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Tac actually has viable alternative skills but all the classes could use a revamp. Tell me who is picking the "Marked enemies can't call for reinforcements" over big AOE on finisher or 1 tapping extremis/majoris. Thats just one example of dozens of skills that are absolutely worthless tho
A soldier with a grenade launcher destroys almost all bosses single-handedly in less than 4 seconds. This ruins the gameplay for other people, in a game where there are no more difficult fights. I would agree if the grenade launcher did not have the ability to reload, and the player decided to spend this ultimate on a boss, or an elite wave. Like a sniper who calculates how to sell ammunition before the checkpoint.
@@LuxDez I prefer vanguard and occasionally I’ll run into a Tac that will spam grenades but it doesn’t much bother me I know there enjoying the game and it comes in handy when we’re in a tight spot other then that if I don’t feel like dealing with it I’ll just find another match where no one picked tactical
If I would, Im a heavy main, and I noticed you looove rolling toward executions, Id add a amall tip about how, should you want to close distance fast, using a rolling-melee attack is amazing. The quick-melee attack sends you flying forward if it follows a roll, and once you get within about a dozen feet of a flashing target, you can hit the execution button and your marine will automatically close the remaining distance and execute. Makes the whole process waaay faster, since heavy is so slow usually. Especially because you can do this process right out of heavy stance almost instantly, close like fifty feet with just one roll and melee combo, and knock em out, sometimes you can even chain it so the melee sets up another execution or gun strike or just stagger an enemy for a sec while you do the execution. Also, just another tip for free, you can run as any class if you hold down the dodge button. Usually faster than navigating to another button/key.
It's an absolutely terrible habit I have xD I'm also working on my minoris parry game. Lethal has really exposed how I need to do this A LOT more. Thanks for this tip, I'm going to implement it next time I play! Appreciate the comment! :)
I played my bulwark yesterday night, the banner is no longer bugged, you don’t benefit from full regen of white health if you don’t have the perk. At least it didn’t work anymore for me 😅
Teammates playing this like it's trivial difficulty are making this incredibly difficult. The Lethal part is actually relying on teammates rather than fighting the xenos. lol
"relying on teammates" You shouldn't even be going down or be at risk of dying? The nearby friendly for execute armor shouldn't effect you if you can play your build.
As a heavy main, I completely agree with everything you said, but would add one more thing... The Heavy Stomp is not to be trifled with. It will not only clear out ankle biters in a hurry, but it'll also give you gun strikes on said biters to top off your armor. Don't waste your precious Heavy Plasma Incinerator ammo by shooting it at your feet. Stomp those enemies into submission, and gun strike 'em. It is also far more time effective than individually parrying the little guys. Next time you feel like you're going to parry an ankle biter, don't. Take the hit, and stomp instead. You'll knock them all back, kill a lot of them, and get a gun strike for an armor segment gain. You'll also make valuable space in the process. Stomp, gun strike, stomp, gun strike, stomp, gun strike = full armor and no more ankle biters.
Forgot to say a couple things... First, this is very fun in the "defend the generators" part of Inferno. Stomp them out in seconds. Second... when you're surrounded by ankle biters and you stomp, you knock them back the perfect distance; they are too close to you to do their leaping, blue circle attack, but too far away to use their normal melee attack. This now means that they have to move closer to you to attack you. That gives you plenty of time to prime the next stomp. Timed correctly, you will not take any damage from them after you land the first stomp. They are now your little b****hes whose only purpose is to give you armor.
Have only successfully completed Inferno on lethal a few times with pugs so far, but what I’ve noticed is that the biggest run killer is double zoanthropes. This makes sniper almost mandatory to bring imo. I was hesitant to bring sniper initially bc of tight formation, but all of the runs I had with no sniper were a real struggle when zoans came around. Decided to finally switch over to sniper (was running gl bolt rifle Tac before) in a group with a lv 25 Tac and Vanguard, and the run went near flawlessly. We had only 1 down the whole run. I killed about 5 or so zoans throughout the run that posed almost zero threat bc I could delete them so quickly with sniper. Being able to quickly kill ranged warriors was also a huge help. It helped that the Tac and Vanguard were both very good and handled the close quarter engagements very well. Tight formation ended up being not too bad at all for sniper bc you can just cloak and reposition near your teammates if you’re getting overrun. Sniper is still goated on lethal imo. Edit: forgot to mention, tight formation is still a shit mechanic that needs to be removed entirely, even if it is doable to play around it.
I played on heavy with heavy bolter and it rails the zoenthropes so there's that, tight formation forces a genuinely fun play style but it needs it range extended
Fun tip for the double zoans that I've seen a bunch of people fail to do as well is to make sure to target the one without the shield first. 1 of them cloaks the other with the shield, making it super tanky. Shoot the shield less one first, and they both go down a lot easier
If you're gonna be rocking the Bolt Rifle nade launcher with tactical, then I would honestly recommend taking the extra ammo increase over the increased headshot damage. Reason being is that this also increases the amount of nades that you get to carry in your nade launcher. Seeing as most of your damage will be coming from your nades than with your bolter shots with the Bolt Rifle, I say that is the most optimal perk route for your weapon. Plus you'll always regain all your nades back whenever you execute a majoris enemy with the Emperor's Vengence Perk, which you should always have as a Tactical or else you're not playing him right.
I literally just played the first mission in lethal and wish that some of the modifiers didn’t rely on teammates, I just had a heavy and a tactical stray away from each other to do their own thing or not focus on objectives. It’s going to be really hard to do this without friends because literally anybody else who doesn’t listen is basically pointless to play with here
@@darthmalgus4446 believe me I’m a day 1 destiny player, this here is far worse, with destiny there’s so much to do to survive. In this difficulty you’re limited as well as forced to work as a team. There’s a big difference between these two
Have you tested these builds in lethal? Curious if you've taken heavy plamsa incinerator into a lethal. Ammo conservation is a huge issue with the sheer amount of enemies to clear.
Yo! Yes, we ran a lot of different compositions yesterday and landed on the 3 builds in this video feeling the most comfortable! However, you raise a good point re: ammo consumption, I've been considering this from the perspective of running it with a tactical grenade launcher player which will massively spike the horde and elite clear. That is definitely a good point to make and consider! Thank you for commenting!
