Burning and Brawling | Block Power Fist Wings of Flame Assault | Absolute True Solo | Space Marine 2
Автор: Zekromo
Загружено: 2026-02-08
Просмотров: 98
Описание:
The block Power Fist is the most powerful melee weapon in the game, but it also has one of the most painfully boring gameplay loops: stand still, charge, release, repeat.
To mix things up, I’ve applied Wings of Flame within CQC melee combat, purely to break out of that ranged-melee monotony.
I’ve kept this as a hybrid build for two reasons.
First, against tightly packed clusters of ranged Majoris, especially Devourers, Precision Strike ground pounds remain a tried and tested way of dealing with them quickly and efficiently.
Second, against ranged Majoris, again especially Devourers and particularly enraged ones, the game rarely forces them into melee combat even when you are in CQC. I’ve played long enough to know there’s a big difference between how things should work and how they actually do.
Thank the Emperor I accounted for that, as the AI director seemed determined to spawn Devourers more than any other ranged Majoris.
Why drop your shotgun in a knife fight? Blasted Devourers. We have all learned that lesson the hard way.
Wings of Flame is still a bit janky in that, even if you perfectly time the dodge windows on the dash, which is basically muscle memory for me after two thousand hours, you can still put an enemy into execute, miss the dodge window, and lose the charge - all because the damage was dealt before the dodge was considered.
At least, that's my understanding of it, because the same dash timing without WoF works fine - as evidenced in my usual block/dodge runs.
It’s a bit iffy, but at least the new perk in Patch 12 should help address this.
One takeaway from this is to avoid using the dash against enemies you have already dealt significant damage to.
That said, more still needs to be done for dashing and dash attacks at a base level. Ignoring perks entirely, ask yourself whether you would ever choose to use your jump pack for a dash over a ground pound.
You wouldn't without perks, would you? At least with ground pounds, you can go up and down to deal damage, while perfect dashes and dash attacks do very little beyond their regular counterparts (perfect dodges and sprinting attacks).
Please consider commenting/upvoting my suggestions to improve the dash attack at a base level here: https://community.focus-entmt.com/foc...
I’ve been experimenting with a block Chainsword setup using Winged Fury, Act of Attrition, and Wings of Flame, and it has shown some promise. I’ll record some footage in due course, although I suspect it will really come into its own in Patch 12 thanks to the new dash attack perk and improved melee CHP recovery.
Timestamps:
00:00 - Dash Puglist Highlight
00:31 - The Build | Class & Weapon Perks
00:46 - Mission Start | Small Swarm | Extremis
05:04 - Advancing to Bridge Tower | Extremis and Hordes Aplenty
14:37 - Bridge Tower | Planting Bombs | Many a Hairy Situation
24:10 - Bridge Defence | Geneseed Retrieval
28:38 - En Route to Elevator | Punching Zoanthropes
33:35 - Massive Swarm Into Accidental Elevator Use
35:40 - Final Few Extremis & Zoanthrope Punching
37:25 - Hive Tyrant | Aggressive WoF Usage |
41:49 - Finishing Off Tyrant With WoF
42:00 - Mission End & Post Game Stats
#spacemarine2 #gaming #warhammer40k
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