Everybody seems to be getting hung by the idea that because you have four slots you hot-swap between classes whilst Spawning. But I would say that just because you have four slots doesn't necessarily mean that each is of a different class. Each one is probably for a different Load-out that may all be of one class, all different classes, or anywhere in between. So you would be hot-swapping between load-outs.
Whoops! I'm a fantasy TT player and my 40k knowledge isn't what it should be, I haven'y played a game with my CSM army since high school but still play my Warriors of Chaos army regularly. I just figured with all these weapons and what not that you can unlock that you would have enough dakka at your disposal to deal with most threats and being able to switch classes on top of that was a little redundant in that regard. I'll concede that it's not the same in the situations you described and will tip my hat to you good sir!
You seem to miss some information here. One Characterslot is enough to play every class from a faction. When you make a Charackter, you choose faction and subfaction, and you can then freely swap classes upon respawning and freely swap loadout of those classes upom respawning.
I played way more LoL then I am happy to admit. Even though it has no grind it kept me engaged veeery long. It was actually one of the selling points for me. No grind. Just PvP. No one has an advantage at the beginning of the round, everyone starts fresh over. This is not to say I didn't miss the RPG elements of lets say WoW PvP. I HOPE EC will be able to bring the best charackteristica of all my favorite games together: No NEEDED grind, but still deep sideway progression (through grind). A characktersystem that lets the immersion flow, but still gives me the best PvP experience.
Can you please point me to where it says that on the EC website. I ask as I thought they were patterning the spawning after THQ's SM and in that you could only hot-swap between pre-set load-outs. It also made sense as from what's been shown it appears that you can only alter load-outs whilst on your Strike Cruiser or equivalent. So if you can only swap load-outs up in orbit, then that's probably the only place you can swap a Characters/Slots Class. And whilst on Arkhona you would only be able to swap between slots with their load-outs you pre-set in orbit whilst spawning/respawning.
I've played SM and you can change your class at anytime by either redeploying or dieing. You can also preset loadouts for each class. That's the same way it is in planetside 2, call of duty and every other similar shooter. So I don't see what your arguing about. With one character you can play every class. The only limit being set in which subfaction you play.
I have no direct quote that says it won't be as you describe it here, I did assume it is like in for example BF4. I haven't heard anything that would idicate a more restrictive system (like you assume).
I believe Magos is arguing that, as this point, the general take on things is that you can only switch between your currently set loadouts when respawning but can't make any changes to the loadouts until you're on your Strike Cruiser/off-planet and between missions.
I agree from a role playing standpoint its better to be locked into every choice you make at the start. But for balance? You don't know when you create a lascannon devastator that your going to run into a war where the whole enemy team went with raptors. Then your fusked. (generally, i mean, mad skills can let a rock beat paper) I hate MMOs where you have to make huge irreversible choices up front. EVE online lets every character learn every ship and it works great! You tend to specialize because it more efficient, but if they nerf you to death or some new thing comes out that is pure cheese you can change without starting from scratch.
I think there should be vertical progression but before the entire forum rips my head off just hear me out. 4 stages each stage has several "ranks" which represent your progress. 1. New guy 2. Regular fighter 3. Seasoned 4. Veteran extra cost spawn mentioned in twitch. Now although each level does get a bonus it should be miniscule and serve just as a goal to reach and will combat the monotony of cap and recap bases. Each level can be broken up into 20-25 generic ranks such as recruit, corporal (I know this is the 40k universe, just a place holder) and sgt1, sgt2 sgt3 and so on. You get somewhere like a max of 10% benefits in accuracy and load out points as you level but only if you focus on a specific weapon or spec. I'm thinking the entire process should take months. So you end up with 100 levels to fight through with very little in balance breaking vertical improvement but that small improvement just simulates the 40k lore of a brand new neophyte not being as strong as someone with several service studs.