strike priority is not programmed to be like that, sadly that's just ping due to the peer-to-peer hosting. When someone is spamming strike, you should be able to counter with roll > strike, but if ping is bad, the strike spam will keep priority :\ I would like to see this fixed but without dedicated servers, not sure how it would be handled, unless they somehow changes the attack frames to allow a longer grace period. But I already feel like the strike "fail" is too long when fighting AI, sometimes you can punch an elite, and they can roll and grab in the time it takes you to fail that strike, definitely don't want any change that lets this happen.
As for antag, it depends on several factors. Level is the least of what matters, as MMR balance can make or break a battle. Here a level 10 antag beat us 2/3 games because our team's collective MMR difficulty is around 65% here, and they were 54% on their first match against us, causing the enemy AI to overcompensate. We are in party chat and using our best team makeup to clear this map easily in a few minutes, but a low level newbie antag wrecked us. Twice.
https://www.youtube.com/watch?v=0oliKia7CvM But there are definitely games where the antag doesn't stand a chance due to lack of anything spawning. Like I said, it just depends on a lot of factors, but MMR is the biggest one currently. Keep low MMR and everything will be easy for you. Try to go high like we're doing, and get punished for it
Not even seeing good rewards at difficulty 71%