Warhammer 40,000: Space Marine 2
50 Achievements
1,000
Xbox Series
Valour Crest
Complete any Mission in Operations mode on Ruthless Threat Level
30
17.62%
How to unlock the Valour Crest achievement in Warhammer 40,000: Space Marine 2 - Definitive Guide
This guide was translated automatically.
On the "merciless" difficulty level, you need to treat your health as a very valuable resource. The player must learn to maneuver between the fact that the game has a lot of damage that cannot be avoided, and compensating for this damage and your mistakes with an influx of armor.
The game doesn't dive into the basics very much, so it would be useful to write out all the mechanics for avoiding damage and getting armor in one place.
Avoidance:
1. Any melee attack without highlighting is parried. at the moment of the actual strike. A perfect parry of a common opponent leads to a counter-attack, an elite one - to the opportunity to deliver a "punishing shot". In a crowd of opponents, even if you spam , it is important to look carefully around the character and make counter-attacks.
2. Blue attacks of ordinary characters require pressing at any time. Either immediately, as soon as the indicator lights up, or at the moment of the flight of a conventional tyranid. Pressing immediately activates the animation, which will kill the enemy and restore your armor.
3. Blue attacks of elite characters require pressing at the moment of the actual impact.
4. Yellow attacks are divided into avoidable, requiring a gate through (eg Hive Tyrant's strike) and unavoidable ones that you need to run/hide from (Terminator's missile salvo or Helldrake's attack)
Receiving a reservation (in addition to what is described above):
1. Tightened provokes a punitive shot at ordinary opponents. A punitive shot at an ordinary opponent (without perks) gives +1 armor strip. A punitive shot at elite opponents (triggered by another mechanic) is also worth doing, because although it does not give armor, it can provoke a finishing blow
2. Finishing off also gives +1 to armor, but it is important to think about whether it is necessary to do this extraction at all. During the animation, you can lose an advantageous position or miss the call of the guard (for example, finishing off Special Tyranid enemies takes about 5 seconds). Finish off only when you need armor or we are talking about Tyranid warriors who fall into a stun after the death of an elite warrior.
Reinforcements:
1. Reinforcements can be knocked down by damage, grenades, a wave from a backpack, a power attack, etc. On the "Merciless" difficulty level, their number should be zero.
Boxes:
1. Armor boosters should be given to characters with a base value of 2 or less.
2. Before grabbing a stimpack, think about who needs it more. For example, if Bastion goes down in the middle of a fight, it will be much easier for your Ravager to get to him than the other way around.
The game doesn't dive into the basics very much, so it would be useful to write out all the mechanics for avoiding damage and getting armor in one place.
Avoidance:
1. Any melee attack without highlighting is parried. at the moment of the actual strike. A perfect parry of a common opponent leads to a counter-attack, an elite one - to the opportunity to deliver a "punishing shot". In a crowd of opponents, even if you spam , it is important to look carefully around the character and make counter-attacks.
2. Blue attacks of ordinary characters require pressing at any time. Either immediately, as soon as the indicator lights up, or at the moment of the flight of a conventional tyranid. Pressing immediately activates the animation, which will kill the enemy and restore your armor.
3. Blue attacks of elite characters require pressing at the moment of the actual impact.
4. Yellow attacks are divided into avoidable, requiring a gate through (eg Hive Tyrant's strike) and unavoidable ones that you need to run/hide from (Terminator's missile salvo or Helldrake's attack)
Receiving a reservation (in addition to what is described above):
1. Tightened provokes a punitive shot at ordinary opponents. A punitive shot at an ordinary opponent (without perks) gives +1 armor strip. A punitive shot at elite opponents (triggered by another mechanic) is also worth doing, because although it does not give armor, it can provoke a finishing blow
2. Finishing off also gives +1 to armor, but it is important to think about whether it is necessary to do this extraction at all. During the animation, you can lose an advantageous position or miss the call of the guard (for example, finishing off Special Tyranid enemies takes about 5 seconds). Finish off only when you need armor or we are talking about Tyranid warriors who fall into a stun after the death of an elite warrior.
Reinforcements:
1. Reinforcements can be knocked down by damage, grenades, a wave from a backpack, a power attack, etc. On the "Merciless" difficulty level, their number should be zero.
Boxes:
1. Armor boosters should be given to characters with a base value of 2 or less.
2. Before grabbing a stimpack, think about who needs it more. For example, if Bastion goes down in the middle of a fight, it will be much easier for your Ravager to get to him than the other way around.
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