Nephaston Posted September 3 Author Share Posted September 3 Yeah the jump packs are another example of SM2 kinda being three games stapled together. I especially miss the hover you get in the campaign and pvp when using your guns mid jump. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6130839 Share on other sites More sharing options...
Alby the Slayer Posted September 4 Share Posted September 4 Do we know the price for season pass 2 and when it will be available? It's strange but I can't seem to find these infos anywhere. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6130854 Share on other sites More sharing options...
Ramell Posted September 4 Share Posted September 4 3 hours ago, Alby the Slayer said: Do we know the price for season pass 2 and when it will be available? It's strange but I can't seem to find these infos anywhere. https://x.com/Focus_entmt/status/1963538825969389801 5PM UTC today, no word on price but I'd guess the same as the first one? Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6130875 Share on other sites More sharing options...
Nephaston Posted September 4 Author Share Posted September 4 Patch is live. Remember to restart steam if you're on PC Â PATCHNOTES Xenith and NTaW 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6130902 Share on other sites More sharing options...
Xenith Posted September 5 Share Posted September 5 Time to boot it up! Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6130974 Share on other sites More sharing options...
NTaW Posted September 5 Share Posted September 5 Combi-melta and xeno blade are both 300 of the new currency. I played a normal difficulty stratagem operation yesterday and got 5 of the new currency. Â Guess I'll be dialing up the difficulty for this grind. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131011 Share on other sites More sharing options...
Ramell Posted September 5 Share Posted September 5 33 minutes ago, NTaW said: Combi-melta and xeno blade are both 300 of the new currency. I played a normal difficulty stratagem operation yesterday and got 5 of the new currency. Â Guess I'll be dialing up the difficulty for this grind. Try the weekly missions at the bottom. They give 150 for normal, 200 for hard. dienekes96 and NTaW 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131013 Share on other sites More sharing options...
dienekes96 Posted September 6 Share Posted September 6 I haven’t tried a hard weekly Stratagem yet, but my son said his first try was an early fail.  No worries.  Figured I can get 175 points a week with the 150 weekly normal, and then 5 Normal runs.  Take awhile to get the 1800 points for the six weapons (3 months), but that’s okay.  I do figure there will be new rewards (requisitions) with a few of the patches, but it sounds like you can get most of the stuff if you just play the normal modes diligently.  And maybe the occasional Hard Weekly will be doable with the right modifiers! Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131123 Share on other sites More sharing options...
Dr. Clock Posted September 6 Share Posted September 6 It does seem like the rewards for daily strats should increase a bit. Getting 1.6-3.2% of a weapon per operation feels pretty terrible. For so few Accolades, you're playing them mostly for the challenge or interest, and the drawbacks often seem too severe to make them 'fun' on their own merits.  The unkillable lictor in the dark was super fun, though...  Also axe is getting pretty fun and I'm only at purple... It's gonna be a complete terror at gold, methinks. Didn't expect it to feel so light... but I'm not mad about it. Basically 'knife but easier'. I've gone top line for infinite whirlwind and Khorne is pleased.  Just one op with pyrecannon so far, haven't done the blaster. Pyrecannon is cool, but looking forward to the higher levels as it was somewhat anemic at the basic level obviously... Good thing plasma pistol is good enough to be the main weapon on substantial lol.  I didn't get year 1 pass so have only Raven Guard and White Scars packs... I have got year 2, though, cuz now that we're through the Ultras and Wolves it all looks like things I want this year... I was gratified to see the Subjugators in the Fists pack so that's what I'm rolling with right now, and the Fist armour sections are all pretty slick : )  Cheers,  The Good Doctor. dienekes96 1 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131128 Share on other sites More sharing options...
dienekes96 Posted September 6 Share Posted September 6 I made a Crimson Fist for Tactical, pretty chuffed.  yeah, I think that the Daily Normals should probably be 10-15 points, but I think this is their way of pushing up playtimes.  You are absolutely correct that the other rewards for Stratagems aren’t great…lower regular points or xp, and the armory data is the middle one.  Thank goodness the weekly Normal is 150. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131130 Share on other sites More sharing options...
darkhorse0607 Posted September 6 Share Posted September 6 Yeah, I don't mind how hard the Hard Strategems are, haven't done the weekly Hard yet though because that looks a bit too much, but in general I think they either a) need to buff the amount of Accolades you get to maybe 10 for Normal and 20 for Hard, or let you grind them out multiple times a day  That being said, I've been disconnected so many times due to the N-2 server error after patch 10 launched I might as well just uninstall the game at this point  Flamers are cool but I wish people wouldn't fire them into their teammates when they're meleeing an enemy because it's impossible to see Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131141 Share on other sites More sharing options...
