Warhammer 40,000: Space Marine multiplayer preview
We kick the tires on Warhammer 40,000: Space Marine's class-based competitive multiplayer component, and come away impressed.
To War!
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Jeff Mattas posted a new article, Warhammer 40,000: Space Marine multiplayer preview.
We kick the tires on Warhammer 40,000: Space Marine's class-based competitive multiplayer component, and come away impressed.-
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Nice to finally be able to talk about this now that details have been released. Keep in mind I am biased because I work on the project:P
The multiplayer is VERY fun. I'm a quake / quake 3 player, and it's the most fun I've had in a long time, probably because it's closer to that style of game. The assault marine is my favourite class, just because it plays so differently and the kills can be so satisfying. That being said, I've experimented with MOST of the builds, and they are all quite viable. Ultimately it comes down to your playstyle, the type of map, and the composition of opponents you are facing.
What I've noticed is that from map to map, a lot of people would actually switch up their class and loadouts (myself included), so there is actually quite a bit of variety to be had. It's a good sign that while finaling space marine, we are playing our multiplayer, instead of playing other games.
When the game gets closer to release and if people are interested, I'll post a guide of what a classes strengths and weaknesses are, and perhaps give an overview of the weapons and perks.-
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The heavy bolter is a favourite of many people here at work.
Devastators / Havocs are a little more cumbersome than the other classes (can't dodge roll as easily, has limited melee options) but have perks to increase their shields and damage resistance. When they are not setup, the heavy bolter fires slowly but can still be effective, when you setup, however, they absolutely MOW things down, the trade off being that they can't move and their rotation is a bit sluggish.
The plasma cannon is my favourite weapon,its primary fire behaves a lot like an arcing q3 rocket launcher and it's secondary fire is a charged shot that much like the older BFG, moves slowly and has a large blast radius. If it lands close to you, you will die. If you are in the outer edge of it's blast radius, it can still hurt your shields.
The lascannon is a powerful sniper weapon, it is probably the only weapon I did not use very often because it is a pure sniper / scoped weapon and I am not a huge fan of those types of weapons (just not my playstyle). I personally did not find it as useful as the stalker, but there were people on the team who could use it.-
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Any reason why executions aren't going to be included in MP? Seems like a good high risk, high reward action to take in combat if your enemy is low on health and you can close the distance.
Maybe an icon could pop up over their head, or some sort of indicator could show around their feet or around their name when they are down to 25% hp and no shields to indicate that they are eligible to be grabbed for one.
I could see like 3 guys cap a point, and one of them executes the last defender, or in TDM, the last man standing getting executed to close out the round.
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This is the only thing kinda sad that I've heard about the game. 8v8 will be good but we will need multiple sessions for sure to get everyone playing. It kind of worked for MNC around release time but it was never as good as getting the whole Shackbattle crowd into a single game like we can with CS:S or BC2. We regularly have queues even when the playercount is 24 or 32.
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It's your prerogative, but that will be very disruptive. The BC2 Shackbattle is very well attended and many people from ShackWest TF2 play in it. Then Friday is a TF2 Shackbattle on Guntersville. Currently many of the ShackWest crowd plays that one too, but I don't know if people will want to attend two TF2 nights in a row. I'm not sure what the outcome would be, i.e. will the other Shackbattles move to accommodate your change, or will everything stay put and attendance gets split.
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