@feircy Because it seemed more respectful to everyone to keep the same video up than make a new one saying the same thing when patches haven't changed the class perks that work best. Also the neovolkite is meh. Video specifically for that is here: th-cam.com/video/zXYCnMfZP24/w-d-xo.htmlsi=JfAS-Ii04pc6GqiI
@baldsquidgaming fair enough, I do find it quite nice on vanguard and assault though as an answer for the zoeys and decent boss damage for bulwark and assault.
@@feircy Yepyep, I use it on the Vanguard for precisely that reason all the time when I play the game unmodded. Can't bring myself to put down the heavy bolt pistol for the Assault tho since it has a decent HS modifier (for secondaries). Pinning this thread so folks can have a bit more visibility on why I didn't push out a new video repeating info that already exists
The "Instant Health" perk on the Las Fusil will heal you up to full health and therefore it is extremely "world altering" in terms of gameplay. I dunno why it does (because the tooltip says it only heals 5%) but for anything but boss fights you will never need a single med pack even on lethal. Just kill a bunch of small enemies when you are below 30% hp with one shot and BOOM - full health again and it didn't even cost you ammo.
Wait what, does it work the same way for other weapons? I assume it’s an overlook and works because las fusil kills a ton of enemies with a single shot. Tnx for the info either way
I think once they add prestige some time next year. Even if it’s 1 mastery point per maxing out a weapon’s exp and mastering each variant I’ll go for it. I would also like them to allow us to pick any perks from the start of the tree and down the tree as long as we have a connecting line. Sucks getting stuck into one branch when I have points I would rather spend on like 1 perk farther down the other but can’t.
Also for VG perks, (I play Lethal only if that matters). Take 15% damage reduction after full armor loss, which happens *All the time* so you make good use of it. Using the fencing chainsword anyway, you don't need the 50% parry window increase and the balance chainsword is just way too slow. I also use the full throttle perk tactic to skip your first light attack, taking you to L2 + shoulder bash and L3 + stomp much more quickly, meaning you can spam those heavy attacks very fast. Also change to, immune to heavy hits and knock backs after perfect parry/dodge. Also happens constantly, so you make good use of being unstaggerable. Finally, I also prefer 15% less dmg taken for 3 seconds after a perfect parry/dodge. This one has a low 3 second duration, but still, no cooldown, and you're using this constantly. Switch to 20% CD reduction on grapnel is also an okay option, but with our 15% ability cd refund on finisher, you have all you need to keep grapnel off cd and the 15% dmg reduction is great on lethal.
Since the new BA Codex, I can't play with Corbulo on the tabletop any longer. But I can play him in SM2! I just finished leveling my Vanguard last night to 25 with your previous video build. Tons of fun, thanks!
For instigator on VG, I find top row through to "reload on finisher" perk, then get to the next 10% headshot, down to terminus damage and over to kill 10 enemies quickly gives 25% bonus damage perk. Potentially sub the 25% bonus damage perk with the 25% recoil reduction perk. This seems to be the best build for Instigator on Lethal, imo.
Having a blast as a Tac marine, Playing my beloved Space Wolves Chapter and just shredding everything with a chainsword. Pop Auspex and if you've got a Heavy with you they just melt anything in range.
I love your takes, even when diff from mine. Specifically going back to the 100% more ground slam to delete majoris rather than a few more minoris to spam pack
For VG Melta perks, I find it better to go bottom row, all the way to +1 meter range. This basically doubles your effective range, from 1 meter to 2. Which is huge In my experience. Then you get the +15% mag size in the middle row, which gives you +2 shots. If you get both of the +15% mag, you only get 3 bonus shots up from 2, so I don't think both is necessary. Instead with the bottom row, you get both 10% reload speed perks which is huge. Double the effective range with the final perk seems to overall net more damage than taking the 10% damage and 10% damage after reload perks with +1 additional mag size.
Also valid; I subjectively didn’t experience the same benefits from the extra range, and if I’m on vanguard I kinda have my tryhard pants on anyway, so I tend to reload cancel with the melta 🙂
Thanks for the informative video, I appreciate the strong opinions. I think it would be helpful in future videos to go over the "bad perks" instead of skipping over them, just to quickly explain why they are bad and why we shouldn't take them. Also I don't them memorized.
I think medicae adept on sniper is rhe best choice in that tree by far. The description says 30% faster but its more like 300% faster. Being able to revive someone in like 1/4 a second is incredibly useful if you're not playing with godtier players (you mostly aren't)
For Assault: I usually use Ground Pound to initiate a fight so using the 20% damage on longer prep is fine but I wouldn't mind trying the perk on finishers. The prep perk 1 shots Rubricks and puts Warriors into a 1-3 heavy bolt pistol shots away from execute. All of Assaults class perks are bad. I am using the reload one only because Ascension pushes enemies away when I want them clumped up. For the pistol, I like the extra non-scope spread reduction and the 10% damage at any range on the heavy bolt pistol because 'thropes. Having your HBP doing point blank or contact shots with less spread on a Warrior while being able to see the 2 Lashers at opposite 75° angles on either side behind the Warrior is nice when wanting to parry the Lashers. More vision means more combat awareness means I can make better decisions that let me live longer. Assault has bad or dumb perks scattered throughout their tree and doesn't come online until later but it really delivers some fun! Edit: kill 'thropes more gooder.
the longer charge up is better, because instead of only dealing 5% more damage then the other on AFTER finishers, you can just do nearly the same amount of damage, literally all the time for like half a second more time to charge.
I had like a 30% completion rate on lethal with all classes but one and that one changed my success rate to 90b. tactical with the grenade bolter and the auspec perk for longer time 12 sec and the one that adds additional 100% damage but reduces the duration by 4 secs and the one that lets you regain ammo for the grenades by getting executes on majoris or higher made lethal dare I see easy …. Any other class and I’m fighting for my life and struggling to survive and constantly avoiding heavy attacks as the sniper majoris with venom guns basically force you to parry dodge quick attack your way through the whole mission ….. I pray they don’t nerf this bc it is by far the strongest load out in the game -The emperor protects
I've been doing some testing on the Plasma incinerator's charged shots on tactical. Testing with tacts plasma perk. I've been testing with the venting and rate of fire variants. All tests have been done against ranged Tyranid Majors, and ones that are alone, and on Ruthless difficulty. 1) Venting = shot 1 is 106, shot 2 is 106, shot 3 is 106, shot 4 is 137, and shot 5 is 137. 2) RoF = shot 1 is 106, shot 2 is 137, and shot 3 is 137 Here is the weird thing. I'll do the 3 shots with the Rof version, and that is the max it can do before needing to cool down. I'll then die and look at the dmg numbers on the endgame scoreboard. It displays 308, and that doesn't add up to the individual numbers tested. 380 (the total) =/= 308 what is shown. It is the same with the venting version too. I'll do 3 shots with this version, and that is too equally compare to the RoF version, and it is also the same point of putting the target into execute (3 charged shots). The total after 3 should be 318, but I actually get the same 308 on the scoreboard. 318=/= 308. Is there some weird damage drop off for charged shots? Is there some kind of cap of damage before being put into execute? Help me make sense of it. EDIT Also I use almost the same build as the one in this video, except I take 10% more charged shot damage instead of 15% venting speed.
