[quote=“JJMAJR;182310”][quote=“Watsyurdeal;182035”][quote=“JJMAJR;182029”]Counterplay to Proxy: Medics, Phantom, tanky mercs, Untrackable.
Counterplay to Redeye: Spotters, himself, indirect attacks, CQC, shotguns.
Redeye is pretty bad himself. We don’t need Proxy to go the same route. Proxy is pretty close though.[/quote]
And you lost all credibility there
Red Eye is more used than Vasilli and Aimee these days, so idk what you are smoking.
And only of those is an actual counter, you can still drop mines on Aura stations, kill Medics with decent aim, tanky merc counter EVERYONE, and untrackeable, you can still kill people with kamikazee mines and people killing each other cause they are trying to get rid of them. [/quote]
I don’t know what you are smoking, thinking that Aimee’s damage increase and Vassili’s radial spotting is worse than Redeye’s @$!# smoke and infrared.
Medics can heal people that get hurt by mines. Kamikaze being an exception, but even then, going for a kamikaze is a very niche way to play Proxy.
If you are so @$!# worried about kamikaze mines, you’d ask for a nerf in that respect, not for Proxy’s ability to make traps. Fletcher is better than Proxy at taking out deployables and going for the “use your trap as a grenade” route.
Oh, and tanks don’t counter every single @$!# class. Fire supports, snipers, and other tanks can destroy, drive away, or in other words, counter, tanks too.
@$!# logic over in that @$!# brain of yours. Coy, cocky piece of @$!#.
Hey! I thought you like saying people have zero credibility and @$!# be ignorant to a person’s reasoning.[/quote]
It’s just what is used in the meta currently, Red Eye has more hp, his Goggles are relatively quick and instant to use, his smokes are handy for faking pushes, and other things. Aimee’s hp is really low and makes her an easy kill, and Vasilli is honestly the worse of the 3 because his Sensor doesn’t have the range the Goggles do, or the debuff of the Snitch.
And you seem to lack the understanding of what a counter is, I do not mean rock beats scissors where you need to run a specific merc to deal with another, I mean situational counters, as in, you the player, regardless of merc, can handle a specific scenario.
Ever wonder why people are so frustrated with Sparks? That’s why, there’s basically no way to deal with her aside from killing her, which is not easy when she can keep running away to patch herself up.
There’s no safe way to get past Proxy’s mines, you shoot them and often times still kill an ally by accident or damage yourself. Plus not to mention Proxy being able to shoot her mines.
Compare that to Bushwacka’s turret, which you can corner peak or get behind to get rid of it. Fletcher is more skill based, so it depends entirely on whether he can stick you or not.
Skyhammer, you have a good bit of time to see the strike before it drops, same thing with Arty. Only Stoker and Kira have issues, where Stoker’s molotov can be used for panic throws, and Kira’s laser starts up right away, the only delay being to get it to drop. It doesn’t move as fast but you can still drop it on people and they will never know what hit them.
Fragger’s nades, while they are still cookable, their radius and damage dropoff means you have to literally put the nade next to someone to kill them. So it takes more effort than it used to.
There’s no reason to not at least punish Proxy when her mines are destroyed by an enemy player, or offer at least some way to deal with them without killing your allies by accident, especially with Lock On in the picture for augments.