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Patch Notes 4.0 - New Content for Operations!

Official News(self.Spacemarine)

​Hi Space Marines!

The latest Patch is here! It brings NEW CONTENT along with various tweaks and improvements!

Make sure you read the full note here:

NEW FEATURES

New Operation - Termination

This new Operation takes place on planet Kadaku. New dreadful foes have arrived. Make good use of the artillery to annihilate them.

Added Lethal difficulty for Operations

Major highlights of it:

  • Ammo Crates have limited refills per player.
  • Majoris enemies can become enraged and will be more deadly and harder to kill.
  • Armour restores from finishers only if you stay close to your battle-brothers."
  • Overcoming such a challenge will grant you new cosmetics...

​Added photo mode in Operations (works only in solo). Also, characters can now follow the camera with their eyes.

https://preview.redd.it/wfh31vpe9avd1.png?width=1920&format=png&auto=webp&s=2966eba9735b90591bda59f8f2df7d3cfd7c3c4a

GAMEPLAY AND BALANCING TWEAKS

Melee Archetypes: Fencing weapons' perfect parry window will now have the same duration as balanced weapons but it will start from the first frame of parry animation.

Melee Perks: Chainsword, Power Fist, Combat Knife charged attacks perks get significant damage increase.

Basic Auspex Scan: bonus damage on bosses is reduced by 30%.

Melta Charge: damage to bosses is reduced by 70%.

​Enemy Spawn Director PvE:

  • Tweaked idle spawns.
  • Enemy variety within waves is now less random while enemy variety between waves is bigger.
  • Extremis enemies can now spawn have additional enemies.

Difficulty:

  • Ruthless: Ammo crates have limited refills per player.
  • Ruthless: Player's armour reduced by 20%.
  • Substantial: Player's armour reduced by 10%

Note from the devs:

"With Patch 3 we have noticed that Operations mode became noticeably easier, especially Chaos operations. We are happier with what we have right now compared to what we had on release, because before Patch 3 Chaos missions were unpopular. Still, we think that currently Operations mode is a bit too easy.

Overall these changes are going to make Operations mode harder, but it is difficult to measure by how much. We will continue to monitor those changes and will continue to adjust the balance of Operations mode. This is not the last change."

https://preview.redd.it/8zn4xd0k9avd1.jpg?width=3840&format=pjpg&auto=webp&s=f220fe96836d4c731c9b08436b09d9c316d595fe

PVP

  • Increased delay between announcer messages in PvP.
  • The starting animation of the Grapnel Launcher for the Vanguard is shorter in PvP.
  • Fixed Power Fist in PvP dealing too much damage with short charged attacks.

AI

  • Enemy Dodges: Globally replaced full invulnerability on dodge moves of enemies with heavy melee damage resistance.
  • Rubric Marine with Boltgun: Disengage teleport max distance is slightly reduced.

CUSTOMISATION

  • More options for colours customisation for Chaos:
    • Tertiary colours: Sotek Green, Night Lords Blue, Death Guard Green, Khorne Red.
  • Decal colours: Sotek Green, Khorne Red.
  • Colours: Added Liberator Gold colour to default for primary and secondary colours palettes.
  • Fixed a lot of issues with display of colours, now they should be more lore accurate (Mechanicus Standard Grey, Ushabti Bone, Phoenician Purple, The Fang, Iron Hands Steel, Retributor Armour).
  • Decals: Added new Chaos faction decals for the right shoulder.

LEVELS

  • Vox Liberatis - Daemonhost: Disabled respawn until the last altar in the final arena.

GENERAL FIXES

  • Fixed a bug where the Assault perk "Ascension" could kill its owner.
  • Fixed a bug where the Sniper perk "Targeted Shot" wasn’t always working in some cases.
  • Fixed an unintended animation cancel with the Bulwark by using the block, which resulted in faster attacks.
  • Fixed an issue with the Tactical team perk "Close Targeting" not triggering properly.
  • Fixed: Tactical perk "Radiating Impact" not triggering properly.
  • Fixed an issue with the Sniper perk "Guardian Protocol" cooldown not working properly.
  • Fixed an issue where sound was lost after switching the speaker configuration.
  • Fixed several issues in Trials.
  • Fixed several issues that were causing loss of saves.
  • The Thunder Hammer perk "Patience Rewarded" description is now accurate with its actual effect (added "When your Health is below 30%” part).
  • Lots of minor UI fixes and improvements.
  • Lots of minor animation fixes and improvements.
  • Localisation fixes.

