Can we get some changes to phantom, maybe?


(llSquishyll) #1

Hello, thank you for stopping by.

Iv played a lot of phantom and i am about 15min away from having 10hrs on him and throughout my time playing him i noticed some things that could maybe help him out, make him preform better.(unless i’m bad at phantom, which i probably am.)

NOTE: Im not implying that phantom has all these changes but maybe 1 or 2

I find it awesome that phantom has the ability to sneak around and turn invisible to get around the enemy, but often times when you do get behind them there are usually 2-3 people grouped up you may be able to pick of one but by the time you do the enemy has already turned around and u are most likely dead. To make flanking more rewarding and phantom more of a threat to look out for what about adding a back stab mechanic? i’m not talking about a instant kill on every class but a crapton of more damage if you hit an enemy from behind. and maybe if the target is low enough health backstabbing could insta gib and refuse the extra swing of finishing a person off.

Idk about this idea but maybe adding an option to turn off the EMP of cloak. alot of the time people will pickup that there is a phantom nearby when a medics healing station isn’t working or a turtle shields sparking. usually people will go on a witch hunt for the phantom.

remove the sound of cloak. Once someone sees a phantom there going to be on the lookout for a dark figure running around. I am ok with phantoms cloak and how visible he is based on movement but the loud humming sound it makes, its easy to tell how close he is to you.

Katana speed for phantom. often times when you get the jump on someone u usually wanna do it with your katana. sometimes the first swing doesn’t kill and the enemy will start backpedaling away and either you chase them but not being able to get close enough to hit or u quickly switch to your primary weapon. but by the time you do that your riddled with bullets and the enemy either retreated our was able to outgun you. if you let the katana have a quicker runspeed with phantom he may be able to close the gap between the enemey.

those are my suggestions, if you liked any of them let me know. if you have any suggestions or disagreements say something, just don’t be rude i guess. constructive criticism is nice.


(Szakalot) #2

phantom shouldnt be a melee merc.instead of using useless katana , shoot those people from
an advantageous position.

phantom isnt about sneaking for 2min behind enemy lines, its about assuming advantageous flanks, focusing high value targets and harrassing large groups, pulling them off the objective.

your suggestions support a BAD phantom playstyle.

i do agree about EMP though, and as many people here point out, it would be so much more fun as an EMP grenade


(llSquishyll) #3

@Szakalot said:
phantom shouldnt be a melee merc.instead of using useless katana , shoot those people from
an advantageous position.

phantom isnt about sneaking for 2min behind enemy lines, its about assuming advantageous flanks, focusing high value targets and harrassing large groups, pulling them off the objective.

your suggestions support a BAD phantom playstyle.

i do agree about EMP though, and as many people here point out, it would be so much more fun as an EMP grenade

I think dirty bomb want him to be a melee focused merc though. he is always talking about backstabbing and also how they made hes own melee weapon(before giving it to kyra). Its alot more fun, sometimes frustrating using a katana bursting outa cloak with your katana slicing people. instead of just shooting them, that’s boring.

Phantom is about picking off medics and everything you said, but often times coming out of cloak is a huge risk because of cooldown so u cant use it to retreat and most of the time medics are going to be surrounded by people so if you can kill them off quickly it gives you more time before the enemy notices. using your gun for this is bad because it takes longer to killed and ur going to get shot from three different directions. using a gun to engage people will be hard because you cant jump around with your gun without decreasing accuracy.


(BlackboltLW) #4

He was a melee Merc back then, even had a sniper rifle, but the game changed the concept and then he’s adapted to it


(TheStrangerous) #5

DB really needs a saboteur, to fight against those pesky deployable nest, thanks to Turtle update.

Phantom should “reincarnate” as Saboteur :wink:


(LifeupOmega) #6

Can we stop trying to force Phantom back into some wannabe-spy focus, got enough overly viable one shots in the game already.


(ostmustis) #7

yeah, remove his cloak and give him an emp grenade and redeyes smoke so he can become the master of disruption!


