Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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Basic Guide to PvP
By AVI★
This is a guide that will brush over the basics of PvP and give you advice for all classes. This is intended to be an easy to understand, quick to read guide that will teach you the essentials of every class and the 3 gamemodes currently available. If you are new to this game's PvP, I recommend this.
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PvP Gamemodes Overview
This part of the guide is for those who don't understand the gamemodes. If you already get the gist of the 3 gamemodes currently available in PvP, you should skip this section.

Seize Ground
Seize Ground is a gamemode in which 3 control points are on the map. Your team can capture these control points by standing in them for a few seconds, with no enemies interfering. The enemy team can do the same.
If a team captures a control point, that team will start to slowly gain points. The more control points a team owns, the more points they will gain overtime. The first team to reach the point limit wins. Your goal is to capture control points for your team, defend those control points, and take enemy control points.

Capture and Control
Capture and Control is a gamemode that's almost identical to Seize Ground, with 1 big difference. Instead of 3 control points, there is 1 big control point that occasionally moves around the map. Keep in mind, a control point will not gain points for either team if the control point is contested. A contested control point is a control point that has at least 1 player from both teams on it. The moment an enemy steps on your control point or vice versa, the control point no longer gains points until the enemy steps off or dies. If you can't capture the control point, try to stay in it and just survive, this will contest the point, preventing the enemy team from gaining points and giving your team time to catch up to you and support you.

Annihilation
Annihilation is the simplest game mode of the 3 currently available. Kill enemy players to gain points, 1 point per kill. The first team to 50 points wins. Run around, try to die as little as possible, and try to get as many kills as possible. Playing carefully is recommended, every time an enemy kills you they are 1 step closer to victory.
General Tips for All Classes
While all classes have their own specialty, there are some general tips that will help you out with all classes. General game sense, tips and tricks and whatnot.

When You Should Attack
If you play a bit over-confidently, you might charge straight ahead and start shooting the moment you see a bad guy. However, you can get totally screwed over if you attempt to charge forward at the wrong time. When you see a bad guy, first, consider your situation before charging ahead. There are many factors that influence when you should or shouldn't attack when you see a bad guy, and most of these factors are shared across all classes. You should only go ahead and attack when you think you have the advantage. Here's a short list of some of the most important things to consider before pulling the trigger.
  • Is the enemy distracted?
If an enemy is distracted, for example, they're shooting at someone different and they are looking away from you, this is a good sign for you. However, keep in mind, even if the enemy is distracted by someone else, if you get their attention, they may quickly swap attention to you. So once you do pull that trigger, kill him quickly! Staying out of the enemy's vision also helps keep you hidden until you're ready to attack. If they're shooting someone next to you and you jump out of cover to start running towards the bad guy, they're obviously gonna notice you and will start shooting. Stay out of their vision, and watch them closely to see if they are focusing on someone else or something else.
  • Is the enemy injured? Are YOU injured?
This one is pretty self explanatory. If you see an enemy, take note of your health and the enemy's health. The best situation is when they're heavily injured and you're at full health. If you see an enemy while you're low on health and they're at high or max health, you should really get out of there. Even if you surprise them there's still a good chance they'll kill you, or their teammate will.
  • Is the enemy alone?
An enemy that's alone is easy pickings. An enemy with a friend by his side could be troublesome, 3 or more and you definitely shouldn't attack, at least not by yourself. Numbers matter, if you've got 4 teammates by your side, running into 3 enemies isn't anywhere near as much of a problem as running into 3 enemies when you're alone.
  • What resources do you have?
By resources, I mean things like ammo, grenades, and an ability ready to use. If you're super low on ammo, have no grenades, and your ability is on cooldown, you should be careful when engaging enemies.

