Buff chopper perk


(handyHeirloom) #1

Honestly, the only reason this perk was nerfed is because phantom was “OP” at the time. All the nerf did was make it so phantom can’t 2 hit a fragger with his light attack, he has to use light and then heavy. My problem with this is that fragger is another “0 Utility” class, and is supposed to focus on kills more than anything else.


(Yes) #2

Phantom’s role is running away, he’s the best at it.


(Ardez1) #3

So wait, is your argument to buff the perk or to nerf fragger? It sounds like you provided a good point for nerfing Fragger…

Also, if the nerf ONLY made it so it is harder to kill Fragger, what is your problem with it? Have you had an exceptionally hard time fighting Fragger? Do you feel they dominate you because you choose to purely go melee only against a class with high health and a high damage ability? Maybe if you had shot them, let’s say 3-4 times before closing the gap then you would be able to kill them in two hits?

For that matter, why not do exactly that? Many have stated the invisibility is useless at this point, so use the damage shield to close the gap after taking the opening shots on your opponent. Then go in to terrorize them with the katana. I would honestly suggest keeping the duel to gunplay in that scenario, in particular if you can get the jump on the Fragger. If you can keep your crosshair on his head you should be able to finish him before you would have enough time to close that gap for the melee slices.


(handyHeirloom) #4

[quote=“Ardez;64972”]So wait, is your argument to buff the perk or to nerf fragger? It sounds like you provided a good point for nerfing Fragger…

Also, if the nerf ONLY made it so it is harder to kill Fragger, what is your problem with it? Have you had an exceptionally hard time fighting Fragger? Do you feel they dominate you because you choose to purely go melee only against a class with high health and a high damage ability? Maybe if you had shot them, let’s say 3-4 times before closing the gap then you would be able to kill them in two hits?

For that matter, why not do exactly that? Many have stated the invisibility is useless at this point, so use the damage shield to close the gap after taking the opening shots on your opponent. Then go in to terrorize them with the katana. I would honestly suggest keeping the duel to gunplay in that scenario, in particular if you can get the jump on the Fragger. If you can keep your crosshair on his head you should be able to finish him before you would have enough time to close that gap for the melee slices.[/quote]

The simple fact is that fragger can dispatch phantom quicker than phantom can mow him down with a gun, assuming equal skill level at a few feet of range. Also, assume the fragger walks around the corner when fighting another enemy or when your cloak is down. Your only hope is if he doesn’t dink you, and if you manage to get a light attack then a heavy. Honestly the reason fighting him is so hard is because the screen lock with the melee, but that’s a different issue entirely. (Also, I think the invisibility is fine, I’m still able to sneak through enemy lines and wreak havoc)


(CCP115) #5

[quote=“handyHeirloom;64978”][quote=“Ardez;64972”]So wait, is your argument to buff the perk or to nerf fragger? It sounds like you provided a good point for nerfing Fragger…

Also, if the nerf ONLY made it so it is harder to kill Fragger, what is your problem with it? Have you had an exceptionally hard time fighting Fragger? Do you feel they dominate you because you choose to purely go melee only against a class with high health and a high damage ability? Maybe if you had shot them, let’s say 3-4 times before closing the gap then you would be able to kill them in two hits?

For that matter, why not do exactly that? Many have stated the invisibility is useless at this point, so use the damage shield to close the gap after taking the opening shots on your opponent. Then go in to terrorize them with the katana. I would honestly suggest keeping the duel to gunplay in that scenario, in particular if you can get the jump on the Fragger. If you can keep your crosshair on his head you should be able to finish him before you would have enough time to close that gap for the melee slices.[/quote]

The simple fact is that fragger can dispatch phantom quicker than phantom can mow him down with a gun, assuming equal skill level at a few feet of range. Also, assume the fragger walks around the corner when fighting another enemy or when your cloak is down. Your only hope is if he doesn’t dink you, and if you manage to get a light attack then a heavy. Honestly the reason fighting him is so hard is because the screen lock with the melee, but that’s a different issue entirely. (Also, I think the invisibility is fine, I’m still able to sneak through enemy lines and wreak havoc)[/quote]

Well yea.

Phantom = Recon.
Fragger = Assault.

Fragger is meant to be a devastating soldier. Phantom, to a much lesser extent.


