Phantom: A compilation of recon ability ideas for the recon with no spotting ability


(SzGamer227) #1

As the title says. Just throwing a bunch of ideas out there.

The goal here is to present the community (and hopefully Splash Damage) with concepts for a Spotting ability (which Phantom currently lacks, despite being classified as a “Recon” merc), that don’t fully compromise his “lone wolf” play style or diminish/interfere with his ability to sneak around with his Refractive Armor.

Any thoughts, insights, etc. on the ideas presented are welcome in the comments.

Simple Abilities:
These would not greatly alter Phantom in any way, other than granting a spotting ability.

Target Marking (Simple) - A very basic active Spotting ability. Activate to Spot an enemy in your crosshairs for a few seconds. Can be used without limit, even in Stealth (if wanted) without penalty to armor level.

This would behave as a weaker, more aim-intensive version of RedEye’s IR Goggles in terms of spotting.

Tracer Bullets - Passive ability. Starting with the fifth shot, one out of every five bullets fired by Phantom’s primary weapon will Spot enemy targets on hit.

Very simply paints combatants to give teammates a better idea of where a gunfight is happening.

Communications Hack - Active ability. Globally spots all enemy units for an 8 second duration. 75 second cooldown.

Suggested by JJMAJR

Great recon potential countered by a long cooldown, and does not disclose Phantom’s location.

Spy Drone - Active ability. A handheld drone that is thrown like the SNITCH device. Spots enemies in its line of sight within a certain range before falling out of the sky after flying a certain distance or hitting a wall. 14 second cooldown.

Does not leave a bright glowing trail like the SNITCH, and is small and light colored to blend into the environment. Would be difficult to see or shoot down, but an enemy with Bomb Squad would be able to see where it came from with relative ease.

Suggested by Terminal_6

A spotting ability with a broader effect, spotting multiple enemies with the ease of other recon abilities, but without lasting effect. A reckless Phantom might reveal his location throwing such a drone if not used with proper judgement.

Advanced Abilities:
These abilities would affect Phantom’s play style and/or expand on his character role.

DUPE Device - The Deployable Undercover Personal (or Phantom) Espionage Device is a stealthy, repurposed SNITCH device that, instead of being planted and then spotting and debilitating enemies, is instead used as a decoy device to confuse assailants and assess enemy position indirectly without compromising stealth.

The DUPE Device would be stealthed while traveling through the air and, when planted, spot nearby enemies in it’s line-of-sight for Phantom personally (meaning that neither Phantom’s teammates nor his spotted rivals would be aware). Additionally, it constantly emits the same loud buzzing sound as Phantom’s refractive armor, sowing fear and uncertainty into enemy assailants and having them on the lookout for a Phantom that isn’t really there.

This ability would have a ~24 second cooldown and stay active ~18 seconds.

There are obviously significant impacts that this ability would have on Phantom’s play style, but it stays true to Phantom’s solo play style, and while it wouldn’t be the same team-spotting ability that other mercs have, it would definitively distinguish him as a recon merc and not an assault.

Throwing Knives - Active ability. (Independent from the user’s melee weapon.) Medium-short-ranged offensive/recon ability. A simple ranged ability that deals ~45 damage and sticks into targets for up to 20 seconds. 10 second cooldown. Stack up to 3, and can be Reclaimed from walls and finished targets for cooldown return. A max of 3 can be deployed at once.

Throwing Knives would remain stuck in their target indefinitely until removed by a teammate of the affected merc (by walking up to the knifed merc and pressing “F”; this awards the helper with 25xp). While stuck, the affected merc has their natural health regeneration nullified and is constantly spotted. Throwing Knives stuck in enemy mercs also temporarily spot other enemies in a small 2m/6.5ft radius, so when they run to get themselves unstuck they might disclose their teammates’ location.

These would allow Phantom to execute short-ranged assassinations of relatively weak mercs, and spot and disrupt bigger targets for other teammates to find if he cannot engage them himself. Since this is a dual combat/spotting ability, it would lock Phantom on the border of assault/recon classification.

