[QUOTE=Shifty.;493762]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.[/QUOTE]
I guess you meant lock-on, but I agree that some synergy between characters/abilities would be pretty awesome.
Class Counter Play (abilities)
Mustang
(Mustang)
#41
Glottis-3D
(Glottis-3D)
#43
- if enemy sensor weakens my turret (like a jamming devise)
- how about a friendly sensor makes my turret lock-on faster? - my turret acts almost like a wallhack aim-bot? tracking enemies behind the walls. scary $hit!
Humate
(Humate)
#44
Question:
Do you think the classless ‘shooting counter’ to mines, turrets, ammo racks, radar nades etc works well in conjunction with class counter play? Or does it water down the importance of class counters?
I think multiple class counters are fine, but I’m generally not a fan of the shooting counter - theres something thats not quite right with it experientially… and it doesnt help that the abilities themselves, dont pack a punch to feel that destroying or countering them is significant in any way.