@judgmenthammer5254 That 308 damage would be consistent with some testing doqqa did for the assault. They posited / observed that majoris on ruthless have ~300 health, so I wonder if there's curious maths happening to avoid skipping the execute status at times. Mbe coded that way so we don't accidentally starve ourselves of executes and subsequent sustain?
@@baldsquidgaming Another thing I have found is that two perks for the sniper DO NOT work together. That is Vantage Point, and Targeted Shot. Vantage Point will always override Targeted Shot if you sit still. EDIT Targeted shot seems to work if you let Vantage Point activate first, and then cloak, but wont work the other way around.
The marksman version of the bolt carbine does have a headshot multi, which could give it more consideration. Probably not enough to change recommendations but it gets kind of decent.
Yeah, it has 1.5 Multi / 2.2 Base. imo that's a sizable gap to fill vs the stalker's 2.0 / 4.5. Maybe if you can consistently make use of the 320 RPM on the marksman vs the stalker's 150?
@@baldsquidgaming dps and total damage the stalker is still easily ahead. the multi makes it so it's better than the regular carbine, but over all the weapons it's comparable to the regular bolt rifle without GL
The bolt carbine on sniper is actually okay now thanks to the buff. Obviously las fusil does more damage but it can at least compete. It's a weird way of playing sniper but it's very fun
You do *not* switch sword style inside the whirlslash thingy combo. You switch "stance" which is another thing entirely and shouldn't even be mentioned since it's just an animation. Therefore the perk in the power sword tree is only for manual switching styles.
26:30 I like the perk but I wouldn't be surprised if it was bugged. Doesn't work against any of the blue attacks from the Majors. Which is a shame since I could make amazing use of that on Power Fist.
I've noticed on sniper that enemy aggro SNAPS to you instantly after you drop out of cloak. I wonder if enemies are programmed to target the most dangerous player on the team. If thats the case, the extra 2 secs in cloak and cloak on perfect dodge are crucial to keeping aggro off you. Shadow stab is really nice with these two perks if youre playing with a particularly defensive team that likes coherency. Cloak, let your tank take aggro and shadow stab the biggest thing, you stay cloaked for enough time to do it twice. I quite like this perk if I have a bulwark thats bashing stuff and keeping em staggered. Really doesnt hold a torch to the shoulder charge though, that perk is beautiful. Finally, I really hope they rework the bulwark to have a taunt mechanic where if they either shove or flag, they draw a little bit more aggro. This might be my inner sniper talking, but the hitboxes on certain boss moves are really wonky and I'd just prefer to not have to deal with em when their aggro jumps to me after I shooty shoot. Love the video, some questionable choices here and there (down to preferences I guess), but most of it is pretty spot on and I'm happy that my perks matched yours on sniper before I watched this. Earned a sub.
Im not here to be mad that you find tactical boring but for someone who has almost 50 hours on him i will say your build is pretty impressive. However i would prefer the extra 1-2 nades if you went the bottom row of the skill tree where you find one more perk that gives you 15% more mag capacity. Anyway good luck and enjoy ❤.
I have a question. If the Heavy Bolt Rifle, which I am leveling now just because it is cool, has headshot multiplier of 1.0 Does that mean it has NO headshot multiplier, only what comes from perks? I mean, 10 * 1,0 is kinda still 10. So does it only count the "Headshots deal X% more damage" perks in weapons and class trees, and besides that has no headshot multiplier? Just struggled with this one. I need to sit down on this and calculate how the rate of fire translates to DPS, I'd like a good comparison of Bolt Rifle and Heavy Bolt Rifle. Two of my fav weapons in the game. But I DO NOT run granade launcher as its broken as hell. Really I need 20 shots to the head, and dude just drops 2 granades in 2 seconds and done. Being an emperors angel should be hard, not easy! Thank you for the video, as always! One more question - is there a good way to analyze SPREAD of weapons? I mean when I shoot a wall it does not leave bullet holes I think? How I am to compensate for recil effectively if I can't see the recoil in action? I just look for the perfect "squeeze" to "click repeatedly" trigger balance at different ranges. Like how do I know exactly if my spread at trigger held down is still hitting the head and not 50% of bullets going wild? How do I know exactly when to release and then re-push trigger? You can see a bit, but not exactly. in CS you shoot the wall and see how to compensate, anything similar here? (love the game)
@piotrcthlu Pinning this both for a correction on my part (misspoke about headshot multipliers and just now noticed) and to help illustrate it for more people. Baseline headshot multiplier for weapons appears to be 2x, with the headshot modifier in that table being additional damage in the form of base*modifier. We're still going back and forth with tests about whether it's additive or multiplicative, but the math is close enough that meaningful comparisons can still be drawn even if the specific calculations aren't exact because fundamentals of arithmetic are a thing. So for your heavy, it would wind up being Headshot = 2.2(2 + 2.2) based on one version of the math. again, comparisons can still be drawn between weapons even if the specifics of the formula aren't 100% because math applies equally in both versions. For DPS, that's a simple one: damage per shot (either body or head)*rate of fire(RPM converted to RPS) = max theoretical DPS before accounting for enemy type modifiers. As for spread, that one is purely by feel for me, or I'm just not aware of testing/datamining for spread coefficients. For the time being, bursting until you see the first couple shots going wide then resetting appears effective at minimizing bloom. Feels like the Spread reset is instant (or near enough) that tap or burst firing keeps total Spread low. Open to other opinions here, this is one I've not done or seen specific testing on. Edit: Clarifying DPS calculation verbiage
@@baldsquidgaming thank you lots, s and sorry I just realised it was an awfuly long question! Appreciate your reply, I understand way more now I would also like to report that after I've fully speced heavy bolt rifle last evening had 20k+ dmg on a test run. Bolt penetration perk and +25% dmg perk after killing 10 enemies near end of bolter tree make huge diff. I run +10% dmg on primary, stronger auspex, auto scan on parry, -20% recoil as team and oush recoil reducong and headshot multiplier perks. If you play well, so clear trash to get +25% dmg, then drop auspex for -25% recoil and + dmg you melt through majoris, and you can in mid range hold trigger on their head all the time snd hit. Do lots of gun strikes as each time you do one it's another 25% dmg. It's also advised to sit on under 30% hp all the time if you have a stim pack, another 25% headshot dmg when within the first health bar section. Work your perks and it is good 😎 Like really, I'll try to reach 30k dmg to prove a point 😂 it's so fun to play chewing through big waves Oh and on the spread after full perks are done, in mid range you can just pull the trigger and you'll put headshots on warriors, need to be bit closer on rubric as smaller head I suppose. Long range need to do bursts of few shots, yeah recoil reset is near instant. Long long range is shit so just get closer or pick pistol Dmg on bosses is bad btw on this bolter whatever you do, but your scan helps other dudes make good dmg too.
