Trailers: Warhammer 40k: Space Marine - Multiplayer Classes Trailer

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Negatempest

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May 10, 2008
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Sonicron said:
... Huh? No-one here yet to ***** about the 16-player limit?
Good. They're actually going with acceptable squad sizes. Me likey.

That said, I really hope the increased maneuverability of Assault Marines and Raptors comes with a significant trade-off of some kind, otherwise no ceramite plating in the universe is going to save the Tacs and Devastators from the incoming melee bumrape.
Depends on the maps as well. We don't know how much the maps is hallways vs open terrain.
 

Jodah

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Aug 2, 2008
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I keep jamming my fist into my monitor but they won't take my money!
 

Nurb

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Sonicron said:
... Huh? No-one here yet to ***** about the 16-player limit?
Good. They're actually going with acceptable squad sizes. Me likey.

That said, I really hope the increased maneuverability of Assault Marines and Raptors comes with a significant trade-off of some kind, otherwise no ceramite plating in the universe is going to save the Tacs and Devastators from the incoming melee bumrape.
I'll just throw in that 4-6 years ago, before companies took away dedicated servers, games were up to 32-128 player matches in games like the original ARMA. The company needs to worry about bandwith as the sole provider of multiplayer and a graphics heavy engine that limits how much it can render at a time so we've taken a step back to a decade ago when multiplayer of any kind was limited to 8-16 players.

People will have 2-5 years to enjoy it before the servers are shut down at least.
 

Weaver

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Apr 28, 2008
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I love Relic to death but I found this trailer to be a bit weak.
 

Lyri

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Sonicron said:
That said, I really hope the increased maneuverability of Assault Marines and Raptors comes with a significant trade-off of some kind, otherwise no ceramite plating in the universe is going to save the Tacs and Devastators from the incoming melee bumrape.
This has to be the case, otherwise assault marines and raptors both will tear up the multi player. Quite literally.
They'll have to limit their (forgot the legit term) jetpacks pretty heavily I would have thought and dropped their armour rating something fierce.

Otherwise...yeeah.
 

Karma168

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Notsomuch said:
No Scout Marines?
Scouts would die so fast it wouldn't even be funny, they would need loads of unbalancing abilities to be able to survive a fight with one of the other classes
 

Iron Lightning

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Oct 19, 2009
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This could work if it was properly balanced.

The assault marines/raptors would need a big cooldown on their jump packs and would need to be more vulnerable than the other classes (maybe a shot to their jump pack could blow it up, that would be cool.)

The devastator marines/havocs would need decreased movement speed and some setup time for their heavy weapons.

The tactical marines/chaos marines would just be your all-rounders.
 

evilstonermonkey

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Oct 26, 2009
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I can't wait to play a raptor. I wants me some twin lightning claws! I will be curious to see what the range of weapon loadouts is. Will Tac marines be able to switch between Bolter and Bolt pistol & close combat weapon? Will devs/havocs have a holdout weapon? From the video the only guys I saw with different weapons were the heavies which seems a little... boring really. And while I understand that the options for them were limited, 3 classes seems... not much.
 

TheMadTypist

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evilstonermonkey said:
I can't wait to play a raptor. I wants me some twin lightning claws! I will be curious to see what the range of weapon loadouts is. Will Tac marines be able to switch between Bolter and Bolt pistol & close combat weapon? Will devs/havocs have a holdout weapon? From the video the only guys I saw with different weapons were the heavies which seems a little... boring really. And while I understand that the options for them were limited, 3 classes seems... not much.
Assault class gets chainsword, power axe/chain axe(chaos), and Thunderhammer/Daemon Maul. they also get two reskins of the chainsword, one of which is the powersword, which is specific to special preorder stuff. They get a bolt pistol or plasma pistol as a sidearm, with a perk that allows them to replace that with a full bolter (held in one hand).
Assault can both jump, and charge forward with their jump-packs. The jump-packs are subject to a short cooldown, a perk can be taken to reduce this.

the Devastators get the Heavy Bolter, Lascannon, and Plasma cannon. I believe they also get a bolt pistol sidearm, and one of the devastators in the trailer can be seen walking with his bolt pistol visible on his leg. Devastators only melee attack is a stomp, he has two perks that enhance it (one for speed of execution, one for AOE and damage). All weapons have an alt fire that does something different (Heavy bolter sets up to increase fire rate, while pinning the user, plasma cannon charges up a more powerful AOE shot, lascannon scopes in for sniping).

Tacticals get Bolters, plasma guns, melta guns, Vengeance pattern grenade launchers, stalker-pattern bolters/daemon eye bolters(sort of a battle rifle kind of thing), and perhaps one or two I can't recall. They may or may not get a bolt pistol, I wasn't watching closely enough in the customization video. Tactical melee is covered by a combat knife, which has one perk related to it (increase damage). Tactical is said to be the only class that can perform the dive-roll evasive action, however I haven't seen an official source on that so it may just be heresy.

Each class has something like 12-15 class-specific perks, and an additional 12-15ish perks related to the weapons they carry. some of these appear to be earned through challenges. each weapon seems to have only one or two perks linked to it, you can only take a weapon-specific perk while equipping the weapon related to it. Two perks can be selected per loadout.

