i have a addition to this. like in cod3 (i guess street fighter and assassins creed too), if you grapple/melee another pro and they grapple/melee you at same time, you can get into a combo with a timing sequence. so a sniper grapples you, you get golf'ed if you fail to grapple at same time and melee to block his hit, and he can escape back or block your hit. i think it would work if it was limited to one block chance per person, so the counter and struggle would only last maximumly 4 seconds. and of course getting blind sided isnt blockable. this idea would be hard to balance, maybe its just a waste of time to bring up. i just had a fun thought is all :mrgreen: on the other hand, i like his thought and think it would add more balance. as far as adding more ways to break ice. :| but you know there are already some counters for ice traps and ect.: ~not running into it is the obvious one, they have a delay when first thrown if the sniper tries it as a grenade, and if laid in advance, you can jump it with jets or just avoid it otherwise ~use your explosives to defuse it. grenade gun, mortar gun, airstrike, bomb, and product grenade too i believe, can cause it to go off on its own when detonated nearby ~stick with a buddy. perferably one you trust to take the shot before the sniper takes his. perferably the two of you not within arms reach. if the sniper dies his trap didnt do much but slow you down ~if desperate, an assualt can fling themselves while froze with a bomb. difficult to do most of the time ~if lucky, you can kill the sniper after getting froze. its humorous when i see an assassin get froze, a sniper walk up to grapple instead of taking the free dome-shot, and getting grappled by the assassin instead :twisted: . only happens rarely and its total luck, but its poetic justice that the sniper expected to just waltz up no problem.
The problem with a "counter" system, is that if you simplify it down to just hitting a button at the right time after an attack then it won't be long until people get used to it and very good at it. The end result being that every gunner is basically immune to ice traps, and no one ever lands a grapple again. The point of any multiplayer game is that you anticipate your opponents moves and react accordingly. If you're able to react to moves AFTER they are executed, then it simply becomes a game of who has the best reaction time.
I'll toss in that I like things simple in my MNC. While it adds a layer of depth to certain elements, it also adds complexity to the system, and timing's already a bit of a bear. Not that I wouldn't mind getting out of ice traps...
We talked about a counter system during development and kept it out because of the complexity it would add to an already complex shooter. It's something we might consider again for a future project since AZO and I both enjoyed working on more pure hand to hand combat games while we were at Shiny. Getting the grapple system to this stage in a multiplayer game was some work and it still has issues in low lag situations.