuracy for hip firing the heavy bolter needs to be on par with "heavy stance" aiming. If the bolter is suppose to be this constant mediocre hellfire option, then let us reliably shoot it without having to "rapid fire" the overheat button. If you don't want to increase the accuracy, then allow hipfire to not interrupt the cooldown of the gun, so you can hipfire between 99% heating the gun and keep some fire downrange.
Right now it's multi melta all the way because it has good perks on both the gun and class side, no overheat mechanic, and is a tap burst in a game where you dodge dance (fire, roll/parry, fire, repeat). The game's ranges are never really an issue either, the main drawback for melta is it's a close range blast but you can just gap close for free 99% of the time.
The devs really have to have a sitdown when the first operations DLC rolls around and figure out what the other two primary weapons should be good at. Right now they're just weaker water guns that are only taken when you need to kill the hel drake.
Not resetting the timer for rapid succession kills is crazy I feel like that’s a given for perks like that or else in practice it works more like “kill 10 enemy’s at once”
In all honesty, I could see the "Be stationary while stanced but get more health back" perk being worth a goddamn (at least for heavy bolter) if the weapon perk for keeping you from being knocked out of stanced mode worked more often than it does.
Bonds of Brotherhood has one specific use:
If they revive at full health they can use ONE Stim to get their mortal wound nullified and get another down.
However the other two nodes are just too juicy.
just what the doctor ordered
Have y'all noticed all the videos showing off the assault class? There's definitely a surge of them.
Yeah, cuz people are interested in trying out the worst class... I enjoy the gameplay loop but the assaults perk and weapons really need love.
Massive cope train
Bond of brotherhood is worded weirdly - its supposed to be a team perk, meaning your entire squad benefits from this, yet its worded as if it only applies to you. Its still confusing why heavy even gets so many perks that are... Out of place.
Can anyone else confirm that the second +20% ammo on the Multi-Melta is bugged? The first +20% always applies, but the second only applies at the start of a run, or after collecting ammo with the Multi-Meta equipped, but as soon as you swap to your secondary and back, it delete the second Ammo boost. So my one has up to 42 shots, but it reverts back to 36 on weapon swap, really annoying.
Same with the Las Fus laser rifle. Every time you swap weapon the extra ammo is gone.
Taking it also make interaction with ammo cache weird
I taught the same, but you just hit the ammo crate twice.
@@xWhiteRussianx1 Right, now swap to pistol and back and the ammo gets deleted
@@prich0382 I'll try later and get back to you.
20% health perk is what allows you to fully heal at a resupply drop pod along with Bulwark's passive allegedly but that barely matters when using the Multi melta.
Probably a bug. I reckon it should heal to to at least 50%, or give a Stims worth of Heal upon use but only once
The no-overheat one is just funny, because it improves your ability to lose the match. If both your teammates are down, you need to be trying to get them back up ASAP or sanic spindashing the fuck away until they respawn. It's a perk that allows you to get back to the lobby without your gun overheating.
Your underrated…. Love ur vids man
you sound calmer and happier, and the video is very informative as usual
Just as the stream ended this went live. Let's go
Strategic Stand I find better than the other one cause nothing stoping you from holding heavy stance, firing, and letting out of heavy stance before you stop. If you are fast enough, you can still move as normal with a slight bit of less of movement speed. I never hold that stance purely cause you can't parry while in stance.
This is my first video I saw of you and I love your attitude you are funny as fuck 😭
I was unsure about the faster cool down in trade for less durability, but now it makes too much sense.
Could you make builds for the new plasma h incinerator and the h bolter?
Brute force talent doesn't work according to some. People tested it and say that it's bugged and there is no damage increase whatsoever
Good to know but it shouldn't stay bugged for long
class tier list when?
Hey Tanner! I recently came across your channel and I'm thrilled to find someone who shares my perspective on the perks in this game. So many of them seem pointless or just plain bad. 😓Keep up the great work though!
I do have a question for you. Your video was released a few days before the patch that significantly buffed the Plasma Cannon. What are your thoughts on it? Have you tried it at all since patch 3.0?
It's really good
Hi so the rapid succession one also works with explosives and incinerator like the equipment one but i had no idea that the timer doesnt refresh... Have never really noticed how impactful it is, ngl.
What do you think about the other guns heavy can use in PVP?
I didn't enjoy PvP enough to reach the level to use them, so I'm curious about your opinion.
Muted?
Hey what perks should you take on the Las Fusil and what perks/what variant should you take for the pistol on sniper is the extra accuracy so you can spam headshots faster worth the less rounds in the mag(I’m only on green stuff rn cause I’m a shitter)
He has a sniper vid, dunno if he covered weapons but Id imgaine he did
@@blackop3765 he didn’t cover the pistol choice and perks but I saw the last fusil build somewhere I think the class ranking
Just curious what armor coloring tou were using? Faction wise
How does this change with the overheal nerf?
I've changed Emperor's Protection for Adament will, as it is more common to have my shield broken during combat
Since the heavy has no melee weapon, what parry "type" does it get? (Balance/Block/Fencing)?
Balance. It sure as hell isnt fencing.
Balance. Block locks out the perfect mechanic, and you still need to time the parry fairly well.
Going from a heavy main, from level 0 day 1 to max melta kit level 25, then to now leveling tactical with a frencing chainsword; it feels a lot better to fence parry than multi-melta/balance parry stuff.
@@SkyNinja759 I'm town between heavy and tactical. Not sure which weapon is better.
ahh yes... and another one!
Is the 1 range worth losing 10% damage?
not if your using the melta
Does this game have uncanny strikes?
sad how boring it is to play missions after you hit 25, no challenge at all, the best fun was leveling on max difficulty xD
no where near the replayability of darktide or something
Yeah game got boring fast for me imo
bro optimized the fun out of the game
You hit 25 on all classes? Lol go outside
@@StuckTrippin some classes feel like shit so yeah not that hard
@@ICCUWANSIUT how does some classes feeling shit have any correlation to maxing them?