, in which you need to be smart to win over enemy (not just spamming aoe) and where
(slow charging weapons, slow firing rate, slow mobility, or weak point in their armor)
. Examples what I have on mind:
Creature 1: melee attacker, strong frontal armor, vulnerable from behind, slow movement and slow turn rate
How to counter: Move behind it and shoot vulnerable spot before it slowly turns towards you
Creature 2: melee attacker, slow movement, no armor, ability to root you in place in melee range (15 sec CD, 3 sec duration)
How to counter: Be on move and kill it from sufficient distance.
Creature 3: melee attacker, no armor, quick movement toward you, ability to teleport randomly to side when it takes DIRECT dmg (3 charges with 15 sec CD), in melee range ability to teleport behind you and push you some distance from it (preferable to other creatures) (60 sec CD), taking electricity dmg will shock it and it will loose all abilities and is unable to move for some time (10 sec)
How to counter: Preferable to shock it with electric dmg, or keeping distance and by dealing dmg depleting its ability to teleport
Creature 4: melee attacker, slow movement, strong armor that will break after taking some dmg, taking frost dmg will quickly freeze the armor and make it fragile to break from taking any DIRECT dmg, (Optional: vulnerable spot without armor)
How to counter: Preferable with frost dmg, or destroying armor by brute force (If with Optional: or by shooting vulnerable spot)
Creature 5: slowly shooting attacker which throw/shoot at you slowly moving projectile along arc, which is easily avoided by dodge/moving to sides, weak/medium armor (breakable/unbreakable), medium movement
How to counter: Try to avoid attack by dodging and kill it
Creature 6: attacker with charging (3 sec) shooting in line (you can easily see and hear charging) it CANNOT turn when it start charging, medium movement, weak/medium armor (breakable/unbreakable)
How to counter: watch when it is charging and dont stand in line of shooting
Creature 7: Flock of creatures with medium movement, which are always circling around center of their flock in such way, that creatures with the most hp are trying to be in front of the flock, no armor/weak armor, melee attackers, (Optional: flammable, when damaged by fire dmg (not explosive dmg), they are set on fire and panic= leave the flock and start to eradicaly move and they can set other creature on fire as well )
How to counter: AOE dmg and keep distance or just shoot and keep moving (Optional: use fire to spread fire to other creatures xD )
Creature 8: Support creature with big front shield (shield like in medieval game, not energy) breakable, slow movement but quick turn rate and needs to rest when it travel some distance, when resting it doesnt hold shield high enough so you can easily directly hit his head/part of body, no other armor, other creatures are hiding behind it (limited number) until this creature lost its shield or they are close enough to charge directly at you, low melee dmg (AOE dmg doesnt get past shield)
How to counter: Break the shield with frost dmg, or wait till it is tired and shoot at it then.
Creature 9: Support creature with healing abilities (5 sec channeling, 10 sec CD) (channeled heal preferable with visible link between healer and healed creature) healing can be canceled if healer take dmg while channeling , medium movement, weak/medium armor, no fighting capabilities
How to counter: Kill as first target or shoot at him to break heal when it is chanelling.
Creature 10: Support creature that deploy time limited energy shield around few meters, shield holds till creature is channeling it (it cannot move while channeling), shield have limited HP (if shield is destroyed by dmg it will overload creature and kill it immediately) and can be penetrated by penetrating ammo (sniper), you can pass through shield and kill creature directly, quick movement, no armor
How to counter: Destroy by brute force, or move in and kill the creature while it is channeling the shield, or ask sniper to finish it right away with penetrating ammo
Creature 11: "Slime type" support creature with channeling ability that creates imaginary creatures (with low HP than real creatures, and no dmg/ low dmg capabilities but they still act as real obstacle ), 2 sec channeling to create one imaginary creature, 5sec CD, during CD it reposition itself and try to hide behind other creatures, all imaginary creatures die when this creature die, can be shocked by electric dmg, medium movement, medium armor, (Optional 1: if attacked in melee range it will jump at you and use its body to wrap around you, you take acid dmg and only others can dmg this creature in this stage, after few seconds it will eject you with force and after landing you are knock down. Optional 2: "Hydra" ability, for every imaginary creature killed, two new imaginary creature will appear)
How to counter: Kill as fast as possible, or use some technology (your AI support, thermal vision, etc.) to determine which creature is imaginary and which is not, (Optional1: dont go near it, Optional2: very dangerous if imaginary creatures can damage you, focus on the Right creature )