@@PhaseShifter I usually run the extra speed on my heavy plasma and go along the top row on gun perks. But I'll try again with the larger ammo version and efficiency perks as you do to see if it makes a difference. Either that or it's back to the melta I guesd
@@dnewton1982 I think your call re ammo will be accurate tbh! I hadn't factored in that without the tactical running some sort of stupid broken high dps clear weapon ammo consumption on the heavy may become a problem! Let me know what your findings are!
When I started playing, tactical was the only pick for me. hated bulwark. hated heavy. Now that I actually watched vids on all 3 I main all 3. Bulwark as my main. God tier setups guys
Full throttle is supposed to be used after your first two basic combos that end in a kick or shoulder bash its tap, hold, hold full throttle or tap, tap, hold, hold full throttle. Once you get it down and realize when you should or shouldn't use it full throttle is a nice perk to have in the line up
I beat termination & decapitation on lethal with vanguard with melta & the perk to gain health from killing majoris enemies i always end up with more health then my teammates 💪🏻
Vanguard is king in Lethal, we heal the party now regularly. Our talent that healed the party when killing Extremis enemies was weak but now that we face several extremis enemies it's actually useful.
@@XStreet1985 getting health killing majoris & extremis with vanguard every mission im literally the one with the most health all the way through vanguard is where its at
It’s a toss up on Bulwark for shock-nade upon armor depletion and insta-kill on majoris/extremis upon parry on a 2 minute timer. I lean towards the insta-kill. It’s very nice when you get Ravager / Lictor spawns and they pop. Even against regular enemies, it’s one less to deal with. With that said - it’s often on cooldown. The AoE nade is always going to come in clutch when you need it. To each their own. RE: Powerfist, I’ve been coming to like it a bit more with once I got the 6 speed fencing relic. You can get to Backfist 2 (cannon punch -> light, light -> backfist 2) reliably. You MIGHT be able to get off Thrust Jab 2, but you’ll most likely parry & gun-strike. The wave clear is horrid though - most of the perks seem bugged. If patched, I believe Powerfist can > Sword. But yeah, as it stands, Sword > Fist. And as others have mentioned, they stealth fixed banner perk giving contested HP w/o the perk.
I use full throttle for the boss lvl zoenthropes. Once they get low and start there pulse attack you can get in the bubble avoiding damage and it gives you more than enough time to fully charge it up and land the attack. One full throttle attack is almost 1/4 hp if you land it uninterrupted
I feel like they overtuned the difficulty spike in Substantial and Ruthless. They didn't need to make us take more damage on those difficulties. I used to have fun going through those difficulties, and now I'm not. I can't level weapons anymore without it being a hair-pulling trial that makes me want to quit the game altogether. With Lethal difficulty in the game now, the devs REALLY didn't need to go this extra when nobody asked for it. Here's a novel idea, maybe the fact that no one was failing a mission on Ruthless anymore ISN'T a sign that it's too easy, and MAYBE players have just grown more skilled and capable. Also, while I'm on this tangent: FUCK THOSE STUPID GREEN SPORE MINES!!!! THEY SPAWN WAY TOO OFTEN NOW FROM EVERY DIRECTION. The new flat 20% damage I'm taking now doesn't make it any better, 1 mine's enough to take out all of my shield and 3/4 of my healthbar. It's stupid how BS these things are.
I'm going to be honest I didn't notice a difference with the armor nerf. I was playing ruthless today, and I didn't feel anything different. Maybe I was playing as Vanguard today, I don't know, it kinda of feels the same to me.
This game has 20 hours of unique gameplay, and the campaign acts as a tutorial. Anyone who finished the campaign and understood which button to parry with is “experienced”. We have a soldier that destroys any boss in 4 seconds in ranged combat, and a bastion that kills elites with a parry. The only thing that can kill you is a spore mine and empty ammunition in a fight with a neurotrope. We just need to make the choice of difficulty in the game relevant, and not a formality.
Thank the crying little babies. They are a minority but complain the most and the loudest…… They act like everyone is lifeless losers who get to play all day
after besting 2 levels of lethal with Bulwark i find that takin scrambled targeting in place of shock and awe can be a decent option if you find yourself being target of a lot of fire when dragging aggro, it do loses a good damage boost for your team, but the area of shock that you make isnt as easy to exploid, and between the aoe damage of intimidating aura you really dont have a need for that, on the other side the extra defense vs ranged damage is substantial to survive the damage of ranged enemies when you cant just block (and is a good safety net if a mistake happen)
Lethal been pretty fun so far, I run melta vanguard with dodge and health regen perks and it’s pretty good at keeping everything crowd controlled while brothers heavy and tactical do their duty. Plus I regenerate way more than enough in waves to stay alive.
They have already fixed the bulwark bug, now taking invigorating icon is a must to have the heal from the flag. Also it's the last column perks that caused it to bug out, most of all the "inspiration" one that basically was giving you infinite contested health while you stand in a banner area.
Vanguard and Bulwark are my mains at the moment. I use Tactical if my teammates (randoms) are using my mains. New Difficulty is challenging but way more fun.
I’ve been playing Bulwark and Tactical, both are able to make up for a lot of inadequacies in random teammates. So many people with suboptimal builds and weapons. If I see another Tactical with a Heavy Bolt Rifle or Autp Bolt rifle I’m gonna scream.
The only thing bad about solo lethal is the cpu doesn’t kill much. They stay close and you get your armor back and can pick up everything since they don’t but they don’t kill. Fine with how they work honestly.
@@garrettnobles8956 I’ve tried about 15 times now and can’t beat that difficulty with maxed out meta builds so they need to up armor or add health regen or something it’s ridiculous how hard it is it makes halo LASO feel easy
Unfortunately seems to be that way for the moment yea. I think they totally overtuned the AI director even on lower difficulties. Literally seeing packs of majoris consistently which I at least expect at substantial threat. That's not even covering the other garbage changes made
@@MistaBaze I said the _UPDATE_ is a Helldivers 2 update. Meaning it was shit. Said nothing about the response time. But considering Saber is about 5x the size of Arrowhead, I would certainly expect _the response_ to be fast. Unbunch those brain cells and practice your reading comprehension mate.
@@nightshadeii9248 Shit as in what? Auspex and melta bombs getting a nerf? The things that could let you one shot bosses? If that’s what you mean then I ain’t got no sympathy for you. Arrowhead nerfed a lot more things before they went back on it. I was pointing out that Saber is going to walk it back now instead of the 6 to 7 months of AH’s bull. Maybe use that brain of yours to think a bit more on what you’re reading.