Of course, every fight is unique, sometimes you will come across a great opportunity even if the enemy has SOME advantages. Sometimes you'll be low on health but see an enemy that's one shot away from dying so you should attack. Sometimes you'll see an enemy that's distracted but they're surrounded by teammates so you shouldn't attack by yourself. This list isn't a set of concrete rules, but rather guidelines you should keep in mind and ask yourself before you engage an enemy. Just use your wits and think about these guidelines and you'll be surviving a lot more often.
This is a great time to attack.
This poor guy here is distracted, shooting my teammate who's far away from me. He's injured because he's been shot quite a few times during this fight with my teammate. He's alone, straying too far from his own teammates. And I have max health.

This is a terrible time to attack.
There are three enemies and i'm by myself, meaning i'm outnumbered. None of them are distracted. In fact, one of them is already aiming at me! They're all at max health. You may get a false sense of confidence from the fact that only one of them seems to see me, but enemy players usually aren't completely blind and deaf. They'll hear me slam on the ground and they'll hear their teammate frantically shooting, so since they aren't distracted they will turn around and see me right there on top of their teammate. I'd have to seek the better side of valor this time. Which is to say, I need to get the hell out of here!!!

Positioning
Part of getting an advantage in a fight is good positioning. Your position in the map is very important in fights! A good position has lots of good cover, is out of sight as much as possible, and gives you a good angle to shoot bad guys walking by. A bad position is right out in plain sight, doesn't have much cover at all, and you don't have many good angles to shoot bad guys. Keep track of your position when you're moving around the map. Think about where the enemy could shoot you from, the spots enemies will typically come out from, and how hard it would be for an enemy to see you.
This is a pretty good position.
The red arrows represent places where the enemy could shoot me outside of my effective range. The orange arrows represent places where the enemy could come from. The yellow arrows represent places where my teammates could come from. Of course there are always exceptions, but it helps to keep things like this in mind when you're trying to find a good spot to hold out for a moment. Overall it's a pretty good position. I just need to keep track of the 2 red arrows, and if i start getting shot then I just roll in the opposite direction over the wall.

This isn't a very good position.
This one doesn't require much explanation. It's too open, I don't have a good angle on any potential places enemies can come from, and worse, there's snipers visible right there! Plus, there could be other enemies out of sight or too far away for me to reasonably attack. I could be attacked from all kinds of angles! If i were to be attacked from any of those angles, it'd be way too difficult to get to any sort of cover.

What kind of weapons do you have?
This one is fairly short. Every class has weapons that can change how you should play. Some weapons benefit from staying far away, like sniper rifles. Some weapons encourage you to engage at medium range, like an auto bolt rifle. Some weapons force you to get very up close, like a melta rifle or multi melta. Depending on the weapon you have, keep track of your positioning and make sure your position matches your weapons. A Tactical class with a Melta Rifle shouldn't be charging straight into battle, he should be staying in close quarters areas, making good use of his high-powered but low-range weapon. A Sniper class with a Bolt Sniper Rifle shouldn't be staying in those close quarters areas, that weapon has very high damage and range, but it's not great in very close quarters areas as it requires precision and has a low firerate, he should be in open areas or far away, taking advantage of his long range and great accuracy.

That's about all of the general tips I can give you that apply to all classes. Let's get into the specifics of how to play every class in PvP!
Tactical
Jack of All Trades

CLASS STATS:
Mobility: D
Health: A
Damage: S


The Tactical class is fitting for any situation. He does not particularly excel in any one skill, but he has a great rounded-out kit fit for any situation like a swiss army knife. His mobility is the worst of the classes, but not by much. He has the same run speed as every other class, but does not have defensive options like the Bulwark's shield or the Heavy's Iron Halo, and does not have mobility tools like the Vanguard's grapple or Assault's jump pack. He makes up for this by having great firepower, a good ability and 3 shield pips to help tough out fights. The Tactical is the only class that can hold 2 grenades instead of 1.