All classes share the grenade options, which are standard frag, blind grenades, and "Combat Stims" (not sure what they do). There are two layers of the life bar, one for "armor" (regenerates quickly when out of combat) and one for "health" (regenerates slowly when out of combat). Armor depletes before health, and some weapons do more damage to different layers (plasma gun does more damage the armor layer, for instance). regeneration of the health layer is specific to multiplayer. There is no "fury" meter, or fury related abilities, in multiplayer.

There is something on the order of 8-12ish unlockable custom loadout slots.

And of course, they tell us all of this is subject to change or tweaking before release.
 

evilstonermonkey

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Sweet zombie Jesus, someone knows their shit. You've really been keeping up on this one haven't you? Thanks.
I guess with that many class perks, weapon perks & probably a few generic ones there will be a fair amount of variation available, but only having 6 different guys still rubs me as small. It would be interesting to see if they have something like if you are a SM you can select a chapter for small bonuses, or chaos alignment for the CSMs. Though I think there will be a lot of Khornate Raptors for some reason... Or maybe not an god alignment thing but a traitor legion alignment. Iron Warrior, Night Lords, so on... Still, all raptors would go Night Lords or World Eaters, all Havocs would go Iron Warriors, etc... Bleh.
 

angry_flashlight

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Batsamaritan said:
I'm renting.

Lots of focus here on multi-player. What about single player? if this ends up like another call of juarez or fear 3 then i'll avoid waisting my money.
Does that do it for you? There's more on the game's Youtube channel if this doesn't take your fancy.

OT: My preorder looks like a worthwhile investment. Even if this game is only good for chopping up orks, at least it'll be better than Firewarrior (which I own, sadly :( ).
 

Sonicron

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Mar 11, 2009
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Soviet Heavy said:
It looks like the multiplayer will be about the size of a combat patrol mission. Sounds good for me, as long as the jump infantry are glass cannons (hit hard but can't take much damage).
My thoughts exactly. Also, I expect Devastators to be painfully slow powerhouses, and Tacs should probably have some increased endurance and superior versatility.

Nurb said:
I'll just throw in that 4-6 years ago, before companies took away dedicated servers, games were up to 32-128 player matches in games like the original ARMA. The company needs to worry about bandwith as the sole provider of multiplayer and a graphics heavy engine that limits how much it can render at a time so we've taken a step back to a decade ago when multiplayer of any kind was limited to 8-16 players.
I'm well aware of that. I remember playing "Joint Operations: Typhoon Rising", a PC FPS, with an average of about 90 players on a map at any given time. It was tons of fun.
I can't be sure, of course, but I suspect the severe reduction in online game player capacity is a trade-off for the online console network. I'm as annoyed at the virtual disappearance of dedicated servers as anyone, but I'm still glad I can use a console to play online now, not just my PC.

TheMadTypist said:
Two perks can be selected per loadout.

All classes share the grenade options, which are standard frag, blind grenades, and "Combat Stims" (not sure what they do).
Ah, so it's like in the XBLA game, "Kill Team". Only two slots for perks there as well.
As for combat stims, that doesn't really sound like a grenade, but like an internal function of the power armour; I suppose it'll manifest as some kind of temporary bullet time, speed boost, enhanced stamina or strength.
 

dancinginfernal

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Dusk17 said:
The game play looks rather...bad, it sort of reminds me of Too Human.
GiantBomb did a Quick Look EX of the game the other day. I honestly think it looks great, especially for a W40k game.
 

Karma168

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evilstonermonkey said:
Sweet zombie Jesus, someone knows their shit. You've really been keeping up on this one haven't you? Thanks.
I guess with that many class perks, weapon perks & probably a few generic ones there will be a fair amount of variation available, but only having 6 different guys still rubs me as small. It would be interesting to see if they have something like if you are a SM you can select a chapter for small bonuses, or chaos alignment for the CSMs. Though I think there will be a lot of Khornate Raptors for some reason... Or maybe not an god alignment thing but a traitor legion alignment. Iron Warrior, Night Lords, so on... Still, all raptors would go Night Lords or World Eaters, all Havocs would go Iron Warriors, etc... Bleh.
That actually sound like a really good idea. You could have the original legions with certain bonuses that reflect their style in the lore; world eaters gain melee boosts, Imperial fists get bonus when in cover, etc. Would add another layer to the customization rather than purely cosmetic.

Unfortunately this would be unbalanced for those who aren't using a preset chapter/legion. Unless they gave you the ability to select a 'chapter bonus' that gives you these perks it would render the customization pointless as everyone would pick one of the legions to get the perk.
 

Nikolaz72

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Apr 23, 2009
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GonzoGamer said:
Nouw said:
GonzoGamer said:
This one looks like it will be a keeper.
I'm still renting it first though. Everything 40K has been pretty disappointing over the past couple of years. Ever since 5th edition; or whenever they decided to ditch the Lost & Damned.
Even the Dawn of War games? Ah well, different people=different taste I guess.
I loved Dawn of War 1 (especially Dark Crusade: one of the best PC games of the last decade IMO) and Dawn of War 2 was really cool too but the expansions for 2 were really weak. They felt more like overpriced DLC packs than the robust expansions we got with DoW1. I didn't even bother with the last couple.
Soulstorm. I guess we can just act like it never existed <_<