Phantom and My Thoughts


(babyblueFist) #1

Obviously the original iteration of the Phantom was overpowered, and I would not say that the Phantom is under powered currently, he isn’t. I do believe he was gimped in the wrong areas, however. (Or with the wrong methods) I agree with everything that was listed under the Phantom section of the patch notes… however, upon playing the game melee is no longer fun. I hate not being able to turn while meleeing, the current system may reward initial aim, but that would only be valid if the swing was instant. Yes? In a game where everything is fast paced, you can’t just start a swing and assume that other player will be there for the entire time. I am under the impression that the hitbox of the katana was changed from a slash arc, to a more vertical one? I believe this would have been sufficient to fix the katana. The problem with the katana (in my opinion) was that you did not have to aim at all, you could swing and everything around you would have died… granted that you’d have to be close enough. Taking away being able to turn while swinging takes away from the fluidity of the game… and I hope something will be done about that.

As it stands, I will not play the Phantom (Nor any merc) for its melee component. I was enthused for the new playstyle that could enter the game, however, I was sourly disappointed.

tldr; The Phantom is a viable merc, but I do not like melee as it stands.


(Yes) #2

They didn’t need to nerf the katana, but the whiners got what they want.


(Jostabeere) #3

Katana and stealth were his trademarks, and both are crippled into oblivion. The turn speed need to return and SD should just make the hitbox of the katana working properly or just change it to being able to damage only 1 target at the same time. Also making his stealth cloak lose its ability to suck up damage but become a real cloak. He isn’t a tank with a force-shield, he’s a sneaky recon. Should be a glass cannon.


(capriciousParsely) #4

Did you know that you can instantly fire from stealth with your gun? That’s how he’s really meant to be played. Melee weapons are just a novelty. They’re for humiliation and fun. But if you really want to succeed you have to use your weapons. Phantom is still just as strong with getting behind people, confusing them and firing first. He always have the upper hand because he will land the first bullets. Phantom is fine.

But!!! I do agree that the melee system is a bad choice. It feels weird. But don’t say that Phantom was balanced around melee.


(aRagRappy) #5

I actually like how the heavy katana attack feels with it, but the turn limitation needs to go for everything else, especially light attacks, even on the katana. Might be nice if they make the katana heavy attack more for executing someone you caught by surprise dealing more damage and using the light attacks for general fighting to differentiate the katana more from other melee weapons, especially the cricket bat.


(Kaori1) #6

Phantom was never difficult to counter prior to the patch. But now that they messed with every other class just to “balance” his melee…people are starting to speak up (funny how things work like that). Meanwhile, aura and proxy shotguns can still 1-2 shot most mercs and they’re also very useful to the team (as well as being faster than phantom)…yet everyone seems fine with this.


(Snark) #7

I suppose that is going to be your experience if you limit yourself to using the katana instead of his full arsenal. I’m embarrassed with my aim and/or engagement approach if I die to either class as a phantom unless I’m already significantly damaged. I don’t use katana and I have sufficient aim skill to use an smg fairly well so your experience may vary.


(Ronan) #8

If people would think of the katana much like a shotgun. It should be fast, lethal, and able to kill in only 1-2 strikes.

Take Phantom’s SMG, give him a handgun of any sorts. [ I personally prefer the magnum ] Make the handgun the primary, the katana the secondary, and no mele-- since the katana works as both. Remove the speed limit, which luckily, MissMurder said it’s going to be looked over and fixed again, and make his cloak 6 seconds. Hell, remove or nerf the armor damage intake some more, but, make the cooldown 6 again and make him less visible. He’s like a guy running with a sheet over his head.