An idea for Phantom


(Splicerrr) #1

I find it stupid how they made him almost completely invisible and completely quiet. They should have made the cloaking noise not as loud as before, but still loud enough to hear. For the cloaking, they should make it so when phantom is still, he is near completely invisible. But when he is running/walking he is more visible, causing the background behind him to blur. I find it unfair that he can one hit <100 hp mercs but he doesnt even have any weaknesses at all.

Now, lets relate phantom to a game I used to play.

I am a former Battlefield player, and I have played almost all the franchise. I used to play a game called Battlefield Heroes. A cartoony style fps shooter game, much like DB. BUT it is third person and has classes and each class can have up to almost 7 abilities. One of the classes were commando. He is a stealthy recon, who is able to turn invisible and has many abilities as well. He wields a sniper rifle, pistol and a knife. The commandos main objective was to snipe, but also take out enemies silently with his knife or pistol. You were only able to choose to equip another sniper rifle, a pistol or a knife has your secondary. The commando was able to be played multiple ways. You could either be a camper and snipe from far away. Get up closer with enemies with a pistol, or use your knife and stab them to death.

Now stabbing an enemy seems slow right? Wrong. The commando had an ability called Elixir. This ability rendered him to glow blue, blind the enemy with smoke and also move faster. Using this ability, the commando is able to run at enemies and stab the fuck out of them fast. But making them the most visible player in the area at the same time. Although the knife does less damage than the katana in db.

Heres a video.

If phantom was able to use a sniper, dmg, AND smg (blishlok). It would give him more use to DB because he can be played multiple ways using his cloak. Come on, lets be honest. No one uses his smg during gameplay. The only time it is used it during desperate situations.

Plus, his knife loadouts wouldn’t be useless if he had Elixir.

His emp charge can also be combined with elixir. Also with this ability, his hp would need to be lowered.

Anyways, this was just an idea I had for phantom. To give him more flexibility during games rather than running out with the katana for a full 30 minute stopwatch game. What do you guys think?


(Chris Mullins) #2

Check out this video: https://www.youtube.com/watch?v=GnFucKjMM7s

It talks about some of the updates coming to Phantom, specifically making him more visible when cloaked and increasing the volume of this cloaked audio.


(Tanker_Ray) #3

@stayfreshshoe

It’s NOT about his cloaking audio, or him being way too invisible.

It’s all about His HP is too high as an asssassin(Same as average Fire Supports) Plus, there is no penalty attacking while cloaked, or afterward situations right after he killed one victim.

His invisibility has to stay the same. Everything will go back to old trash state if you touch this again.

SD finally listened to forum phantom fans who wanted EMP/Cloack to be seperated, great indeed.

However, you have to see what’s the core reason why characters like Phantom being way too extreme all the time rather WAY too OP, or almost useless.

All you need to fix is

Roll back his HP to 110, but buff his movement speed to at least 420

Instead of enlarging his cloack sound and making him visible(Which will probably make him trash again when facing good players with hawk eye), make decloak sound louder with few extra delay before he attacks.

To be honest, stabbing under 90HP mercs (Or rather Phoenix with Chopper) was so damn easy once you arrive at the respawn passage without enemy’s witness even before this patch.


(D'@athi) #4

Probably their engine doesn’t support something as ultra-roxxor-complicated as some action-after-decloak timer. Would explain why the most logical solution is constantly ignored, and only simple values are changed?


(Tanker_Ray) #5

@Deathi said:
Probably their engine doesn’t support something as ultra-roxxor-complicated as some action-after-decloak timer. Would explain why the most logical solution is constantly ignored, and only simple values are changed?

Well they didn’t explained why it took so long to change couple weapon stat digits/merc stats too.

Yes, I’m speaking of Burst rifles and some of the others…


(Begin2018) #6

@Deathi said:
Probably their engine doesn’t support something as ultra-roxxor-complicated as some action-after-decloak timer. Would explain why the most logical solution is constantly ignored, and only simple values are changed?

The engine can do it. In fact on PTS they tested Phantom with decloak annimation. No idea why it was removed at release.