Space Marines (Game)
Sgt. Nuker
22 Jul 2011
Wizard, on 22 Jul 2011, 10:46, said:
I do appreciate your point mate, but to actually code in the different TT/fluff combat doctrines and Chapter identities would seriously hamper both development time and I am sure be sheer hell to balance. There has to be a line drawn between the universe and the reality of recreating it in a playable game.
That's actually not what I was referring to. I meant the players themselves, not the actual coding of the game. There are those that will play this game to fill some need for combat or shooting and hacking, and the general what have you. That's what is a shame. The fact that these players won't know a particular chapter's/legion's modus operandi, and therefore will just pick either at random or whichever one catches their fancy and use it haphazardly.
Yep, I get too into 40k....
Side note: Grey Knights would be a wicked addition to Space Marine.

SquigPie
22 Jul 2011
I didn't see any Thousand Sons amongst the CSM chapter options. This saddens me :(
General
23 Jul 2011
SquigPie
23 Jul 2011
General
23 Jul 2011
I wasn't mentioning about Ward or something, I was on Grey Knights's awesomeness and potential

SquigPie
23 Jul 2011
General, on 23 Jul 2011, 12:41, said:
I wasn't mentioning about Ward or something, I was on Grey Knights's awesomeness and potential 

They stopped being awesome after he got his filthy hands on them. The new codex has turned them from Guts-level determined badasses into a bunch of Mary Sues who pimpslap the chaos gods everyday and commit things that are borderline heresy.
Edited by SquigPie, 23 July 2011 - 15:33.
Sgt. Nuker
23 Jul 2011
Have Grey Knights taken a bit of a dive? Guess I need to watch more TT Armageddon games then. Saw one two years ago where a squad of Grey Knight Terminators shrugged off repeated volleys from a Warhound class Titan.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
SquigPie
23 Jul 2011
Sgt. Nuker, on 23 Jul 2011, 19:31, said:
Have Grey Knights taken a bit of a dive? Guess I need to watch more TT Armageddon games then. Saw one two years ago where a squad of Grey Knight Terminators shrugged off repeated volleys from a Warhound class Titan.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
In crunch terms they're bordering on Overpowered. But in fluff terms they've gotten ridiculous. Want me to sum up the reasons?
Wizard
23 Jul 2011
SquigPie, on 23 Jul 2011, 18:56, said:
Sgt. Nuker, on 23 Jul 2011, 19:31, said:
Have Grey Knights taken a bit of a dive? Guess I need to watch more TT Armageddon games then. Saw one two years ago where a squad of Grey Knight Terminators shrugged off repeated volleys from a Warhound class Titan.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
Grey Knights would need a bit of a separate setup though, considering their special weapons, such as the Psycannon, and Nemesis force weapons. They're the counter-parts to "regular" Astartes weapons, but psychically enhanced, so they would probably do more damage and are much more effective at quelling the forces of Chaos.
In crunch terms they're bordering on Overpowered. But in fluff terms they've gotten ridiculous. Want me to sum up the reasons?
Separate thread/PM please.
SquigPie
24 Jul 2011
Sent it to Nooka, if anyone else wants it. PM me.
Edited by SquigPie, 24 July 2011 - 10:03.
Edited by SquigPie, 24 July 2011 - 10:03.
Wizard
24 Jul 2011
Libains
24 Jul 2011
Sgt. Nuker, on 22 Jul 2011, 23:20, said:
Wizard, on 22 Jul 2011, 10:46, said:
I do appreciate your point mate, but to actually code in the different TT/fluff combat doctrines and Chapter identities would seriously hamper both development time and I am sure be sheer hell to balance. There has to be a line drawn between the universe and the reality of recreating it in a playable game.
That's actually not what I was referring to. I meant the players themselves, not the actual coding of the game. There are those that will play this game to fill some need for combat or shooting and hacking, and the general what have you. That's what is a shame. The fact that these players won't know a particular chapter's/legion's modus operandi, and therefore will just pick either at random or whichever one catches their fancy and use it haphazardly.
That sounds like me, really. Tbh what interests me about this game is the overall genre, but also the game engine used - I already know how good it is for seamless hack-n-slash with a surprising amount of depth in it. At the end of the day, I enjoy WH40K, but I'm not going to know if they've made half of this stuff up or otherwise. I just like the basic premise. That, and I really want to play this game
Ixonoclast
24 Jul 2011
I'll enjoy Space Marine, but I had secretly hoped they would have incorporated more Power Armour functions. You could give the game some wicked Crysis-like functions that stay true to the fluff, stummers that reduce sound for stealth, medical support to heal the Space Marine, aim assist, overpowering certain parts of the armour, to increase armour, or give more power to arms or legs... stuff like that.
Ion Cannon!
24 Jul 2011
This is shaping up to be very nice, I like the level of customisation you can achieve.
Ixonoclast
24 Jul 2011
Sgt. Nuker
25 Jul 2011
"Beakie Helmets" should really only be for the assault marines. Granted "regular" Space Marines can use them and I've seen models with that version of helmet, but the most common usage of the helmet is assault marines. Wonder if there is a way for them to relegate which class uses which piece for customization.
Another thing that gets me, speaking of the level you can customize your marine to, is the Sergeants have a different colour helmet from other rank and file marines. For the Ultramarines, I know their Sergeants' helmets are red. I believe Blood Angel Sergeants' helmets are yellow (could be wrong). What I'm getting at is there will be those who get it wrong. Curse me being such a fluff addict!