I’m pretty sure that emperors protection only works if the halo timer is completely run out. I don’t find that to be very useful personally because I turn it off and on often and getting staggered will also cause it to shut off early
The use case for empowers protection conflicts with your power regulator perk. Also if you’re running plasma pistol, w plasma incinerator it’s way better to just pick 20% charge shots instead of the secondary pistol buff
I'm not even kidding. They fixed the bug yesterday because I thought the restoration of max contested health was default! I've saved lives with that perk alone!
17:31 wouldn’t you not want that shield bash perk, it pushes people away from your electric shock fields meaning you won’t get the damage from those off
Batte Focus is the best perk for Lethal hands down. Scan on CD, no problem, I'm one parry away from deleting this xenos scum. And you parry a lot on lethal.
How did you max out weapon perks???? Almost all of my weapons are relic but I’m nowhere on perks. I don’t understand how you get mastery points once your weapon is relic and its bar is maxed. Some of my relic weapons only have four perks activated.
Yo! The quickest way is to spend your armoury data to max upgrade each weapon you unlock. You do this in the menu. It's not very clear but once you've selected a weapon click on it again/or down the selection button and it should prompt you. You need each maxed to get the upgrade point! Hope this helps!
Yo! Thanks for commenting! The reason there is old footage in this video is because I didn't have the chance to record. We ran a 3 man team yesterday for the day on lethal runs, these were the 3 builds we settled on as being the best combo!
Great video mate. I'm just wondering how could you stand the Relic tactical helmet? To me, it looks like a toilet brush attached to the helmet and I cannot unsee that. It reminds me of Louross from the US Hell Kitchen Season 5 when Gordon Ramsey made that comment about toilet brush.
@@PhaseShifter For reference to everyone: th-cam.com/video/SXvy6AHGL00/w-d-xo.html. I feel Gordon's rage when I play in Ruthless with two low level people who expected to be carried.
Any mission on maximum difficulty can be completed by any class with standard melee weapons and a pistol. Use "parry". The grenade launcher is imbalanced and does not require any perks other than ammunition. Therefore, choose any perk, in this game only laziness kills you.
Important fact is that the footage shown is not from this patch or it is not from Lethal difficulty as then you should have the distance measure on the HUD. In other words, this is a video by a person that has the technical aspect down but forgets that Lethal is all about close group formation, meaning that Classes are restricted in their skillset. If you have a sniper he can't pick of people from afar, the Heavy Plasma Gun of the heavy likewise as you can't lob from afar of your teammates in the frontline will be shredded due to lack of armor. If a vanguard zips over to a Majoris calling for help you leave the group and again the armor won't regen. This isn't a harder difficulty, it's a restriction on the basic functionality of the classes you play, artificially giving you the feeling it's harder.
Yo! Thanks for commenting. The 3 builds listed here were the 3 builds that a squad of us tried and tested for about 8 hours yesterday on stream. We played various missions on lethal together with different setups and this was the one that we landed on as being the most comfortable to overcome it. The reason the footage is outdated is because I haven't had the time to spend recording everything again, but all the builds here are identical to what we were playing. This trio works! However, that being said, tight formation is a seriously annoying mechanic and I'd be surprised if they don't remove it, the community at large dislike it and I totally understand why!
I found the heavy plasma is too slow once you get mobs on you and poor damage to ammo ratio esspecially in 1v1s. Melta gives you and your team alot more breathing room.
Or even tripled , alot of times you gotta split up and deal with enemies in different directions , getting peppered from a group on the side and not being able to deal with that is kinda shit
I've been wondering what the range in it is like. I haven't been able to try it yet. With assault as my favorite is a kick in the teeth. If you're with the group during an engagement as assault you're either coming back to protect someone, load up, or you're doing it wrong. Flanking and skirmishing is the assault marine identity, all the way back to OG tabletop.
Im not streemer. I have 1-2 hour per day to play. And i wana play with havy bolter or bolt rifle. But now we need 100% meta build for play. Thanks devs and streemers who say its too easy.
A was hoping the bio titan fight would be a bit more than point a targeting system at it,bit disappointing in my opinion,apart from that the operation is ok
I have been maining Bulwark since launch. Never take the banner raise perk. The major issue here is it will mentally limit your use of banners. You’ll always be hesitant to use your banner if you think you need to save it for a rez, which severely limits the use value of the banner. Better to go with either the 10% damage buff or the 10% damage mitigation as it encourages you to use it
I personally don't care that Tactical seems OP. I wanna feel OP as a Space Marine. I do get that they need balance across the classes so people aren't only playing Tac, but I hope they don't nerf it too bad. I do feel bad for the pickle the devs are in though. They need to make a game mode that is challenging to keep players interested, but can't make it challenging by making you feel weak as a space marine because that ruins the whole space marine experience if everything is a complete bullet sponge. They're walking a fine line and it can't be easy.
It’s not fucking op. NOTHING IS BROKEN. Play on controller and tell me how good you are then. This dude is a fucking 🤡 playing with mouse and keyboard and who knows what else he has helping him.
Yo! All the classes are still viable but I would say these ones are most comfortable atm. We had an assault with the thunder hammer for a few runs and they were holding their own and that 50% gunstrike damage increase and constant minoris aoe clear is very helpful!
If you REALLY desperately want to win as heavy, use the revives from downs full heal team perk instead of ammo. This perk is fundamentally broken and allows whole team to hoard stims until they get revived to easily heal mortal with that 1 stim and do it again. If you have this, a bulwark with banner heals and even inner fire from a vanguard you have to TRY not to win 😂
This was the last straw of patience. Modern developers are completely blind and deaf. They don't try their product. From now on, buying a game will only make sense a year after the release, and only the release. No beta tests. Let them go to work at the factory, let them cut their fees to such a size that only enthusiasts remain in the industry.
This heavy build is not fit for Tyranids missions since it's lack of the survivability in close quarter fight wtih tides and heavily relying on teammates.
So far this update is stupid like really nerf the fencing weapons rather than buffing the other weapons was such a stupid thing to do and making the enemies bullet sponges just makes bolters even more usless and i like more enemys spawning but the having to be close to teamates to get sheilds is dumb and ruins alot of classes who are either in the fight or away shooting they kinda just screwed everything up with this update and the fact that the pistol and cosmetics are coming later is even more dumb to me
That's for sure. At release, people chose a class to suit their playstyle, and there was no difference in performance because people were having fun. Now we've literally been told "here's the meta, use this."