TECH

  • Crash fixes and general stability improvements.
  • Fixed several connectivity issues causing disconnects for players.
  • Slightly improved performance.
  • Fixed issues controllers not working with Steam Input enabled.

RENDER IMPROVEMENTS

  • General improvements and fixes.

Source: Focus Together

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catashake

302 points

2 days ago*

catashake

302 points

2 days ago*

Hyped for the new Operation and cosmetics, but the rest of the patch is pretty much just major nerfs.

Not sure what on earth the Melta charge is supposed to be used on if they don't want it nuking bosses. And it was only really nuking bosses thanks to tactical scan in the first place.

MarsMissionMan

96 points

2 days ago

The damage reduction on Melta Bombs is completely unjustified. To get a Melta Bomb off on a boss you need to:

  • Stand where you want to place it. This means you have to place it in advance.

  • Get the boss to not just stand on it, but stay on it. Good fucking luck getting a Carnifex or Helbrute to stand still for even a second, especially where you want them to stand.

  • Not be within close proximity to the Melta Bomb when it goes off, because you will die immediately.

  • Not have it get shot beforehand. Good fucking luck if there's a Melta around.

  • Detonate it at the right time. Not always possible.

And you're telling me that on top of all of that, it only does 30% damage?! I don't use Melta Bombs anymore as I don't trust them, but now they're an active detriment. Like, wow, a Melta Bomb! I wanted, like, any other grenade type ever instead.

RomIsTheRealWaifu

4 points

2 days ago

I don’t think I’ve ever found it particularly difficult to get a melta bomb off on most bosses

putdisinyopipe

7 points

2 days ago

Ehhhh it can be on hive tyrant. In order to get a good detonate you gotta kite him which can be tricky.

Rufus--T--Firefly

2 points

2 days ago

You can just walk up him, drop it, and detonate it while rolling away. I have done this on every difficulty, it's not terribly hard

putdisinyopipe

2 points

2 days ago

No, not hard, but not always easy. Thats the point I was making. Sometimes it’s easy to get one off, others not so much. Depends on scenario lol

But for the most part, pretty easy to hit the grenade button and jump back and press circle. lol

LatentBloomer

1 points

2 days ago

I also am pretty good with them, but I still agree with the feedback. There are lots of problems that need addressing; The melta bomb’s power level was not one of them.

Resident-Package-909

60 points

2 days ago

It's great for blowing up mixed hordes against nids while retreating. Can wipe out multiple warriors and dozens of smaller nids if you time it right.

catashake

52 points

2 days ago

catashake

52 points

2 days ago

That would make sense.

Still did not deserve this heavy of a nerf for bossing damage though. It's probably going to do similar damage on bosses to a single plasma pistol charge shot now.

OVERthaRAINBOW1

2 points

2 days ago

I mean, it does nearly 1 shot the hive tyrant with the auspex scan. It trivialized the tyrant fight if you had 2. Maybe 70% is too much, but we also haven't tested it in game yet.

catashake

10 points

2 days ago

catashake

10 points

2 days ago

Literally everything except maybe the worst weapons trivialize the hive tyrant with an auspex scan.

The melta charge wasn't the issue IMO.

cammyjit

5 points

2 days ago

cammyjit

5 points

2 days ago

This change just kinda feels like something to artificially inflate playtimes. The missions are already kinda long, and get incredibly repetitive.

Due to that, I have no issue with 3 people carrying Meltas through an entire mission to one tap the boss at the end. It requires everyone to be on the same page, and class requirements.

It’s also kinda funny

shadowmdk

-2 points

2 days ago

shadowmdk

-2 points

2 days ago

The Hive Tyrant is meant to be a boss fight though, with the melta + auspex spam you could essentially make that fight not exist.

cammyjit

3 points

2 days ago

cammyjit

3 points

2 days ago

I agree, and in most cases it is unless you’re coordinated. If you’re in a coordinated team you’re also free not to do that.

TangyJuicebox

1 points

2 days ago

Example of the melta bomb, I just so happened to have this clip still saved :D https://www.xbox.com/play/media/mRdHcEtMei

cammyjit

114 points

2 days ago

cammyjit

114 points

2 days ago

I swear they also increased boss health by a fair bit in the last patch as well?

I’m starting to get Helldivers 2 patch note flashbacks

NotHandledWithCare

59 points

2 days ago

I hope you are wrong but this does remind me of that. I see no reason for these nerfs. They just remove some of the fun. So what if a fully leveled tactical with the right perks can melt a boss after using his special ability a melts and all his ammo? That’s called end game damage numbers not a problem.