Target Marking (Advanced) - Uses the same point-and-spot mechanic as explained in the section above, but this one is different. In addition to spotting target enemies for an extended duration, affected mercs are also debilitated (Aimee’s debuff which increases bullet damage to the affected merc), giving Phantom a sort of “mark for death” ability. This would be accompanied by a 5 second cooldown.

This would allow Phantom to more effectively assassinate targets from a distance, but consequently shift him further from the “lone wolf” playstyle because of the potential for close teamwork.


(watsyurdeal) #2

Honestly I like the idea of a decoy that can draw attention, people who shoot at it are marked, and anyone within a certain range of it is marked as well.

This though is assuming they rework Phantom’s cloak, I don’t understand the point of the cloak absorbing damage, I much rather have it protect me from being caught in the first place.

Having 120 health and no shield would make more sense.


(Cuck) #3

bringing throwing knives back is pretty nice.

throw some knives to dudes and finish him with blish

that is something


(JJMAJR) #4

Don’t forget Comms Hack.

Anyways, having Phantom use Throwing Knives as a spotting ability is actually a very neat idea.

Why not instead of merely having the target be spotted, why not add debilitation and rebalance the damage so that headshot multipliers wouldn’t instantly kill enemies with less than 100 HP? Like, make the knives deal 35 damage, debilitate and spot enemies for 10 seconds, and the cooldown be around 12 seconds?

But anyways, throwing knives are probably an amazing way to make Phantom useful. I myself am a fan of the Comms Hack ability, but throwing knives are a pretty good runner up.


(frostyvampire) #5

These are actually really cool ideas. But Target Marketing seems a bit too similar to Redeye’s IR goggles and we want each character to be unique and completely different from others and Tracer Bullets will ruin the katana only fun.
I really like the DUPE device (Btw, may I know what DUPE stands for?), but I think it would be even cooler if what it did was creating a dummy of a random teammate (the merc with the loadout card and if shot at, it will also show the nametag of the teammate to the enemies like with normal players). I’m not trying to steal it but I thought it will be nice since we are all friends here :3
The dummy will always hold it’s primary weapon and stand still
It will create fake shooting sounds
The dummy will always have 100hp
It will spot the enemy for 0.1 seconds for every 1 damage they deal to it
If the dummy is killed, whoever killed it will be spotted for 3 extra seconds (and also receive +25 xp for neutralizing it :P)
The cooldown and expiration times are good like you wrote them


(SzGamer227) #6

[quote=“FrostyVampire;176505”]These are actually really cool ideas. But Target Marketing seems a bit too similar to Redeye’s IR goggles and we want each character to be unique and completely different from others and Tracer Bullets will ruin the katana only fun.
I really like the DUPE device (Btw, may I know what DUPE stands for?), but I think it would be even cooler if what it did was creating a dummy of a random teammate (the merc with the loadout card and if shot at, it will also show the nametag of the teammate to the enemies like with normal players). I’m not trying to steal it but I thought it will be nice since we are all friends here :3
The dummy will always hold it’s primary weapon and stand still
It will create fake shooting sounds
The dummy will always have 100hp
It will spot the enemy for 0.1 seconds for every 1 damage they deal to it
If the dummy is killed, whoever killed it will be spotted for 3 extra seconds (and also receive +25 xp for neutralizing it :P)
The cooldown and expiration times are good like you wrote them[/quote]

As long as there are loadouts with Quick Slash/Chopper, and Refractive Armor to close the distance between enemies, there will always be a legion of Phantoms devoted solely to melee combat, whether their gun spots enemies or not.

DUPE stands for Deployable Undercover Personal Espionage. Or perhaps Phantom Espionage.
Whichever makes more sense. Or sounds cooler. ¯_(ツ)_/¯

A physical dummy would move beyond the realms of even the stretched future-tech mechanics in Dirty Bomb, and if you got spotted the instant you shot an enemy, you would know right away that it was a Dummy, so it wouldn’t be all that useful.

I had considered an ability that would cause Phantom to project a ghost of himself and run forewards looking and sounding like a stealthed phantom, but dismissed the idea because I couldn’t work out a practical way to incorporate spotting, which was the point of this thread.


(SzGamer227) #7

[quote=“JJMAJR;176483”]Don’t forget Comms Hack.

