I am actually very appreciative of this response, finally actual dialogue in this thread!
Let’s flip the script a bit here then and instead ask what kind of system would you personally prefer that encourages teamwork still and doesn’t incentivise solo rushing that is a legitimate problem and can easily cost games?
I have my own issues with the coherency system, I don’t think it at all flawless and I personally believe the radius it works in should be much larger, and work like a chain instead of a circle, but right now it is a highly effective method to keep the spreadsheet enthusiasts in line which was a much welcome change. I do also personally believe the benefits gained from it should be more significant, mostly in the terms of the feats themselves so that you do actually gain a more notable benefit from it to make it more desirable to try and fight together.
To open up that final part there a bit more, I am mainly referring to a situation that has been described in the past, aka, a moment where you need to split off from the party for whatever reason, be that a unfortunate spawn of a Poxburster quite literally next to you or a horde cutting you off from your allies. In most of these cases, such as the one you have in the video where you go for the Sniper for the reasons you pointed out, which you did justify, the preferred method is obviously to take a wide berth and in a way ‘abandon’ your allies to go fight by yourself somewhere so you can split off a small chunk of the full threat to take it out to get the much needed breathing room to go and help your allies. Now, this is where I would like to see the game incentivise a bit more teamwork in the way you yourself describe.
Basically, have the coherency work the way it does now, but preferably increase the distance you can be from allies, make the benefits slightly more notable, but also, have the opposite of the system that kicks in when you are broken off from the coherency. Boosts to offensive abilities in such cases, be that stamina regen, movement speed, attack speed, reload speed, and so on, the idea being that your defensive capabilities do go down as you can no longer regen toughness, but you are at a better position to fight against whatever is coming for you, or cutting you off from your allies. Of course, implementing such a system would require a notable amount of fine tuning as you don’t want to make it the more preferable option to stay OUT of coherency to keep that buff on since Toughness regen is very easy to get outside of coherency to the point where you never need to actually be in coherency to keep full Toughness at all times with some classes, such as the Psyker or Veteran.
But the theory is there. I would honestly consider that win for both sides at least in my eyes. You would get the benefits of teamwork, aka the feats which would hopefully be just better in general, when sticking close to team, but should you break off from the team, you have different types of benefits that help you fight better but your durability is going to be in question. Would help with the Zealot issue for example, charging out of coherency to whack a horde or an Elite but now gaining a notable boost to damage output, or the Sharpshooter actually being able to stick back a bit to be able to pick off the necessary ranged guys now gunning for the lone Zealot.
A lot of work to functionally implement, but I see it as a win-win for both sides on this particular topic (Not just you specifically, but all those against the current system). Thoughts?