Grenade Launcher tactical is SO lame, so annoying having somebody immediately kill every group of Majoris enemies and kill all my executions so they can refill their grenade "magazine". ESPECIALLY considering how fun AND good Plasma Incinerator is, it's basically a grenade launcher but also has single shots, looks cooler, is more fun, and actually requires a bit of proper aiming.
Love the heavy bolt rifle. A lot of the narrative is the best use of the HBR is horde clear. But, if you choose the perk for 25% ranged damage after a gun strike as well as Auspex on parry, you have a small window to barrage majoris and higher enemies them with headshots. You can usually put them into execution in one cycle
As far as weapons go, use the weapons you enjoy using and be good with them. Yes there may be better weapons, however that doesn't mean you're going to enjoy using them. So my opinion is use the weapons you find fun and enjoy using even if they aren't " The Best Weapons In The Game ". For example I really enjoy using the Bolt Sniper Rifle on my Sniper, instead of the Las Fusil. Yes I know the Las Fusil puts out way more damage, however I like using the Bolt sniper more.
For lethal and heavy I NEVER take off the squad perk (pick up with full health.) That's all team mates res'ing you or others with full health. That's a game changer and run saver with a mortal wound. Pick up (and if a sniper does invis pick ups it's 100% health with invis.) Can't beat it.
For Heavy “Overwhelming Power”. The description states “all Squad Members within 10 meters deal 10% more Ranged Damage” Does that include the Heavy player?
FYI you're a bit off around the cleaving stat (though as with all weapons, the displayed ingame stat means nothing) - it relates to how many damage actors the melee weapon has, that is to say how many max targets you can damage (your hits will always "hit" and knock things back but weapons are capped to how many enemies end up with the damage calculations with some abilities/stances increasing/decreasing this further). so balanced hammer has 10 damage actors while fencing hammer only has 6 - practically speaking you will only ever notice this on heavy slams and jetpack slams with the reduced radius perk (which as far as i can tell also reduces damage actors while the normal jetpack slam increases them so go figure :/)
@manhoenguy6104 ty for the info; always a fan of having correct perspectives on things. When did this change? There were grips of testing from multiple people early on after release which didn't support this. I suppose it's possible we all made the same error independently, though that seems improbable?
@@baldsquidgaming no clue if it honestly changed, i noticed the difference when i switched to fencing and then switched back to balance (very specifically around the jetpack slam + standing heavy with the hammer and how annoying the fencing power sword was for me - the light attacks have 1 friggin dammage actor...) and then somebody found the melee files in a datamine session (there's a few PSA's on datamine data dumps, i assume you saw the weapon table in a steam post from some of your comments - there is a recent comment in there displaying all the other data dumps and those results are in line with my testing) P.S. not sure how you could test more damage taken? visually everything in whatever aoe gets knocked back so the only thing noticeable was how much died when it theoretically should have (at least that's what i paid attention to) + noticed the jetpack slam wasnt softening up all of the majoris that it should have (e.g. ruthless/lethal ranged nid majoris get downed to 1 jetpack + 2 lights with the 100% + 20% perks and your weapon tree with the 5% swapped with the 10% nid damage but when using fencing and jumping into crowds i found that some majoris to not have taken any damage cos they just needed too many melees compared to the primary 1-3 targets and it happened too consistently to just be lag)
@@manhoenguy6104 I'll doublecheck that steam thread for the comment with other dumps, thx for the heads up. As for testing melee interactions, that's a problem I've kinda stopped trying to solve because it's effectively impossible to eliminate confounding variables without a firing range or testing dummy. *cough* Saber. *cough*
@@baldsquidgaming yea, wish we had a dummy (though with the convoluted damage modifiers per enemies, not sure how much a dummy would help other than baseline numbers) and also like a trial chamber to learn some fights - i had to go through hell to learn how to fight the stupid hellbrute...
In theory if auto bolt rifle and heavy bolt rifle were simply to get a 1.5x headshot multiplier like bolt rifle does would they at least become viable/usable or no as they have more glaring issues? P.S. I did kinda enjoy my time with heavy bolt rifle running around with a nice 64 bullets and decent accuracy in relic tier
I think if the way headshot multipliers were reworked, either through your suggestion, or if the difference between bodyshots vs headshots wasn't so stark, we'd see far more weapon variety. As it stands right now, if you want to have competitive ranged damage, you're reliant on consistent headshots and thusly weapons with higher headshot modifiers 🙁 Short answer to your specific question: yes, that would go a long way to making them more useful across the board instead of just vs crunchies.
@@baldsquidgaming thank you for your response, helps give a better understanding on what we are dealing with as a community. I'm pro variety, would like to see a day where even the worst gun might be placed in B tier or low a tier
i have like 100hrs in the game as Heavy and like 15 hours in the game as Bulwark, and after playing Bulwark i cant play heavy anymore, the parry window is just too small and the maneuverability is pretty bad, yeah i can spam roll as heavy and no brain melta but that's boring i want to be able to parry carnifex or ravenger lictor etc but you just dont have time to with heavy its also extremely punishing if you miss the parry window as a heavy because then you just get stun locked into oblivion
Far too many perks in this Game feel like you are picking the least worse perk. Outside of one or two classes, most of the perk system needs to be reworked by not the person originally in charge of it. There is so much missed potential that could add a great deal to moment to moment gameplay. For example, what if a perk for a Vanguard was as simple as grapple to a Majoris and execute or grapple and do a pistol busrt fire on all nearby enemies. Even a perk as simple as increases melee attack speed by 50% for 5 sec or double attack or shot on condition.
What’s the best class for Reliquary operation in your opinion ? I’m having pretty hard time and this is the only operation on lethal I did not complete.
Starting with the game recently, I picked up vanguard, and I'm curious if anyone can explain the reasoning behind going with the combat knife instead of the chainsword ? From what I've tested the knife feels damn aweful when dealing with the small trash, and not even that better when dealing with the elites. I'm probably doing something wrong so if anyone wants to help me understand, thank you !
@yallia6197 the balanced knife is fast enough to staggerlock majoris when you combo, it has aoe disruption if you go for the shoulder bash, and the 50% wider parry window perk makes up for not using a fencing weapon 🙂 Edit: and you can beyblade around for hordes inbetween parries for armor regen and instagibs
does armor of contempt even work? it the second perk and sometimes I see the aoe clearly hitting the enemies and sometimes it doesn't even proc when I'm blocking ranged dmg. I think it may be bugged. its a bulwark perk
@@baldsquidgamingsometimes it stops working or at least i cant see the effect also it never works while sprinting which might be just how its meant to work.
@@The_Gull1 Tested it on stream yesterday; you're right, it's weird. Worked great for the first half of a run, and then suddenly seemed to quit working at all.
@@baldsquidgaming thank you for responding it seems you experienced the same exact thing I've been experiencing with the perk hopefully saber are aware of it also and will fix cause I would love to utilize the perk.
