Class Counter Play (abilities)


(1-800-NOTHING) #21

i like the idea of counter-abilities - or rather, abilities that have a counter-side-effect.
having abilities that only affect a single “counterable” ability seems way too specific and situational to be useful.
atm, though, abilities don’t seem to need all that much countering (beyond what the core gameplay already offers, i mean).

one specific idea i’ve grown quite fond of is “detection purge” as a side-effect for Active Camo/cloaking; like a healing aura that removes “detected” status from self/teammates within a certain radius.

maybe concussion grenades could be used to put out molotov fires? (that would reinforce the supposed character role of conker.)


(tokamak) #22

I like the idea of detection purge. Detection shouldn’t be voided entirely but rather it would make the detection blink on and off at certain intervals.


(Anti) #23

More synergy between abilities and more hard counters is definitely something we’re talking about a lot at the minute, expect to see changes creep in over the next few months to this affect. Similar case for abilities having a bigger impact in games.

The new airstrike in the next patch is the first example of this stuff, assuming folks agree when they try it :slight_smile:


(k1ruaa) #24

[QUOTE=Anti;468315]More synergy between abilities and more hard counters is definitely something we’re talking about a lot at the minute, expect to see changes creep in over the next few months to this affect. Similar case for abilities having a bigger impact in games.

The new airstrike in the next patch is the first example of this stuff, assuming folks agree when they try it :)[/QUOTE]

Do you know when the next patch is coming? :slight_smile:


(Mustang) #25

You can lie on the smoke to prevent it?


(Anti) #26

We were hoping to do it today but have hit some critical bugs we need to fix. Expect to see it early next week.


(k1ruaa) #27

Ok great! thank you


(INF3RN0) #28

[QUOTE=Anti;468315]More synergy between abilities and more hard counters is definitely something we’re talking about a lot at the minute, expect to see changes creep in over the next few months to this affect. Similar case for abilities having a bigger impact in games.

The new airstrike in the next patch is the first example of this stuff, assuming folks agree when they try it :)[/QUOTE]

Any news on counter-ability play or more multi-use abilities? The more we can do with abilities in terms of ability vs ability or ability vs objective would be great. Especially considering the agnostic nature of the game, we could use some definition that compliments that and makes for a more unique sub-meta.


(INF3RN0) #29

I was thinking it might be interesting in the scenario that there were two types of counter ability systems. One being an archetype role and another being merc specific singular counters. The archetype role might be something like Recon style mercs specializing in disabling/slowing processes via an extra sabotage-like merc ability/tool (say a hacking PDA), where as a singular counter-ability would be like explosives dissipating smoke screens.

Some ideas on singular counter abilities;

-smoke grenade extinguishes molotov flames or blinds turrets
-sensor grenade disables mines in AOE or cause enemy turrets to TK until the sensor is destroyed/expires
-Turrets increase ability c/d timer per hit on targets or drain available special items
-Mines temporarily prevent healing on effected targets


(prophett) #30

Good news! Scheduled to fly home on Tuesday so i’ll get to try the last three updates.

Somewhat on topic: being able to block an enemy airstrike by crouching/standing on the cannister was a nice feature in ET (pretty much had to sacrifice yourself in order for your team to continue holding a certain area in some cases).


(Glottis-3D) #31

how about a block ability against Phantom’ lunge? doesnt prevent from damage, but keeps you with more HP.


(INF3RN0) #32

Maybe instead disrupting his stealth or detecting him? I imagined that was his actual ability and the lunge was part of his basic attacking design.


(Glottis-3D) #33

smoke grenade, making him more smoky ? like the smoke particles add more dispersion on the model.


(Protekt1) #34

[QUOTE=prophett;492956]Good news! Scheduled to fly home on Tuesday so i’ll get to try the last three updates.

Somewhat on topic: being able to block an enemy airstrike by crouching/standing on the cannister was a nice feature in ET (pretty much had to sacrifice yourself in order for your team to continue holding a certain area in some cases).[/QUOTE]

:smiley:

That post from anti is like 5 months old :tongue:


(prophett) #35

That post from anti is like 5 months old :tongue:[/QUOTE]

OOPS - only 2 updates to test :frowning:


(Protekt1) #36

Same here, I’ll have my new GPU thursday


(k1ruaa) #37

[QUOTE=INF3RN0;492951]I was thinking it might be interesting in the scenario that there were two types of counter ability systems. One being an archetype role and another being merc specific singular counters. The archetype role might be something like Recon style mercs specializing in disabling/slowing processes via an extra sabotage-like merc ability/tool (say a hacking PDA), where as a singular counter-ability would be like explosives dissipating smoke screens.

Some ideas on singular counter abilities;

-smoke grenade extinguishes molotov flames or blinds turrets
-sensor grenade disables mines in AOE or cause enemy turrets to TK until the sensor is destroyed/expires
-Turrets increase ability c/d timer per hit on targets or drain available special items
-Mines temporarily prevent healing on effected targets[/QUOTE]

Some really good ideas in my opinion, I am just afraid that too much of that kind of stuff would disturb the gun play and then not being used so much. I mean in game pushes are usually fast and wasting too much time thinking how to counter abilities could get you killed in a lot of situations or simply be a waste of time.

I think it can be great but what I am trying to say is I am not sure if it would be worth it in most situations.


(Glottis-3D) #38

[QUOTE=k1ruaa;493757]Some really good ideas in my opinion, I am just afraid that too much of that kind of stuff would disturb the gun play and then not being used so much. I mean in game pushes are usually fast and wasting too much time thinking how to counter abilities could get you killed in a lot of situations or simply be a waste of time.

I think it can be great but what I am trying to say is I am not sure if it would be worth it in most situations.[/QUOTE]
since we still have chokepoints here and there at all maps - molotovs, mines and turret do bring a lot of problems - if not sometimes damage - then at least disturbance. so i agree to have counter abilities (but NOT full cancelling) and i think, that they [counter measures] will be used.

smoke nade lowering turret’s reaction and range, lowering molotov’s burning time


(Kl3ppy) #39

[QUOTE=krokodealer;493759]
smoke nade lowering turret’s reaction and range, lowering molotov’s burning time[/QUOTE]

Just had an idea:
The smoke nade should as you said raise the long on time for turrets. The concussion nade should reduce the Molotov fire because it takes away the oxygen like a fire extinguisher.


(k1ruaa) #40

[QUOTE=krokodealer;493759]since we still have chokepoints here and there at all maps - molotovs, mines and turret do bring a lot of problems - if not sometimes damage - then at least disturbance. so i agree to have counter abilities (but NOT full cancelling) and i think, that they [counter measures] will be used.

smoke nade lowering turret’s reaction and range, lowering molotov’s burning time[/QUOTE]

Yeah, in the particular case of chokepoints it can be really usefull I agree. Btw after testing I think smoke grenade already disable turrets (at least when the turret and the player are in the smoke)