Combat changes for Phantom! (Give your opinion)


(TheOrangePhantome) #1

Well as we all know SD won’t really change their mind on secondary abilities as we all learned from the stream on the 23rd or Faraleth’s stream round up, but i was curious how you guys would like to see Phantom changed combat wise.

Would you like to see phantoms armor get totally removed and increase the invisibility of the cloak to 85% or 90% or would you like to see something completely different?


(Telzen) #2

An EMP would be so damn OP, I don’t know why people think he should actually get that.


(Samniss_Arandeen) #3

An EMP that also spots the deployables in its radius.


(gg2ez) #4

Lol wut? It disable deployables in a small area TEMPORARILY.


(TheOrangePhantome) #5

Or it disables the deployable in the area as long as it hasn’t been destroyed (that’s if it’s a EMP jammer).

But i’s love to see the EMP ability to be added but sadly i don’t think they’ll do it.


(Someordinaryguy) #6

How about instead of “throwable/deployable” idea we give Phantom an AOE “EMP discharge”. You would use your remaining cloak energy (the more cloak you have left=the bigger the radius, up to 1,5x of Aura’s HS AOE [maybe give this ability a “charge” mode similar to Phoenix’s Heal Pulse?]) and it will shut anything electronic (sentries, mines, HBS, HS, Ammo Stations) and STOP C4 TIMER FOR A FEW SECONDS ! This would make Phantom a valuable asset in comp and give him an ability to buy a few precious seconds for his team. But the cooldown would be 30s so you can’t spam it (also when C4 is already “stopped” another Phantom using EMP wouldn’t affect it [same goes for other things EMP shuts down]). Flashbang effect on enemies would also be neat (so EMP can be used as “getaway” ability after taking out a HVT target)


(TheOrangePhantome) #7

So you mean like have the EMP built into the cloak and with the remaining energy from ur cloak u can activate it?

Also @Someordinaryguy i don’t think that disrupting the c4’s timer is needed cuz i’ve seen that idea before but in that combo it would be a bit strong.


(gg2ez) #8

How about this - Phantom has a grenade-like throwable that simultaneously acts as both a spotting device for merc and deployables, however, like a regular Nade has an explosion radius that disables certain deployables within it for 30 seconds and emits a single heartbeat sensor pulse that reveals enemies for 20 seconds.

If you noticed above, I said “certain deployables”, these deployables include turret, healing stations, ammo stations, heartbeat sensors, ect. The deployables excluded from this list are Sticky bombs and proximity mines which are instead detonated.

This would give Phantom both a much needed team-aiding ability and a way to assign Phantom targets to surgically remove. Detonating Sticky Bombs and Mines may help with camping issues as well.


(Eox) #9

Not as OP as Fragger’s grenades : those are like EMPs, but for players and stationaries alike. And Fragger is actually not considered that OP as far as I know.


(TheOrangePhantome) #10

@gg2ez I’m not sure if the spotting would be s good idea but i like the rest even tho i have and idea of a EMP nade and EMP jammer and i’ve tought up the stats on both of them.


(watsyurdeal) #11

Guys…it’s very simple

  1. Imagine the Heartbeat Sensor
  2. Now imagine instead of pointing out enemies, it disables deployables within it’s radius.
  3. While disabled, they are inactive, obviously.
  4. Until the EMP is destroyed, they will stay inacitve, or until it runs out of juice.
  5. When it’s gone, the deloyables do their normal wind ups (like the turret’s deploying animation, and the healing station’s delay before healing) then start behaving like normal.

(joshstylegaming) #12

It doesn’t have to be overpowered. A good radius with a somewhat small disable would suit Phantom perfectly IMO


(TheOrangePhantome) #13

@Watsyurdeal So you’re thinking of an EMP jammer i see. Just to add a bit the radius is fine i think the cooldown should be 30 secs or 45 secs for the most. Also thr EMP jammer stay’s where it’s been placed/thrown to untill it gets destroyed.

Also maybe the jammer makes a little buzzing noise?


(watsyurdeal) #14

[quote=“TheOrangePhantome;83984”]@Watsyurdeal So you’re thinking of an EMP jammer i see. Just to add a bit the radius is fine i think the cooldown should be 45 secs or 1:20 for the most.

Also maybe the jammer makes a little buzzing noise?[/quote]

That’s way overkill

There’s no reason it can’t have 20 second cooldown and a 5 second duration.


(TheOrangePhantome) #15

@Watsyurdeal Ooops sry that was my mistake i forgot to put “mins” after 1:20. And the 1st suggestion was 45 secs so do u think it should be in between those CD times or do you thibk it should be different?


(TheOrangePhantome) #16

Also @Watsyurdeal i think that the should stay where it was placed/thrown to untill it’s destroyed that’s why i gave it that CD. Also it can be reclaimed.

Maybe it should have a 30sec cooldown.


(Sussepus) #17

spotting ability because it can play on his other ability, stealth.
however i think enemies should be spotted as long as the enemy is in LoS after the ability is used.


(watsyurdeal) #18

20 seconds is more than long enough, considering the spawn waves in this game 20 seconds should be plenty of time to use it or lose it, and the cooldown is enough to where you should have at least one per spawn wave.

If needed, it can be 30 seconds instead, but absolutely no more than that. It’s easy to counter since it can be destroyed, and it’s very specific with it’s range and capabilities. Disabled does not mean destroyed, so it can easily be made useless if the enemy team simply shoots it down like they would with the Heartbeat Sensor.


(TheOrangePhantome) #19

@Watsyurdeal I i agree i did go a bit ham with the CD so maybe 20 sec can work.

Also i edited the stats of the CD.


(gg2ez) #20

Can I link this thread in an upcoming Phantom post I’m working on? Thanks in advance.