>>48411837But it is possible to get a "white death" where the kill is attributed to a wild mon instead of the last player that fought with them. I was just wondering if the time before that death exclusively counted for the wild mon was the same out of combat timer used for assault vest/leftovers/etc. I'll test the timeframe later when my roommate gets home and let you guys know what I find.
>>48412087Sort of, yes. If there were say, a lava patch that you could just dive into and die before the fight without giving anybody xp and your team was far enough ahead to 4v5 without any additional deaths in the intervening stretch while your death timer was running out before Zap, absolutely fucking yes.
The problem is that when you die you give the opposing players xp. From what I understand, this xp is based on your level, so getting ahead and then dying right before the fight would mean that you could come back much easier but you would also help the enemy team close the xp gap. With that in mind, the only things on the map strong enough to kill you in a reasonable timeframe are the objective mons so chances are you would usually be feeding the enemy team a kill or throwing an objective for the sake of some hypothetical benefit later in the match.
All of this does mean though, that if a skirmish arises around a minute before Zap and you get caught out, you usually shouldn't use your unite move to prevent your death since that death is actually an advantage: you preserve resources and can conceivably return to the fight 2 or even 3 times during the Zap fight. There are many exceptions to this but it's a decent rule of thumb.