Warhammer 40K Space Marine 2 Patch 4.5: Neo-Volkite Pistol, Explained

Warhammer 40K Space Marine 2 Patch 4.5: Neo-Volkite Pistol, Explained



After a stellar start to its life, Warhammer 40K: Space Marine 2 has endured a rocky period as developers Saber Interactive have struggled with the trappings of live-service. The game’s first swings at balancing were ill-advised, and players quickly turned on what was once a beloved game.

However, the developers are working to rectify their self-enforced problems and repair their relationship with fans. So far, Saber is saying the right things – a test server is a brilliant idea – but Space Marine 2 update 4.5 adds some balance fixes and an exciting new weapon.

The Neo-Volkite Pistol is an incredible piece of tech. The original Volkite weapons were brilliant space lasers created in the forges of Mars. Intended to arm the legions, the Tech-Priests couldn’t make enough and so the Imperium was forced to carry Bolters instead.

Millennia later, Archmagos Belisarius Cawl reverse-engineered a way of manufacturing Volkite weaponry, a once-lost technology not seen since the times of the Horus Heresy. His version of the laser beam tech is known as Neo-Volkite (for obvious reasons), and arms the most elite Primaris Space Marines.

In the tabletop game, only Bladeguard Veterans, Captains, and Lieutenants can be armed with Neo-Volkite pistols. They’re a rare antiquity, a reward for veterans. But in Space Marine 2, they’re a bit of a disappointment.

Space Marine 2’s Neo-Volkite Pistol Is A Little Disappointing

A Warhammer 40K: Space Marine 2 player using a Neo-Volkite Pistol on an enemy.

I apologise for getting my lore head on there, but you need the context to this cool pistol to truly appreciate it. This is a proper ‘80s alien laser beam. This is a relic of the chapter. This is a rarity reserved for the best of the best. And yet it barely scratches a Tyranid Warrior for some reason.

It seems that Saber is being cautious with its balancing after last month’s issues. However, this is the wrong way to tackle new additions to a live-service game. Games like Apex Legends learned long ago that changes need to be big, bold, and impactful. You can always tune them back if they’re overpowered, but players need to feel excited about any new addition. Start strong, rein things back in.

A screenshot of the armoury from Warhammer 40K: Space Marine 2 featuring the Neo-Volkite Pistol
via Focus Entertainment

The biggest problem is, once again, Zoanthropes. The so-called “lethal beam” of the Neo-Volkite Pistol was supposed to help take down the tricky floaters like that third and final flush. The pistol is available to the Bulwark, Assault, and Vanguard classes – the three classes that struggle with Zoanthropes the most. These are combat classes, and you can’t get close enough to the psychic flyers for your Thunder Hammer to even scratch it, let alone cave its head in.

The Neo-Volkite Pistol is a weapon intended for extremis foes, and it’s useless against them. When it can’t headshot a minoris due to its beaming abilities, and it can’t scratch the big bugs it’s supposed to be most effective against, what’s the point in carrying the archeotech over the humble Heavy Bolt Pistol?

What’s Next For Warhammer 40K: Space Marine 2?

With the Neo-Volkite Pistol joining the game, what can we expect next? The Volkite Charger? As much as I love the Adeptus Mechanicus, I doubt it. But offering all players such a unique weapon suggests that Saber is interested in mining the darker, more forgotten corners of the Space Marine armoury.

Inferno Pistols would be cool to see, but the Blood Angels weapon doesn’t seem likely. I doubt we’ll get another pistol next, and giving a Chapter-exclusive weapon to players with any armour colours feels like something the executives at Games Workshop would veto. With two melta weapons already in the game, it feels unnecessary to add another.

Space Marine 2 Hierophant Boss Charging Cannons

Since Saber isn’t shying away from entirely new mechanics with its weapons, Grav Cannons or Grav Guns would be an interesting addition, and the former could offer the Heavy class some more utility. It could also be accompanied by bass-heavy sound effects and some kind of crumple physics as your Astartes reverses gravity fields around opposing bugs and heretics.

The best option, for me, would be Lightning Claws. These iconic close combat weapons have always been some of the coolest weapons a Space Marine can wear. Essentially Power Fists with Wolverine claws, they’re iconic for Raven Guard and Space Wolf players but used across the spectrum of Imperial Chapters.

However, I can’t see them being added to the game. While a couple of Primaris units wear them (Kavyaan Shrike most notably), Games Workshop seems to be phasing them out. Why haven’t we had an Assault Terminator kit since the Primaris upgrade? Where are my Lightning Clawed veterans?

Lord Calgar joining in the great battle in Warhammer 40,000 Space Marine 2.

If I can’t have plastic claws, then Saber could at least give me some digital ones. It’s remarkably unlikely, but if this petition reaches an important developer’s eyes, then there’s a chance. Right?

The Neo-Volkite Pistol has me excited for the future of Warhammer 40K: Space Marine 2 again, despite the fact it’s a bit of a wet wipe when you use it. If Saber can soup up its next addition and bring players a Grav Cannon or pair of Lightning Claws, the future of the game looks bright.

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