Most Players Miss These 11 Space Marine 2 Game Mechanics: Facts Part 2
Автор: Gods of RNG
Загружено: 2025-07-17
Просмотров: 16086
Описание:
Here are 11 more facts regarding game mechanics in Space Marine 2. Enjoy!
Did you know these game mechanics? Do you have more cool info to share? Let me know in the comments!
Here's a link to my first facts video: • Most Players Miss These 14 Space Marine 2 ...
0:00 Introduction
0:12 1
1. Armor counts towards damage taken, even if armor is regained by parrying or gun strike but regained contested health doesn't count against damage taken.
0:21 2
2. The hive tyrants green waves the he emits after losing his first health bar can be interrupted by the assault ground pound.
1:30 3
3. The biovore extremis is armored on nearly his entire body including his head when he's in spore deployment mode with his spore cannon sticking up. Instead of going for headshots, go for his spore cannon during this time.
1:45 4
4. Melta bombs will stun the Trygon terminus boss, buying you several seconds to hit him uninterrupted.
1:53 5
5. The tacticals new skill, Secure Stockpile works on a 60 second timer that starts as soon as the level cinematic begins. From this point the team is given a grenade on a 60 second heartbeat regardless of when they use a grenade, so if they throw a grenade 55 seconds after the level starts they'll get a grenade 5 seconds after using it.
2:25 6
6. Spore mines can be knocked back as long as you haven't seen the orange icon to indicate you're about to be hit. If you can close the distance on a spore mine, simply hit it with a melee attack (swing your sword, stomp, etc) and it will be hit away from you before exploding. This is considered a knockback and can be used to damage enemies without hurting yourself. Be careful though, spore mines that are hit like this are activated and will explode on anything they hit so if there are two spore mines stacked on each other the one you hit will instantly explode, causing damage to you.
3:00 7
7. The maximum amount of armoury data you can have of any color is 20 so make sure to use or sell them so you're not missing out on getting more.
3:09 8
8. The maximum amount of requisition you can have is 2000 so also be sure to spend it on heraldry and perks if you find yourself constantly maxing out.
3:20 9
9. Extremis enemies and below will not prevent you from moving forward through the level (elevator, assembly points, etc.). Terminus level enemies will.
3:35 10
10. Not all assembly points count as the breakpoints for getting xp in the level.
3:43 11
11. And finally, every class except for the sniper has at least 1 skill that does some form of triggered AOE damage.
They all fall into one of 3 categories: melee damage, ranged damage or not counted at all like parries and gun strikes.
Here's a list of them and each damage type:
Tactical:
Radiating Impact - no damage counted
Assault:
Ascension - no damage counted
Vanguard:
Zone of Impact - counts as melee damage
Shock Wave - counts as melee damage
Bulwark:
Armour of Contempt - no damage counted
Defensive Advantage - counts as ranged damage
Purity of Purpose = no damage counted
Emergency Countermeasure - counts as ranged damage
Intimidating Aura - counts as melee damage
Heavy:
Offensive Capability - counts as melee damage
Wrath of the Imperium - no damage counted
4:10 Outro
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