What’s the hard counter for Phantom’s EMP?
Guardian nerf or buff
@K1X455 said:
What’s the hard counter for Phantom’s EMP?
Killing him?
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
Or just shooting him, seriously just shoot him to drain his cloak and he becomes a sitting duck.
@MikeGreene1990 said:
Also you a wrong about it not getting shot. Between the house on the left, the MG nest and the railings on the right, you have enough attack angles to easily take out the drone. When you get close to the EV park site. There is even less cover to protect the bot.
If you stay behind the EV, the only real problem is the left balcony (from attacker’s POV). If enemy come from another way, like from the right, there is a problem in your team’s ability to push.
@MikeGreene1990 said:
Again Kira easily destroys it. Br-16 annihilates it. Proxy running around sprinting and dropping a mine next to it blows it up. ( a Flank). Phantom can just activate the cloak and shut it off. It needs more up time in general.
And hopefully, there are counters to the sky shield, or else it would be stupidly op. The proxy’s tactic you’re describing is simply the way proxy should be played imo 
I would say for a 5/5 it may be in a good place emphasis on “maybe.” But for 7/7 8/8 nah not even close.
Well, maybe that’s why i don’t encounter that much issues with her as im only playing through CMM, so with much less frequent “one-merc” spam.
I never experienced my drone to be directly shot at because im always staying around it, and people usually tend to focus an enemy player that can shot back with an assault rifle rather that risking their life only for a drone. Especially considering that if you place it well, it force enemies to be completely out of cover to do so.
The only change i would suggest is about the cooldown of the bionic pulse : it is frustrating to wait for x seconds to revive someone because the game decided god’s know why your bionic pulse don’t work from a certain point of view.
Possible change : adjust the CD with how many teammates are revived. The more people you revive at once, longer the CD will be. But, even with a longer CD, it should always be more rewarding to revive multiple people at once than one after another.
I voted perfect as is, but in the end I’d like to see some improvements :
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Her revive is quite meh, the health provided is poor, even with a significant charging time, compared to other medics. And this, in my view, needs to be compared to Sparks capabilities at any range, with close to no cooldown at all.
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Combat capabilities. If I want a medic with some special humpfff, I’d realistically chose Sparks, who also has access to heal. Even if I’m totally bad with her. The new AR is totally in the mix though.
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Cooldown on revive way too long. Well, she’s the only merc who can’t revive at all in less than 3-4 second if you’ve cocked it up with a too long charge. That’s preposterous in my view. Why not allowing her to get people up manually when the ability is on cd
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No promotion of mass revive. Right now you have no incentive to even try doing multiple revives at the same time. In my view, I’d love to see some snowball effect on her revive : +10/15% hp on revive for everyone for each additional merc you’ve successfully revived with the same revive. +15% for 2 mercs at once, +30% for 3 at once, etc. That’d give something other medic can’t do, and another tide turning potential.
Besides, the guardian drone totally fits its usage in my view.
In the end, when I play her, I usually have another medic available in my selection. Because I’m still too reliant on heal right now, and sometimes the lack of proper medics in public shows too quickly with her. She’s more of a situational merc than one you can do full rounds with in the current situation. But she’s definitely in a quite rounded spot already.
@B_Montiel said:
- No promotion of mass revive. Right now you have no incentive to even try doing multiple revives at the same time. In my view, I’d love to see some snowball effect on her revive : +10/15% hp on revive for everyone for each additional merc you’ve successfully revived with the same revive. +15% for 2 mercs at once, +30% for 3 at once, etc. That’d give something other medic can’t do, and another tide turning potential.
That’s a way better idea than mine ^^ More health per merc revived at once means less time spent for charging the glove too (so shorter CD).
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
But killing him doesn’t counter the EMP. The effect still lasts about 3~4 seconds longer after he’s dead.
She can’t heal so her revive should be effective. I think, her revive should shield teammates (the same way defibrilators shield teammates), and it should be able to shield teammates without a full charge.
