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In this run we test out the regular bolter servo gun on techmarine. Like the other servo gun variants it got a fix to scale damage with difficulty. And like the others it no longer scales with your weapon damage perks. It does 16 damage per shot on absolute and shoots 25 times for the full duration. It also got a 20% cooldown reduction buff compared to the other variants. It takes about 71s to cd from 0 charge, and the others take about 83s. To use the servo gun even more we take ability charge cooldown reduction perks like Synergistic Arsenal which gives 25% reduction when next to turret & Augmented Ammunition Feed which gives 15% reduction. This in total gives 40% reduction when next to turret and will take about ~51s to cooldown from zero. I also tried the Decapitating Stratagem signature perk and it's not very good. The perk makes it so that when you kill or incapacitate a majoris or higher with your servo gun it will refresh the ability cooldown and it has a 90s cooldown. Problem is that when it can refresh even when you only used a bit of your ability charge. For example if you incapacitate a majoris while you only used 25% of you ability it will refresh there, wasting the remaining 75%. The perk either needs a rework or a cooldown reduction if they want to keep it the way it is. It will always lose value by wasting the remaining charge unless you kill with the very last bullet. For melee we use the agent edge again, since it synergizes well with the servo gun strike letting us land charged shadow stab easily. Version 12.0 Build: https://imgur.com/a/zLWBwHE Chapters: 0:00 - Mission Start and Build 0:53 - Carnifex Boss Fight 5:14 - Dispatch Warhead 13:50 - Neurothrope Boss Fight 2 19:49 - Trainyard 23:28 - Launch Train 29:00 - Scoreboard Map: Ballistic Engine Difficulty: Absolute Bots: Off #spacemarine2 #spacemarines #warhammer40k