What do you mean heavy dont have bonus headshot damage? That's why i picked it.. first perk is headshot damage. Second is headshot damage if under a certain health. Headahot damage again in artificer. I am a noob tho, but please explain why heavy bolter is worse thsn normal bolt rifle :o
@themusketeer9458 Look at the link in the description and card. Each weapon has its own headshot multiplier before taking any perks into consideration. I’ve done a breakdown of things in the reply to the pinned comment, and posted a video on how weapon damage is actually calculated a couple weeks ago.
@korosaki13 Assuming you're talking about the Assault; you lose the extra melee damage node in mastercrafted to get the faction mods as well as the second bonk on aftershock. The extra minoris is middling in order to get to the majoris dmg, but does help push you past breakpoints, which is always nice.
for vanguard,, i would use inner fire, if randoms actually EVER used their abilities... i have grapnel hook whenever i need it, and dont need the extra cooldown, and randoms dont have any abilities, based on how rarely they deem the time worthy to use them
Let me paraphrase your sentiment as presented: “I’m purposefully choosing to nerf the team before anyone has loaded in because I’ve had poor experiences before, without realizing or caring that I’m perpetuating and reinforcing a lack of team play in randoms.” MAYBE the 15% melee dmg is worth the loss of inner fire, but either we have drastically different experiences with randoms, or perhaps your assumption of never is inaccurate.
@baldsquidgaming talking about assumptions while making quite a lot on your own there. First, I don't have that perk unlocked on vanguard yet. So even if I did want to run it, I can't (yet) Never said I had poor experiences, said that people rarely use their abilities, so far I have yet to meet a toxic or bad random, they just happen to not use the ability, which is all this perk is good for. This is not something I only see on vanguard. Also when I play other classes. And when I play other classes, or vanguard, without the perk (no vanguard on team) the abilities are still often enough to present a major problem So before you talk about others making assumptions, take a look in the mirror mate
Look man it’s a fun game and lethal even tho broken atm in certain things and kinda buggy. If they would just increase the amount of enemies rather than the strength It would make more sense in the plot of demigod soldiers.. rn while I don’t feel weak per say I don’t feel like a space marine either
Its weirdly impressive that you have a super long video that you clearly put alot of work into but sound like your talking about something that is boring you to death and your sprit animal is the sassy lady at the DMV
@COskibum05x79 Hey there! You must be new here. Deadpan sarcasm is the vibe most of the time. There’s punch and pie over there, and uh…don’t go upstairs. That’s where we keep the Death Company and power fist users 😉 Also, don’t badmouth Doris, or she’ll make everyone’s day worse. She’s doing the best she can, but life just hasn’t been the same since oxy took her cousin at the same time she had to learn new systems for the RealID rollout.
@spartan-sg6898 Unless I'm missing quite a few threads, most people are being chill / positive / presenting different ideas constructively, which I'm all about. Sure, there's a few people spreading salt for its own sake, and some folk assume everyone's opinion is as uninformed as their own, or that all opinions are equally worthy/valid, but that's the internet. Thus far I've only had to block 2 comments that were clearly not presented in good faith, so I'd call that a win. 🤷♂️
@spartan-sg6898 Also - just wait until next weekend when my Veilguard review drops. That'll be a spicy comment section regardless of how I score it and I imagine far more moderation will be necessary. 🤡
It's really frustrating that some perks are simply bugged, or some weapons strangely don't apply headshot multipliers for inexplicable reasons. Instead it takes autistic dataminers and tutorial videos to painstakingly figure all this nonsene out.
Eh? Our comment section is like 95% chill. The snark is exaggerated for effect. Minus the bits on random ideas about mechanics being thrown around as truth by other creators without basis in testing/fact that do more harm than good. That’s legit irritating.
People keep telling me I need to try DRG...might be a winter doldrums thing inbetween other releases and Space Marine updates. Still need to get around to Squirrel with a Gun and Windblown, too. >_>
@bears5056 Man, it’s hard to take you seriously when it’s evident you didn’t watch the video, since the only build I’m using balance on is the vanguard. Just yikes.
Easiest way to clear Lethal is just play Bulwark and dont rush. Totally foolproof and can do it solo with bots. Kinda says how broken the class is, really.
For Heavy “Overwhelming Power”. The description states “all Squad Members within 10 meters deal 10% more Ranged Damage” Does that include the Heavy player?
@ Thanks for the reply. Great synergy with Brute Force then - flat damage buffs across the board. Il experiment with Overcharge vs Overwhelming Power but I suspect a flat 10% buff to uncharged HPI shots is my preferred strategy.
Why is there 0 neovolkite in here 😂
@feircy Because it seemed more respectful to everyone to keep the same video up than make a new one saying the same thing when patches haven't changed the class perks that work best. Also the neovolkite is meh. Video specifically for that is here: th-cam.com/video/zXYCnMfZP24/w-d-xo.htmlsi=JfAS-Ii04pc6GqiI
@baldsquidgaming fair enough, I do find it quite nice on vanguard and assault though as an answer for the zoeys and decent boss damage for bulwark and assault.
@@feircy Yepyep, I use it on the Vanguard for precisely that reason all the time when I play the game unmodded. Can't bring myself to put down the heavy bolt pistol for the Assault tho since it has a decent HS modifier (for secondaries).
Pinning this thread so folks can have a bit more visibility on why I didn't push out a new video repeating info that already exists
The "Instant Health" perk on the Las Fusil will heal you up to full health and therefore it is extremely "world altering" in terms of gameplay. I dunno why it does (because the tooltip says it only heals 5%) but for anything but boss fights you will never need a single med pack even on lethal. Just kill a bunch of small enemies when you are below 30% hp with one shot and BOOM - full health again and it didn't even cost you ammo.
Good info - ty for the correction 🙂
Did not know this game changer indeed
Wait what, does it work the same way for other weapons? I assume it’s an overlook and works because las fusil kills a ton of enemies with a single shot. Tnx for the info either way
Same thing as the mental it heals x amount on top of returning contested health
I think it heals to full only if you have contested health
I really wish we could get an extra mastery point when we full master relic. We could really use one extra perk unlock.
Yeah, what's the reasoning behind this?
@@kleptosepto1848 I'm guessing it's a place holder in case they add another tier?
Ya I notice for a lot of weapons, build variety would be way better if you had room to play.
I think once they add prestige some time next year. Even if it’s 1 mastery point per maxing out a weapon’s exp and mastering each variant I’ll go for it.
I would also like them to allow us to pick any perks from the start of the tree and down the tree as long as we have a connecting line. Sucks getting stuck into one branch when I have points I would rather spend on like 1 perk farther down the other but can’t.
Also for VG perks, (I play Lethal only if that matters). Take 15% damage reduction after full armor loss, which happens *All the time* so you make good use of it. Using the fencing chainsword anyway, you don't need the 50% parry window increase and the balance chainsword is just way too slow. I also use the full throttle perk tactic to skip your first light attack, taking you to L2 + shoulder bash and L3 + stomp much more quickly, meaning you can spam those heavy attacks very fast. Also change to, immune to heavy hits and knock backs after perfect parry/dodge. Also happens constantly, so you make good use of being unstaggerable. Finally, I also prefer 15% less dmg taken for 3 seconds after a perfect parry/dodge. This one has a low 3 second duration, but still, no cooldown, and you're using this constantly. Switch to 20% CD reduction on grapnel is also an okay option, but with our 15% ability cd refund on finisher, you have all you need to keep grapnel off cd and the 15% dmg reduction is great on lethal.
