Techmarine's Sentry Is Better Than EVER After Patch 13.0 (True Solo Absolute) - Space Marine 2

In today's video, we are using the buffed Tarantula Sentry perks. In Patch 13.0, Techmarine received buffs to its Sentry turret perks. Reinforced Position was increased from 25% damage reduction to 30%, while the damage bonus was increased from 15% to 20% for all squad members within range of an active Tarantula. This buff is pretty good, but I don't think I'd take it over Battlefield Repairs, simply because of how squishy the Techmarine becomes once you lose your armour. Nonetheless, the build was a lot of fun to play. If you're looking to try something different, this build is definitely worth a shot. For our primary weapon, we're using the Combi-Melta. The weapon still isn't amazing, but it's fun to use, and the contested health recovery is very good when using the Melta. I would still like to see this weapon receive a buff, though. My main issue is the accuracy. The bloom and recoil feel a bit too harsh, especially when compared to some of the Relic-tier Bolt Rifles. The Headshot Multiplier and Grenade Launcher variants are both stronger options in my opinion. I'd like to see the accuracy increased from 4 to 5 or even 6. For our secondary, we're using the Heroic Plasma Pistol. It's extremely effective against grouped-up Majoris enemies, providing easy kills and making encounters much more manageable. Lastly, for melee, we're using the Balanced Omnissian Axe. It's not the strongest melee weapon available, but it's definitely one of the most enjoyable to use. In my opinion, taking the bottom perk path provides the best overall build for the Omnissian Axe and complements this setup very well. #spacemarine2 #spacemarines40k #spacemarines2 #warhammer40000 #warhammer40k #gaming #pve #truesolo #absolute

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