Broken builds are right where they need to be then.... BROKEN LETHAL. Talkin out of your ass, try it with a controller 🎮 then come back to me. If you're going to say its PC, then make that clear.
Me and my friends aren’t playing this game until they revert these GARBAGE nerfs, adjust/remove coherency (rip assault and vanguard), and actually buff some bolster weapons. They really trying to copy Helldivers 2
People just cry😂 this is too op is pve and being honest its weird then time i face someone that good on pve with this build that carry the whole day i being playing ruthless and lethal and no seen anyone capable to beat solo in lethal eith that come on that why stuff get fuck up becuase people just cry im stund no more then 30 percent play ruthless to be is really easy wild with lethal which feels a whole ass difficulty
Gonna be honest, I'm super disappointed too. Running out of bullets in any game is never a fun/good mechanic. Plus the needing to be next to your squad mates to get armor back is absolutely shit too. These 2 things just make the game not fun. I can complete lethal missions, but is it fun... Not at all to be honest. Just let me shoot as much as I want and let me parry and get armor back if I do it well, even if the Sniper in my team isn't standing right next to me.
@@brandoozy4595 Buff all Bolter weapons across the board, buff all melee weapons across the board. Increase enemy count in the new Difficulty as well as health and damage, (we want to fight hoards), introduce healing stations like in Darktide at certain checkpoints as healing is hard to come by unless you bring a Bulwark which is his only real advantage. Perhaps buff ammo count for all weapons across the board, it gets real rough on Lethal unless you play a Tactical who can effectively have infinite ammo with Melta if played smart. Buff amour, not nerf, it's already pretty bad, but reducing it's effectiveness by 20% on Ruthless/Lethal was a stupid decision, enemies are already doing more damage. Coherency system is anti synergy for many of the classes, especially Assault, Vanguard and Sniper. Revert the nerf to Melta Bomb, that was an utterly idiotic change, all that does is hurt smart players who made a good decision at the cost of using other nades earlier before reaching the boss, why need our patience?
@@prich0382In the immortal words of Clippy: it sounds like you’re trying to choose a lower difficulty level that already exists as an elective choice in this game, would you like help with that?
@@prich0382To be clear, I understand it would be nice if the choices of viable strategy and meta load-outs didn’t narrow down in terms of variety as the difficulty ramps up, but you’re never going to nitpick away all traces of that narrowing effect. It’s just gonna happen, to some extent, with any game with actual escalating challenge and a finite number of situations in it. Lots of players are fine with the level of variety imposed by the game as it is. (All three players are required to be a different class, for example.)
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“They might need to rework the Tacticals skill tree..” DON’T TOUCH MY FUCKIN TAC! They’re gunna break him..leave him alone.
I agree, they should bring up some of the other classes that are lacking, not bring down the efficiency or Tactical.
Tac actually has viable alternative skills but all the classes could use a revamp. Tell me who is picking the "Marked enemies can't call for reinforcements" over big AOE on finisher or 1 tapping extremis/majoris. Thats just one example of dozens of skills that are absolutely worthless tho
@@t.davis797 I agree there are skills that need to be reworked…but I also fear them just ass-raping Tac in the process of “ *fixing* “ him.
A soldier with a grenade launcher destroys almost all bosses single-handedly in less than 4 seconds.
This ruins the gameplay for other people, in a game where there are no more difficult fights.
I would agree if the grenade launcher did not have the ability to reload, and the player decided to spend this ultimate on a boss, or an elite wave. Like a sniper who calculates how to sell ammunition before the checkpoint.
@@LuxDez I prefer vanguard and occasionally I’ll run into a Tac that will spam grenades but it doesn’t much bother me I know there enjoying the game and it comes in handy when we’re in a tight spot other then that if I don’t feel like dealing with it I’ll just find another match where no one picked tactical
If I would, Im a heavy main, and I noticed you looove rolling toward executions, Id add a amall tip about how, should you want to close distance fast, using a rolling-melee attack is amazing. The quick-melee attack sends you flying forward if it follows a roll, and once you get within about a dozen feet of a flashing target, you can hit the execution button and your marine will automatically close the remaining distance and execute. Makes the whole process waaay faster, since heavy is so slow usually. Especially because you can do this process right out of heavy stance almost instantly, close like fifty feet with just one roll and melee combo, and knock em out, sometimes you can even chain it so the melee sets up another execution or gun strike or just stagger an enemy for a sec while you do the execution.
Also, just another tip for free, you can run as any class if you hold down the dodge button. Usually faster than navigating to another button/key.
It's an absolutely terrible habit I have xD I'm also working on my minoris parry game. Lethal has really exposed how I need to do this A LOT more. Thanks for this tip, I'm going to implement it next time I play! Appreciate the comment! :)
I played my bulwark yesterday night, the banner is no longer bugged, you don’t benefit from full regen of white health if you don’t have the perk. At least it didn’t work anymore for me 😅
It was actually the revive on banner perk that did that but not sure if fixed. Doesn't matter if you are level 23 to get the actual perk though.
Teammates playing this like it's trivial difficulty are making this incredibly difficult. The Lethal part is actually relying on teammates rather than fighting the xenos. lol
"relying on teammates" You shouldn't even be going down or be at risk of dying? The nearby friendly for execute armor shouldn't effect you if you can play your build.
"I play the hardest difficulty casually" type mf 🗿🙏
Cry babies
5 Lictors in the 1 st stage of inferno absolutely nuts.
@@TylerDurden-rh6hu Agreed, don't forget the extremis spawns with a terminus enemy. 2 Raveners and a Lictor with a Neurothrope is a runkiller.
As a heavy main, I completely agree with everything you said, but would add one more thing... The Heavy Stomp is not to be trifled with. It will not only clear out ankle biters in a hurry, but it'll also give you gun strikes on said biters to top off your armor. Don't waste your precious Heavy Plasma Incinerator ammo by shooting it at your feet. Stomp those enemies into submission, and gun strike 'em. It is also far more time effective than individually parrying the little guys.
Next time you feel like you're going to parry an ankle biter, don't. Take the hit, and stomp instead. You'll knock them all back, kill a lot of them, and get a gun strike for an armor segment gain. You'll also make valuable space in the process.
Stomp, gun strike, stomp, gun strike, stomp, gun strike = full armor and no more ankle biters.
Forgot to say a couple things... First, this is very fun in the "defend the generators" part of Inferno. Stomp them out in seconds.
