CounterSide

CounterSide

Add an Anti-Counter Ship. Please.
Hey everyone,

I wanted to open a discussion and make a strong case for something I think CounterSide really needs right now: an Anti-Counter Ship.

Right now, Counter units are clearly dominating the meta, both in PvP and PvE. They're strong, versatile, and often outshine Soldier and Mech units in most situations. While Counters are a core part of the game’s identity, they’ve become too central to almost every viable team composition.

🌊 Why This Matters:
Lack of Variety – A huge part of what makes CounterSide fun is building different team types. But let’s be honest: if you’re not using Counters, you’re usually at a disadvantage.

Over-centralized Meta – From rank PvP to raids, Counters are everywhere. It’s making a lot of otherwise interesting units feel irrelevant.

Need for Natural Checks – Just like some ships are designed to handle mechs or soldiers better, there should be a ship that applies pressure specifically to Counter units.

🔧 What Could an Anti-Counter Ship Do?
Here are a few potential ideas:

Passive Debuff Aura: Applies reduced defense, healing, or attack speed to enemy Counter units.

EMP Skill: Temporarily disables Counter-type passives or reduces their ultimate gauge.

Support for Other Types: Buffs Mech or Soldier units to encourage alternative team comps.

This wouldn’t be about nerfing Counters—it’s about introducing a healthy countermeasure that brings more strategic diversity to the game.

🔥 Why It Would Work:
Keeps PvP more dynamic.

Opens up the viability of underused units.

Creates new space for creative builds.

Could even tie into the lore—like a ship developed specifically to suppress Counter-based anomalies or awakened tech.

I really believe this could breathe fresh life into the game and give both veteran and new players more options to experiment with. If this sounds like something you'd like to see, please comment, share your own ideas.

Thanks for reading.
< >
Showing 1-2 of 2 comments
Bap Apr 6 @ 5:02pm 
Tbh, while having a Anti-Counter ship would be interesting. I feel like the main issue at hand isn't solved by just adding in anti-counter material. Rather, we need soldiers and mechs to be more resistant and reliable. Many of the units just aren't strong enough to their 'counter'parts (excuse the pun). Obviously we have stand outs like Curian and Rivet. But those 2 are pretty much just dps stand ins. I think the biggest way they could make Soldiers and Mechs more viable is to introduce some sort of synergy bonus, where having different types of units can give certain buffs. Like soldiers being able to hide behind mechs for extended range/protection or something.
Originally posted by Bap:
Tbh, while having a Anti-Counter ship would be interesting. I feel like the main issue at hand isn't solved by just adding in anti-counter material. Rather, we need soldiers and mechs to be more resistant and reliable. Many of the units just aren't strong enough to their 'counter'parts (excuse the pun). Obviously we have stand outs like Curian and Rivet. But those 2 are pretty much just dps stand ins. I think the biggest way they could make Soldiers and Mechs more viable is to introduce some sort of synergy bonus, where having different types of units can give certain buffs. Like soldiers being able to hide behind mechs for extended range/protection or something.
To add kick to the shin, mech and soldier are not as it came out to be. The game said soldier come with great number per deploy to compensate the lack of firepower; and cheapest to deploy, a good trade off for those who like to do assault in legions. While mech are said to be more resistant to debuff and (supposedly) not affected by terrain effect debuff be it from the stage or cast by Counter, perfect for brute force minded playerbase.

In reality? We had one soldier per deploy with shameful firepower that take sweet time to fell off other soldier, and mech units, saves Sigma awaken, are as good as tin can waste of deployment resource (bear in mind one reliable mech alone can cost you at best 4-5).

I think the level designer is losing direction there...
Last edited by N.GinWorks; Apr 6 @ 5:58pm
< >
Showing 1-2 of 2 comments
Per page: 1530 50