Alby the Slayer Posted September 6 Share Posted September 6 I did the weekly hard and it's pretty insane, can't think about other maps like the one with the heldrake with stratagems. Â It's going to be pure carnage. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131144 Share on other sites More sharing options...
No Foes Remain Posted September 7 Share Posted September 7 (edited) Did the weekly normal and no way is that 30 meters sight range, I also had a issue with the background effects keep flicking on my screen and I eventually started to get a headache about halfway through (as did the friend I was playing with) so I think I'll be giving that modifer a miss from now on. Â I do agree with those who have said they needed increasing the rewards for the stragagem missions, as it feels like a hard slog to get enough for the rewards. Â I will also say, I've yet to complete the new Operation. The Vortex beast is just , I despite Souls-like gameplay and difficulties and this boss fight feels like it too much for me. Edited September 7 by Lord_Ikka dienekes96 1 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131188 Share on other sites More sharing options...
Bloodwraith Posted Monday at 11:28 AM Share Posted Monday at 11:28 AM I am disappointed that the Imperial Fist pack left off the Executioners. Hands down one of the coolest and most brutal loyalist chapters out there. Dr. Clock and Pertinax 2 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131287 Share on other sites More sharing options...
Dr. Clock Posted Monday at 02:12 PM Share Posted Monday at 02:12 PM (edited) On 9/7/2025 at 4:39 AM, No Foes Remain said: The Vortex beast is just , I despite Souls-like gameplay and difficulties and this boss fight feels like it too much for me. Yeah it's pretty intense. We got it down to like 1 health and I grappled in as vanguard to finish it, but the grapple mis-targeted to one of the tentacle clusters so I just got beamed to death. It's cool to have a proper Chaos boss fight though and it'd be alot easier if I weren't still learning how to fend off Spawn at the same time. It's insane how different Chaos feels in general with a burly melee Majoris in the mix, but it does feel actually just harder than Nids now.  So yeah - we always just get to the boss fight a bit more scuffed than we 'should' considering the size of the wrench that Spawn have tossed in my works. Doesn't help a tonne that most people are grinding one of the new weapons as well so everyone's a bit more limp on the attack. Noticing people are blinding me with flames less now so I guess it's a start.  All told I think it's a successful addition to the game, I just wonder if it was a good idea to make the hard Stratagems based on the maximum difficulty, which on its own is out of reach of most players on a good day. I'm convinced that the way to beat the Hard strat this week is to just sprint through the level as much as you can... but at least one player always seems to get bogged down hopelessly, and alot of people haven't learned how to duel or even dodge Lictors very well.  Quote left off the Executioners.  Seems like Dark Hunters axe is as close as we can get for now... I was super chuffed when Storm Lords got their symbol added... I'd been using Revilers skull for them until the Scars pack, but having the right symbol definitely hits different.  I figure by the time the get through the Legion Chapters and the whatever number of successors' colours for each, they can just release 'all the other chapter symbols' as its own little cosmetic pack. Hopefully we also get some camo armour patterns at some point too for additional Badab weirdness.  Cheers,  The Good Doctor. Edited Monday at 02:23 PM by Dr. Clock Dark Hunters discussion Dalmyth and No Foes Remain 2 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131307 Share on other sites More sharing options...
darkhorse0607 Posted Monday at 07:26 PM Share Posted Monday at 07:26 PM (edited) 5 hours ago, Dr. Clock said:  I'm convinced that the way to beat the Hard strat this week is to just sprint through the level as much as you can  Yeah, I've done all the missions on Absolute (barring Vortex), have done a few of the Hard Dailys but the Hard Weekly is something else. Gave it a few tries and decided to take a break, I might go back later in the week but I don't love the idea of basically having to just sprint through the level while continually getting hit by apparently every Termagaunt on the planet  Soloing Extremis is expected, maybe even Terminus would be fine. But doing that with 50-100 minoris on screen on Absolute is a bit much  They said there's a hotfix coming so we will see what that brings Edited Monday at 07:29 PM by darkhorse0607 Dr. Clock 1 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131389 Share on other sites More sharing options...
