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Techmarine Sets Up UNBREAKABLE Defense With FULL Turret Build - True Solo Absolute | Space Marine 2

Автор: For4

Загружено: 2026-02-13

Просмотров: 537

Описание: In this run we pick all the Turret related class perks with Techmarine. We can see the issue with running a build that is centered around the Turret in this run. We didn't run into our first Turret until 5:29 and when we accessed it there were no enemies for it to kill anymore. We did get a lot of value out of the subsequent Turrets but it depends on luck and map. From my experience Inferno is the best map for Turrets. There are a good amount of potential turret spawns and they all work correctly, especially the final section since it is a defense section and you just fight around the turret. On other maps there were turrets that don't even shoot. Like in Vortex there were like 3 turrets on that map that didn't shoot. When the turret is active and working "correctly" it is extremely OP. It does crazy damage and is very tanky on Absolute. It shreds bosses and destroys waves and extremis. Looking at the numbers in the code and testing on minimal, it doesn't seem intended.

Turret base stats :
The base damage per shot on Minimal difficultly is 2.4. It has a total of 149 bullets before needing to be activated again. The base hp is 50. Testing against a Helbrute on minimal after shooting all 149 shots the Helbrute still had one third of its HP left. And the Helbrute can kill the turret in 4 plasma shots/hammer swings. But when we increase the difficulty to Absolute the Turret can kill a Helbrute and more quickly, and takes forever to take out. On Absolute the Turret deals 38.4 damage per shot. That is a 1500%(16x) damage increase from Minimal. Most perks scale by 4x from minimal to absolute so this is an insane increase. I wasn't able to test the HP with testing menu, but presumably it also got a 16x increase making it 800 hp. Which is a lot because an Astartes has 15 hp on absolute by default. According to the damage scaling file, the Turret damage & HP are supposed to scale by 300% (4x), but somehow went to 16x. If the correct scaling was applied I think the Turret would actually be underpowered.
Also when your turret finally does die it does an explosion. On minimal it does 10 damage, and 40 on absolute. For context an explosive barrel does 100 damage on absolute.

Turret perks :
Reinforced Position - while squad members are 15m around an active turret they take less damage and deal more damage. In operations you are moving constantly so don't get a lot of value out of this. The only time it is good is when there is an objective where you have to defend an area. Like the last part of Inferno. Keep in mind the turret has be active for the buff. Right now in siege mode turrets do not spawn, but if turrets were available there this might be decent.
Synergistic Arsenal - lowers ability CD for you while 10m from an active turret. Range is inconsistent with the "Reinforced Position" one.
Augmented Tarantula - Says it Increases turret damage by 25% and ammo by 50%, but only the damage part works. You will still only shoot 149 bullets. Considering the low HP of the correctly scaled turret, this perk should probably also increase the turret HP along with fixing the ammo not increasing.
Volatile Sentry - Says it increases the turret death explosion by 40%, but actually does nothing. Which is why I skipped this perk for this run. But even if it did work, the explosion only does 40 damage. So the damage would go to 56, which is still terrible.

Other Turret Mechanics :
It can't damage linked Zoanthropes, even if hitting the one without shield. Similar to bots not being able to damage them. Even if one of the Zoanthropes is in an incapacitated state it will not do any damage. Only once one of the Zoantropes is fully dead will it do damage.
You can't die or be grabbed while activating turrets. You can be drained to a sliver of health but you will never die while activating the turret. But once you come out of the animation you can die.
Turrets left behind after a certain distance will explode, so you can't pull a boss or swarm from another area back to the previous turret. Depends on the map, some areas have a longer distance before exploding.

Loadout
We use Buffed Damage Bolt Rifle, Plasma Pistol and Block Omnissian Axe. Damage Bolt Rifle only does a little less damage on headshots compared to the accuracy one, but does a lot more body shot damage. For Omnissian Axe I try the light attack aoe perk and feels good, but it can explode barrels. Inferno doesn't have too many explosives so it's not so bad, but it's worse on other maps.

Version 12.0 PTS

Build: https://imgur.com/a/SAVNfzF

Chapters:
0:00 - Mission Start and Build
2:36 - Triple Lictor
6:14 - Guard Camp
11:11 - Neurothrope Boss Fight
14:57 - Defend Generators
21:58 - Neurothrope Boss Fight 2
24:13 - Final Defense
29:15 - End game stats

Map: Inferno
Difficulty: Absolute
Solo No Bots

#spacemarine2 #spacemarines40k #spacemarines
#warhammer40k #warhammergames

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