Second... when you're surrounded by ankle biters and you stomp, you knock them back the perfect distance; they are too close to you to do their leaping, blue circle attack, but too far away to use their normal melee attack. This now means that they have to move closer to you to attack you. That gives you plenty of time to prime the next stomp. Timed correctly, you will not take any damage from them after you land the first stomp. They are now your little b****hes whose only purpose is to give you armor.
Have only successfully completed Inferno on lethal a few times with pugs so far, but what I’ve noticed is that the biggest run killer is double zoanthropes. This makes sniper almost mandatory to bring imo. I was hesitant to bring sniper initially bc of tight formation, but all of the runs I had with no sniper were a real struggle when zoans came around.
Decided to finally switch over to sniper (was running gl bolt rifle Tac before) in a group with a lv 25 Tac and Vanguard, and the run went near flawlessly. We had only 1 down the whole run. I killed about 5 or so zoans throughout the run that posed almost zero threat bc I could delete them so quickly with sniper. Being able to quickly kill ranged warriors was also a huge help. It helped that the Tac and Vanguard were both very good and handled the close quarter engagements very well. Tight formation ended up being not too bad at all for sniper bc you can just cloak and reposition near your teammates if you’re getting overrun. Sniper is still goated on lethal imo.
Edit: forgot to mention, tight formation is still a shit mechanic that needs to be removed entirely, even if it is doable to play around it.
I played on heavy with heavy bolter and it rails the zoenthropes so there's that, tight formation forces a genuinely fun play style but it needs it range extended
Vox Liberatis is the "easiest" on Lethal, you should give that one a try too
Fun tip for the double zoans that I've seen a bunch of people fail to do as well is to make sure to target the one without the shield first. 1 of them cloaks the other with the shield, making it super tanky. Shoot the shield less one first, and they both go down a lot easier
The tactical build just helped me go 1/1 on lethal operation 7 and it’s been kicking my ass for days. THANK YOU
Playing with a power fist makes me feel like I should second guess the rest of the video
If you're gonna be rocking the Bolt Rifle nade launcher with tactical, then I would honestly recommend taking the extra ammo increase over the increased headshot damage. Reason being is that this also increases the amount of nades that you get to carry in your nade launcher. Seeing as most of your damage will be coming from your nades than with your bolter shots with the Bolt Rifle, I say that is the most optimal perk route for your weapon. Plus you'll always regain all your nades back whenever you execute a majoris enemy with the Emperor's Vengence Perk, which you should always have as a Tactical or else you're not playing him right.
Awesome guide. Fyi: Bulwark power sword perks' part is missing.
What melee am I supposed to run in Bulwark.
How comes you didn't cover the balwarks sword?
I literally just played the first mission in lethal and wish that some of the modifiers didn’t rely on teammates, I just had a heavy and a tactical stray away from each other to do their own thing or not focus on objectives. It’s going to be really hard to do this without friends because literally anybody else who doesn’t listen is basically pointless to play with here
Congrats welcome to pve gaming. Destiny sends their reguards
@@darthmalgus4446 believe me I’m a day 1 destiny player, this here is far worse, with destiny there’s so much to do to survive. In this difficulty you’re limited as well as forced to work as a team. There’s a big difference between these two
@@mudkipwithatophat8235 it's like trying to do a raid without comms sometimes
The already three strongest builds being the best for lethal? No way
Great. I was just about to start playing some.
It's a hell of an addition - so high octane!
@@PhaseShifterso screwed too
Have you tested these builds in lethal? Curious if you've taken heavy plamsa incinerator into a lethal. Ammo conservation is a huge issue with the sheer amount of enemies to clear.
Yo! Yes, we ran a lot of different compositions yesterday and landed on the 3 builds in this video feeling the most comfortable! However, you raise a good point re: ammo consumption, I've been considering this from the perspective of running it with a tactical grenade launcher player which will massively spike the horde and elite clear. That is definitely a good point to make and consider! Thank you for commenting!
@@PhaseShifter I usually run the extra speed on my heavy plasma and go along the top row on gun perks. But I'll try again with the larger ammo version and efficiency perks as you do to see if it makes a difference. Either that or it's back to the melta I guesd
@@dnewton1982 I think your call re ammo will be accurate tbh! I hadn't factored in that without the tactical running some sort of stupid broken high dps clear weapon ammo consumption on the heavy may become a problem! Let me know what your findings are!
@@PhaseShifter i find that heavy bolter with best accuracy just melts hords and majors withut having big ammo problem
When I started playing, tactical was the only pick for me. hated bulwark. hated heavy. Now that I actually watched vids on all 3 I main all 3. Bulwark as my main. God tier setups guys
Full throttle is supposed to be used after your first two basic combos that end in a kick or shoulder bash its tap, hold, hold full throttle or tap, tap, hold, hold full throttle. Once you get it down and realize when you should or shouldn't use it full throttle is a nice perk to have in the line up
Vanguard and Assault are crying in the corner :(
I beat 8 sessions with vanguard using melta I’m still good
I beat termination & decapitation on lethal with vanguard with melta & the perk to gain health from killing majoris enemies i always end up with more health then my teammates 💪🏻
Vanguard is king in Lethal, we heal the party now regularly. Our talent that healed the party when killing Extremis enemies was weak but now that we face several extremis enemies it's actually useful.
And with no armor lol
@@XStreet1985 getting health killing majoris & extremis with vanguard every mission im literally the one with the most health all the way through vanguard is where its at
Did you just straight up forget to do perks for Bulwarks main weapon, the sword? lol
Havnt seen enough people talk about the perk with the heavy where you come back with full hp from revives. It’s pretty awesome in this.
It’s a toss up on Bulwark for shock-nade upon armor depletion and insta-kill on majoris/extremis upon parry on a 2 minute timer.
I lean towards the insta-kill. It’s very nice when you get Ravager / Lictor spawns and they pop. Even against regular enemies, it’s one less to deal with.
With that said - it’s often on cooldown.
The AoE nade is always going to come in clutch when you need it. To each their own.
RE: Powerfist, I’ve been coming to like it a bit more with once I got the 6 speed fencing relic. You can get to Backfist 2 (cannon punch -> light, light -> backfist 2) reliably. You MIGHT be able to get off Thrust Jab 2, but you’ll most likely parry & gun-strike. The wave clear is horrid though - most of the perks seem bugged. If patched, I believe Powerfist can > Sword. But yeah, as it stands, Sword > Fist.