Since the new BA Codex, I can't play with Corbulo on the tabletop any longer. But I can play him in SM2! I just finished leveling my Vanguard last night to 25 with your previous video build. Tons of fun, thanks!
For instigator on VG, I find top row through to "reload on finisher" perk, then get to the next 10% headshot, down to terminus damage and over to kill 10 enemies quickly gives 25% bonus damage perk. Potentially sub the 25% bonus damage perk with the 25% recoil reduction perk. This seems to be the best build for Instigator on Lethal, imo.
For anyone struggling, the tactical class is insane. It is worth grinding to relic on the bolt rifle.
Agreed. As I said in that section: "Profoundly effective and profoundly boring to play (for me)"
@ yeah when you a running completions with randoms on a super hard difficulty, you gotta be able to just handle business.
Having a blast as a Tac marine, Playing my beloved Space Wolves Chapter and just shredding everything with a chainsword. Pop Auspex and if you've got a Heavy with you they just melt anything in range.
auspex plus 11 grenades from the bolt rifle will metl every boss enemu
Extremely helpful and concise information, thank you
You are an absolute legend, thank you for the beautiful guide. The Emperor Protects🗿
I love your takes, even when diff from mine. Specifically going back to the 100% more ground slam to delete majoris rather than a few more minoris to spam pack
Thanks for the advice on builds!!
i like how you actually explained everything it was kind of soothing lol 😂
For VG Melta perks, I find it better to go bottom row, all the way to +1 meter range. This basically doubles your effective range, from 1 meter to 2. Which is huge In my experience. Then you get the +15% mag size in the middle row, which gives you +2 shots. If you get both of the +15% mag, you only get 3 bonus shots up from 2, so I don't think both is necessary. Instead with the bottom row, you get both 10% reload speed perks which is huge. Double the effective range with the final perk seems to overall net more damage than taking the 10% damage and 10% damage after reload perks with +1 additional mag size.
Also valid; I subjectively didn’t experience the same benefits from the extra range, and if I’m on vanguard I kinda have my tryhard pants on anyway, so I tend to reload cancel with the melta 🙂
Immaculate Video, appreciate the work
The emperor protects
rly good vid straight to the point solid vid
Thanks for the informative video, I appreciate the strong opinions. I think it would be helpful in future videos to go over the "bad perks" instead of skipping over them, just to quickly explain why they are bad and why we shouldn't take them. Also I don't them memorized.
@greganto8705 Valid; I'll keep it in mind going forward 🙂
For heavy, I particularly like Auxiliary Ammunition with the Overcharge. Makes ammo regen very consistent.
Awesome video, subscribed
I love this channel already 😭😭🙏
I think medicae adept on sniper is rhe best choice in that tree by far. The description says 30% faster but its more like 300% faster. Being able to revive someone in like 1/4 a second is incredibly useful if you're not playing with godtier players (you mostly aren't)
For Assault: I usually use Ground Pound to initiate a fight so using the 20% damage on longer prep is fine but I wouldn't mind trying the perk on finishers. The prep perk 1 shots Rubricks and puts Warriors into a 1-3 heavy bolt pistol shots away from execute. All of Assaults class perks are bad. I am using the reload one only because Ascension pushes enemies away when I want them clumped up. For the pistol, I like the extra non-scope spread reduction and the 10% damage at any range on the heavy bolt pistol because 'thropes. Having your HBP doing point blank or contact shots with less spread on a Warrior while being able to see the 2 Lashers at opposite 75° angles on either side behind the Warrior is nice when wanting to parry the Lashers. More vision means more combat awareness means I can make better decisions that let me live longer. Assault has bad or dumb perks scattered throughout their tree and doesn't come online until later but it really delivers some fun!
Edit: kill 'thropes more gooder.
the longer charge up is better, because instead of only dealing 5% more damage then the other on AFTER finishers, you can just do nearly the same amount of damage, literally all the time for like half a second more time to charge.
Your Alpha Legion vanguard armor goes hard. Hydra Dominatus!
I had like a 30% completion rate on lethal with all classes but one and that one changed my success rate to 90b. tactical with the grenade bolter and the auspec perk for longer time 12 sec and the one that adds additional 100% damage but reduces the duration by 4 secs and the one that lets you regain ammo for the grenades by getting executes on majoris or higher made lethal dare I see easy …. Any other class and I’m fighting for my life and struggling to survive and constantly avoiding heavy attacks as the sniper majoris with venom guns basically force you to parry dodge quick attack your way through the whole mission …..
I pray they don’t nerf this bc it is by far the strongest load out in the game
-The emperor protects
yeah but boring asf for others too, its going to get nerfed and I really hope it does
I've been doing some testing on the Plasma incinerator's charged shots on tactical. Testing with tacts plasma perk. I've been testing with the venting and rate of fire variants. All tests have been done against ranged Tyranid Majors, and ones that are alone, and on Ruthless difficulty.
1) Venting = shot 1 is 106, shot 2 is 106, shot 3 is 106, shot 4 is 137, and shot 5 is 137.
2) RoF = shot 1 is 106, shot 2 is 137, and shot 3 is 137
Here is the weird thing. I'll do the 3 shots with the Rof version, and that is the max it can do before needing to cool down. I'll then die and look at the dmg numbers on the endgame scoreboard. It displays 308, and that doesn't add up to the individual numbers tested. 380 (the total) =/= 308 what is shown.
It is the same with the venting version too. I'll do 3 shots with this version, and that is too equally compare to the RoF version, and it is also the same point of putting the target into execute (3 charged shots). The total after 3 should be 318, but I actually get the same 308 on the scoreboard. 318=/= 308.
Is there some weird damage drop off for charged shots? Is there some kind of cap of damage before being put into execute? Help me make sense of it.
EDIT Also I use almost the same build as the one in this video, except I take 10% more charged shot damage instead of 15% venting speed.
@judgmenthammer5254 That 308 damage would be consistent with some testing doqqa did for the assault. They posited / observed that majoris on ruthless have ~300 health, so I wonder if there's curious maths happening to avoid skipping the execute status at times. Mbe coded that way so we don't accidentally starve ourselves of executes and subsequent sustain?
@@baldsquidgaming TY for pointing that out. It is much appreciated.
@@baldsquidgaming Another thing I have found is that two perks for the sniper DO NOT work together. That is Vantage Point, and Targeted Shot. Vantage Point will always override Targeted Shot if you sit still.
EDIT Targeted shot seems to work if you let Vantage Point activate first, and then cloak, but wont work the other way around.
I read somewhere that there is a pretty severe damage drop off if out of range. Was your testing done in melee range?
The marksman version of the bolt carbine does have a headshot multi, which could give it more consideration. Probably not enough to change recommendations but it gets kind of decent.
