Space Marine 2 // 7 Days of Solo - 7. Assault - Thunder Hammer - Lethal Difficulty, No Downs

Описание к видео Space Marine 2 // 7 Days of Solo - 7. Assault - Thunder Hammer - Lethal Difficulty, No Downs

And here we are - the final day of my 7 Days of Solo series, where every day this week I've been showcasing a different class on a different mission, all solo, all Lethal!

It's official - Assault is my favourite class. I picked Assault mainly for the final fight, where losing the use of your primary weapon can hurt a lot of other classes, but it ended up being just a strong pick overall. TBH, this wasn't my cleanest run, but it sure was fun, and the numbers don't lie - Assault can really put out the damage.

Zealous Blow setups really excel vs the Tyranids, where the hordes of gaunts fuel Ground after Pound, letting you take massive waves head-on. Even without Precision Strike, Majoris and Extremis can go down by sheer volume of Ground Pounds, your only weakness being Zoanthropes and Neurothropes - Kraks and Meltas are a godsend, but without them you'll have to get comfortable dodging their attacks while kiting a horde. Enraged Devourers are also a serious threat - getting some damage in between their bursts of 3 can be tricky.

Carnifex fights are something I still need practice with in melee, though with its attacks coming in pairs, I've started to parry the 1st, then dodge the 2nd for a gunstrike opportunity. Dodging into his charge attacks also seem a lot more reliable than trying to dodge to the side, setting up yet more gunstrikes. Otherwise, the attack windows aren't the biggest for a slow weapon like the Thunder Hammer, so picking your moments is key.

Anyway, thanks for watching! Hope you've enjoyed this series - solo runs can feel like a bit of a selfish project when there are friends waiting for games, so I thought it would be good to just get them all out in one go, and I felt like I learnt a lot about each class doing it this way. Missed out on some Helldivers updates as well while doing this series, so might be time to dive back in...

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Build:

I switch up my Ground Pound perks completely when going for crowd clear - ZEALOUS BLOW is the key perk, giving you insane recharge by killing crowds of enemies. Precision Strike's penalty to AOE size works against it, so I go with SMITING ANGEL for a little damage bonus instead - meanwhile PRIDE IN DUTY gives a chunkier bonus if you set up a Finisher first, easy enough when Ground Pounds often leave a Minoris alive with a gunstrike ready. With all that Ground Pound spam, ASCENSION damage really adds up too.

With all that AOE, CONSECUTIVE EXECUTION procs very easily, vital for getting Kraks and Melta Charges back for speedkilling Extremis. Even without an anti-elite nade, KNOWLEDGE OF THE ENEMY gives you an edge against them in melee, and the buff to Gun Strike damage in PROVEN EFFICIENCY can really shorten fights, while each Gun Strike will also give you armour back via ARMOUR REINFORCEMENT - key to Assault's survivability when in the fray.

With how many bullets the 'thropes can soak up, I go with the ammo variant of the Heavy Bolt Pistol - the reduced accuracy doesn't matter when their weakpoints are so massive. Meanwhile, I've taken the Fencing Thunder Hammer as usual, with the key perks to pick up being the Combo extenders and the Majoris damage.

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Chapters:

00:00 Intro
00:30 Advance to the Fortress
12:20 Carnifex fight
19:30 Reawaken the Consoles
30:10 Reach the Cannons
38:10 Activate the Cannons
50:45 Mission Stats
51:05 Build

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