3 core changes to Phantom, like if you agree


(watsyurdeal) #1

1. Phantom now has 100% full invisibility

This way people can’t see him coming in, if that sounds op, keep reading

2. Phantom can ONLY reload while cloaked, he cannot attack, defuse, plant, help up, any action other than reload

This is a compromise change, in exchange for full invisibility, now Phantom has to make tactical careful decisions of when to use his cloak and turn it off. Meaning he can no longer attack while invisible, so no more bum rushing you and sponging damage like he could before. If you try to do anything other than reloading, he’ll simply do his animation, and THEN you can do what you wish, stabbing, planting, whatever.

More specifics you ask? Well, the time to activate cloak is about 1 second, his right hand clicks a button on his left, then the cloak turns on. That 1 second is enough time for someone to hear his cloak or catch him in the middle of things, and start damaging him, draining his cloak meter instantly, preventing an escape or damaging while he is unable to defend himself until the process is done.

This solves so many of the problems Phantom had before, by forcing smarter use of the Refractive Armor and making it possible to counter by an aware player or if the Phantom in question is careless.

3. Phantom now has an EMP, think of Vasilli’s Motion Sensor, but disable buildings in range

Exactly as it sounds, think of the motion sensor, literally the exact same thing, except for a different model, and what happens instead is any buildings within range are disabled, NOT DESTROYED, DISABLED (caps for clarity).

So while in this disabled state, they stop functioning, meaning the turret won’t shoot anymore, the mines won’t trip when someone is near, and the healing station stops healing. Like the motion sensors, the enemy can see the emp, and destroy it. And once destroyed, the deployables will do their “wind ups”, and go back to normal.

This is GREAT for dealing with Rhinos hugging a healing station, turrets in spots people can’t see but can be killed by, and mines that are dangerous to shoot at the risk of killing yourself or a team mate by accident. And it gives Phantom a utility that makes him distinct, and worth using over other classes with similar health, speed, and weapons.

The recharge time is 20, and it’ll stay for about 15 seconds before disappearing like the motion sensor does.

If you like these changes, agree, like, send to them devs, whatever, whether or not the devs add it is up to them, but I at least what them to look at it and or consider.


(Snark) #2

how about using a poll?

edit: I ask because it seems like a thread to get magical forum epoints rather than a real question if you don’t.


(watsyurdeal) #3

Noted. @Amerika, any way you could delete this thread?


(CCP115) #4

Where da poll at? I got some things I gotta say.

I lied, I haven’t got anything to say. This all sounds real good, and also just borrows heaps from the TF2 spy, which isn’t a bad thing, considering the Spy is pretty balanced.