Anyways, having Phantom use Throwing Knives as a spotting ability is actually a very neat idea.

Why not instead of merely having the target be spotted, why not add debilitation and rebalance the damage so that headshot multipliers wouldn’t instantly kill enemies with less than 100 HP? Like, make the knives deal 35 damage, debilitate and spot enemies for 10 seconds, and the cooldown be around 12 seconds?

But anyways, throwing knives are probably an amazing way to make Phantom useful. I myself am a fan of the Comms Hack ability, but throwing knives are a pretty good runner up.[/quote]

Comms Hack… so from what I can find that’s an ability that would spot all enemies on the map for a certain duration? Imho, recon mercs should be limited to controlling certain areas with their spotting ability rather than having a global enemy team reveal.

Throwing Knives that cause straight damage would be more useful than Debilitating as an assassination tool. The main difference between a higher damage TK and a lower damage one that Debilitates would be its effectiveness against heavy mercs in team fights. Straight damage TKs would stack more effectively against a single target, meaning that if you had three TKs ready to go and you happened upon an unsuspecting heavy merc, you could deplete a lot of there health with multiple skillful Knife hits before finishing the job with a gun. A low-damage Debilitating knife would be nigh on useless against big mercs unless you had teammates nearby, where you could use one TK to mark them and let teammates take advantage of the increased bullet damage against them. Smaller mercs would also suffer more from a well placed knife if it depleted half their health immediately rather than took a small chunk and made them slightly more vulnerable to bullets.

Personally, it feels like Debilitating Throwing Knives would Phantom too far away from the lone-wolf recon classification he’s been assigned, and put him in the area where Thunder is supposed to be performing. (Thunder isn’t performing well in that area, but that’s for a different thread.)


(JJMAJR) #8

@SzGamer227 This thread is supposed to be a “compilation” of abilities to make Phantom more of a recon. Just because you don’t think it doesn’t fit doesn’t mean that it should be removed from your list.

Having throwing knives debilitate people would be much more useful for Phantom in relation to eliminating a target. It could shut down a Rhino on a healing station. Even though said Rhino would likely shred Phantom to bits when he tries that shit.

Also, having a high-DPS weapon that also can provide burst damage would negate the point of Phantom using heavy sidearms.

Finally, flavor shouldn’t trump function when it comes to balancing mercs. If it did, Phantom would be melee only and have literal teleportation.


(SzGamer227) #9

[quote=“JJMAJR;176599”]@SzGamer227 This thread is supposed to be a “compilation” of abilities to make Phantom more of a recon. Just because you don’t think it doesn’t fit doesn’t mean that it should be removed from your list.

Having throwing knives debilitate people would be much more useful for Phantom in relation to eliminating a target. It could shut down a Rhino on a healing station. Even though said Rhino would likely shred Phantom to bits when he tries that @$!#.

Also, having a high-DPS weapon that also can provide burst damage would negate the point of Phantom using heavy sidearms.[/quote]

The point of this thread is to compile ability ideas that work with Phantom’s solo play. I have to have a standard: I’m not just going to incorporate any ability suggested in the comments if it has issues or deviates too far from the thread’s goal.

In the case of Comms Hack, you didn’t give an explanation how it would work, so I gave feedback based on an educated generalization, but I don’t have enough information for anything substantial in the main post. How long does it last? What’s the cooldown? Does it pulsate on and off like Vassili’s Heartbeat Sensor? Does it have any special effects or require special activation? Given substantial drawbacks, I can definitely see some sort of global spotting effect being a viable recon ability, even if it strays from the area-control seen by other spotting abilities.

As for your point about Debilitating Throwing Knives… A Rhino on a Heal Station wouldn’t be affected by Debilitation since healing abilities cancel the effect, so more damaging knives would once again be the preferred variant. :stuck_out_tongue: That goes back to Phantom straying too far from the lone-wolf recon classification in any case, since it would not only be a combat ability, but would Debilitate and spot enemies, making it optimal when (or even entirly dependent on) having teammates with guns involved. This, as I have said, deviates too far from the standard of maintaining Phantom’s current solo style for me to consider it over pure-damage Throwing Knives or include it in the main post.

