Heavy OBLITERATES Foes With Damage Exploit HEROIC Plasma Shot - True Solo Absolute | Space Marine 2
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Heavy OBLITERATES Foes With Damage Exploit HEROIC Plasma Shot - True Solo Absolute | Space Marine 2
4 101 просмотр · 1 месяц назад
For4
4,63 тыс. подписчиков
4 101 просмотр · 1 месяц назад
In this run we use the Remote Threat Perk from Heroic Heavy Bolt Rifle to Increase Heroic Plasma Pistol's damage on Heavy.
The perk "Remote Threat" increases ranged damage from 25m or further away by 20%. This perk is not available on the plasma pistol, but we can exploit this by switching to a primary that does have the perk before the plasma shot lands. Notably this can only be done with the Heroic Plasma Pistol because of the slow projectile speed. The other plasma pistols would land before you can switch. Out of all the primaries that have remote threat, only Heavy Bolt Rifle has access to two of them. That means we can increase the plasma pistol's damage by 40% with this trick.
For the HBR we use the Heroic Variant since it is the strongest. Not only do we have access to grenade launcher for damage, stagger and quick chp, the bolter portion is stronger than non damage variants. It does the same damage as damage variant, has a slightly lower headshot multiplier of 1.9 compared to 2.0, and less spread than non accuracy variant. There really isn't much of a point in using the other variants now, aside from not being able to change the skin. I guess ammo variant does have more ammo and faster reload speed for a more dakka build, but grenade launcher is just so much stronger.
Main point is to take the 2 remote threat perks to boost heroic plasma pistol's damage.
For the heroic plasma pistol we take the top row perks to get charged cooling for 2 charged shots before overheating. Then we can either take 10% more damage or 20% extra ammo. We take the extra ammo, because I was running out a lot, but in non solo run you can get away with more damage. Heroic plasma pistol also has the highest gunstrike damage out of all plasma pistol variants, making the damage variant obsolete. Not sure why they have to nerf the damage variant that hard.
For the class perks we already know heavy has no build variety so it just the usual, aside from team perk. We went with the ammo team perk so we can get more grenades for the Heroic HBR. I think that perk should also increase ammo for secondary because I was running out of ammo often. It's really dumb that the class with no melee and relies on his guns has weak ammo economy. Yes I understand Auxiliary Reload is there, but relying on extremis melee kills is too restrictive since they don't spawn as frequent as we need them. For example if there is a boss fight and no or few extremis spawn for the mobs then you might not have enough ammo to finish the boss. This buff would also make this perk useful when there is an Assault and/or a Bulwark on the team.
I Love Aim Bug. At 19:37 we once again get the aim bug, which is when a beast chaos spawn does it's warp vacuum attack while you happen to be aiming down sights. This will just cause your camera to pull down or up when using ADS for the rest of the game, unless you die or another chaos does the same attack on you again. This is a rare attack so you might go on for the whole game not encountering it again. We can see the 2nd helbrute fight was much harder due to this bug. I was fighting with the camera while also fighting with helbrute and spawns. For the rest of the match this bug didn't get resolved. This bug has been there ever since the introduction of Chaos Spawns and still hasn't been fixed even though there are many bug reports for it
Drip: Deathwatch Black Shield
Version 14.0 PTS
Build: https://sm2meleecalc.us/b/06Twkz3N
Chapters:
0:00 - Start & Build
7:51 - Waiting For Gate
12:24 - Helbrute
15:57 - Purge Data
19:37 - Aim Bug Start
22:46 - Helbrute 2
26:47 - Rescue Cadians
30:16 - Capture Altar
32:31 - Scoreboard
Map: Purgation
Difficulty: Absolute
Bots: Off
#spacemarine2 #spacemarines #warhammer40k