(Szakalot) #8

thats a funny idea but cloak is fine imo


(GatoCommodore) #9

increase every merc HP by 50% each

no more one hit kill on medium build mercs…


(GabebutGood) #10

@GatoCommodore said:
increase every merc HP by 50% each

no more one hit kill on medium build mercs…

wouldnt that make gun battles too long ? and thunder more unbearable? L e L


(GatoCommodore) #11

@GabebutGood said:

@GatoCommodore said:
increase every merc HP by 50% each

no more one hit kill on medium build mercs…

wouldnt that make gun battles too long ? and thunder more unbearable? L e L

higher TTK means gunplay will be more skillbased-tracking and not burst rifle wins the fight every time


(GabebutGood) #12

@GatoCommodore said:

@GabebutGood said:

@GatoCommodore said:
increase every merc HP by 50% each

no more one hit kill on medium build mercs…

wouldnt that make gun battles too long ? and thunder more unbearable? L e L

higher TTK means gunplay will be more skillbased-tracking and not burst rifle wins the fight every time

i agree, however 50% is prob a bit to much on every character. Although I guess you mean a percentage large enough to make an impact.


(GatoCommodore) #13

@GabebutGood said:

@GatoCommodore said:

@GabebutGood said:

@GatoCommodore said:
increase every merc HP by 50% each

no more one hit kill on medium build mercs…

wouldnt that make gun battles too long ? and thunder more unbearable? L e L

higher TTK means gunplay will be more skillbased-tracking and not burst rifle wins the fight every time

i agree, however 50% is prob a bit to much on every character. Although I guess you mean a percentage large enough to make an impact.

well, adding 30hp to skyhammer would be enough but its up to SD to tweak it…


(GabebutGood) #14

@GatoCommodore said:

@GabebutGood said:

@GatoCommodore said:

@GabebutGood said:

@GatoCommodore said:
increase every merc HP by 50% each

no more one hit kill on medium build mercs…

wouldnt that make gun battles too long ? and thunder more unbearable? L e L

higher TTK means gunplay will be more skillbased-tracking and not burst rifle wins the fight every time

i agree, however 50% is prob a bit to much on every character. Although I guess you mean a percentage large enough to make an impact.

well, adding 30hp to skyhammer would be enough but its up to SD to tweak it…

I would actually really like to see that, skyhammer rockin 150 hp. Making him more present, besides calling down hell fire.


(watsyurdeal) #15

Always happy with a higher ttk so long as the guns become more consistent


(Szakalot) #16

ttk is fine, leave it alone.

we had higher ttk back in the day, two things happen:
-one shot kills like mines and nades deal most damage

  • people lemming ETQW style, running through crossfires with impunity

higher ttk in db lowers skill ceiling, as everyone is brought to the common spam denominator, plus all positional skill is thrown out the window


(GatoCommodore) #17

@Szakalot said:
ttk is fine, leave it alone.

we had higher ttk back in the day, two things happen:
-one shot kills like mines and nades deal most damage

  • people lemming ETQW style, running through crossfires with impunity

higher ttk in db lowers skill ceiling, as everyone is brought to the common spam denominator, plus all positional skill is thrown out the window

explosive spamming and one hit kills already exist right now.

-one shot kills like mines and nades deal most damage
this also already happening

then whats the difference?


(Szakalot) #18

the difference is the shorter ttk of guns, which makes non-oneshot kill weapons viable.

yes we have mines etc. but the guns are good enough to kill that proxy before the mine hits the ground.

higher ttk will make DB very arcadey, where everyone is just jumping around spamming their abilities, with no punishment for mistakes.

you can decrease damage on abilities too, (it was tried) will make DB feel like a bland version of OW


(watsyurdeal) #19

When I think of increasing the average ttk, I am thinking of about 333-416 ms assuming headshots, and 100% accuracy, which is about 83 ms more than it is currently. This will make it so you have slightly more leg room in regards to being shot from behind and so on. Plus, making the guns more consistent as well, and having certain rules that you can learn to control the gun with, will also make the ttk seem just as fast as it is now.

That’s just my take


(Szakalot) #20

i can appreciate the desire for small changes in ttk, but overall I feel like its already in a good spot, and playing with it any further feels like it would need a complete overhaul of the entire game balance.