Special Ability: Auspex Scan
  • The Auspex Scan is used by pressing Q. When used, it will create a big bubble in the place your crosshair is pointing to. Any enemies that touch this bubble will be highlighted through walls for a long while, and will take extra damage.
  • You can use the Auspex Scan on big groups of enemies that are pushing forward, making their push significantly weaker as they will be visible through all cover and will be slightly weakened. This scan can even reveal cloaked Snipers, nobody is safe from this scan. Revealing enemies is not only useful for you, but your team as well.
  • This ability has a short cooldown and has a huge bubble, so use it often whenever someone is trying to get away, a group of enemies are pushing forward, or when you wanna check around a corner to see if anyone is passing through. The information given to you through these highlights is invaluable. It can tell your team crucial information that can determine whether you should push forward and fight or run away.

Weapon Overview
The Tactical class has a huge variety of weapons. Long range weapons like the Bolt Rifle and Stalker Bolt Rifle are great for longer distance engagements. Short range weapons like the Melta Rifle and Bolt Carbine are great for cramped closer quarters areas. The Tactical class can also hold 2 grenades when every other class only has 1. This may not sound like much, but an extra grenade is actually a huge deal. The shock grenade is fantastic for Tactical, and having 2 at any given time is absolutely mental. Tactical's damage output (without needing any ramp-up like the Heavy Bolter) paired with his 2 grenades and scan ability make his overall damage S tier from my experience. Make no mistake, an enemy Tactical player is a huge force to be reckoned with. Tanky, fast, high damaging, and with seemingly endless grenades.
Assault
Hit-And-Run
CLASS STATS:
Mobility: S
Health: D
Damage: B

The Assault class is no doubt a Hit-And-Run type of class.The name of the game is surprise, speed, and violence. Crash down from above on some unsuspecting soul, beat the devil 'outta em, then get outta there ASAP before his buddies come to avenge him. Getting a kill as Assault is easy. The problem is escaping with your life after that.

Assault has the best mobility in the game bar none, just keep very careful watch of how many jump pack charges you have. He has the lowest shield in the game, tied with Vanguard and Sniper, and he does not even have a primary weapon. However, he still does good damage.
Assault very much relies on his melee as his main source of damage. The pistol is great for peppering enemies using your great mobility or finishing off weak and/or distracted foes, but don't make the foolish mistake of charging head on into a gun fight with just a meager pistol. Assault thrives off of waiting, then pouncing when he sees a perfect opportunity. It should also be noted, all melee damage in this game goes straight through shields. This applies to all classes, but Assault makes the best use out of this mechanic. Since your melee goes straight through shield, you can even attack a Heavy with full shields and Iron Halo up. And believe me, I've done that many times. It's always such a joy. ;)

Special Ability: Jump Pack
The Jump Pack is without a doubt the most powerful mobility tool in the game. Master all of its uses and you will be a slippery little devil that's nearly impossible to catch and always catching your foes off guard. The Jump Pack can propel you into the air or perform quick dashes, but they all cost 1 charge to perform. The Jump Pack holds 3 charges, and slowly regenerates 1 charge at a time when not in use. You do not want to be caught off guard while still regenerating your charges, so use them wisely. An Assault with no charges caught off guard is just a regular dude with only 2 armor pips and a weak pistol.
How to use the Jump Pack
  • Hold Q to quickly shoot up into the air, slowly floating back down.
  • While you are in the air, press Shift to start hovering, you can only hover for a few seconds before you are forced down, or you can press Shift again to stop hovering. This can be useful for scouting out the area from high up above, shooting enemies with your pistol before coming back down, or just staying in the air for a little while longer as you get ready for an unsuspecting enemy to get within your range.
  • While you are in the air, tap Q to dash in the direction you are holding. Useful for jumping up from behind far away cover then quickly dashing to get right above an enemy that was far away just seconds ago. You can do this while on the ground as well, acting as a quicker roll that takes you farther, very useful for when you need to get out of a pinch ASAP and absolutely worth the charge sometimes.
  • While in the air, hold right click to prepare a melee swing. You do not need to charge it up all the way, but charging it up more does more damage. Once your marine has braced their weapon and is ready to swing, that indicates you can release m2 whenever you want to start shooting down to the ground in a powerful ground-pound. Be careful with the timing, if you release m2 before your marine has fully braced their weapon, you will simply end the animation and will be stuck floating in the air for another second, which can be a death sentence for a class that relies on such fast movement.
A great usage for the Jump Pack to get kills and keep yourself alive, is to save up all 3 charges, then use 1 for getting into the air (in a place where the enemy won't suspect it, while they are distracted, so they won't see you charging up your attack.) kill the enemy, then use another charge to get up into the air again, then do a dash in mid-air to quickly turn a corner and save yourself from enemy fire. You only have 2 shield pips, you will need to minimize your time in enemy fire as much as possible, even if it means burning a whole charge just to get around a corner 1 second faster. Many times it will make the difference between life or death.