Anyways, saying that giving Phantom Throwing Knives would make his heavy pistols redundant isn’t very much of a concern, since you could say the same thing about Fletcher’s Sticky Bombs making his Shotgun/Revolver redundant, or Rhino’s Minigun making his heavy pistols redundant. It just doesn’t matter all that much if you look at Dirty Bomb as a whole. ¯_(ツ)_/¯


(Dysfnal) #10

A recon ability doesn’t necessarily have to be spotting, I would consider the debilitation to be recon without the spotting mechanic


(SzGamer227) #11

Reconnaissance is defined as being “military observation of a region to locate an enemy or ascertain strategic features”. If debilitation without spotting were considered a recon ability then you could just as easily say the same thing about Thunder’s Concussion Grenades.

The point of recon mercs isn’t just to assist teammates, it’s to assist them by painting a map of where enemies are and what route they’re taking, something that Phantom is notoriously bad at doing. From Dirty Bomb’s standpoint, the thing that divides recon mercs from assault mercs is that 3 out of 4 recon mercs have a spotting ability. Phantom is labeled as a recon, but doesn’t have any special quality that sets him apart as a recon, so he’s essentially just a combat merc without a damaging ability.


(Naonna) #12

I’m very skeptical of any decoy-based ability, given that humans move very differently than bots: especially at different levels of experience and play. (Ignoring all glitches the AI may come across.) I’ve ranted about Phantom’s status in other posts. Just find the most recent one.


(Eox) #13

The idea behind the DUPE device is pretty brilliant. IMO it could be fused with a small modification on the refractive armor such as slightly louder sound but less visibility while running, so you would use the DUPE to cover your own sound or something. The only thing I am worried about is that it could make the horrid, ineffective full melee playstyle even more popular, but that’s a concern that is more dependent from players than Phantom himself.

I also really like the idea about the throwing knives spotting people, but I doubt that it’ll be as effective as it should be : I think that a Phantom using the throwing knives will likely kill the guy he hit with the knife, making the spotting effect kind of gimmicky (“hey guys, here’s a spotting for that guy I am about to kill… Aaaand he’s dead ! You can thank me now.”). So how about making the ability more… “Fletchery” ?

  1. Basically, knives would be like sticky heartbeat sensors, but with a way smaller radius. They would spot any enemy in a very small radius but not through walls, allowing you to guard multiple exits.
  2. You still carry three of them.
  3. You still damage enemies you hit, and knives will stick to targets.
  4. Knives stuck to enemies detect everything in a small radius around that player (as usual).
  5. They stay up until you die.
  6. If they are stuck on you, you can’t remove it by yourself. An ally must shoot at it or a medic must heal you.

Of course an ally shooting the knife stuck on a player should be rewarded additional xp : +25xp for neutralizing a device and an additional +25xp for helping your ally.

Other ideas are also pretty neat. However I would prefer much more the Target Marking ability rather than the Tracer Bullet.


(BananaSlug) #14

i like the knife idea, but i think we could have dart pistol, or small crossbow instead of that


(SzGamer227) #15

[quote=“Eox;176665”]I also really like the idea about the throwing knives spotting people, but I doubt that it’ll be as effective as it should be : I think that a Phantom using the throwing knives will likely kill the guy he hit with the knife, making the spotting effect kind of gimmicky (“hey guys, here’s a spotting for that guy I am about to kill… Aaaand he’s dead ! You can thank me now.”). So how about making the ability more… “Fletchery” ?

  1. Basically, knives would be like sticky heartbeat sensors, but with a way smaller radius. They would spot any enemy in a very small radius but not through walls, allowing you to guard multiple exits.
  2. You still carry three of them.
  3. You still damage enemies you hit, and knives will stick to targets.
  4. Knives stuck to enemies detect everything in a small radius around that player (as usual).
  5. They stay up until you die.
  6. If they are stuck on you, you can’t remove it by yourself. An ally must shoot at it or a medic must heal you.

