Best Builds After Patch 4.1 – Your Class Mastery Guide for Operations in Space Marine 2



Patch 4.1 made some sweeping changes to the entire game. Here’s the TLDR guide for dominating multiplayer operations up through Lethal difficulty with every class in Warhammer 40,000: Space Marine 2. We’ll cover everything for the builds: class perks, weapons, weapon perks, and combat roles. Everything in one place to make it easy.

Spreadsheet for Making Good Decisions:
https://steamcommunity.com/sharedfiles/filedetails/?id=3342567260

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00:00 – Intro
00:17 – 2 Notes
01:12 – Assault
07:34 – Vanguard
13:42 – Heavy
20:52 – Bulwark
27:13 – Sniper
33:59 – Tactical
40:34 – Final Thoughts
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Embody the superhuman skill and brutality of a Space Marine. Unleash deadly abilities and devastating weaponry to obliterate the relentless Tyranid swarms. Defend the Imperium in spectacular third-person action in solo or multiplayer modes.

Fight the enemies of Mankind as Lieutenant Demetrian Titus in this sequel to 2011’s Space Marine, and prove your loyalty once again as you are reinstated to the Ultramarines. Hold at bay the horrors of the galaxy in epic battles on far-flung planets and uncover dark secrets to drive back the everlasting night.

Dive into a war of galactic proportions! Enjoy intense, gory and fast-paced third-person action with hundreds of enemies on screen, and purge the relentless Tyranid swarms made possible by Saber’s trademark Swarm Engine.

Jump in endlessly brutal and replayable PvE and PvP modes as your own Space Marines, unlocking new skills and cosmetics the more you play! Fight as one of six unique classes, unlock up to 25 perks for each class, add perks to each of your weapons, and customise your appearance with a huge array of armour and weapon cosmetics!

Toss a Coin:
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38 thoughts on “Best Builds After Patch 4.1 – Your Class Mastery Guide for Operations in Space Marine 2”

  1. I have a question. If the Heavy Bolt Rifle, which I am leveling now just because it is cool, has headshot multiplier of 1.0
    Does that mean it has NO headshot multiplier, only what comes from perks?
    I mean, 10 * 1,0 is kinda still 10.
    So does it only count the "Headshots deal X% more damage" perks in weapons and class trees, and besides that has no headshot multiplier?

    Just struggled with this one.

    I need to sit down on this and calculate how the rate of fire translates to DPS, I'd like a good comparison of Bolt Rifle and Heavy Bolt Rifle. Two of my fav weapons in the game. But I DO NOT run granade launcher as its broken as hell. Really I need 20 shots to the head, and dude just drops 2 granades in 2 seconds and done.

    Being an emperors angel should be hard, not easy!

    Thank you for the video, as always!

    One more question – is there a good way to analyze SPREAD of weapons? I mean when I shoot a wall it does not leave bullet holes I think? How I am to compensate for recil effectively if I can't see the recoil in action?

    I just look for the perfect "squeeze" to "click repeatedly" trigger balance at different ranges. Like how do I know exactly if my spread at trigger held down is still hitting the head and not 50% of bullets going wild? How do I know exactly when to release and then re-push trigger? You can see a bit, but not exactly.

    in CS you shoot the wall and see how to compensate, anything similar here? (love the game)

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  2. The "Instant Health" perk on the Las Fusil will heal you up to full health and therefore it is extremely "world altering" in terms of gameplay. I dunno why it does (because the tooltip says it only heals 5%) but for anything but boss fights you will never need a single med pack even on lethal. Just kill a bunch of small enemies when you are below 30% hp with one shot and BOOM – full health again and it didn't even cost you ammo.

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  3. Since the new BA Codex, I can't play with Corbulo on the tabletop any longer. But I can play him in SM2! I just finished leveling my Vanguard last night to 25 with your previous video build. Tons of fun, thanks!

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  4. As far as weapons go, use the weapons you enjoy using and be good with them. Yes there may be better weapons, however that doesn't mean you're going to enjoy using them. So my opinion is use the weapons you find fun and enjoy using even if they aren't " The Best Weapons In The Game ". For example I really enjoy using the Bolt Sniper Rifle on my Sniper, instead of the Las Fusil. Yes I know the Las Fusil puts out way more damage, however I like using the Bolt sniper more.

