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Vanguard COOKS Tyranid Hordes With Mega BUFFED Combi Flamer - True Solo Absolute | Space Marine 2

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Vanguard COOKS Tyranid Hordes With Mega BUFFED Combi Flamer - True Solo Absolute | Space Marine 2

4 904 просмотра · 2 недели назад
For4
4,64 тыс. подписчиков
4 904 просмотра · 2 недели назад
In this run we test the buffed Combi Flamer On Vanguard in patch 14.1. Combi Flamer received further buffs in patch 14.1. It was already pretty decent aside from the ammo bugs. Now we get even more damage on the primary bolter portion. It got an 8.33% buff, bringing it from 6 to 6.5 base damage. And the charge time for the flamer was reduced by 50%. It feels almost instantaneous now when you start using the flamer, making the flamer portion extremely reliable. And finally they fixed the ammo bugs and you can now get ammo from the ammo cache and ammo regen perks. Though the bolt carbine perk "Magazine Restoration" still doesn't restore fire ammo. Flamer portion is really good at dealing with minoris hordes, much more so than the bolter part, so we used it often to clean up hormaguants. It didn't receive the burn build up buff that was missing from last 14.0 patch, staying at 7 burn damage per shot. But the charge up buff makes up for that. Still not the best against chaos due to tzaangors taking longer to set on fire and their shields blocking penetration. Due to being able to refill flame ammo from ammo caches we can use the flamer very often. The damage is now very close to the ammo bolt carbine, which has 6.72 base damage. Now the combi flamer only has a 3.27% damage loss compared to regular bolt carbine. With the low damage difference and the utility of the flamer the heroic bolt carbine might be at the same level or even better than the regular bolt carbine. It even has a larger magazine size than ammo variant. The only downside it has is slower reload speed and less total ammo. Slower reload does come up sometimes. But less total ammo is made up for with the the flamer ammo. For the class perks we went with Tip of the Spear build. After grapnelling to the target they will take 15% more ranged damage letting you burst them down with bolt carbine. It's better versus Chaos because rubric marines, tzaangor enlighteneds, and their extremis are forced to turn around when you diving kick them, letting you easily land headshots after a grapnel. For the secondary we went with volkite pistol. No reason, just works fine. Not as good vs tyranids as it is vs chaos since it's great against cultists. Heroic bolt pistol would be the meta pick. For the melee we revisit the Heroic Power Axe(Encarmine Axe). So all the heroics from patch 14 except salamanders melta rifle got good and continual buffs. So I wanted to highlight this heroic power axe which hasn't changed once since it's inclusion. I don't think it is very good, but no one really complains about it, so I guess Saber just forgot it exists and never buffed it. Or maybe I'm the weird one and it's fine. I just think it needs something more, because It doesn't feel strong to me. No reason to use it over relic block. The heroic perk to save your power back step hardly comes up. 90% of the time I just do regular power back step. If you use the stored version, most likely the enemy won't have 50% parry damage bonus. So it's weaker than doing it quickly. There could be some instances where you slightly reposition after a perfect block and power backstep shortly after to hit multiple enemies and in that case the parry bonus might still be on. It has weaker stats in terms of damage. Yes it has more attack speed and lots of cleave, but power pack step is the main damage source and having more damage is better for it. Spinning around with lights and heavies is till going to do less dps since the animations are so slow. Problems & Suggestions: using stored power back step usually means enemies no longer have parry bonus. Suggestion, if player uses power back step outside of power stance, increase the damage by some percent. using stored power back step usually means you didn't do it point blank to the enemy and power back step will position you further away from the enemy making it so you miss with overhead strike followup or light attack followup. Suggestion, if player uses power back step outside of power stance, the animation should change and not send them backwards or lower the distance traveled significantly. even with these 2 suggestions it is only putting it on parity with regular power back step. They should add some incentive to use the stored power back step over regular power back step. Example: Make power back step out side of power stance have more range and cleave potential. Just wanted to bring this weapon up since it received no changes since it's release while all the heroics in patch 14 are getting lots of care from the devs. Drip: Deathwatch Salamanders Version 14.1 Build: https://imgur.com/a/UyP8fCw Chapters: 0:00 - Build 4:00 - Carnifex 10:52 - Promethium Fields 12:37 - Carnifex 2 18:23 - Defend Generators 25:33 - Roofs 26:58 - Final Defense 32:07 - Scoreboard Map: Inferno Difficulty: Absolute Bots: Off #spacemarine2 #spacemarines #warhammer40k