And as others have mentioned, they stealth fixed banner perk giving contested HP w/o the perk.
I use full throttle for the boss lvl zoenthropes. Once they get low and start there pulse attack you can get in the bubble avoiding damage and it gives you more than enough time to fully charge it up and land the attack. One full throttle attack is almost 1/4 hp if you land it uninterrupted
Thank you for the video, I now have the perfect build for my tactical
I feel like they overtuned the difficulty spike in Substantial and Ruthless. They didn't need to make us take more damage on those difficulties. I used to have fun going through those difficulties, and now I'm not. I can't level weapons anymore without it being a hair-pulling trial that makes me want to quit the game altogether. With Lethal difficulty in the game now, the devs REALLY didn't need to go this extra when nobody asked for it. Here's a novel idea, maybe the fact that no one was failing a mission on Ruthless anymore ISN'T a sign that it's too easy, and MAYBE players have just grown more skilled and capable.
Also, while I'm on this tangent: FUCK THOSE STUPID GREEN SPORE MINES!!!! THEY SPAWN WAY TOO OFTEN NOW FROM EVERY DIRECTION. The new flat 20% damage I'm taking now doesn't make it any better, 1 mine's enough to take out all of my shield and 3/4 of my healthbar. It's stupid how BS these things are.
I'm going to be honest I didn't notice a difference with the armor nerf. I was playing ruthless today, and I didn't feel anything different. Maybe I was playing as Vanguard today, I don't know, it kinda of feels the same to me.
Ruthless feels about the same as before for me too tbh
This game has 20 hours of unique gameplay, and the campaign acts as a tutorial.
Anyone who finished the campaign and understood which button to parry with is “experienced”.
We have a soldier that destroys any boss in 4 seconds in ranged combat, and a bastion that kills elites with a parry.
The only thing that can kill you is a spore mine and empty ammunition in a fight with a neurotrope.
We just need to make the choice of difficulty in the game relevant, and not a formality.
Thank the crying little babies. They are a minority but complain the most and the loudest……
They act like everyone is lifeless losers who get to play all day
@@LuxDezlike this clown here
after besting 2 levels of lethal with Bulwark i find that takin scrambled targeting in place of shock and awe can be a decent option if you find yourself being target of a lot of fire when dragging aggro, it do loses a good damage boost for your team, but the area of shock that you make isnt as easy to exploid, and between the aoe damage of intimidating aura you really dont have a need for that, on the other side the extra defense vs ranged damage is substantial to survive the damage of ranged enemies when you cant just block (and is a good safety net if a mistake happen)
Lethal been pretty fun so far, I run melta vanguard with dodge and health regen perks and it’s pretty good at keeping everything crowd controlled while brothers heavy and tactical do their duty. Plus I regenerate way more than enough in waves to stay alive.
Versatility should help with Auxiliary Ammunition. How easy is it to trigger 10 kills in a short amount of time with your secondary?
Hard
They have already fixed the bulwark bug, now taking invigorating icon is a must to have the heal from the flag. Also it's the last column perks that caused it to bug out, most of all the "inspiration" one that basically was giving you infinite contested health while you stand in a banner area.
Is any of this footage other than at 16:14 at lethal difficulty?? I cannot see the HUD indicator for how close you are to your allies
Appreciate these builds
Vanguard and Bulwark are my mains at the moment. I use Tactical if my teammates (randoms) are using my mains. New Difficulty is challenging but way more fun.
Where is the perks for the Bulwarks melee weapon perks?
i need also to see it
My mistake - I apologise - this is MrPipz, build that he was running with us yesterday, great video here: th-cam.com/video/qjmL7lflpgo/w-d-xo.html
@PhaseShifter cool thank you :)
I’ve been playing Bulwark and Tactical, both are able to make up for a lot of inadequacies in random teammates. So many people with suboptimal builds and weapons. If I see another Tactical with a Heavy Bolt Rifle or Autp Bolt rifle I’m gonna scream.
It’s going to be impossible to beat these as a solo player I’ll never beat them
It’s bad when the AI won’t get in the elevator or checkpoint room and now you are trapped with 5 warriors and 3 lictors
@@Eskeletor_210 AI warp to the elevators after being on the platform for 10 seconds, i've verified this numerous times as a solo player.
Someone already beat a lethal solo run as an assault lmao
The only thing bad about solo lethal is the cpu doesn’t kill much. They stay close and you get your armor back and can pick up everything since they don’t but they don’t kill. Fine with how they work honestly.
@@garrettnobles8956 I’ve tried about 15 times now and can’t beat that difficulty with maxed out meta builds so they need to up armor or add health regen or something it’s ridiculous how hard it is it makes halo LASO feel easy
This is a Helldivers 2 update.
SO REAL
Unfortunately seems to be that way for the moment yea. I think they totally overtuned the AI director even on lower difficulties. Literally seeing packs of majoris consistently which I at least expect at substantial threat. That's not even covering the other garbage changes made
Pretty sure a new patch coming next week so unbunch your panties. Comparing em to HD2 kinda wrong since it took those guys 6 or 7 months to listen.
@@MistaBaze I said the _UPDATE_ is a Helldivers 2 update. Meaning it was shit. Said nothing about the response time. But considering Saber is about 5x the size of Arrowhead, I would certainly expect _the response_ to be fast. Unbunch those brain cells and practice your reading comprehension mate.
@@nightshadeii9248 Shit as in what? Auspex and melta bombs getting a nerf? The things that could let you one shot bosses? If that’s what you mean then I ain’t got no sympathy for you.
Arrowhead nerfed a lot more things before they went back on it. I was pointing out that Saber is going to walk it back now instead of the 6 to 7 months of AH’s bull. Maybe use that brain of yours to think a bit more on what you’re reading.
Might I add sniper can be very useful. Just got done playing 2 missions and can definitely say my teammates relied on me quite a lot
Yeah, I think the 10% headshot ability recharge is nothing to be scoffed at for sure! A great sniper is a very valuable asset!!!
What’s your power sword perks set to? Why did you skip over it?
For anyone looking at builds for space marine 2, you can press any button when your at the title screen
Great thank you for 15:47 it is Bulwark's Ulta!!!!
