Hey,
The more and more I think about the game in terms of Synergy’s and Counters, the more I am finding myself worrying about the entire concept of counters but loving the idea of synergy. In the past I have touched on my concerns with counters in a game that has so few abilities because if for instance, you have the ability to cancel out an airstrike, Skyhammer is just an ammo dealer. Having said that it really depends on how you give the ability to counter… If the person that can counter is also useless I suppose it works out…
We technically already have some pretty poor counters in the game already…
Nades (from nader or fragger) and smoke cancel out Stokers Molotov.
Nades and Molotovs also cancel out smoke and deployables.
I don’t like it personally…
Reason being is that the vast majority of the time the cancels are the result of chance and accident rather then cunning and foresight. I understand that you are asking for things to be much more involved and direct than what we currently have, I just still worry the same could end up happening or we end up in a situation where we run into roadblocks in gameplay due to everyone spamming actions and counteractions until something eventually lands.
Its really awkward…
I want the ability to stop an airstrike from stopping the EV.
However…
I don’t want someone to be able to stop my airstrike from stopping the EV.
Now, I do get that the idea would be to make the counters very skill based and “involved” but I still cannot think of a way of making that fun for someone that has their ability cancelled. Again, even though this seems to work great in Mobas its very rare for a Moba to only have 1 ability per character. I honestly feel the single Ability design has really limited potential for interesting further design. Even more so when some of them abilities feel more suited to Call of Duty style Kill Streaks then they do time based abilities.
I would be very interested to hear some examples of counters you have floating around your head.
Now what I would love to see is synergies…
However, I still have no idea how to implement these in a cost effective manner or easily to understand.
I would love as a Stoker to be able to run up to a Redeye and hold F on him to hand him my molotov and turn the next smoke into something like a toxic smoke cloud that does damage over time to people inside it. Costing Stoker his molotov but buffing the smoke in return. Same could be done visa versa.
The concept of stuff like this seems simple but the time to add functionality to this degree that will be only used in a very small percentage of matches is where I think the biggest road block lays. Simpler additions would revolve around Engineers being able to buff deployable stuff like the healing station, ammo station, turrets, mines and barriers. Having sollys have the ability to share “special” ammo types or give temp buffs, this would be cool as you can simply change the the muzzle flash colour based on buff/special ammo type to communicate it and add a lot of depth.
You could make this more specialised by having for instance Turtle buffing deployables by giving them more HP where proxy buffs them giving them greater or making them stronger. Change stoker from a FO to a solly character and allow him to throw single clips of fire ammo alongside his molotov. Give arty the Ammo station to make him more different to skyhammer.
Now due to voice over already being recorded I doubt that any of this would happen and that is such a shame. I am starting to slowly accept that we have the game that will be released bar a new mode, new map, few mercs and some polish 