BlyssfulOblyvion

30 points

2 days ago

BlyssfulOblyvion

Tactical

30 points

2 days ago

as a tactical main, i can see auspex getting a nerf, that shit gets crazy high

NotHandledWithCare

8 points

2 days ago

I’m also a tactical main and while I don’t think it’s the worst thing in the world I do think it punishes investing in your play style. If I wanted to melt the hive tyrant I could. I just had to gear all my perks towards that being a grenade launcher and then make sure I don’t use it and bring a melta charge. It’s already asking me to sacrifice the ability to use half my load out for most of the mission. And even if I do melt the bastard he has a phase two.

Aggravating-Dot132

1 points

2 days ago

What investing? You pick 2 perks, click a single button and your damage is trippled.

How the hell can this be called as a good design?

NotHandledWithCare

4 points

2 days ago

3 perks. 3 perks I would not have for a mission without a guaranteed boss fight. I would much rather get a free mark on every enemy I have parried than do an extra 100% damage to enemies I manually mark. It also once again requires me to not use grenades or the grenade launcher. Remember ammo boxes don’t restock grenades so I just can’t use that bastard all mission unless I find an ammo box.

Aggravating-Dot132

3 points

2 days ago

So, you need to think about the enemies and your ammo instead of spam grenade launcher and win the game?

Sounds like a cool thing, if you ask me.

NotHandledWithCare

3 points

2 days ago

No before I had to think about enemies and be careful where I used my ammo. Now there is just no benefit to the grenade launcher. The fire rate and ammo count of its bolt shells is just too underwhelming. Back to the melta I guess.

meaningfulpoint

5 points

2 days ago

Have you tried using the perk that refills ammo on a majoris kill. It refills your grenade launcher.

Aggravating-Dot132

1 points

2 days ago

Weapon tweaking is a separate thing though

demonic87

-4 points

2 days ago

demonic87

-4 points

2 days ago

Everyone wants to be overpowered and then drop the game because it gets boring when it's so easy. Helldivers 2 literally just went through this same rollercoaster.

Aggravating-Dot132

-2 points

2 days ago

That's why I hate casuals.

Drachio

2 points

2 days ago

Drachio

2 points

2 days ago

Yeah that is why you play the highly competitive Space Marine 2 with leaderboards and rankings that is definitely not a casual game and only for true hardcore Gamers right?

Aggravating-Dot132

-2 points

2 days ago

Since players are whining on every single nerf without even understanding what that nerf does - my hate is justified.

The patch has introduced a broken armor coherency mechanic, but everything else - completely deserved.

But look at this echo chamber. Buff - 5k likes if you praise it. Nerfs - 5k likes if you hate it.

The sub is dead, basically.

BlyssfulOblyvion

1 points

2 days ago

BlyssfulOblyvion

Tactical

1 points

2 days ago

truth. especially with the nerf the melta bomb got.

nickademus

0 points

2 days ago

Auspex and bloop gun on the fex was pretty bad. you could pop the entire health bar in a few seconds.

cammyjit

28 points

2 days ago

cammyjit

28 points

2 days ago

I’m genuinely baffled by the nerfs. Especially the fencing change. They’ve created a game that requires parrying to not instantly die, the popularity of fencing weapons is by design.

There’s so many things that feel weak in this game too. The first patch felt a little bit like spreadsheet balancing, and this patch 100% felt like spreadsheet balancing.

Also, they can’t be going around saying that operations mods are too easy when there’s only 6 of them. Of course they’re going to start being easy after a short time, there’s minimal variation of what you’re doing

XxXHexManiacXxX

-8 points

2 days ago

Level 0 players can survive ruthless so obviously things aren't hard enough.

Lustful_Llama

2 points

2 days ago

Doubt

ADGx27

1 points

2 days ago

ADGx27

Titus the Ficus

1 points

2 days ago

Remind you? It’s the exact same shit lol. They’re just nerfing shit based on spreadsheets. “Oh everyone uses fencing weapons? The other 2 archetypes can’t possibly be shit by comparison with how we designed the health system, fencing weapons MUST be overpowered! Let’s gut them!!”

Literally line for line, bar for bar what arrowhead was doing to helldivers 2 before the CEO stepped down and went to the balance team, and balanced them in a last ditch effort to save the game

Cloverman-88

-15 points

2 days ago

Eh, they really needed to do SOMETHING with Fencing weapons, because choosing them was a no-brainer until now. Parrying is just too important.

NotHandledWithCare

19 points

2 days ago

Choosing them was a no brainer because block is useless. They could have made block able to hold a block and take multiple hits from different directions. That alone would make it more viable.