Weapon Overview
The Assault Class wields a Chainsword, Thunder Hammer and Power Fist. From my experience, the Thunder Hammer is the best melee for Assault. The Chainsword is fast but the damage is a bit lacking. The Power Fist feels lethargically slow. The Thunder Hammer is the perfect mix between the two, and it also swings in huge arcs which is useful for multiple low health enemies clumped together.
When you slam on the ground on top of an enemy, you will typically deal enough damage so that you can finish them off in 2 thunder hammer swings at most. However, watch out for the enemy trying to roll away. They will most likely try to roll away. If you just do normal melee swings, they will evade your attacks and you'll be stuck swinging at the air. Instead, after your ground pound, start sprinting and then immediately after you start sprinting, do your melee attack. This will make you do a running melee attack, which catches rolls and has excellent range. Ground pound an enemy, and if they try to roll away, do your sprinting melee attacks. They will not escape. You can also hold M2 on the ground to charge up a huge slam with the hammer, but uses for this move are niche. It's most useful for when you expect an enemy to turn a corner while you're charging it up. If an enemy gets too overzealous when chasing you thinking you're an easy target, you can get behind a corner, wait for them to appear, then start charging your slam with the appropriate timing for when they'll pop out around the corner.
Vanguard
The Definitive "Pick" Class

CLASS STATS:
Mobility: A
Health: D
Damage: A


The Vanguard class is the definitive pick class. His goal is to pick off lone wanderers, kill important targets who think they're safe in their team, and prey on people who aren't paying attention. Vanguard is a monster to be feared by those who wander by themselves, and he still poses a great threat in a team fight. He shares the lowest armor in the game with Assault and Sniper. But his mobility is fantastic, only beaten by Assault, and his damage and great ability make up for it. Vanguard isn't great for a 1-on-1 fight without his ability, but can still dish out good firepower in a team fight with his carbines. Since he has very low armor and OK damage, he should not be up front and center in a team fight but can definitely be behind teammates to dish out supporting damage, a carbine is still a big gun that does big damage. But his guns aren't what you should be scared of. What you should be scared of is his immensely powerful Grapnel Launcher ability.