Dr. Clock Posted Wednesday at 05:56 PM Share Posted Wednesday at 05:56 PM On 9/8/2025 at 3:26 PM, darkhorse0607 said: 50-100 minoris on screen on Absolute Earlier I was referring to first weekly, but I tried this week's Hard a couple times last night with max-leveled Bulwark and Xenophase and it was alot of fun and felt achievable, just that it definitely accentuated people's mistakes in wargear and character selection.  In first try we had a vanguard who just died way too frequently - me and the Tac we were able to push through alright until the end of the first burrow-hole area, but they were inexperienced enough to not understand that you don't close the doors behind you going into the stairs afterward so we got mobbed from behind by a Ravener, Biovore and requisite million gaunts.  Then in second run (different players) the Tac player chose... an under-leveled flamer. That time the vanguard was alot better though, and we got through the generator room only to be killed through the walls by a Neuro spawn in the tunnels right after. Basically if Neuro scream touches you this week, you are dead.  But seriously folks - if your primary is going to struggle to get more than 5k damage (Tac flamer got like 4300 damage, meanwhile xenophase rocked out 13.5k), leave it at home if attempting a Hard weekly strat! If you're not using a gold weapon and level 25, you're just asking other people to carry you, and that's just... not a thing in these weird situations where everyone's under pressure. I'm happy to carry people to some extent through Normal or Ruthless or whatever, because I was indeed the person asking for carries to get used to Ruthless and Lethal... But Absolute really is NOT for everyone, and I know this because it is barely for me sometimes, and that's after 500 hours.  TL;DR I wish people would get the message that the weekly Hard is designed to be a very difficult test of your BEST loadouts, and you will need to adapt your play patterns to account for the differences - Weeklies just are not a good venue for levelling up your weapons or character, and it's kinda rude to show up expecting a carry in that circumstance as a result.  Cheers,  The Good Doctor. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131654 Share on other sites More sharing options...
Northern Walker Posted Wednesday at 10:10 PM Share Posted Wednesday at 10:10 PM I'm not massively enjoying the stratagems, they don't seem that well thought out. I've done all the prev levels on absolute but some of the modifiers are artificial difficulty rather than any test of skill. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131668 Share on other sites More sharing options...
SvenIronhand Posted Thursday at 06:47 AM Share Posted Thursday at 06:47 AM 8 hours ago, Northern Walker said: I'm not massively enjoying the stratagems, they don't seem that well thought out. I've done all the prev levels on absolute but some of the modifiers are artificial difficulty rather than any test of skill. They did say a long while ago there wasn't much more they could pump the difficulty up without it being unfair. I guess they found their threshold and exceeded it. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131685 Share on other sites More sharing options...
Nephaston Posted Thursday at 10:59 AM Author Share Posted Thursday at 10:59 AM Fresh Hotfix. More Accolades per daily mission, slight re-jigging of the power axe, and shield bashing no longer stun-locks terminus enemies, amongst other things. darkhorse0607 and Dr. Clock 2 Back to top Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131702 Share on other sites More sharing options...
Dr. Clock Posted Thursday at 02:05 PM Share Posted Thursday at 02:05 PM Well - it's something!  Combi-melta is back at top of my list if I can reload it with perk : )  The power axe heavy attack will feel better now I warrant... And it might almost make sense to make it balanced between heavy and light attacks since it's kinda boring building it only top or only bottom.  For 10 Accolades I can see doing normal strats on the daily... 15 seems more realistic, and Hard should be 25, but I understand that for many people these aren't the only relevant currency left in the game lol.  1/3 health instead of 1/4 for Suboptimal State is most welcome.  Cheers,  The Good Doctor. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131714 Share on other sites More sharing options...
Marshal Reinhard Posted 23 hours ago Share Posted 23 hours ago On 9/11/2025 at 4:05 PM, Dr. Clock said: 1/3 health instead of 1/4 for Suboptimal State is most welcome.  Cheers,  The Good Doctor. That's small increment was what was needed for me to clear the mission. Mind, it was still really tough, and i lost more times than i'd like to admit, even if i pulled poorly on the teammate lottery most of the times. Link to comment https://bolterandchainsword.com/topic/386603-space-marine-2-year-2-roadmap/page/2/#findComment-6131795 Share on other sites More sharing options...
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