Of course an ally shooting the knife stuck on a player should be rewarded additional xp : +25xp for neutralizing a device and an additional +25xp for helping your ally.[/quote]

Making the Throwing Knives more practical in terms of spotting is definitely something I’m open to. I don’t like the idea of medics being able to remove throwing knives just by healing, because then Aurastations would make you immune to having a knife lodged in your sternum… the station would basically vaporize the knife on impact. :stuck_out_tongue: Maybe allies could remove a knife from a friendly by walking up to them and pressing “F”…?


(DexterGrif) #16

[quote=“SzGamer227;176772”][quote=“Eox;176665”]I also really like the idea about the throwing knives spotting people, but I doubt that it’ll be as effective as it should be : I think that a Phantom using the throwing knives will likely kill the guy he hit with the knife, making the spotting effect kind of gimmicky (“hey guys, here’s a spotting for that guy I am about to kill… Aaaand he’s dead ! You can thank me now.”). So how about making the ability more… “Fletchery” ?

  1. Basically, knives would be like sticky heartbeat sensors, but with a way smaller radius. They would spot any enemy in a very small radius but not through walls, allowing you to guard multiple exits.
  2. You still carry three of them.
  3. You still damage enemies you hit, and knives will stick to targets.
  4. Knives stuck to enemies detect everything in a small radius around that player (as usual).
  5. They stay up until you die.
  6. If they are stuck on you, you can’t remove it by yourself. An ally must shoot at it or a medic must heal you.

Of course an ally shooting the knife stuck on a player should be rewarded additional xp : +25xp for neutralizing a device and an additional +25xp for helping your ally.[/quote]

Making the Throwing Knives more practical in terms of spotting is definitely something I’m open to. I don’t like the idea of medics being able to remove throwing knives just by healing, because then Aurastations would make you immune to having a knife lodged in your sternum… the station would basically vaporize the knife on impact. :stuck_out_tongue: Maybe allies could remove a knife from a friendly by walking up to them and pressing “F”…?[/quote]

How about, on friendly Vassilis, press “F” to drive deeper?


(Eox) #17

[quote=“SzGamer227;176772”][quote=“Eox;176665”]I also really like the idea about the throwing knives spotting people, but I doubt that it’ll be as effective as it should be : I think that a Phantom using the throwing knives will likely kill the guy he hit with the knife, making the spotting effect kind of gimmicky (“hey guys, here’s a spotting for that guy I am about to kill… Aaaand he’s dead ! You can thank me now.”). So how about making the ability more… “Fletchery” ?

  1. Basically, knives would be like sticky heartbeat sensors, but with a way smaller radius. They would spot any enemy in a very small radius but not through walls, allowing you to guard multiple exits.
  2. You still carry three of them.
  3. You still damage enemies you hit, and knives will stick to targets.
  4. Knives stuck to enemies detect everything in a small radius around that player (as usual).
  5. They stay up until you die.
  6. If they are stuck on you, you can’t remove it by yourself. An ally must shoot at it or a medic must heal you.

Of course an ally shooting the knife stuck on a player should be rewarded additional xp : +25xp for neutralizing a device and an additional +25xp for helping your ally.[/quote]

Making the Throwing Knives more practical in terms of spotting is definitely something I’m open to. I don’t like the idea of medics being able to remove throwing knives just by healing, because then Aurastations would make you immune to having a knife lodged in your sternum… the station would basically vaporize the knife on impact. :stuck_out_tongue: Maybe allies could remove a knife from a friendly by walking up to them and pressing “F”…?[/quote]

Well, if you look at Aimee’s abilities, you see that her SNITCH device is negated by Aura as much.

I suggested that you can make an ally remove knives if he shoot at it, but I forgot about the friendly fire issue, so I guess the F button is the way to go.


(Dysfnal) #18

@SzGamer227 since when do we care about the military definition of Recon?


(Naonna) #19

If the knives only spot one enemy at a time, but a low cool down timer, I have no problem: just make sure that only a small number (between 1 and 3) enemies can be targeted at any one time. - Even if you make the spotting effect longer than the usual six seconds of the other recon mercs.


(SzGamer227) #20

They would behave the same way that Sticky Bombs and Proxymines do: if you are about to use a new one when you already have the maximum stack deployed, it will give you a warning that your oldest mine (in this case, knife) will be removed if you choose to use it.