Special Ability: Grapnel Launcher
The Grapnel Launcher is a mobility tool, support tool, and offensive tool all rolled up in 1 package. It only has 2 charges and charges MUCH slower compared to the Assault's jump pack however, so it should be used only when needed. The Vanguard class has a special icon around his crosshair. If it glows, that means the surface/enemy you are looking at is within range of your Grapnel Launcher.
How to use the Grapnel Launcher
  • Press Q when looking at a surface within range to shoot your Grapnel Launcher and propel yourself towards it. This has a very long range, so you can reach some very high up or very far away places, this is great for moving around the map or getting to high ground to ambush enemies. On certain maps you can get up onto hard-to-reach places that most people don't bother to check, so you can kill people before they even realize where you are. Remember the very long cooldown, so don't use this when not needed.
  • Press Q when looking at an enemy within range to shoot your Grapnel Launcher and propel yourself towards the enemy. The enemy will be lightly stunned the entire time, and will still be stunned for a tiny moment as you start to shoot lead into them. This is extremely useful for ambushing enemies and will give you a huge advantage if you start off a 1-on-1 fight with this. Although if you attack a Heavy you may be better off using your melee instead of your gun to finish them off since the Heavy has Iron Halo and a ton of shield pips.
The Grapnel Launcher also has a very special stun when used on an enemy. It isn't any regular stun. They are severely slowed down and vulnerable as you grapple onto them. This stun will deactivate a Heavy's Iron Halo, prevent an Assault from getting away with their jumps, force a Bulwark to lower their shield, force a Sniper out of their camouflage and stop a Tactical from deploying their scan. This is where the "support" of the Grapnel Launcher comes in. While an enemy is stunned, you're busy grappling towards them, but your teammates can shoot them while they're vulnerable. It's almost a full second of stun, which is more than enough time to seal the fate of some poor chump stunned like a statue. Use your Grapnel on a Heavy pushing forward with Iron Halo and you'll forcefully deactivate it and make him extremely vulnerable, Grapnel onto a Bulwark charging with his shield to open him up to enemy fire, Grapnel on ANYONE and you'll turn them into an easy target! However, the Heavy and Bulwark are the most important targets for your Grapnel, since they pose big threats in a team fight and can be hard to take down with conventional weapons, especially if they're in an enclosed space an Assault can't attack them in. I consider the Vanguard the definitive pick class, because his job both in PvE and PvP is to single out important, dangerous targets, focus on them and leave them extremely vulnerable to fire from your teammates. Use your grapnel for a good mix of getting around the map and for stunning important targets, or being a menace to any poor souls caught wandering by themselves. Using the Grapnel Launcher on a lone target is almost always an easy kill.

Weapon Overview
The Vanguard class has a bit of a small pool of weapons to choose from. Don't bother with the Combat Knife, just use the Chainsword for your melee, it is better in every aspect. The choice between Carbines are a matter of personal choice, one prioritizes far range and the other prioritizes up-close scraps. I'd prefer the up-close Oculus Bolt Carbine since it pairs well with using the Grapnel on enemies.
Bulwark
The Bastion of your Team

CLASS STATS:
Mobility: B
Health: S
Damage: D


The Bulwark class is the glue that holds the team together. His abilities are useful solo, but he truly shines when he has a team around him to support. A team that rallies around a good Bulwark can be a great force to be reckoned with. His shield leads a charge and his banner keeps a team from dying and can mean the difference between holding a point or dying miserably. He shares the highest armor in the game with Heavy, and has a shield that he can hold up indefinitely to block all ranged damage in front of him. His mobility is fairly good because, despite not having any strict mobility tools, his shield can help him to traverse the map much safer compared to other classes. He can use his shield to run up to enemies until he's within melee range, and he excels at melee combat. Beware though, the shield only protects you from the front, will not protect you while you're swinging or shooting, and there are several things that can make you drop your shield like a Vanguard's Grapnel Launcher, an Assault's ground-pound or a heavy melee attack stunning you. You are not immune to grenades either. But use his tools effectively, and you will be the shining bastion of your team.

