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Would removing Veterans LP cost actually break them? Because they don't feel "elite"

Discussion in 'General Discussion' started by Gboon, Oct 3, 2016.

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Do you think Veterans should have no LP cost limit?

  1. Yes

  2. No

Results are only viewable after voting.
  1. Gboon Gboon Cipher

    Right now a Veteran can take a couple extra hits from some weapons, but dies just as fast in melee and mostly as fast in ranged. And still extremely susceptible to the one hit kills of the game.

    If they had no LP cap, and could just equip EVERYTHING, would they be broken?

    The biggest LP cost build I could think of is dead shiny (mastecrafted equivalent for orks) power klaw with mods (I want to say 750lp but haven't found any yet), max armor (400lp), golden gob (600lp), bundle of grenades (100lp), medkit (50lp), that one gear that gives -30% regen delay for armor (150lp), 80lp worth of minor war gear, and that one ork shield that apparently costs 500lp.

    That's 750+400+600+100+50+150+80+500 for a grand total of 2630LP. Yet it'd still be susceptible to one hit kills, helpful but not even anywhere near double surviability, and the weapon while nice would still be the equivalent of a glass sword build minus the surviability, since you could just rush in over and over with some 700lp mastercrafted fully modded weapon over and over with no surviability and be just as useful (if not more since you don't need to worry about dying) as the veteran.
    LOBOTRONUS, Sceviour and Alb like this.
  2. Grimshot Bildr New Member

    As things are now I'd say yes, but if they want to add anything else to advancement down the line it could be a problem.
  3. SniffSteven SniffSteven Steam Early Access

    Chaos, Ork and Eldar vets should be renamed Chosen, Nob and Exarch respectively, i think; the spawn limit should be changed to long cooldown, and yes, with the current equipment options the LP limit should be waaay higher - i'd say 2000-2400 instead of puny useless 1400 for chrissakes
  4. Pouncey Pouncey Subordinate

    I'd liken it to MAX suits in Planetside 2.

    They have limited uses in any particular battle, but to compensate for that they're also incredibly powerful. They can still be taken down, they're not invincible and their firepower isn't omnipotent, but they're powerful enough that there's a huge difference.

    Could also compare it to other things in other games.

    DPS Potions in WoW give a huge stat boost for a limited period of time, and you can only use one after you enter combat, so in boss fights and continuous PvP fights, you're limited to one (two if you can predict the engagement time and use one slightly before to get the cooldown started before you actually pull). But they offer a huge DPS boost while they're active.

    In WH40k TTG, there are one-use-only weapons. And they tend to be way more powerful than their points cost would normally suggest.

    These limited use items are balanced because you can only use them once per game, so their massive amounts of power are limited by not always being available. They can provide an extra boost of output when you need it, and in the case of MAXes in PS2, there's a tactic called a "MAX Crash" where a huge number of players spawn MAX suits and all rush onto a point together at a crucial moment, the combined massive power increase being enough to sweep away pretty much all resistance. Over the next short while though, the MAXes die, because they're merely incredibly tough and resilient, not invincible, and it helps that MAXes in PS2 have no ability to heal to keep themselves or each other alive, and also require a separate healer unit from ordinary infantry. But it can take and hold a point, maybe long enough to make a difference.

    If you have a limited-use thing, it should be pretty darned powerful to offset that limited usage.

    EC can't entirely copy the MAX idea (in terms of a power increase, I mean, not literally copying... the... Well, there's Centurions now, so 40k already copied MAXes, but you know what I mean), because Veterans in EC can heal and perform every task that regular guys can, only better, and they shouldn't require different units to heal Veterans as opposed to ordinary infantry, so a similarly large power increase would be too much. But it should be enough that swapping to a Veteran class feels like it makes a big difference. Currently it seems that unlocking a Veteran class and using it enough to get a feel for how it plays leads to wondering why they're even a thing, which shouldn't be the case.
    SniffSteven likes this.
  5. Jason021 Recruit

    I don't think there should be a limit at all. Ok, maybe 2000. You should be able to give your veteran the best of everything.
  6. Destabilizator Destabilizator Nickname Change

    Veteran loadout = make 200LP hole in your current loadout so you can accomodate halo...

    Devastator's Halo makes no sense, who cares about the surviability, when you get either oneshotted by plasma or clubbed, in both situations your surv doesn't matter. It should give dmg boost/unbreakable brace.
  7. There are just too many 1 hit kill weapons around for veterans to feel powerful.
    Wulf, LOBOTRONUS, Braken and 2 others like this.
  8. Wolf Steel Wolf-Steel Subordinate

    I agree, and personally I feel all Veterans should have a higher base toughness and health than the standard variation. Make them by default stronger, because they're classed as an Elite. They should be a remarkable threat to a "standard" soldier in the field. When you see one, you should be pressed to re-address how you want to approach the area they're in. As it stands I have to feel like I need to baby-sit any marine with an Iron Halo atm because they're just a huge "FIRE AT ME ASSHOLES!" on the screen and they always get focused down and die just as quick as anyone else does.
    Nefastus likes this.
  9. Pouncey Pouncey Subordinate

    What if they just removed the limited spawns without actually buffing them too much?

    Yes, you'd be more powerful than a standard trooper for the whole game. But the current power increase is pretty much negligible. And you'd be limited in versatility, as you can only equip one Veteran loadout at a time, so if you ever needed to switch classes, you wouldn't be a Veteran until you switch back.
    Braken and Mephane like this.
  10. KhaosR KhaosR Curator

    Totally agree with this, spawn limit make some classes like ground assault or builds focused on damage, which die a lot, not viable for your veteran slot.

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