Trying to balance a shooter game anywhere around the lore of 40k is insanity. Thats why we have symmetrical team numbers which doesn't jive too well with TT.
Okay so from a lore perspective redeploy makes no sense From a game perspective it rewards killing yourself which also makes no sense So what is the argument for having redeploy beyond the "player gets stuck on the map" which can be fixed by teleporting them back to the start area
From a game perspective it does. Most of your team died in the last push, you suicide so you respawn when the wave timer is lower to be with the rest of your team.
We seem to have a difference of opinion on who is using this, from the games I play its the defenders (to the point you get shouted at when defending for not doing it) who are using this to reinforce points on the other side of the map - i.e. a personal teleporter that involves suicide Why on earth would an attacker kill themselves? They could just wait for the team to get back to them And that still doesn't explain why we are rewarding suicide (or is this the "other" games do it? to which i'd point out i'm a founder here, not on "other" games)
The attacker does it so he doesn't miss the respawn wave and it sitting out for a longer period of time when his allies are running back to the area. Also as others have mentioned this will break the balance of most maps.
I've come to like Redeploy (as in, I'm not sure the alternative would be more fun), and it's currently a core part of the game. Just wish people were more aware of it, because you often see a significant part of team running between held points on large maps anyway. Also, I wish it worked properly with Veterans to avoid weird meta... Obviously, if removed without additional changes, then it will occasionally be an advantage to TK your war party when safely below cap, or blow yourself up with a grenade (or other suicide).
yeah eternal redeploy kinda takes out any strategy when you can instantly redploy to the other side of the map. Makes it pointless for the attacking side to try and attack different points when defenders can just magically reappear on mass to defend, but attackers need to take and defend transports.
It's fine on Pegasus on Olipsis as quite often not reploying is an alternative. And on Medusa and Torias it elminates running so I can play the game, a Good Thing (TM).
Agreed. Rewarding suicide and death via fast travel is a terrible incentive system. It punishes staying alive and using vehicles while rewarding suicide. How dumb is that? Not to mention how we just destroy immersion by seeing full squads mass suiciding to get to a contested objective. That's just crazy stupid and kills immersion.
You missunderstood me there, I am 100% with you and I do not see it working without a proper rework and other adjustments. It became a core mechanic and timers / distance / amount of vehicles / influence gains and other factors would need to be adjusted if they ever touched that feature.