Special Ability: Chapter Banner
  • The Chapter Banner is a banner that you deploy by pressing Q. Once deployed, it will emit a circle of light signifying your team to gather around it, and it will quickly constantly regenerate the armor of anyone in the banner's range. The banner is great for team fights, when your own team will desperately need constant heals. The banner distributes very quick heals to everyone in its range and has no limit, so this is best used to support highly contested areas or big team fights.
  • However, don't be afraid to use it in a situation that doesn't seem very ideal though. It's better to use the Chapter Banner in a non-ideal situation, than to not use it and just die outright anyway.
  • Beware, this banner only regenerates shield. This banner does not regenerate health. This means classes that frequently use melee such as Assault or Vanguard can still get the jump on you or a teammate and finish you off anyway. Be wary of nearby Assaults or Vanguards when using this ability.
2nd Special Ability: Shield
The Shield is another essential part of the Bulwark's kit. Hold C or start sprinting to hold your shield up.
  • This shield will block all ranged damage coming from the front. Be careful as this will not block grenades and will not block damage coming from other angles. You really don't wanna get surrounded as a Bulwark. To avoid getting surrounded, don't push too far up where the enemy team is hunkered down. Push just far up enough to where the enemy is forced to engage you from only 1 angle: the front. Then support your team as they give the enemy team hell. Once you've destroyed most enemy resistance, then you can move up with your shield alongside your teammates.
  • Sometimes the shield can also be used as a stalling tool, an indirect way to support your team. If you're desperate you can get on an enemy control point to contest it and use your shield to delay the inevitable, giving your team more time to show up and help you take that point. Or if someone like an Assault gets up in your face, you can use your shield to delay him killing you and let your team take care of that overconfident Assault.
  • You can also use your shield to protect yourself as you run directly up towards an enemy. This is very useful against enemies like Heavies, Tacticals, or Snipers, who mostly use guns and do not have the tools to force your shield down at range. You can rush towards a lone target, using your shield to keep your health at max, until you're ready to start pummeling them with your melee. Your shield also blocks melee damage, which can be useful in scrappy melee fights like this.
  • But always be wary, an enemy Vanguard or Assault can force you to drop your shield very easily and ruin your day. Don't charge forward recklessly, use your wits and make sure your team is there to support you.
Weapon Overview
The Bulwark class has a very minimal weapon selection. The Power Sword seems to be the best all-rounder melee for the Bulwark, and I wouldn't recommend the Chainsword. The Plasma Pistol does great damage but is harder to aim that a Bolt Pistol. It's up to personal choice which one you prefer.
Sniper
Silent Death: Miles In Front Of You, Or Right Behind You

CLASS STATS:
Mobility: C
Health: D
Damage: S


The Sniper is the silent killer that could be anywhere. He's equally as effective miles away looking down a scope as he is right behind you with a carbine at the ready. He's a terrifying presence on the battlefield, his existence can shut down a sightline, and his enemies will grow more and more paranoid as the Sniper effectively uses his cloak. He is by far the most deadly class at long range, pumping out extreme damage, able to kill even a Heavy with just a couple of shots across the entire map. Or, he can sneak up behind his enemies with a carbine, killing them with cloak and dagger techniques before they even know what happened. The Sniper specializes in stealth, cloak & dagger, and extreme damage at extreme range. Most of the time when you see a good sniper, it's already too late. If you even see him.

Special Ability: Camo Cloak
  • The Camo Cloak is an ability activated by pressing Q. Upon activation, it will make you almost entirely invisible, allowing you to sneak past anyone who isn't paying keen attention to their environment. It can be deactivated at will, allowing you to cloak for a couple seconds to slink past an enemy, then quickly decloak and have your cloak ready again in just a few seconds.
  • However, you are not completely invisible when using this. You emit a very faint "wobbly" effect that, while not noticeable in the heat of battle, can be very noticeable if you're trying to casually walk past an entire enemy team that isn't distracted. If your shield is broken, you are more visible as you emit occasional sparks which not only reveals your position but also tells people your shield is broken. Be extra careful when cloaking while your shield is broken. In some parts of maps, your shadow is even visible while you're cloaked. I've killed a fair few overconfident snipers that were cloaked right in front of me because they didn't know their shadow was ironically enough clear as day.
  • Beware, some things will forcefully disable your cloak such as a Vanguard's Grapnel Launcher. Use the Camo Cloak with caution. When slinking past the enemy team, the Camo Cloak is the one thing saving you from a quick death, so don't get spotted when you aren't ready to strike or you're screwed.
Weapon Overview
The Sniper is absolutely excellent at long ranges using his Bolt Sniper Rifle, Stalker Bolt Rifle and Las Fusil, however you also have access to a carbine which drastically changes the sniper's gameplay. The Carbine transforms the Sniper class from a long range menace to a terrifying ghost that decloaks right behind the enemy, kills them in a flash, and disappears into the darkness. Both playstyles still make great use of the cloak. The Sniper Rifles make good use of the cloak by getting out of trouble when someone gets too close for comfort, or lets you sneak by into a comfortable sniping position, and the Carbine makes good use of the cloak by getting behind the enemy for a surprise attack.
Heavy
The Walking Tank Leading the Charge