Edited by Sgt. Nuker, 25 July 2011 - 04:17.
Another thing that gets me, speaking of the level you can customize your marine to, is the Sergeants have a different colour helmet from other rank and file marines. For the Ultramarines, I know their Sergeants' helmets are red. I believe Blood Angel Sergeants' helmets are yellow (could be wrong). What I'm getting at is there will be those who get it wrong. Curse me being such a fluff addict!
Edited by Sgt. Nuker, 25 July 2011 - 04:17.
Jinzor
25 Jul 2011
It would've been good to have had Scouts/Cultists for the sniper/stealth/fast but with weak HP role in multiplayer.
Wizard
25 Jul 2011
Ixonoclast, on 24 Jul 2011, 20:24, said:
I'll enjoy Space Marine, but I had secretly hoped they would have incorporated more Power Armour functions. You could give the game some wicked Crysis-like functions that stay true to the fluff, stummers that reduce sound for stealth, medical support to heal the Space Marine, aim assist, overpowering certain parts of the armour, to increase armour, or give more power to arms or legs... stuff like that.
Sgt. Nuker, on 25 Jul 2011, 5:15, said:
"Beakie Helmets" should really only be for the assault marines. Granted "regular" Space Marines can use them and I've seen models with that version of helmet, but the most common usage of the helmet is assault marines. Wonder if there is a way for them to relegate which class uses which piece for customization.
Sgt. Nuker, on 25 Jul 2011, 5:15, said:
Another thing that gets me, speaking of the level you can customize your marine to, is the Sergeants have a different colour helmet from other rank and file marines. For the Ultramarines, I know their Sergeants' helmets are red. I believe Blood Angel Sergeants' helmets are yellow (could be wrong). What I'm getting at is there will be those who get it wrong. Curse me being such a fluff addict!
Jinzor, on 25 Jul 2011, 12:24, said:
It would've been good to have had Scouts/Cultists for the sniper/stealth/fast but with weak HP role in multiplayer.
PS, scouts aren't actually faster than SM. They usually haven't undergone the full process of augmentation when they are initiates in the 10th. Trufax. Though stealth might have worked. I just don't think it was really within the aegis of their design for the game.
Edited by Wizard, 25 July 2011 - 12:07.
Ixonoclast
25 Jul 2011
Wizard, on 25 Jul 2011, 12:07, said:
That wouldn't have fitted with the way they went about combat design, based upon what we've seen of the SP. You get the rage bar, or whatever it is, that let's you pull of better moves and/or slow motion etc. Whilst I am all for making 40k games accurate to the fluff etc, that is a little bit too much. Not even the TT has those sorts of abilities.
The thing is, the fluff has. I remember a little story in a Space Marine codex about a Black Templar sending surplus power to his chestplate after he got shot by Ork artillery in the face.
But yeah, those features would be better for a shooter, than a hack´n´blow ´em up.
Edited by Ixonoclast, 25 July 2011 - 12:33.
SquigPie
25 Jul 2011
Ion Cannon!
25 Jul 2011
Wizard
25 Jul 2011
Ixonoclast, on 25 Jul 2011, 13:32, said:
Wizard, on 25 Jul 2011, 12:07, said:
That wouldn't have fitted with the way they went about combat design, based upon what we've seen of the SP. You get the rage bar, or whatever it is, that let's you pull of better moves and/or slow motion etc. Whilst I am all for making 40k games accurate to the fluff etc, that is a little bit too much. Not even the TT has those sorts of abilities.
The thing is, the fluff has. I remember a little story in a Space Marine codex about a Black Templar sending surplus power to his chestplate after he got shot by Ork artillery in the face.
But yeah, those features would be better for a shooter, than a hack´n´blow ´em up.
Ignoring your argeement in the last line. Fluff and gameplay are two separate things. It is/would be simply impossible to incorporate every single piece of fluff in a game. It would make things ridiculously complicated. Leave fluff to forum arguments and backstories.
Liten
10 Aug 2011
Quote
Originally Posted by THQSledgehammer
This is an official thread and I ask that everyone point users this way if they fail to use the search function of the website.
Co-Op Details:
I will update this thread with all the Co-Op details when we release them, so please stop speculating and confusing users with false info.
Thanks
THQSledgehammer
Space Marine, Darksiders & Devil's Third Community Manager.
This is an official thread and I ask that everyone point users this way if they fail to use the search function of the website.
Co-Op Details:
- Space Marine will have Co-Op added in 30 days give or take after launch.
Why? We wanted to polish up the Co-Op aspect of Space Marine. - The GameStop Co-Op call out was old information and we have a nice slate of info to cover all your Co-Op needs.
- Everyone who purchases Space Marine at retail (brand new) will get Co-Op for FREE. If you buy the game one year from now the Co-Op option will still be Free as long as the game is sealed brand new from retail.
I will update this thread with all the Co-Op details when we release them, so please stop speculating and confusing users with false info.
Thanks
THQSledgehammer
Space Marine, Darksiders & Devil's Third Community Manager.
Sauce: http://forums.steamp...d.php?t=2048946
Space Marine forum thread: http://www.spacemari...rums/topic/2547
No co-op for the initial release, all I can say is: Relic, I am dissapoint. Atleast we will finally get some info on the Co-Op, and it will be free of charge unlike some other companys addons. Hopefully it will be worth the wait

Edited by Liten, 10 August 2011 - 20:38.