Yeah, it has 1.5 Multi / 2.2 Base. imo that's a sizable gap to fill vs the stalker's 2.0 / 4.5. Maybe if you can consistently make use of the 320 RPM on the marksman vs the stalker's 150?
@@baldsquidgaming dps and total damage the stalker is still easily ahead. the multi makes it so it's better than the regular carbine, but over all the weapons it's comparable to the regular bolt rifle without GL
The bolt carbine on sniper is actually okay now thanks to the buff. Obviously las fusil does more damage but it can at least compete. It's a weird way of playing sniper but it's very fun
Yep, there’s a separate video on the channel specifically covering those weapon buffs and some builds 😊
You do *not* switch sword style inside the whirlslash thingy combo. You switch "stance" which is another thing entirely and shouldn't even be mentioned since it's just an animation.
Therefore the perk in the power sword tree is only for manual switching styles.
@ph8enix wasn’t talking about the power whirl combo. Was talking about the dodge into attack+stance swap, which is absolutely a thing.
Edit: Clarity
@@baldsquidgaming Thanks for clearing that up 😁
26:30 I like the perk but I wouldn't be surprised if it was bugged.
Doesn't work against any of the blue attacks from the Majors. Which is a shame since I could make amazing use of that on Power Fist.
I owe you my survivability in the game.
Thank you!
I've noticed on sniper that enemy aggro SNAPS to you instantly after you drop out of cloak. I wonder if enemies are programmed to target the most dangerous player on the team. If thats the case, the extra 2 secs in cloak and cloak on perfect dodge are crucial to keeping aggro off you.
Shadow stab is really nice with these two perks if youre playing with a particularly defensive team that likes coherency. Cloak, let your tank take aggro and shadow stab the biggest thing, you stay cloaked for enough time to do it twice. I quite like this perk if I have a bulwark thats bashing stuff and keeping em staggered. Really doesnt hold a torch to the shoulder charge though, that perk is beautiful.
Finally, I really hope they rework the bulwark to have a taunt mechanic where if they either shove or flag, they draw a little bit more aggro. This might be my inner sniper talking, but the hitboxes on certain boss moves are really wonky and I'd just prefer to not have to deal with em when their aggro jumps to me after I shooty shoot.
Love the video, some questionable choices here and there (down to preferences I guess), but most of it is pretty spot on and I'm happy that my perks matched yours on sniper before I watched this. Earned a sub.
Im not here to be mad that you find tactical boring but for someone who has almost 50 hours on him i will say your build is pretty impressive. However i would prefer the extra 1-2 nades if you went the bottom row of the skill tree where you find one more perk that gives you 15% more mag capacity. Anyway good luck and enjoy ❤.
I have a question. If the Heavy Bolt Rifle, which I am leveling now just because it is cool, has headshot multiplier of 1.0
Does that mean it has NO headshot multiplier, only what comes from perks?
I mean, 10 * 1,0 is kinda still 10.
So does it only count the "Headshots deal X% more damage" perks in weapons and class trees, and besides that has no headshot multiplier?
Just struggled with this one.
I need to sit down on this and calculate how the rate of fire translates to DPS, I'd like a good comparison of Bolt Rifle and Heavy Bolt Rifle. Two of my fav weapons in the game. But I DO NOT run granade launcher as its broken as hell. Really I need 20 shots to the head, and dude just drops 2 granades in 2 seconds and done.
Being an emperors angel should be hard, not easy!
Thank you for the video, as always!
One more question - is there a good way to analyze SPREAD of weapons? I mean when I shoot a wall it does not leave bullet holes I think? How I am to compensate for recil effectively if I can't see the recoil in action?
I just look for the perfect "squeeze" to "click repeatedly" trigger balance at different ranges. Like how do I know exactly if my spread at trigger held down is still hitting the head and not 50% of bullets going wild? How do I know exactly when to release and then re-push trigger? You can see a bit, but not exactly.
in CS you shoot the wall and see how to compensate, anything similar here? (love the game)
@piotrcthlu Pinning this both for a correction on my part (misspoke about headshot multipliers and just now noticed) and to help illustrate it for more people.
Baseline headshot multiplier for weapons appears to be 2x, with the headshot modifier in that table being additional damage in the form of base*modifier. We're still going back and forth with tests about whether it's additive or multiplicative, but the math is close enough that meaningful comparisons can still be drawn even if the specific calculations aren't exact because fundamentals of arithmetic are a thing.
So for your heavy, it would wind up being Headshot = 2.2(2 + 2.2) based on one version of the math. again, comparisons can still be drawn between weapons even if the specifics of the formula aren't 100% because math applies equally in both versions.
For DPS, that's a simple one: damage per shot (either body or head)*rate of fire(RPM converted to RPS) = max theoretical DPS before accounting for enemy type modifiers.
As for spread, that one is purely by feel for me, or I'm just not aware of testing/datamining for spread coefficients. For the time being, bursting until you see the first couple shots going wide then resetting appears effective at minimizing bloom. Feels like the Spread reset is instant (or near enough) that tap or burst firing keeps total Spread low. Open to other opinions here, this is one I've not done or seen specific testing on.
Edit: Clarifying DPS calculation verbiage
@@baldsquidgaming thank you lots, s and sorry I just realised it was an awfuly long question! Appreciate your reply, I understand way more now
I would also like to report that after I've fully speced heavy bolt rifle last evening had 20k+ dmg on a test run. Bolt penetration perk and +25% dmg perk after killing 10 enemies near end of bolter tree make huge diff. I run +10% dmg on primary, stronger auspex, auto scan on parry, -20% recoil as team and oush recoil reducong and headshot multiplier perks.
If you play well, so clear trash to get +25% dmg, then drop auspex for -25% recoil and + dmg you melt through majoris, and you can in mid range hold trigger on their head all the time snd hit. Do lots of gun strikes as each time you do one it's another 25% dmg. It's also advised to sit on under 30% hp all the time if you have a stim pack, another 25% headshot dmg when within the first health bar section. Work your perks and it is good 😎
Like really, I'll try to reach 30k dmg to prove a point 😂 it's so fun to play chewing through big waves
Oh and on the spread after full perks are done, in mid range you can just pull the trigger and you'll put headshots on warriors, need to be bit closer on rubric as smaller head I suppose. Long range need to do bursts of few shots, yeah recoil reset is near instant. Long long range is shit so just get closer or pick pistol
Dmg on bosses is bad btw on this bolter whatever you do, but your scan helps other dudes make good dmg too.
Grenade Launcher tactical is SO lame, so annoying having somebody immediately kill every group of Majoris enemies and kill all my executions so they can refill their grenade "magazine". ESPECIALLY considering how fun AND good Plasma Incinerator is, it's basically a grenade launcher but also has single shots, looks cooler, is more fun, and actually requires a bit of proper aiming.