(Mister__Wiggles) #6

Tbh I think you’re using phantom all wrong. He isn’t supposed to be used melee only. He has the strongest smg’s available to him and a shield that can absorb a few shots whether you use it to evade or as an advantage in a gun fight. Buffing chopper will make everyone come out and say he’s op again. And fragger is better in everyway because he is an assault class, like nader and rhino and they all have strengths and weaknesses. The nerf to phantom was a little too much but the way he was before was just game breaking, you could kill way to fast in a game where the ttk is pretty high. Phantom needs a little buff and fragger is fine as he is, but chopper isn’t the way to do it. Use phantom properly and you won’t have a problem.


(handyHeirloom) #7

Oh, believe me, I use the hell out of the kek. If I didn’t I would be a fool.


(Dirmagnos) #8

If anything Phantom is a melee tank. There is nothing recony about him, absolutely nothing.
In terms of damage soaking hes, if not the first, then second toughest merc in game. And in terms of providing info for team hes on the same level of reconnaissance efficiency as aforementioned fragger - none.


(D'@athi) #9

So, he gets balanced around casuals, and without heartbeat-sensors or ir-googles, there’s really no info for the team with all the communication going-on in casual-servers.
Yes, surely must be a recon-class… Do you even gib?


(Edzer) #10

Don’t see why people still play melee phantom anyway, playing phantom as a gunner is so much better.


(Sinee) #11

People want to play melee Phantom because he has a fucking katana and it was marketed as being his specialty alongside his refractive armor. It’s moot to use him for gunning when other mercs are simply superior in speed and health. He’s useless, and he isn’t unique or special to any other merc anymore. The cloak might make him unique, but it’s too visible, and there’s not much justification for using it to absorb hits.

There’s just no reason to use him, since he was nerfed too hard. But if I read into the round-up today, I feel like there’s some slight hope that he will receive some tuning again in the next patch to give him a purpose and make him a bit more useful than he is now. Crossing my fingers.


(Merci1ess) #12

Lets take mercenaries that are similar to Phantom. Same guns… since the Katana is trashed.

We have Bushwhacker/Proxy/Nader. Nader’s grenade launcher speaks for itself. It’s deadly, it does alot of damage and it can flush out tight areas pretty well. Her martyrdom also that adds a little more Michael Bay to her. Proxy is an engineer and can place mines. Not to mention use a shotgun. Which, in my opinion, is a longer ranged Katana. Then Bushwhacker who is an engineer and can place turrets. They all have something useful.

Phantom… does not. Phantom cannot RECON like people say. Vassili and Redeye can. Phantom has nothing to warn his team of enemies positions besides voicing it. If that’s what makes him a Recon then every single merc in the game is a Recon. His cloak is nothing more than a joke and his Katana, well… It’s not happening.

The way Phantom stands at the moment is like a slower Nader without a grenade launcher and martyrdom. A much slower Proxy without her mines and her engineering skills with 20 more hp and a Bushwhacker without his engineering skills and his turrets.


(srswizard) #13

Chopper nerf obviously affected a lot more than just Phantom’s ability to melee Fraggers, and I think it was a change for the better, since this is a shooter game.
If I were to change something about melee, chopper perk would be far from my #1 concern, when the stupid turning speed limitation is still in the game.


(DMaster2) #14

How about no? Melee builds in a SHOOTER game shouldn’t even exists imho.


(Edzer) #15

Gave you a like to balance out all of the dislikes you’re gonna get lol. <>

They should just revert the changes to cloak visibility and sound, then you’ll have a solid gunner phantom. No, not solid for competitive but solid for pubs. Phantom was never solid for competitive anyway even pre-nerfs.


(DMaster2) #16

As long as we don’t return to katana’s slaughter party i’m fine. The Phantom first released was simply retarded.


(Fap Fap Master) #17

TF2, I’ll show myself door.


(Merci1ess) #18

Why not?


(Szakalot) #19

Chopper’s fine,

RedEye chopper+quickslash gave me my first face-to-face melee ace.

You can quickly do 70-80 damage up close, or pull knife out and slice someone’s face in before they realize whats going on


(Gi.Am) #20

Chopper was not specifically nerfed because of Phantom. Infact both Chopper and overall melee changes are IMO a very clear signal, that melee was a bit too effective/easy beforehand (atleast in SDs eyes). It did coincident with Phantoms OPness as he was very melee focused and certainly brought to the forefront that melee might need a look at.