That was an example of the ability saving you even in times where you didn’t mean to disable anything.
A different example… often you can hear an enemy device from the other side of a wall, and rather than throwing a grenade at the wall and hope you hit something through the wall and potentially miss it due to incorrect positioning. (since you can’t see through walls… I hope
)
At least with the EMP aura you can activate it and walk around a bit near the wall and attempt to disable, and even stop there for a moment if needed while your team pushes. Which works really nicely against health stations. You might lose 1 man for that push, but they also lose their health station and might really be depending on it.
Its great for disabling detectors that get thrown in odd places, as you don’t have to guess and throw an EMP grenade at it to cancel it… but just cloak and walk around the area a bit until you see the “disabled +XP” message.[/quote]
The cloak already protects you from Turrets and Mines, as the cloak keeps you hidden from the turret and the armor soaks up the damage from the mine. The cloak now also gives you away immediately by disabling ammo and healing stations, so the enemy knows you are there and will kill you on sight. The spotter is irrelevant since you have to be blind not to be able to see phantom.
For everything the emp supposedly protects you from, it does far more to put you in harms way.
The EMP should be nade, so my team can still get the benefits of the EMP, without having to risk losing a player if I go down and get gibbed.
Plus it would be an excuse to buff cloak so it gives you full invis but disables attacking while cloaking, making Phantom the perfect Ambusher.