Caltrops for Phantom


(Sloggy) #1

What are caltrops? These things.

Throw them on the ground and enemies would take a small amount of damage and get slowed down every time they walk over them.


(CCP115) #2

Ehhh, not sure if that’s a good idea. Usually in fast paced games, anything that slows you is considered annoying.
See: TF2 Sandman stun.


(Hierarch) #3

Maybe anyone that walks through them is marked for 5 sec


(Grave_Knight) #4

As much as I love the idea of caltrops, they’d do 0 damage. These things were invented before hard soled shoes were a thing. At most, today, they would just slow people down a little.


(Hierarch) #5

But these are motion sensor hyper electrified caltrops. And caltrops were in brink I do believe so it is not unbelievable that they could show up here


(Grave_Knight) #6

Something as small as a caltrop isn’t going to have a big enough power source to electrocute anyone, plus electricity chooses the quickest path to the earth, neither which matters because last I checked we make hard soled shoes using rubber which insulates against electricity.

Look, if you want something like caltrops we’re already getting something like it with Stoker. Only stead of tiny barbed debris, it’s burning alcohol.

And if you’re planning to cite the ninja theme idea need I remind you that Phantom is in no way a ninja. He’s just a crazy guy with a stealth suit and sword.


(gg2ez) #7

Idea - Phantom has explosive Kunai. (Small damage, medium radius).


(Matuno) #8

Idea: Phantom’s already in a good spot. Adding caltrops would mean nerfing something to compensate, and you can be sure he’d just become a support.


(gg2ez) #9

If by good spot you mean being sh*t at what he’s supposed to do (be unseen), I agree 100%.


(sentimentalDime) #10

I think maybe they could make it so the caltrop tracks an enemy for a little while if you step on it, think of it as a tracker with a needle so it’ll stick your boot. I think could work as Phantom also falls under the Recon class.


(gg2ez) #11

@sentimentalDime you must be very new. The Devs already confirmed that Phantom will never get a spotting/tracking ability.


(sentimentalDime) #12

@gg2ez I don’t know what you would consider ‘‘new’’, but i have almost 400 hours in the game, but on the forums, i am pretty new, and i don’t usually watch the dev streams


(gg2ez) #13

Welcome to the forums then! Every dev stream, if you don’t feel like watching them, go to the general discussions page and @Faraleth will have most likely posted a summary about them. They’re a very valuable resource so you should read them.


(affableTricycle) #14

Uh, no. Stoker. Molotovs.


(Faraleth) #15

[quote=“Sloggy;18232”]What are caltrops? These things.

Throw them on the ground and enemies would take a small amount of damage and get slowed down every time they walk over them.[/quote]

To clarify, this will NEVER happen. Any weapon/device that will cause any effect on an enemy player (such as slowing, poison, etc.), will never be implemented. They mentioned they had discussed the idea previously however they felt any effect that impedes a players will have an off-putting connotation attached to it. Sorry! :c


(Hierarch) #16

maybe make them work the way they did in brink then. here is a link to the wiki page http://brink.wikia.com/wiki/Caltrop_Grenades


(incisiveDetour) #17

Re-bumping this, but as I was about to post about it, had the good idea to search before. I think this is exactly what phantom needs :

Something both team-based and that synergizes a bit with his supposed close-range specialty.

Namely : Caltrops.

  • They would deal very little damage, but that’s enough to cancel heal-over-time from medipacks, AND, it would slow down enemies when they are in the zone.
  • It would cover a zone slightly less big than Stoker’s napalm-nade (of course needs testing and adjustment but it seems fair enough)
  • It would allow to support the team by preventing some heals-over-time just behind the front (he is supposed to be flanking after all)
  • It would allow him to more easily stay in melee range when enemies are slowed down by the caltrops a bit, so you don’t get that ridiculous backpedaling nonsense that we see too often today which, combined with the weak range of melee strike distance, can create very frustrating moments.

That would make a phantom I want to play more. Because today okay it is fun to get some kills sneaking around but overall, it is still underwhelming compared to most mercs.


(incisiveDetour) #18

[quote=“Faraleth;88242”]

To clarify, this will NEVER happen. Any weapon/device that will cause any effect on an enemy player (such as slowing, poison, etc.), will never be implemented. They mentioned they had discussed the idea previously however they felt any effect that impedes a players will have an off-putting connotation attached to it. Sorry! :c [/quote]

But then what about Thunder ? This is exactly what his stuff do : take away sight, and slow you down completely.

If this is balanced properly in terms of cooldown timer, and area of effect, then I don’t see why this would be worse that stun nades.


(gg2ez) #19

@Faraleth @Amerika

Necro alert.