please… either make phantom a bit more quiet, or a bit less visible. - Killing him is a joke. After any practice, it’s easier to kill a phantom than it is a Proxy or Aura.
Is it just me, or does the game seem a bit spammy?
I just want them to stop using melee all the damn time. Honestly Phantoms, if you miss your first swing then please don’t run at the enemy swinging your sword in hopes for a kill while they shoot you in the face. If they replace the sword with a cricket bat then i’m positive that you’ll see a large skill increase in a month.
The moment SD releases a new merc with the katana, everyone will pick it over phantom. - Doesn’t matter how fast or slow they are.
I just want them to stop using melee all the damn time. Honestly Phantoms, if you miss your first swing then please don’t run at the enemy swinging your sword in hopes for a kill while they shoot you in the face. If they replace the sword with a cricket bat then i’m positive that you’ll see a large skill increase in a month.
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It’s so true. If SD removed the Katana I’d wager the average skill of Phantom’s and their scores would go up drastically fairly quickly. It’s like people go all tunnel vision with the Katana and think, “Katana = melee only” despite constantly getting killed doing this. It took me less than a quarter of a round realize that Phantom’s real strength was in using and abusing his armor for initiating and escaping fights while also using it as an absorb when going on a flank (so you don’t take real damage). People who claim that he is bad at flanking simply do not know what they are doing with him. They don’t realize how much of an advantage not taking real damage is when going for a flank, that you can turn off your armor to recharge it and not be heard and then have a hell of an escape when you’re done. It’s so much fun yet so many just want to mash right and left click.
I just want them to stop using melee all the damn time. Honestly Phantoms, if you miss your first swing then please don’t run at the enemy swinging your sword in hopes for a kill while they shoot you in the face. If they replace the sword with a cricket bat then i’m positive that you’ll see a large skill increase in a month.
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It’s so true. If SD removed the Katana I’d wager the average skill of Phantom’s and their scores would go up drastically fairly quickly. It’s like people go all tunnel vision with the Katana and think, “Katana = melee only” despite constantly getting killed doing this. It took me less than a quarter of a round realize that Phantom’s real strength was in using and abusing his armor for initiating and escaping fights while also using it as an absorb when going on a flank (so you don’t take real damage). People who claim that he is bad at flanking simply do not know what they are doing with him. They don’t realize how much of an advantage not taking real damage is when going for a flank, that you can turn off your armor to recharge it and not be heard and then have a hell of an escape when you’re done. It’s so much fun yet so many just want to mash right and left click.[/quote]
Phantom has the highest skill cap in the game. Resisting the katana is harder than wiping half of every enemy spawnwave with a sniper rifle.
[quote=“Amerika;132576”]The game is kind of spammy these days but anybody who played it before the Steam closed beta knew that. It’s not even remotely close to as bad as it was back then though. I couldn’t stand the game pre-steam. Nader was insane with instant martyrdom that had a bigger explosion radius and was more powerful, her nades were more powerful and bigger explosive range, Fragger had 2 nades, bigger radius, and you could get a 20% increase to radius. Same with Skyhammer strikes. Fletcher was also pretty nuts due to his bombs being better. Oh, and this was back when explosives gibbed and it was before the nerf to all explosives where they would pass through bodies and still deal full damage.
Now that was spammy. So by those standards I don’t mind the game as much now. But I wouldn’t mind seeing some of the explosives go away since I prefer a game of aim vs. aim when possible.[/quote]
I didn’t start playing the game until it was released on steam last summer even though I signed up for the alpha/beta when it was first announced.
I remember hearing from some players that Fletcher’s sticky grenades could be detonated remotely as well as detonating via proximity.
A weapon that I consider one of the most overpowered in any game I’ve ever played was the proximity mines in Goldeneye for the N64. Those little bastards could be thrown and would stick to any surface, were completely silent and would not only detonate on the other side of thick concrete walls but the explosions would kill you as well.
If that was the case with Fletcher’s sticky bombs I’m glad Splash Damage removed it. This is coming from a player who’s played Fletcher for over 80 hours. Second only to Sawbonez at 130.