11:35 does it have to be you that headshots the enemy for insta kill or can your team mate do it after your A-Scan
I’m pretty sure that emperors protection only works if the halo timer is completely run out. I don’t find that to be very useful personally because I turn it off and on often and getting staggered will also cause it to shut off early
The use case for empowers protection conflicts with your power regulator perk. Also if you’re running plasma pistol, w plasma incinerator it’s way better to just pick 20% charge shots instead of the secondary pistol buff
I'm not even kidding. They fixed the bug yesterday because I thought the restoration of max contested health was default! I've saved lives with that perk alone!
I'm scared to try lethal difficulty lol, Might play the new OP on brutal first and a get a few clean playthroughs
It's pretty LETHAL! Very fun though!
@@PhaseShifter with this new vid, I "Shall know no fear"
17:31 wouldn’t you not want that shield bash perk, it pushes people away from your electric shock fields meaning you won’t get the damage from those off
Good post patch video that is positive! 👍👍 Brother!
What were the perks you chose for the sword for the Bulwark?
Batte Focus is the best perk for Lethal hands down. Scan on CD, no problem, I'm one parry away from deleting this xenos scum. And you parry a lot on lethal.
How did you max out weapon perks???? Almost all of my weapons are relic but I’m nowhere on perks. I don’t understand how you get mastery points once your weapon is relic and its bar is maxed. Some of my relic weapons only have four perks activated.
Yo! The quickest way is to spend your armoury data to max upgrade each weapon you unlock. You do this in the menu. It's not very clear but once you've selected a weapon click on it again/or down the selection button and it should prompt you. You need each maxed to get the upgrade point! Hope this helps!
Sniper with laser rifle is pretty good as well especially vs chaos
17:35 As far as I know they fixed that column in last patch. Needs to be tested specifically to be sure.
The builds are great in the video but a little misleading when the only gameplay you have for lethal difficulty is for your bulwark medic
Yo! Thanks for commenting! The reason there is old footage in this video is because I didn't have the chance to record. We ran a 3 man team yesterday for the day on lethal runs, these were the 3 builds we settled on as being the best combo!
Parrying defense now has the same amount of parry time as balanced. They just start at different timings
Great video mate. I'm just wondering how could you stand the Relic tactical helmet? To me, it looks like a toilet brush attached to the helmet and I cannot unsee that. It reminds me of Louross from the US Hell Kitchen Season 5 when Gordon Ramsey made that comment about toilet brush.
"IT'S RAW!!"
Haha! That really got me man. I love making my tactical look bizarre. It's like nighthawk, phaseshift community toilet cleaner!
@@PhaseShifter For reference to everyone: th-cam.com/video/SXvy6AHGL00/w-d-xo.html.
I feel Gordon's rage when I play in Ruthless with two low level people who expected to be carried.
Does it matter a whole lot what weapon perks you pick for the bolter rifle on Tactical or can you just mostly run what you prefer?
Any mission on maximum difficulty can be completed by any class with standard melee weapons and a pistol. Use "parry".
The grenade launcher is imbalanced and does not require any perks other than ammunition. Therefore, choose any perk, in this game only laziness kills you.
I agree with this. I played a lot of the tactical nade launcher yesterday. It's very busted!
Important fact is that the footage shown is not from this patch or it is not from Lethal difficulty as then you should have the distance measure on the HUD. In other words, this is a video by a person that has the technical aspect down but forgets that Lethal is all about close group formation, meaning that Classes are restricted in their skillset. If you have a sniper he can't pick of people from afar, the Heavy Plasma Gun of the heavy likewise as you can't lob from afar of your teammates in the frontline will be shredded due to lack of armor. If a vanguard zips over to a Majoris calling for help you leave the group and again the armor won't regen. This isn't a harder difficulty, it's a restriction on the basic functionality of the classes you play, artificially giving you the feeling it's harder.
Yo! Thanks for commenting. The 3 builds listed here were the 3 builds that a squad of us tried and tested for about 8 hours yesterday on stream. We played various missions on lethal together with different setups and this was the one that we landed on as being the most comfortable to overcome it. The reason the footage is outdated is because I haven't had the time to spend recording everything again, but all the builds here are identical to what we were playing. This trio works! However, that being said, tight formation is a seriously annoying mechanic and I'd be surprised if they don't remove it, the community at large dislike it and I totally understand why!
does the tattical infinite granate combo works after the Balancing patch?
It does, you just need to make sure you communicate with your team when you need to get the majoris kills to top off again or it can get quite messy!
no power sword skill layout?
I found the heavy plasma is too slow once you get mobs on you and poor damage to ammo ratio esspecially in 1v1s. Melta gives you and your team alot more breathing room.
100% agree
As heavy who has cleared all missions on lethal the multi melta is far better than the plasma gun anyday of the week
bulwark 2nd weapon and skills?
Mega multi melta > Plamsa by FAR
The range on tight formation needs to be doubled
Or even tripled , alot of times you gotta split up and deal with enemies in different directions , getting peppered from a group on the side and not being able to deal with that is kinda shit
I've been wondering what the range in it is like. I haven't been able to try it yet. With assault as my favorite is a kick in the teeth. If you're with the group during an engagement as assault you're either coming back to protect someone, load up, or you're doing it wrong. Flanking and skirmishing is the assault marine identity, all the way back to OG tabletop.
@@christopherstephens2699 The range is beyond Vanguard's skill range. Just using it already puts you out of the formation's range.
They fix bolters yet and actually make the space marine a space marine. Or we rolling like Ninja Gaiden
Im not streemer. I have 1-2 hour per day to play. And i wana play with havy bolter or bolt rifle. But now we need 100% meta build for play. Thanks devs and streemers who say its too easy.
Tbf, just stick with ruthless. Let them keep ironing out lethal.
The bulwark healing a mortal wound is not working at all for me. Games a joke they always have so many fucking bugs
A was hoping the bio titan fight would be a bit more than point a targeting system at it,bit disappointing in my opinion,apart from that the operation is ok
Heavy MM
Tactical - nade launcher and emps V
Bulwark - banner heals!!
Done teams.
Assault is almost useless .....
Heavy Tactical and Bulwark are the only classes that are viable for Lethal.
I have been maining Bulwark since launch. Never take the banner raise perk. The major issue here is it will mentally limit your use of banners. You’ll always be hesitant to use your banner if you think you need to save it for a rez, which severely limits the use value of the banner. Better to go with either the 10% damage buff or the 10% damage mitigation as it encourages you to use it
You didn’t finish the Bulwark build. What about the Sword?
