Anyone worry about trying to balance Phantom without considering cheaters?


(robustWonder) #1

Phantom needs a slight adjustment, maybe his cloak should no longer act as a shield.

But I just watched one team mate with Phantom chase down people he couldn’t have known were in certain areas. He ran around corners and sliced people down when I couldn’t see them, he ran straight through certain areas without glancing and headed straight for a group camping…

is anyone afraid of trying to over nerf Phantom based on possible cheaters using wall hacks?


(debonairRogue) #2

if splash damage balanced the game around cheaters this game would lost player count faster than brink


(Jojack) #3

[quote=“robustWonder;14311”]Phantom needs a slight adjustment, maybe his cloak should no longer act as a shield.

But I just watched one team mate with Phantom chase down people he couldn’t have known were in certain areas. He ran around corners and sliced people down when I couldn’t see them, he ran straight through certain areas without glancing and headed straight for a group camping…

is anyone afraid of trying to over nerf Phantom based on possible cheaters using wall hacks?[/quote]

Are you worried that the only reason Phantom seems OP is because cheaters might be playing him?

Nah, pretty sure its the best weapon, best HP to speed ratio in the game, best melee weapon, invisibility and…oh yeah, a freakin’ shield. Zero drawbacks. None.


(PurpleNurple) #4

Played 35+ hours with Phantom last weekend. You don’t need wallhacks to be good with him what so ever. When you play longer you’ll learn where and when people spawn, where people are shooting from, where the best places to hide when you’re low health(basically checking those areas) and actually using sound to your advantage <— listen to foot steps.


(subtleDoll) #5

They should have make the Phantom invisible at long range and only noticeable at close range. Like this you can easily spot some cheaters.


(watsyurdeal) #6

The thing is wall hacks are only noticeable if you’re spectating, it’s entirely possible to predict people.

You learn that skill after playing a lot of shooters, you learn what areas get the most traffic, and which ones don’t. It’s easy after you spend about 100 hours in this game and you learn the spots where you run into the most fights.

So as a Phantom that skill becomes incredibly useful.

But as far as Phantom being nerfed goes…I seriously doubt it’d matter when it comes to cheaters.

Cheaters could use any merc and whomp on you, that’s why they do it. Their life is so pathetic they need a power trip like that to give them motivation.


(activeClip) #7

this^

you can literally see people and hear where they are shooting from half way across the map, i can hear everything while playing 5/100 volume in pubs, and if i were to get really tryhard in competitive 40% volume would be more then enough.

even with music blasting it shouldnt be hard


(XavienX) #8

Aimbot/Triggerbot Phantom…? Sounds weird, I’d rather go Beyblade.


(watsyurdeal) #9

Thing about the Beyblade thing is it’s unrealistic, he’s using a macro.

Nobody is going to play with a sensitivity high enough to do that many 360 degree turns, plus, supposedly they will be adding a turn limit soon. So…yea.


(Jostabeere) #10

What The fuck?!


(wittyChicken) #11

Pretty much every gaming mouse comes with a DPI switch.


(Harlot) #12

[quote=“Watsyurdeal;46798”]Thing about the Beyblade thing is it’s unrealistic, he’s using a macro.

Nobody is going to play with a sensitivity high enough to do that many 360 degree turns, plus, supposedly they will be adding a turn limit soon. So…yea.[/quote]

It’s a macro and it’s been made available publicly. So everybody could do this if they wanted. So it’s hardly unrealistic at this time.


(Ghosthree3) #13

Turning speed lock will fix the beyblading. Also they’re hopefully going to reduce the hit frames on the stab animation.


(Jojack) #14

They need to just code it like a bullet. You hit what you are pointing at when you push the button. Being able to miss, then turn into a hit (or multiple hits) on a lunge attack is ridiculous. THAT’S what’s broken. Just keep the animation the same but code it as a limited range projectile like Vassili’s bullet so it can penetrate multiple enemies if they are in a line. The normal attack is fine as it is.


(Ghosthree3) #15

It shouldn’t be when you click attack, that won’t time in with the animation at all. It should be when the stab is at its most stabby point, but only last 0.1s.


(Jojack) #16

That would be fine too.


(Litego) #17

Shouldn’t last either, should just be a delayed short range bullet like @Jojack said. If you miss you fucked up and you shouldn’t be able to turn that into a hit by doing a sweep or hoping someone will run into it.


(Ghosthree3) #18

That’s why I said last 0.1s.


(Jojack) #19

That’s why I said last 0.1s.[/quote]

Either way it’s the same effect. You get one chance to hit, and it can still pierce for multikill if enemies are stacked close.