For reference:
The original proposal
http://www.arcengames.com/mantisbt/view.php?id=9755And some recent balance feedback
http://www.arcengames.com/mantisbt/view.php?id=11735So this thing is probably incredibly OP, right?
I wanted to do the finite-counter thing because it honestly looks a lot cooler than just deploying a lot of extra decoys, and it actually does worse against high-cap/high-rof stuff than low-cap/low-rof stuff (which is rare).
But I'm not sure the thing could be balanced with this mechanic unless:
1) Everything remotely huge-power (like an arachnid guard post, H/K, etc) were given immunity-to-finite-counters. And I really try to avoid adding "flat out no" immunities nowadays since more granular stuff is more fun. But to make this more granular it'd have to "consume" multiple counter-shots to counter a single incoming enemy shot, and at that point why not just do the decoys? Because you'd really have no way of guessing how many shots the thing could really block if the counter/shot ratio was variable.
2) The number of counter shots would need to scale down with lower cap-scales, but then it instead of being "more effective against scaling types" on low caps it would be "less effective against non-scaling types" on low caps. Again, we could just have the multiple-counter-shots-to-stop-one-round thing and have use more to stop the (inherently higher damage) shots from scaled-types on low caps... but is that a good solution?
Anyway, just looking for feedback on these. Are they not actually that imbalanced? FWIW if the enemies get close enough I think the enemy shots start getting through anyway (which is one of the things I find cool).