Space Marine 2 / Darktide Power Weapons

Not only possible, it’s totally normal.

I can all but promise the goofy “on switch” is the idea of some executive trying to ‘preserve the vermintide experience.’

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The Rashad is LITERALLY a Power Axe model. I don’t think any of the other tac or combat axes are.

Power weapons should always be one but function like normal weapons. The Power Maul is a perfect example. Literally change nothing about it’s preformance, just have it look like it’s always on, and the special is super charging it.

The Pickaxes all should have been Power Picks and function exactly the same as they do now.

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Power weapons are an optional upgrade for Atalan Jackals. Bit ambiguous as to whether this model is one though.

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Considering it has the same power pack as a large part of chain and power weapons have it is definitely a power weapon.

See the Eviscerator in this game.

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SEEMS
MANY PEOPLE COMPLETELY MISUNDERSTAND OR ARE DISINGENUOUS ON PURPOSE

Now that you seen the caps tldr.
Nobody here ever asked for ‘lol press button kill everything’
What I (and others) DO ask for, is that power weapons are POWER WEAPONS - NOT - press button before every swing to make it a power weapon - weapons

Its the EXACTLY same sh-t as with chain weapons in beta being just hunks of metal, worst weapons in the game by a long shot AND ONLY doing the ‘wroom wroom’ sound when you decided to die cuz you locked yourself in an animation (which was cool but bad)

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While maybe the aggressive tone and caps wasn’t necessary this is exactly what I think. I’m fine with a power/chain weapon acting like a normal weapon (bonus points if you can get it to feel like a unique weapon and still be really fun, like the Orestes Chaxe) but just looking like it’s always on.

I still wish there was a mod or something that could do that for stuff like the Power Maul and Combat Axes.

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When VT2 Outcast Engineer class came out with his ult as the steam powered crank gun I thought that Darktide would have something like it but nope, here we are

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agree, the shock maul is much better implemented.
basically, the more powerful an attack is, the more should it cost, so it doesn’t get spammed all the time and makes everything else worthless.

Space marine also has the player facing a significantly more dangerous threat and in much larger numbers a hive fleet splinter with all of it’s different bio forms along with rubricae marines
Are some what of a much more tougher and significant threat than nurgle cult and traitor guard on one hive city.

Saying its for ‘console’ appeal is a bit obtuse

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as seem the ui clutter elements with large blinking indicators and flickering enemies, that i hope to be able to turn off completely.

there are certain designs that seem native for large tv setups from a distance, hence my impression of being console-heavy.

personally i go for the least amount of ui possible, which gives me the most immersion.

gameplay itself seems fine, just hope i can get rid of all the ui training wheels.

yes thats how Power weapons actually work in lore.

You cant do that it darktide because “iT wOuLd tRiViAliZe mUh dIfFiCuLtEh”

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I didn’t like them too at first - too big and bright. But realistically without them it would be impossible to see leaps, grabs, parryable combo starters and non-parryable attacks in those swarms, blood and other effects.

Also immersive cinematic ui is more a console thing. Old PC arena shooters like unreal tournament or quake - everything was bright, colorful and big so you easely could identify supplies, see your crosshair, etc.

Mmorpg’s - nuff said.

Dead Space on the other hand has the most immersive ui EVER. And it’s a crossplatform title. Same for Resident Evil series - you barely have any ui elements on your screen.

In dev build there was the option for no hud at all.

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r_picmip “5” took care of a lot of visual clutter, og quake3 ui aint so fresh on my mind, but later iterations let you config the ui in size as well.

besides a arena competitive shooter vs single player “soak the world in”
i’d rather compare it to modded fallout with helmet inlay.

oh, and og doom had less ui bar by pressing “-” to the point it was very unintrusive.

dead space though was on point :+1: very smart implementation of the most necessary info.

besides, sm2 block, finisher stuff so far got pretty good telegraphs, definately trying without anything on if possible.

worked well with doom 2016 and doom eternal, stagger state was pretty obvious.

Huh? maybe in some cases, but certainly not all power weapons. Otherwise you’d not be able to just pass them to a battle brother now would ya? I’m not even sure where you read that, not that I doubt you, just in all my many hours of reading I’ve not seen this outright stated.

In fact, I’ve seen in stated on multiple occasions how Power Weapons from the earlier Imperium had unimaginably complex and resilient design, and power systems that seem like magic to the uninitiated.

Makes me think of the crazy Archaeotech pistol that Arkhan Land used during Siege of Terra. No battery, no ammo, no visible power source at all. Just a slight cooldown after repeated firing.

On the other hand, regarding the topic, I mean were playing a co-op horde game, making the Power Sword always on would get kinda nuts. Specially when my primary weapon is a Lasgun. Just makes no sense at that point. Melta gun maybe.

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Game balance.

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Because once you have “powered on” weapons, it’s completely impossible to tune the numbers to bring them in line with everything else.

Sure, it is possible… provided you are willing to accept a massive loss of damage during the powered phase.

They could double the damage of light and heavy attacks and give the weapon a bit more cleave. Turn the special into a high stagger thrust.

Essentially turn the Power Sword of the Veteran into an Antax Combat Axe. Maybe lower the Maniac damage a bit and give a slight bump to Carapace.

The Thunderhammer could mimic the Pick Axes of the Ogryn. Maybe instead of a “pull” special, it gets a push special. Like a wide swing.

Oh wait, that is probably not what you want, right? You want it to behave like it does right now, just unlimited… If so, you are playing the wrong game. Space Marine is gonna be more up your alley.

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I mean ultimately the power weapon being activated is just sort of delayed gratification in a way

Its power at the cost of having to do a little power up animation before every attack (attacks if you spec into the weapon)
Honestly what he wants would also just be achieved if instead of needing to power the weapon for increased damage, its attacks were slower.

Hell thinking of which space marine 2 power weapons literally have charge up attacks for your power weapons where you charge and power them up more for more damaging attacks. Hell seeing the power sword in action in the game and uhhh well in terms of fighting your elite enemies darktide’s power sword is better than space marine 2’s
Our power sword here kills our equivalent to tyranid warriors much faster

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you will use that shovel and you gonna like it, reject

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