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  5. In theory if auto bolt rifle and heavy bolt rifle were simply to get a 1.5x headshot multiplier like bolt rifle does would they at least become viable/usable or no as they have more glaring issues?
    P.S. I did kinda enjoy my time with heavy bolt rifle running around with a nice 64 bullets and decent accuracy in relic tier

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  6. For Assault: I usually use Ground Pound to initiate a fight so using the 20% damage on longer prep is fine but I wouldn't mind trying the perk on finishers. The prep perk 1 shots Rubricks and puts Warriors into a 1-3 heavy bolt pistol shots away from execute. All of Assaults class perks are bad. I am using the reload one only because Ascension pushes enemies away when I want them clumped up. For the pistol, I like the extra non-scope spread reduction and the 10% damage at any range on the heavy bolt pistol because 'thropes. Having your HBP doing point blank or contact shots with less spread on a Warrior while being able to see the 2 Lashers at opposite 75° angles on either side behind the Warrior is nice when wanting to parry the Lashers. More vision means more combat awareness means I can make better decisions that let me live longer. Assault has bad or dumb perks scattered throughout their tree and doesn't come online until later but it really delivers some fun!

    Edit: kill 'thropes more gooder.

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  7. does armor of contempt even work? it the second perk and sometimes I see the aoe clearly hitting the enemies and sometimes it doesn't even proc when I'm blocking ranged dmg. I think it may be bugged. its a bulwark perk

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  8. Look man it’s a fun game and lethal even tho broken atm in certain things and kinda buggy. If they would just increase the amount of enemies rather than the strength It would make more sense in the plot of demigod soldiers.. rn while I don’t feel weak per say I don’t feel like a space marine either

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  9. I've been doing some testing on the Plasma incinerator's charged shots on tactical. Testing with tacts plasma perk. I've been testing with the venting and rate of fire variants. All tests have been done against ranged Tyranid Majors, and ones that are alone, and on Ruthless difficulty.

    1) Venting = shot 1 is 106, shot 2 is 106, shot 3 is 106, shot 4 is 137, and shot 5 is 137.
    2) RoF = shot 1 is 106, shot 2 is 137, and shot 3 is 137

    Here is the weird thing. I'll do the 3 shots with the Rof version, and that is the max it can do before needing to cool down. I'll then die and look at the dmg numbers on the endgame scoreboard. It displays 308, and that doesn't add up to the individual numbers tested. 380 (the total) =/= 308 what is shown.

    It is the same with the venting version too. I'll do 3 shots with this version, and that is too equally compare to the RoF version, and it is also the same point of putting the target into execute (3 charged shots). The total after 3 should be 318, but I actually get the same 308 on the scoreboard. 318=/= 308.

    Is there some weird damage drop off for charged shots? Is there some kind of cap of damage before being put into execute? Help me make sense of it.

    EDIT Also I use almost the same build as the one in this video, except I take 10% more charged shot damage instead of 15% venting speed.

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  10. I had like a 30% completion rate on lethal with all classes but one and that one changed my success rate to 90b. tactical with the grenade bolter and the auspec perk for longer time 12 sec and the one that adds additional 100% damage but reduces the duration by 4 secs and the one that lets you regain ammo for the grenades by getting executes on majoris or higher made lethal dare I see easy …. Any other class and I’m fighting for my life and struggling to survive and constantly avoiding heavy attacks as the sniper majoris with venom guns basically force you to parry dodge quick attack your way through the whole mission …..
    I pray they don’t nerf this bc it is by far the strongest load out in the game
    -The emperor protects

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  11. It's really frustrating that some perks are simply bugged, or some weapons strangely don't apply headshot multipliers for inexplicable reasons.

    Instead it takes autistic dataminers and tutorial videos to painstakingly figure all this nonsene out.

    Reply
  12. For lethal and heavy I NEVER take off the squad perk (pick up with full health.)

    That's all team mates res'ing you or others with full health.

    That's a game changer and run saver with a mortal wound. Pick up (and if a sniper does invis pick ups it's 100% health with invis.)

    Can't beat it.

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  13. I find it very ironic that when you were addressing the bulwark and the assault class and their unique weapons only available to them you said to automatically choose them because they were for their kit but when you went to the sniper class you had the audacity to say that the stalker bolt rifle was better than the energy rifle which is absolutely ridiculous the energy rifle is far and away the best option for the sniper class better perks more power more survivability end of story.

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  14. Im not here to be mad that you find tactical boring but for someone who has almost 50 hours on him i will say your build is pretty impressive. However i would prefer the extra 1-2 nades if you went the bottom row of the skill tree where you find one more perk that gives you 15% more mag capacity. Anyway good luck and enjoy ❤.

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  15. Thanks for the informative video, I appreciate the strong opinions. I think it would be helpful in future videos to go over the "bad perks" instead of skipping over them, just to quickly explain why they are bad and why we shouldn't take them. Also I don't them memorized.

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  16. Far too many perks in this Game feel like you are picking the least worse perk. Outside of one or two classes, most of the perk system needs to be reworked by not the person originally in charge of it. There is so much missed potential that could add a great deal to moment to moment gameplay. For example, what if a perk for a Vanguard was as simple as grapple to a Majoris and execute or grapple and do a pistol busrt fire on all nearby enemies. Even a perk as simple as increases melee attack speed by 50% for 5 sec or double attack or shot on condition.

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