Exactly thats why they should significantly lower the LP cost for defensive gear. If you increase LP over the board you can also be more offensive, which is not really the intention as far as I read. Reduce halo cost to 100 and increase LP by 100 - done.
It would be nice if we could use half to 3/4 of the loadout slots on many builds. We should always be able to afford wargear and trinkets, regardless of weapons or armor.
I don't understand why the increase in stat is not linear with the increase in points why is +32hp 150lp when +15hp os 50lp and +10hp is 20lp? considering the little effect such increases provide why not just readjust the lp to be coherent with the basic token? (+10hp is 20lp, +15hp is 30lp and +32hp is 64lp; but across the board for booth health, armor, toughness and other stats)
This. There needs to be a linear stats to LP ratio because currently we are paying a lot more LP for less stats when it comes to higher level items. Most Orks have come to realise that the abundance of cheap penetration stats makes toughness utterly worthless and so the +32 heath trinket is a must have while the gobs and armours are utterly useless because they gimp your loadout points without providing enough protection to justify the huge LP cost hike compared to stacking the lesser health or shield trinkets instead.
I have never understood in regards to the load out points why not include achievements, for example an achievements of 50 head shots in a game will give you for life an extra 50 load out points. Therefore allowing the player to be a veteran player, not only by playing the game for a long time but also by there skill as well. Not necessary 50 head shots but you know what I mean. I understand this will then make achievement hunters but if you have once got your veterans badge then that's how you add on your extra points. It does not have to be individual either, it can be squad involved as well etc etc. Just a thought.
Diminishing returns. The more LP you put into a single item slot, the less you get in return. It is currently better to stack lower LP items to maximise a stat (if that is your sole intent), but by doing so, you reduce your ability to also increase other stats because you're using more slots to do so. This is assuming that in the near future there will be multiple items that give bonuses to the same stats for similar LP (like a couple of +10 items). If fully utilising unlocked wargear (having up to 1500) becomes a thing, there needs to be a second restriction - for example, Weight (so you move slower - meh not so great) or Respawn Time (a greater down time between deaths), or items which are self balancing - i.e. they have pros + cons. Another example for Orkz: the more gubbins you have, the bigger you get. If anyone is thinking that 1 or 2 bolter rounds isn't going to break the balance (anymore than it already is), thats fair enough, until you consider a stacked team where there could be a variance of 15,000 LP between the teams, or 30-60 extra solid hits per big encounter LP can be viewed as the same as the point cost system in the table top game - extra wargear on the base model costs extra. It would be like fielding 1500 points of space marines vs 1000 orkz - a slaughter. Vets don't need extra help killing newbs, but more options (balanced by LP) gives them different ways to do it.
If we increased LP budgets, the meta would "force" you into playing a specific loadout with each class to remain competitive. That is boring and offers a mere allusion of choice, it would just be another dumbed down spreadsheet affair. As it is now we can be competitive while playing different rolls(different loadouts) even within a single class. Variety is the spice of life, horizontal progression is always a better option from a game design perspective and player perspective. Vertical progression should stay in JRPG's.
I am going to have to disagree with this view. As it stands we are already being forced into a specific loadout selections because of the fact that we do not have enough points to be flexible in our builds. Lots of the wargear and other high end items are so expensive that an extra 2oo or 300 points would only add a bit of flexibility in what you can equip. This game is also based off of a table top game. one that has rpg elements. Progression is the name of the game when a character grows. Not showing tons of high end gear that is useless because of the way the LP cost is balanced at the moment. Also the beginning levels go by quickly. So new players would begin to earn extra lp and also have the ability and flexibility to make their character unique and specialized in unique tasks. The lack of lp has made it so that players are unable to truly make their own decisions in play style. How many of us run in with guns with no mods? How many of us can see that piece of gear that would pull together the last little bit that would allow us to finish a build? These are the issues that limit players in such a way that we all play the same, move the same, and engage in fights the same way match in and match out. I feel that if we just give this little lp idea a try that we will see a whole new spectrum of strategy open up to us. Especially when the developers decide to add new advancements and gear down the road.
I didn't see it from that angle yet, now it makes more sense, even if the the lp increase seems too high to appreciate the choice in that way, I think.
The hours spent grinding out Advancements + Chests does not feel rewarding when you can only equip a few items. The defense of, "That's the way it's suppose to be. I don't care you feel. " Will silence your opponents eventually as they go to other games. And that attitude will persuade potential new users to pass the game by as well. Most want a feeling of progress -> which makes you invested in your character -> which makes you invested in the game. If you have no investment in your development, you won't care much about the game.