@@IloveGorgeousGeorge agree
Love the heavy bolt rifle. A lot of the narrative is the best use of the HBR is horde clear. But, if you choose the perk for 25% ranged damage after a gun strike as well as Auspex on parry, you have a small window to barrage majoris and higher enemies them with headshots. You can usually put them into execution in one cycle
Right here, one spot..simply. BRILLIANT
Cheers 💖
im not sure where the perk is but on heavy you get equipment replacement on use, which can be pretty good if you have a melta bomb
Nice work brother
As far as weapons go, use the weapons you enjoy using and be good with them. Yes there may be better weapons, however that doesn't mean you're going to enjoy using them. So my opinion is use the weapons you find fun and enjoy using even if they aren't " The Best Weapons In The Game ". For example I really enjoy using the Bolt Sniper Rifle on my Sniper, instead of the Las Fusil. Yes I know the Las Fusil puts out way more damage, however I like using the Bolt sniper more.
For lethal and heavy I NEVER take off the squad perk (pick up with full health.)
That's all team mates res'ing you or others with full health.
That's a game changer and run saver with a mortal wound. Pick up (and if a sniper does invis pick ups it's 100% health with invis.)
Can't beat it.
Combat Knife on Vanguard is blowing my mind
@bobisoft2k5 Even with the Astartes Overhaul mod installed, I still run the balanced knife on the Vanguard. It's so good.
For Heavy “Overwhelming Power”. The description states “all Squad Members within 10 meters deal 10% more Ranged Damage”
Does that include the Heavy player?
I like how my bulwark perk tree already looks the exact same
FYI you're a bit off around the cleaving stat (though as with all weapons, the displayed ingame stat means nothing) - it relates to how many damage actors the melee weapon has, that is to say how many max targets you can damage (your hits will always "hit" and knock things back but weapons are capped to how many enemies end up with the damage calculations with some abilities/stances increasing/decreasing this further).
so balanced hammer has 10 damage actors while fencing hammer only has 6 - practically speaking you will only ever notice this on heavy slams and jetpack slams with the reduced radius perk (which as far as i can tell also reduces damage actors while the normal jetpack slam increases them so go figure :/)
@manhoenguy6104 ty for the info; always a fan of having correct perspectives on things. When did this change? There were grips of testing from multiple people early on after release which didn't support this. I suppose it's possible we all made the same error independently, though that seems improbable?
@@baldsquidgaming no clue if it honestly changed, i noticed the difference when i switched to fencing and then switched back to balance (very specifically around the jetpack slam + standing heavy with the hammer and how annoying the fencing power sword was for me - the light attacks have 1 friggin dammage actor...) and then somebody found the melee files in a datamine session (there's a few PSA's on datamine data dumps, i assume you saw the weapon table in a steam post from some of your comments - there is a recent comment in there displaying all the other data dumps and those results are in line with my testing)
P.S. not sure how you could test more damage taken? visually everything in whatever aoe gets knocked back so the only thing noticeable was how much died when it theoretically should have (at least that's what i paid attention to) + noticed the jetpack slam wasnt softening up all of the majoris that it should have (e.g. ruthless/lethal ranged nid majoris get downed to 1 jetpack + 2 lights with the 100% + 20% perks and your weapon tree with the 5% swapped with the 10% nid damage but when using fencing and jumping into crowds i found that some majoris to not have taken any damage cos they just needed too many melees compared to the primary 1-3 targets and it happened too consistently to just be lag)
@@manhoenguy6104 I'll doublecheck that steam thread for the comment with other dumps, thx for the heads up. As for testing melee interactions, that's a problem I've kinda stopped trying to solve because it's effectively impossible to eliminate confounding variables without a firing range or testing dummy. *cough* Saber. *cough*
@@baldsquidgaming yea, wish we had a dummy (though with the convoluted damage modifiers per enemies, not sure how much a dummy would help other than baseline numbers) and also like a trial chamber to learn some fights - i had to go through hell to learn how to fight the stupid hellbrute...
In theory if auto bolt rifle and heavy bolt rifle were simply to get a 1.5x headshot multiplier like bolt rifle does would they at least become viable/usable or no as they have more glaring issues?
P.S. I did kinda enjoy my time with heavy bolt rifle running around with a nice 64 bullets and decent accuracy in relic tier
I think if the way headshot multipliers were reworked, either through your suggestion, or if the difference between bodyshots vs headshots wasn't so stark, we'd see far more weapon variety. As it stands right now, if you want to have competitive ranged damage, you're reliant on consistent headshots and thusly weapons with higher headshot modifiers 🙁
Short answer to your specific question: yes, that would go a long way to making them more useful across the board instead of just vs crunchies.
@@baldsquidgaming thank you for your response, helps give a better understanding on what we are dealing with as a community. I'm pro variety, would like to see a day where even the worst gun might be placed in B tier or low a tier
i have like 100hrs in the game as Heavy and like 15 hours in the game as Bulwark, and after playing Bulwark i cant play heavy anymore, the parry window is just too small and the maneuverability is pretty bad, yeah i can spam roll as heavy and no brain melta but that's boring i want to be able to parry carnifex or ravenger lictor etc but you just dont have time to with heavy its also extremely punishing if you miss the parry window as a heavy because then you just get stun locked into oblivion
Far too many perks in this Game feel like you are picking the least worse perk. Outside of one or two classes, most of the perk system needs to be reworked by not the person originally in charge of it. There is so much missed potential that could add a great deal to moment to moment gameplay. For example, what if a perk for a Vanguard was as simple as grapple to a Majoris and execute or grapple and do a pistol busrt fire on all nearby enemies. Even a perk as simple as increases melee attack speed by 50% for 5 sec or double attack or shot on condition.
What’s the best class for Reliquary operation in your opinion ? I’m having pretty hard time and this is the only operation on lethal I did not complete.
Likely a premade with heavy/tac/sniper imo?
Starting with the game recently, I picked up vanguard, and I'm curious if anyone can explain the reasoning behind going with the combat knife instead of the chainsword ? From what I've tested the knife feels damn aweful when dealing with the small trash, and not even that better when dealing with the elites. I'm probably doing something wrong so if anyone wants to help me understand, thank you !
@yallia6197 the balanced knife is fast enough to staggerlock majoris when you combo, it has aoe disruption if you go for the shoulder bash, and the 50% wider parry window perk makes up for not using a fencing weapon 🙂
Edit: and you can beyblade around for hordes inbetween parries for armor regen and instagibs
@@baldsquidgaming Damn that was a quick reply, thanks a lot for breaking it down ! I'll give it another try !
Does the assult's Ascension perk still have that bug that will sometimes insta-kill yourself when in mid-air or has it at least been patched finally?
Hasn’t happened since 4.1 for me. Anecdotal data isn’t evidence though.
@@baldsquidgamingthe patch notes stated they fixed it. Thank the emprah
16:57 that's not the one that comes with the most ammo btw
does armor of contempt even work? it the second perk and sometimes I see the aoe clearly hitting the enemies and sometimes it doesn't even proc when I'm blocking ranged dmg. I think it may be bugged. its a bulwark perk
@The_Gull1 It was working last time I used it, but I'll test it on stream Friday to be sure 🙂
@@baldsquidgamingsometimes it stops working or at least i cant see the effect also it never works while sprinting which might be just how its meant to work.
