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Remove Veteran Respawn Limits

Discussion in 'General Discussion' started by Praeter, Oct 2, 2016.

?

Remove Veteran Lives Limit

  1. Yes, infinite respawns

  2. No, Keep it as is

Results are only viewable after voting.
  1. Nyhilist Nyhilist Active Member


    This is exactly the point of a Veteran to be slightly better than the regular one. In the hands of a skilled player A veteran can do great things. If you give me a Vet with Chainsword/axe with life steal and I am running SoN and Daemonforged armor GG trying to kill me. That's probably the most tanky build in game for chaos atm, quiet possibly the best tanky build around (not too sure about the other races.) GG having infinite spawn for someone like that. GG when the maps are full of melee favored capture points. GG TAs can cap as well, That's without even touching on the rest of what Chaos has. (I.E. Sorcerers and aoe heals.)
  2. No amount of skill saves you from the random peek-a-boo PC from the guy around the corner heh.

    Or stepping out of your transport only to get run over by your teammates.

    Congrats, you've wasted both Veterans now.
    Praeter, Binthor and Braken like this.
  3. Nyhilist Nyhilist Active Member

    I didn't finish typing my response. and Yes if you wait and scan the battle field. Or take a good vantage point to scope things out. You can avoid the plasma spam for the most part. Only a retard just charges around without making sure their surrounding are clear. Military 101...................
  4. I eagerly anticipate your vids showing constant 10+ minute long Veteran runs.

    Edit: Bonus if it's a foot melee unit. Points deducted if it's a JPA unit :D
  5. Brother Harkus Harkus Arkhona Vanguard

    Req costs would be a great system for vet spawning, you'd have as many as you want per match but there'd be something consumed (and easily replaced). Plus it gives value to req for people who have maxed out everything for a given character. Kind of fitting that someone who is rank 6 with every unlock can spam a veteran class, it just makes sense. Would have to make them accessible sooner though.
    Kaptain_K_Rool likes this.
  6. Nyhilist Nyhilist Active Member

    I just unlocked TA vet cus I mainly play melee. I still need to unlock some more stuff (work lyfe has been beastly dat income!) with the new player base of SM I can see myself tea bagging a lot of people.
  7. TGM Jencent Arch-Cardinal

    ATM vet is totaly usless. Untill we have one-shot PC, roadkills and so on.
    I for unlimit vet.spawn, they don't OP or somthink else they just +400LP basic troopers.
    Maensith likes this.
  8. ChuckBane Chuckdatass Subordinate

    Also watch you be useless as you have to run to each point instead of redeploying. As well as not being able to swap to an anti vehicle setup then swap back. Good ol veterans just being a hindrance
  9. Nyhilist Nyhilist Active Member


    Noobs words honestly, I make my builds well rounded, I at least try to have somthing in Av always. In my case I am a melee player I use a PF mainly. Sometimes I say fuck AV and just go full on capture. Runninig back n forth is not a bad thing I have found many many many stragglers and lone wolfs to feed on.

    random 1v1 fights are an enjoyment of mine (Slaneesh would be pleased)
  10. Binthor Ulveskygge Binthor Arkhona Vanguard

    Unlimited spawns would be overdoing it a bit. I say this because it would definately give a guild group a distinct advantage over random groups. And once that starts being the rule rather than the exception, you're going to see a drop in active players pretty fast.

    But a cooldown would be a very good solution.

    Right now, veterans can get a**raped by random actions way too easily. And if you want to deck them out to last longer (a LITTLE bit longer, mind you), you'll have to forget about bringing a sweet weapon, grenades, med/ammo packs and trinkets.
    As it is, the spawn limit makes me pick the standard Tactical loadouts I have over the Veteran one. When I do select it though, I play like I do with the standard. Otherwise I'd be like other vet-players I see. Staying out of fights, hiding/fleeing when wounded and not committing to the battle. And that's not very in line with what I expect from a WH40K game.

    So yeah, a spawn cooldown would be a good solution until they tinker enough with the Veterans to make them actually noticably stronger.

    ps: I haven't tried my veteran Wolf Priest yet, so could be just the Tactical is useless. Oh and yes, maybe I should 'git gud' ;)

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