I am Heavy Bolters guy. And this, is my bolter.
CLASS STATS:
Mobility: C
Health: S
Damage: S


The Heavy is the spearhead of the team, He supports his team and they support him. His team will be protected behind his Iron Halo, his wall of hot lead, and his tanky 4 pips of shields. He cannot immediately lay down heavy fire though. He needs a moment to really get his damage going, either by running up close to the enemy team or by continuously firing his gun. His slow movement speed while laying down fire and his habit of having bullets get attracted straight to his face means that he requires the support of his team, though. A heavy that has no support can often get gunned down before he even lays down any real suppressive fire. His 4 shield pips and Iron Halo are extremely useful, but he's not immortal with them and still needs help. Support the Heavy, and he will support your team, leading the charge with other spearheads like Bulwarks and Tacticals for one hell of a strong offensive. A heavy set up in a good spot can be a menace for defending his team. None shall get past his Iron Halo if he and his team have anything to say about it.

Special Ability: Iron Halo
  • The Iron Halo is an ability that is activated by pressing Q. When activated, it will create a half-sphere bubble in front of you which will block all ranged damage, and will even deflect grenades! However, this shield has limited health and limited time to stay up. When used up it can take quite a bit to recharge. Only use it when you are certain a fight is coming up.
  • The Iron Halo doesn't just protect you from damage, it also protects teammates that are taking cover behind you! In a well coordinated push, you can get in front of your team and activate your Iron Halo to soak up any damage your teammates might have taken. Be careful, this will most likely mean that once your shield is down... all eyes are on you. Those 4 shield pips won't mean much when you've got 4 people shooting at you at the same time!
  • The Iron Halo also does not protect against people who are shooting at you from behind, or shooting at you at point blank range. The Iron Halo hovers a couple feet in front of you, so enemies who are too close actually have an advantage. Don't get too far or too close, the Heavy excels at medium range!
  • Iron Halo's biggest weakness is melee. It does nothing to stop melee attacks or people charging right through your Iron Halo. Beware of Bulwarks, who can charge at you with their shield, totally unaffected by your gunfire until they're in melee range, Vanguards, who can use their grapple hook to disable your Iron Halo and leave you vulnerable, and Assaults, who can drop down on you and pummel you before you can even try to roll away. These 3 nuisances can be mitigated with support from your team!
Weapon Overview
Weapons like the Heavy Bolter and Heavy Plasma Incinerator encourage fighting at medium range. At long range, your weapons are too inaccurate and too easy to react to, at close range you are too susceptible to melee attacks or point-blank gunfire. However, the Multi-Melta plays very differently. It absolutely obliterates enemy players but only at very close range. The Multi-Melta forces you to get up close and personal, use the Iron Halo to help you get up close and your 4 shield pips will help you tough out any resistance they may have left. Remember to aim down the sights with the Multi-Melta before firing, though. Without aiming down the sight, the Multi-Melta has pitifully slow firerate and feels more like a peashooter. When aiming down the sight, the Multi-Melta has insanely fast firerate and will melt people in a second flat.
Grenades
What grenades should I use for each class?