Apologies - this is what we were running with: th-cam.com/video/qjmL7lflpgo/w-d-xo.html
I personally don't care that Tactical seems OP. I wanna feel OP as a Space Marine. I do get that they need balance across the classes so people aren't only playing Tac, but I hope they don't nerf it too bad.
I do feel bad for the pickle the devs are in though. They need to make a game mode that is challenging to keep players interested, but can't make it challenging by making you feel weak as a space marine because that ruins the whole space marine experience if everything is a complete bullet sponge. They're walking a fine line and it can't be easy.
It’s not fucking op. NOTHING IS BROKEN. Play on controller and tell me how good you are then. This dude is a fucking 🤡 playing with mouse and keyboard and who knows what else he has helping him.
My 🐐
tethering system: that a nice broken build you have there, would be a shame if your teammate stray away from each others
Bro these are literally the last 3 classes I have to level up lol, I have the other 3 at lvl 25
Yo! All the classes are still viable but I would say these ones are most comfortable atm. We had an assault with the thunder hammer for a few runs and they were holding their own and that 50% gunstrike damage increase and constant minoris aoe clear is very helpful!
Did he forget the Plasma sword specs?
You gotta have a bulwark
2 lictors is nothing 3 terminators however that is scary
as they can spawn in pairs there is a chance for 4 zoanthropes to spawn, so if you want to be bombarded then have fun.
If you REALLY desperately want to win as heavy, use the revives from downs full heal team perk instead of ammo. This perk is fundamentally broken and allows whole team to hoard stims until they get revived to easily heal mortal with that 1 stim and do it again. If you have this, a bulwark with banner heals and even inner fire from a vanguard you have to TRY not to win 😂
It's "may-lay"*
I hate the new update, how many snipers stand on the front line beside a footsoldier,
I thought i was doing so good until 2 lictors literally one shot me lol
Same i coudn't even react😂. Entered a room and instantly got deleted.
I can relate
This was the last straw of patience.
Modern developers are completely blind and deaf. They don't try their product.
From now on, buying a game will only make sense a year after the release, and only the release. No beta tests.
Let them go to work at the factory, let them cut their fees to such a size that only enthusiasts remain in the industry.
Anyone can recommend a built for solo play with bots ?
This heavy build is not fit for Tyranids missions since it's lack of the survivability in close quarter fight wtih tides and heavily relying on teammates.
Anyone on assault running a successful build?
Semi-auto gun, and chainsaw sword. Nothing changes.
Simply castrate tactic, with no gl.
they effing nerfed the sniper with the new armor system f*** this mechanic
Nutt2Butt4Armor
I think heavy multimelta is better
So far this update is stupid like really nerf the fencing weapons rather than buffing the other weapons was such a stupid thing to do and making the enemies bullet sponges just makes bolters even more usless and i like more enemys spawning but the having to be close to teamates to get sheilds is dumb and ruins alot of classes who are either in the fight or away shooting they kinda just screwed everything up with this update and the fact that the pistol and cosmetics are coming later is even more dumb to me
That's for sure.
At release, people chose a class to suit their playstyle, and there was no difference in performance because people were having fun.
Now we've literally been told "here's the meta, use this."
@LuxDez exactly like even tho it wasn't the best I could be ruthless with a auto bolter or other things but now man fuck me lol
My Boy Seth Rogen joins Space Marine 2 😇💪
Broken builds are right where they need to be then.... BROKEN LETHAL.
Talkin out of your ass, try it with a controller 🎮 then come back to me. If you're going to say its PC, then make that clear.
I keep telling these 🤡 that same thing. Play on controller then tell me how good you are.
Devs are only listening at players who call the previous update "EZ". lol. Not everyone has the time to master mechanics and "get gud".
This 🤡 also plays in pc. I guarantee if he was on controller he would be getting stomped. This game is hard as fuck on console.
Did they change something in substantial? 5 hour loss streak and alwayse last standing at hive tyrant. Wth is going on?????????
Cant wait was getting bored
Same - this has given me a new lease of life!
Me and my friends aren’t playing this game until they revert these GARBAGE nerfs, adjust/remove coherency (rip assault and vanguard), and actually buff some bolster weapons.
They really trying to copy Helldivers 2
People just cry😂 this is too op is pve and being honest its weird then time i face someone that good on pve with this build that carry the whole day i being playing ruthless and lethal and no seen anyone capable to beat solo in lethal eith that come on that why stuff get fuck up becuase people just cry im stund no more then 30 percent play ruthless to be is really easy wild with lethal which feels a whole ass difficulty
lol whatever man
I ain’t even trying that shit
Update trully is garbage, everything they needed to do they didn't or did the opposite.
What did the "need" to do
Gonna be honest, I'm super disappointed too. Running out of bullets in any game is never a fun/good mechanic. Plus the needing to be next to your squad mates to get armor back is absolutely shit too. These 2 things just make the game not fun. I can complete lethal missions, but is it fun... Not at all to be honest. Just let me shoot as much as I want and let me parry and get armor back if I do it well, even if the Sniper in my team isn't standing right next to me.
@@brandoozy4595 Buff all Bolter weapons across the board, buff all melee weapons across the board. Increase enemy count in the new Difficulty as well as health and damage, (we want to fight hoards), introduce healing stations like in Darktide at certain checkpoints as healing is hard to come by unless you bring a Bulwark which is his only real advantage. Perhaps buff ammo count for all weapons across the board, it gets real rough on Lethal unless you play a Tactical who can effectively have infinite ammo with Melta if played smart.
Buff amour, not nerf, it's already pretty bad, but reducing it's effectiveness by 20% on Ruthless/Lethal was a stupid decision, enemies are already doing more damage.
Coherency system is anti synergy for many of the classes, especially Assault, Vanguard and Sniper.
Revert the nerf to Melta Bomb, that was an utterly idiotic change, all that does is hurt smart players who made a good decision at the cost of using other nades earlier before reaching the boss, why need our patience?
@@prich0382In the immortal words of Clippy: it sounds like you’re trying to choose a lower difficulty level that already exists as an elective choice in this game, would you like help with that?
@@prich0382To be clear, I understand it would be nice if the choices of viable strategy and meta load-outs didn’t narrow down in terms of variety as the difficulty ramps up, but you’re never going to nitpick away all traces of that narrowing effect. It’s just gonna happen, to some extent, with any game with actual escalating challenge and a finite number of situations in it. Lots of players are fine with the level of variety imposed by the game as it is. (All three players are required to be a different class, for example.)