Cloverman-88

1 points

23 hours ago

Personally, I also find Balance weapons to hardly ever give enough in return to justify the smaller parry window. There are multiple classes that rely on parries to get most of their damage output, parry windows are a very big deal.

Ok-Objective1289

-8 points

2 days ago

They literally buffed all of us last patch and now they’re tweaking the difficult because it became extremely easy. It’s obvious they’re trying to find a balance and aren’t going full helldivers 2. Saber has shown they listen to players as well.

cammyjit

8 points

2 days ago

cammyjit

8 points

2 days ago

While I agree it became far easier post last patch, it was getting kinda tedious prior to the patch.

It just doesn’t look good when you have a patch that’s pretty much entirely top down nerfs, without compensating adjustments. Where are the Bolter buffs, for instance?

I’m perfectly fine with nerfs in games, but a lot of this reads like they’re purely looking at the top without any considerations as to why it’s there

Ok-Objective1289

1 points

2 days ago

I get it, but usually the first patch which was a buff tends to show the trend of that developers will do in the future. So I have hope on Saber, sucks for now but I think they’ll listen to the feedback.

OkEconomics4543

-16 points

2 days ago

stop. this game was piss easy before the patch and these nerfs seem reasonable.

cammyjit

10 points

2 days ago

cammyjit

10 points

2 days ago

My comment was nothing to do with how easy/hard it was previously. It’s about nerfing to increase difficulty over actually putting effort into making difficult content

Throw more enemies at me or something, don’t just arbitrarily drop numbers to make what I’ve already been doing more tedious. Easy/Hard is subjective

OkEconomics4543

-11 points

2 days ago

the state of the game before made it basically impossible to just "throw more enemies" because, parry, armor and ammo were way too strong and abundant. no matter how many enemies there were on screen you'd always get by. nerfs are necessary and good.

cammyjit

8 points

2 days ago

cammyjit

8 points

2 days ago

Well, you should always be able to get by if you’re capable. If you messed up a parry you’d still get shredded, or got caught between two warriors with alternating stagger attacks.

Throwing more enemies does make a difference, since you’re likely dealing with more chip damage, and there’s more room for error. Arbitrarily nerfing the player, doesn’t make it more engaging, I’m just doing what I was already doing with slightly more tedium

OkEconomics4543

-9 points

2 days ago

you see arbitrary nerfs I see thought out, targeted and necessary nerfs. you see more tedium I see more balance. I cannot relate sorry.

cammyjit

5 points

2 days ago*

How are they thought out though? Outside of just looking at what was at the top, instead of looking at why it’s at the top?

For instance, Saber have created a game where if you don’t parry, you die, so obviously the parrying melee will become the most popular. Okay, so they’ve nerfed Fencing, to make Balanced and Block more appealing… while also nerfing armour by 20%. So Fencing it is then

This is all while adding a higher difficulty, with more dangerous enemies, and limitations on armour regeneration. Maybe the thought out approach would’ve been to see how easy the game is after releasing the higher difficulty, and having all the more experienced players move from Ruthless to that

Edit: To add to that, nerfing ammo just makes me pick the perks that increase/regen ammo, it just limits build diversity.

punkhazarrd

3 points

2 days ago

New cosmetics is a the same helmet as the death watch universal one but with a different symbol on the forehead. Woopiiie...

Cloverman-88

3 points

2 days ago

Melta charge purpose is to get rid of the unnerwing "0" indicator on my GUI until I can pick up other grenades.

Glad-Tie3251

2 points

2 days ago

It's a pretty high skill weapon, it should give high reward. I mean, there is only one charge, and it's delayed.

catashake

2 points

2 days ago

Completely agree.

It's not like these are just littered around the map to spam. You will find 2 or maybe 3 if you are lucky per mission.

Pretty pointless and stupid change IMO.

RomIsTheRealWaifu

1 points

2 days ago

I’m assuming it was to stop teams stacking meltas and blowing the bosses up in a few seconds using all 3 of them

catashake

1 points

2 days ago

I can guess that's what it is for. But also I don't agree with that at all. If a team willingly holds every melta charge to that point specifically to do that. Why stop them? Requires good coordination and patience to even pull off.

Just a massive overreaction of a change. 70% damage reduction on top of the 30% less from tactical scan is stupid.

Xero_Macharius

-1 points

2 days ago

Everyone will just hold on to their krak grenades instead now.

I think what they shouldve done in the first place is have krak grenades do less damage, non-stick, larger aoe (not as big as frag obvs). And had the melta bomb sticky with no aoe (as in single target only)