Played with Guardian for a little while and she feels pretty underwhelming, so much so that I wonder why I wouldn’t just pick a second Medic/Healer over her. Her dome is pretty mediocre to be honest. Anyone can just run in, shoot it down, risk dying, and let everyone else in the team spam explosives. The only synergy I’ve found to work well with her dome is Turtle’s shield, and that’s assuming someone doesn’t just bum rush the shield for the express purpose of shooting it down. People say the dome is a reactionary ability, but I disagree. It’d be hard to use after my team’s been blown to smithereens.
With the revive, it sounds interesting, but I find myself having it bug out on me at times, where I can’t heal outside of a building through a window while I’m inside. I’m not sure if that’s by design, but it feels so weird. Beside that, I think it’s a pretty decent spot, all things considered.
Also, mind my choice. I meant to choose Buff, but my mouse didn’t register a mouse click.
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
Don’t bother, just baiters here
guardian does feel like a hard team carry.
if youre playing with your own crew, you dont have time for full charge and it does bother the enemies if they are fighting 2 guns instead of 1.
very versatile merc in terms of firepower, speed, ability.
this is the next jack of all trades, stoker is number 2 now
After reading most of the material here, there are an additional 3-4 people that said “perfect as is” that have hence said “buff” and at least 1 that said he meant to click “buff” from the “nerf column”
That means at the present 65 votes, that 6 percent or less of people want a nerf, and over 70% of the people who have voiced opinions want her to be buffed or changed in some way.
And she’s been in the game for just over a week…
@Mr.Cuddlesworth said:
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
Don’t bother, just baiters here
We really don’t know for sure what the EMP counter is.
Sometimes, when playing as Aura, Fletcher, Bushwhacker, Proxy, Kira or Stoker I’d put down/deploy sticky/mine/turret/health/ammo station to see if the device fizzles to find out if a cloaked Phantom is nearby but by then it’ll be too late to react, and it’s a high risk tactic specifically if you’re out by yourself.
@K1X455 said:
@Mr.Cuddlesworth said:
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
Don’t bother, just baiters here
We really don’t know for sure what the EMP counter is.
Sometimes, when playing as Aura, Fletcher, Bushwhacker, Proxy, Kira or Stoker I’d put down/deploy sticky/mine/turret/health/ammo station to see if the device fizzles to find out if a cloaked Phantom is nearby but by then it’ll be too late to react, and it’s a high risk tactic specifically if you’re out by yourself.
phantom excels in 1v1 or against deployable.
but cant survive more than that.
EMP doesnt up forever and also a compensation for his Recon label
@GatoCommodore said:
@K1X455 said:
@Mr.Cuddlesworth said:
@stayfreshshoe said:
@K1X455 said:
What’s the hard counter for Phantom’s EMP?Killing him?
Don’t bother, just baiters here
We really don’t know for sure what the EMP counter is.
Sometimes, when playing as Aura, Fletcher, Bushwhacker, Proxy, Kira or Stoker I’d put down/deploy sticky/mine/turret/health/ammo station to see if the device fizzles to find out if a cloaked Phantom is nearby but by then it’ll be too late to react, and it’s a high risk tactic specifically if you’re out by yourself.
phantom excels in 1v1 or against deployable.
but cant survive more than that.EMP doesnt up forever and also a compensation for his Recon label
But… but… KIRATANA!!!
Few questions for you:
- Does EMP need a counter?
- Is EMP strong enough to need a counter?
- Doesn’t his EMP counter itself already as when deployables are deactivated you know he’s nearby?
- Doesn’t his EMP counter itself already as when deployables are deactivated you know he’s nearby?
Design/10.
@stayfreshshoe said:
Few questions for you:
- Does EMP need a counter?
- Is EMP strong enough to need a counter?
- Doesn’t his EMP counter itself already as when deployables are deactivated you know he’s nearby?
- No, but it’s weak.
- No, a throwable, destroyable EMP beacon (like heartbeat sensor) would make it viable and powerful.
- Yes
@stayfreshshoe said:
Few questions for you:
- Does EMP need a counter?
- Is EMP strong enough to need a counter?
- Doesn’t his EMP counter itself already as when deployables are deactivated you know he’s nearby?
reminds me of this https://youtu.be/IRf5uHDJFIo?t=2m17s
and this
@Melinder Or design with balance in mind? Not saying Phantom is in the perfect place at the moment, but his current kit balances himself out into a good spot (there is room for improvement however).
?