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Warhammer 40,000: Area Marine 2 – Patch 4.1 Nerfs Extremis Spawns and Buffs Weapons in Operations

Warhammer 40,000 Space Marine 2
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After the backlash to Patch 4.0 of Warhammer 40,000: Area Marine 2, Saber Interactive has launched a brand new replace to handle the identical. Extra particularly, it’s rolled again a number of modifications to lean additional into the sport’s energy fantasy, with feedback by sport director Dmitriy Grigorenko.

Operations beforehand had elevated spawn charges for Extremis enemies. Nevertheless, these have reverted to pre-patch 4.0 ranges on Minimal, Common, and Substantial difficulties whereas their spawn charge is “considerably” diminished on Ruthless. Weapons just like the Auto Bolt Rifle, Heavy Bolt Rifle, Bolt Sniper Rifle, Heavy Bolter, and extra will even deal elevated injury in Operations.

These taking part in by the brand new Deadly problem may also breathe a sigh of reduction because the “Tight Formation” mechanic, which required executing enemies close to allies to regain armor, is gone. Try the patch notes under for extra particulars.

To make sure balancing updates land higher, Saber will roll out public check servers in early 2025 to check main modifications earlier than they go dwell. Keep tuned for particulars on particular dates within the coming months.

Patch Notes 4.1

Gameplay and Balancing Tweaks – Operations mode

AI director and enemy spawns

DG: Right here was our reasoning earlier than Patch 4.0: When the sport got here out in September, the Ruthless problem win charge hovered round 60%. Weeks later, and with the modifications launched by Patch 3.0, we noticed that the identical win charge had jumped to over 80%, and we obtained a variety of suggestions stating that the sport had develop into too straightforward—even at its most problem (on the time).

With Patch 4.0, our intention was to tweak enemy spawns to extend the general variety of enemies slightly than reverting to buffing their Well being. Sadly, this had an impression on the simpler problem ranges as properly.

For instance, the win charge on the best problem dropped barely after Patch 4.0, from 95% to 93%. This may increasingly not appear to be lots, however numbers aren’t every little thing. Your suggestions made it clear that the sport had develop into extra intense and anxious on decrease difficulties, and this was by no means our intention. As I’ve personally emphasised in interviews, Area Marine 2 is all concerning the energy fantasy, and Patch 4.0 negatively impacted it for a lot of of you.

That is why we’re rolling again these modifications. Extremis enemies’ spawn charges in Minimal, Common, and Substantial difficulties will revert again to their pre-Patch 4.0 ranges and might be considerably diminished in Ruthless problem to hopefully strike a stability between how arduous the sport was at launch and the way “straightforward” it grew to become with Patch 3.0.

Minimal, Common, and Substantial Difficulties:

  • Lowered spawn charge of Extremis enemies to match pre-Patch 4.0 ranges

Ruthless Issue:

  • Considerably diminished spawn charge of Extremis enemies

Weapons (solely in Operations mode)

DG: We’ve been wanting to handle the Bolter household for some time, as they’ve been underperforming throughout all problem ranges. This has been a frequent piece of suggestions from a lot of you, and the info confirmed enhancements have been wanted throughout the board. The p.c Injury enhance is predicated on which courses have entry to which type of weapon and the way the Bolters compete with the opposite choices obtainable.

  • Auto Bolt Rifle -> Injury elevated by 20%
  • Bolt Rifle -> Injury elevated by 10%
  • Heavy Bolt Rifle -> Injury elevated by 15%
  • Stalker Bolt Rifle -> Injury elevated by 10%
  • Marksman Bolt Carbine -> Injury elevated by 10%
  • Instigator Bolt Carbine -> Injury elevated by 10%
  • Bolt Sniper Rifle -> Injury elevated by 12.5%
  • Bolt Carbine -> Injury elevated by 15%
  • Occulus Bolt Carbine -> Injury elevated by 15%
  • Heavy Bolter -> Injury elevated by 5%

Issue

Ruthless: Participant’s Armour is elevated by 10%

DG: We’re partially rolling again the change from the earlier patch on Ruthless problem following your suggestions. With Patch 4.1, we’re hoping to search out the best compromise between how straightforward Ruthless problem felt after Patch 3.0 and the way it felt after final week’s Patch 4.0.

The explanation why it was diminished final week was that we seen a really substantial bump in win charges on Ruthless after Patch 3.0, as Minoris enemies would now not take away the complete Armour bar with their assaults, ranged AI Injury was nerfed throughout the board, and the flexibility to regenerate Armour by parrying regular Minoris assaults was added.

Extra be aware: Regardless of the final patch notes itemizing a lower in Armour in Substantial problem, this alteration was mistakenly overlooked of our final replace, therefore why you gained’t see it being reverted as a part of this week’s patch.

Deadly: “Tight Formation” system is eliminated

DG: Earlier than anything, allow us to make clear our reasoning for the introduction of this mechanic. As we labored on including a brand new problem tier, we would have liked to verify this new problem was significant and fascinating. With “Tight Formation”, our goal was so as to add a brand new layer of problem for our most expert gamers by including horizontal development slightly than simply vertical development (i.e., dealing extra injury to ever stronger enemies). This sport is concerning the energy fantasy, and enemies that take dozens of melee hits break it. Thus the problem wanted to return from different sources.

This technique was additionally designed as a primary step in direction of the introduction of gameplay modifiers down the road, each adverse and optimistic—one thing World Conflict Z gamers might be conversant in—however your suggestions confirmed that the proximity necessities felt too restrictive. Lessons like Assault and Vanguard felt particularly penalised as taking part in them successfully requires a sure freedom of motion.

Because of this, we’re eradicating the system solely and can proceed to work on modifiers till they’re prepared. We are going to proceed to observe your suggestions after the deployment of Patch 4.1 to verify Deadly problem feels as difficult and rewarding because it ought to.

AI

DG: A recurrent piece of suggestions we’ve seen is that the AI allies can really feel ineffective at instances. We already improved allies’ behaviour in Patch 3.0, and we hope this extra buff will assist solo gamers full their Operations.

  • Bots deal 30% extra injury to bosses.

DG: Preventing Zoanthropes is usually reported as a supply of frustration. Alongside the modifications to the AI Director, we’re taking away a few of their shields’ effectiveness to alleviate a few of that frustration.

  • Zoanthrope: Defend swap cooldown with one other paired Zoanthrope is elevated by 10%.

Basic Fixes & Tech

  • Fastened a bug that brought on roll distance to be shorter than earlier than.

DG: This was most likely probably the most impactful and annoying consequence of Patch 4.0. Whereas i-frames have been the identical, the space distinction made it a lot much less efficient versus ranged assaults. With this bug mounted, it’s best to really feel an important enchancment in your fights towards ranged enemies and executives.

  • Fastened bug with unlocking Deadly problem rewards decals.
  • Crash fixes and basic stability enhancements.

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