This is actually fairly simple.
Grenades are actually very important in fights. Serving as area denial, weakening enemies, or just outright killin' em. Remember to use them often, and use equipment boxes to refill your equipment if you need to. Better to throw your grenade at something rather than holding on to it your entire life and dying without ever throwing it.
  • The Frag Grenade is a simple grenade that will explode shortly after thrown. It has pretty good range, doing at least a little bit of damage and doing a short stun to people caught in its blast. Most notably, this is the only grenade that can instantly kill people if they are really close to it, usually right on top of it. Do remember. many people will be able to react to you throwing this and can roll away before it explodes. It's less consistent than some other grenades, but it can potentially instakill someone if you catch them off-guard.
  • The Shock Grenade is by far the best grenade. I use it on every single class because it fits so well for every single class. It has no detonation timer, it explodes immediately after hitting the ground. Enemies that are close to the explosion are flashbanged, completely blinded. Enemies stuck in the area of the Shock Grenade can barely move while they slowly take damage, and the electricity area lasts for a couple seconds compared to 1 simple explosion from other grenades, meaning the grenade is great area denial as well. It's a flashbang, immobilizer, area denial tool, and instant detonation grenade all in one. It's perfect for every class. Sure the grenade doesn't immediately kill like other grenades (usually) but you'd be hard pressed to survive a situation where you're fully blinded, immobilized, taking damage and can't move your mouse for a few seconds. I don't see anyone else bring up the fact that it detonates on impact, but in my opinion this makes a huge difference. Especially in an up-close scrap, the Shock Grenade is unreactable unlike other grenades.
  • The Krak Grenade is similar to the Frag Grenade with 1 big change. It sticks to enemies. It does insane damage with low range, but that range hardly matters if you can stick the grenade directly onto someone. This grenade is inconsistent with groups of enemies, but this grenade can ruin the day of people wandering by themselves.
  • The Melta Bomb can be a scary grenade to come across. Plant it out of sight in an area that someone might push through, then detonate right as they unknowingly run right past it. It's good fun! I haven't seen anyone truly make good use of it, but it could spice things up if you're bored, and make people paranoid of running through chokepoints.
Closing Remarks
Thanks so much for reading this review. It genuinely means a lot to me!
I have a passion for teaching people about random dumb stuff I love. I hope this advice will serve you very well, and will maybe even point you in the right direction for choosing your first main in SM2 PvP. if you have any suggestions, questions, or feedback, I will be happy to oblige. This was actually the first steam guide i've ever written and it was a blast to write because i'm hoping it'd be a great resource for newcomers to learn a lot about this game I love so that they can go out in PvP and kick ass. Thank you for reading my stuff!! Have a good day and have a good time kicking ass in PvP!!!
As of 10/11/2024, I've updated this guide a bit to keep it up-to-date with balance changes in PvP.
11 Comments
LinuxFertxo (@twitch.tv) 10 Nov, 2024 @ 10:39am 
The best use I've seen for the Melta Bomb is an Assault throwing it from above an unaware player or group of players. Laughs guarenteed!
AVI★  [author] 12 Oct, 2024 @ 6:42pm 
V You're right, I actually should mention that. I use the shock grenade on everything, but in my opinion the frag grenade has higher potential damage, with the krak grenade having better consistency. Although the frag grenade can indeed kill people instantly, it's also easy to detect and roll away from in most situations, especially in a 1-on-1 fight. The krak grenade trades that high potential damage for better consistency since it sticks to a player so they can't roll away from it. Of course I think the frag grenade and krak are balanced, it's a matter of personal preference. I will edit my guide to mention this. :steamhappy:
levvy 12 Oct, 2024 @ 4:17pm 
krak grenade cant one shot kill but the frag can, therefore I think it is useless. Even against a bulwark it better to frag or shock behind them
AVI★  [author] 11 Oct, 2024 @ 5:03pm 
Thank you so much for the support everyone!!! There were some small errors I noticed and am now working to fix them. :steamhappy::steamhappy:
AVI★  [author] 11 Oct, 2024 @ 5:02pm 
@gunsupmate1 "bro how do you get just the kneecaps to be a seperate colour"
The way you can change the color of your marine's knees, is to put an icon on your legs, and then color both parts of the icon the same color. I'm pretty sure most of my classes use the Ultramarines logo, with both colors of the logo given the same color so they blend together. I'm pretty sure it works for any logo you put on your knees.
Lance Wyatt 11 Oct, 2024 @ 2:20pm 
Good guide but it doesn't account for the fact that whenever I use these classes they instantly suck
Gunsupmate1 11 Oct, 2024 @ 9:40am 
bro how do you get just the kneecaps to be a seperate colour
belkin_1155 7 Oct, 2024 @ 6:37pm 
:)))):steamhappy:
Marcus 6 Oct, 2024 @ 1:34pm 
Good guide. You given good information on the different classes. Thanks for making this.
grigor 6 Oct, 2024 @ 8:50am 
good guide