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Tactical DESTROYS Tyranids With New Perks & Stealth BUFFED HBP - True Solo Absolute | Space Marine 2

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Tactical DESTROYS Tyranids With New Perks & Stealth BUFFED HBP - True Solo Absolute | Space Marine 2

1 264 просмотра · 5 ч назад
For4
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1 264 просмотра · 5 ч назад
In this video we take Tactical with new Reworked perks and buffed Heavy Bolt Pistol. Also features the new 1 handed Thunder Hammer. So for some reason heavy bolt pistol(HBP) got a massive stealth damage buff in patch 15.0 It went from 3.9 base damage to 6. The headshot multiplier also went from 2.1 to 3.5. This didn't affect the heroic heavy bolt pistol because it has it's own stats separate from regular HBP. This is a massive damage buff. Around 53% increase on body shots and about 156% increase on headshots. The gunstrike also gets a massive damage buff as well. In this run with parry bonus and Battle Focus we hit 300+ damage with one gunstrike, which lets you one shot a majoris with just one parry into gunstrike combo. I'm not sure if this is intended because the damage is pretty insane. Every class has access to the hbp so in this patch everyone should be abusing the non heroic HBP's insane damage. We also use two new perks Prime Target and Pulse Auspex and a reworked perk Marked for Death one shot gunstrike majoris off of one auspex usage. Prime Target applies a gunstrike marker on an enemy that you scanned with auspex. It will always pick the higher tier enemy. With the buffed HBP damage and the auspex debuff you can almost one shot a majoris with a gunstrike. To push it over and actually oneshot we took Marked for Death which increases the damage taken from one majoris or extremis that was scanned. From my observation both the gunstrike mark and this debuff applies to the same unit. Pulse Auspex gives you two charges of auspex, but it only pulses once and has smaller radius. This will let you spam the ability more often to get those oneshot gunstrike kills. We also took armor reinforcement to get armor from gunstrikes. Kraken Penetrator rounds has been turned into the default perk on tactical, but only increases damage by 20% instead of 50%. The old default auto reload perk got moved to a prestige perk. We stick with battle focus as it is the best one in the column now, at least for solo. The two new perks on that column could be better in teams and should be changed based on the team comp. Battle focus will make parry into gunstrike do a ton of damage. Taking the 1 handed Thunder Hammer will remove our primary. But we wanted to take it because it has Preparedness perk which gives 3% ability charge on majoris or higher kill. It doesn't matter how you kill it either. This will bring back auspex scan quickly, letting us spam it more. I wanted to make 1 handed Thunder Hammer work on tactical, and I tried all the variants, but It just didn't work. The weapon just sucks, It does too little damage. So the best way to utilize it is to just use the ability recharge perk and ignore the rest. That is the best way to use the new weapon. Now I'm not saying I couldn't complete a true solo with it while mostly meleeing, but it just took forever. The TTK on it is horrendous. Maybe it'll work better on assault/bulwark, will keep trying. I took the balance version, because I wanted some semblance of horde clear that doesn't rely on synaptic shock, but it still felt horrible. We struggled during the generator section because it doesn't have good AoE despite the description saying it has good AoE when you charge up. We needed nades during that section to complete it. Moveset breakdown: Lights are ok, they remind me of power axe lights, slow and does moderate dps. Probably the best dps is just spamming lights. Sprint attack is terrible, It doesn't chain into anything so you're just stuck in recovery animation. Also deals very little damage. The heavys do very little damage, but staggers similar to shield rush level of stagger, and builds power charges. From neutral you can build up to 3 charges if you keep holding. If done from light or underhand swing it will build 1 charge. For the neutral stance one, the time between each of the charges takes ages. You will almost never get more than 1 in solo from this move. It will pulse for each charge and stagger, so you can play support and do Crowd Control in teams. The charges turn you lights into stronger lights called charged impact, but not by much. Normal lights have 1x motion value, and the charged impacts have 1.5x. Each charged impact uses a charge. So if you have 3 you can do a 3 hit charged impact combo. They do not scale and are just as slow as the regular lights. Not worth taking an eternity to charge them up. Underhand swing is also a pointless move. Does 25% more than a light and 50% if charged. Drip: Salamanders Version 15.0 Build: https://imgur.com/a/ngF02vR Chapters: 0:00 - Build 3:23 - Neurothrope 8:31 - Guard Camp 13:31 - Defend Generators 18:20 - Neurothrope 2 22:11 - Final Defense 27:03 - Scoreboard Map: Inferno Difficulty: Absolute Bots: Off #spacemarine2 #spacemarines #warhammer40k