@@The_Gull1 Tested it on stream yesterday; you're right, it's weird. Worked great for the first half of a run, and then suddenly seemed to quit working at all.
@@baldsquidgaming thank you for responding it seems you experienced the same exact thing I've been experiencing with the perk hopefully saber are aware of it also and will fix cause I would love to utilize the perk.
I’m still using the 15% more melee damage team perk. I think it’s better, even if you disagree
Making mistakes is how we learn and grow as people 😉
@ it isn’t a mistake, 15% more melee damage is just good
Hi, do you have any suggestions for solo play? I have an unreliable internet connection, so I play offline mode 90% of the time.
Assuming you’re talking about lethal: Patience. Bulwark or Vanguard tend to be easier, unless you get a Neurothrope.
I have max relic the bolt rifle and the game doesn't give me enough mastery points to use the same perks as you? any help with that?
Have you mastered all the versions through the tree?
@ Yeah my bad I didn’t mastered the last 2 bolts with the relic that’s why I couldn’t use the mastery points
What do you mean heavy dont have bonus headshot damage? That's why i picked it.. first perk is headshot damage. Second is headshot damage if under a certain health. Headahot damage again in artificer. I am a noob tho, but please explain why heavy bolter is worse thsn normal bolt rifle :o
@themusketeer9458 Look at the link in the description and card. Each weapon has its own headshot multiplier before taking any perks into consideration. I’ve done a breakdown of things in the reply to the pinned comment, and posted a video on how weapon damage is actually calculated a couple weeks ago.
Isn't it better to take damage 10% against Chaos and Tyrranids instead of 20% minoris and 10% majoris?
@korosaki13 Assuming you're talking about the Assault; you lose the extra melee damage node in mastercrafted to get the faction mods as well as the second bonk on aftershock. The extra minoris is middling in order to get to the majoris dmg, but does help push you past breakpoints, which is always nice.
I keep trying to use the power fist but its so damn bad.
What colour are your marines please
Sotek Green w/ Necron Compound trim I believe
I must be in the minority. When you said Wings of Liberty I thought you were talking about Star Craft 2
I need brothers to play this with. Everyone else quit
for vanguard,, i would use inner fire, if randoms actually EVER used their abilities... i have grapnel hook whenever i need it, and dont need the extra cooldown, and randoms dont have any abilities, based on how rarely they deem the time worthy to use them
Weird flex about making the team worse but ok?
@baldsquidgaming what flex?
I'm saying randoms never use their abilities, outside of very rare panicked moments, so the cooldown reduction is wasted
Let me paraphrase your sentiment as presented: “I’m purposefully choosing to nerf the team before anyone has loaded in because I’ve had poor experiences before, without realizing or caring that I’m perpetuating and reinforcing a lack of team play in randoms.”
MAYBE the 15% melee dmg is worth the loss of inner fire, but either we have drastically different experiences with randoms, or perhaps your assumption of never is inaccurate.
@baldsquidgaming talking about assumptions while making quite a lot on your own there.
First, I don't have that perk unlocked on vanguard yet. So even if I did want to run it, I can't (yet)
Never said I had poor experiences, said that people rarely use their abilities, so far I have yet to meet a toxic or bad random, they just happen to not use the ability, which is all this perk is good for.
This is not something I only see on vanguard. Also when I play other classes. And when I play other classes, or vanguard, without the perk (no vanguard on team) the abilities are still often enough to present a major problem
So before you talk about others making assumptions, take a look in the mirror mate
Look man it’s a fun game and lethal even tho broken atm in certain things and kinda buggy. If they would just increase the amount of enemies rather than the strength It would make more sense in the plot of demigod soldiers.. rn while I don’t feel weak per say I don’t feel like a space marine either
Its weirdly impressive that you have a super long video that you clearly put alot of work into but sound like your talking about something that is boring you to death and your sprit animal is the sassy lady at the DMV
@COskibum05x79 Hey there! You must be new here. Deadpan sarcasm is the vibe most of the time. There’s punch and pie over there, and uh…don’t go upstairs. That’s where we keep the Death Company and power fist users 😉
Also, don’t badmouth Doris, or she’ll make everyone’s day worse. She’s doing the best she can, but life just hasn’t been the same since oxy took her cousin at the same time she had to learn new systems for the RealID rollout.
@baldsquidgaming Lmao 😅
Bold move cotton.
Didn't you say that this was your opinion at the start of the video why are people so mad LMAO
@spartan-sg6898 Unless I'm missing quite a few threads, most people are being chill / positive / presenting different ideas constructively, which I'm all about. Sure, there's a few people spreading salt for its own sake, and some folk assume everyone's opinion is as uninformed as their own, or that all opinions are equally worthy/valid, but that's the internet. Thus far I've only had to block 2 comments that were clearly not presented in good faith, so I'd call that a win. 🤷♂️
@spartan-sg6898 Also - just wait until next weekend when my Veilguard review drops. That'll be a spicy comment section regardless of how I score it and I imagine far more moderation will be necessary. 🤡
Tactical grenade launcher with the perk that refills your ammo. Enough said.
It's really frustrating that some perks are simply bugged, or some weapons strangely don't apply headshot multipliers for inexplicable reasons.
Instead it takes autistic dataminers and tutorial videos to painstakingly figure all this nonsene out.
…thanks? I…think?
1st time watching the channels content and dude sounds like the SM2 community is against him. Seems like good info tho😅
Eh? Our comment section is like 95% chill. The snark is exaggerated for effect. Minus the bits on random ideas about mechanics being thrown around as truth by other creators without basis in testing/fact that do more harm than good. That’s legit irritating.
The heavy bolter does have bonus headshot damage. It’s funny you’re so confident and pompous. Not pleasant.
I like how you missed the pinned comment where I offer the correction immediately with a detailed breakdown of math. 10/10 no notes.
I bet a team of dwarves would clear lethal ez 😂
People keep telling me I need to try DRG...might be a winter doldrums thing inbetween other releases and Space Marine updates. Still need to get around to Squirrel with a Gun and Windblown, too. >_>
Tactical with GL. That will be all
This was 3 weeks ago before the balancing patch ruined this game. This is not the game we purchased.
Think you might be in the wrong place? All the footage and builds were recorded after patch 4.1 with that state of the game in mind.
Man, it's hard to take you seriously when your very first build goes with the balance version instead of the parry. Just yikes.
@bears5056 Man, it’s hard to take you seriously when it’s evident you didn’t watch the video, since the only build I’m using balance on is the vanguard. Just yikes.
Yikes, you got called out by THE guy.
Defence chain sword its the hardest
Easiest way to clear Lethal is just play Bulwark and dont rush. Totally foolproof and can do it solo with bots.
Kinda says how broken the class is, really.
For Heavy “Overwhelming Power”. The description states “all Squad Members within 10 meters deal 10% more Ranged Damage”
Does that include the Heavy player?
From what I've seen, yes
@ Thanks for the reply. Great synergy with Brute Force then - flat damage buffs across the board.
Il experiment with Overcharge vs Overwhelming Power but I suspect a flat 10% buff to uncharged HPI shots is my preferred strategy.