PvP Overhaul
To preface, Space Marine 2 is inherently a PvE oriented game, so why are we trying so hard to fight the mechanics that make the game fun in the first place for Eternal War? Some changes are in order of course, but nonetheless, here's what to keep, and what to change, from PvE to PvP.
KEEP: Parries, perfect dodging, gunstrikes, and adrenaline. I'll explain more in the change part, but balance is redundant considering its main advantage is an increase to stats/cleave. I believe they already intend on doing this, but keep Wounds and Incapacitations. When reaching zero health, you will go down and recieve a wound, however you will also be able to be executed or revived from that state, just as an incapacitated NPC would. Also, like an NPC, after a given time you would get back up on your own, but it would be significantly longer. You would recieve a wound and less health like in PvE.
CHANGES:
Remove invulnerability on executions so that they can be interrupted, but make them sorta quick. Restore all armor and 25% health on successful executions. For ranged stuff, keep projectiles fast, but not so fast we can't dodge them if we can see them coming. We ARE astartes, after all, but this is primarily a QoL change to make ranged combat more fun. Next, add posture to weapons. Fencing would do more posture damage on normal attacks than block, would do less health damage, and will give SMALL but real stun windows on parries, and ofc a gunstrike. They will guarentee you hit first, not that they can't parry the attack themselves. Gunstrikes can be interrupted, and are lost if interrupted. They would mainly punish any running or random, long winded attacks. Block would do less posture damage on normal attacks, more health damage, no stun on blocks, and ofc no gunstrike. Block weapons will no longer use their adrenaline charges on any attacks UNTIL their adrenaline is fully charged, this is because players are more intelligent than Tyranids and won't allow you to get more charges if they know you have one left and can't attack until then. A fully charged adrenaline attack will immediately destroy any weapons posture, which will grant significant stun from the posture break. Fencing can also break posture, but Block does it by punishing attacks, Fencing wears it down with quick attacks. To make this interesting, add in feints, so that parries on fencing and Block will punish un-thought out attacks and predicted attacks. To make sure fights don't last far too long for the tempo of eternal war, you wouldn't recover posture from parries like in other parry-type games, and whether or not enemies recieve posture damage on parried/blocked attacks is a tossup, probably not because I wouldn't want posture to come back on those same things. For posture, each weapon (with shield counted as its own constant posture unless using hammer) would have its own total posture amount, and ranged parry effectiveness. For example, shield has the most posture, knife has the least, sword would recieve moderate posture damage from blocking ranged attacks (All melee weapons recieve significant posture damage from ranged except for shield , and hammer would have higher base posture but suffer heavily from blocking ranged attacks. Shield would have the most resistance to range as well, keeping to its current role, BUT range will still corrode Bulwark's posture over time, just slowly. For perfect dodging, this would ONLY apply to "orange" attacks, so Sword's Power Rake, Hammer's Smash/Aftershock, etc. No perfect dodging normal attacks. Lastly, unless I forgot something (Comments more than welcome to make this a better suggestion, after all, the better it is the more my one percent chance of Saber giving a shit about this post increases), I would add two kinds of feints, and add passive guard to make posture actually effective at preventing damage and receiving specifically posture damage. Only attacks that land in the middle of a target's own attack (Which will stun unless the attack is "orange"), will bypass posture alltogether, OR if the target has their primary equipped and holding with both hands. This would have mild stun from a basic block animation, exactly the same as a failed parry on a balance weapon in PvE. For Heavy, this only applies if they're mid-firing/charging, and his posture would be below, at, or slightly above the knife. Also, clarification, posture breaks would have an Astartes stunned for one and a half to two seconds, allowing for every melee build to kill on a single posture break unless interrupted by enemy reinforcements, to keep in line with the fast pace of Eternal War.
SO, summary, or TLDR, I understand lol:
Make PvP more like PvP with smart edits to make people enjoy PvP in the SAME WAY we all fell in love with PvE, because after all, thats the entire reason any of us are even here and PvP, by comparison, fell completely flat for us without those amazing mechanics. Melee combat will be much more skill based and engaging with parry types from PvE and posture, range doesn't feel like CoD gun fights while still being very viable, because we are Astartes, not Guardsman, and more weapon-based unique mechanics for PvP. The intention of this post is to not only make PvP tolerable now that we have to play it, but even as far as to make it ENJOYABLE to a degree where some people might even love PvP more than PvE. As stated previously, suggestions are MORE than welcome as I'd love to increase the chances of Saber seeing this post and implementing at least some features I've talked about here. Also, long shot but, I'd LOVE more heretic armor options for PvP, not just two armors per class as opposed to the 4-6 on Loyalist. Not saying we need THAT many, but nonetheless, more would always be appreciated, although that isn't at all what I'm asking for here.
Posted Jul 30, 2026, 2:17 PM UTC