Phantom and Thunder Updates


(Chris Mullins) #1

Hey there!

As you all know, Phantom and Thunder have been needing a few tweaks here and there to give them a bit more flavor. And we have done just that. Their changes will be live from the next update which is due this coming week. But what are they? Read on below to find out…

Thunder

  • Increased health to 170hp (from 160hp)
  • Reduced Concussion Grenade fuse time to 0.9s (from 1.2s)
  • Fully blinded players will now correctly have HUD elements (like enemy indicators) hidden
  • Fully blinded players now cover their face with their hand in third-person (before this applied to Concussion, not blinding)
  • Concussion grenades now reduce movement speed for a minimum of 2.5s and a maximum of 6.0s
  • Concussion movement reduction effects now also apply to jumping height
  • Removed EMP effect from Concussion Grenades

Phantom

  • Added an EMP field to Refractive Armor, which disables nearby (~10m) enemy deployables while cloaked
    [list][*] Enemy Deployables remain disabled for 5s after leaving the EMP field[/list]
  • Increased Refractive Armor duration by ~10%

Enjoy!
shoe.


(boerhae) #2

GG


(Jasowan_) #3

oh boy


(boerhae) #4

Wait, what about the molotov katana? Was that removed?


(ASTOUNDINGSHELL) #5

YUS! @gg2ez Volvo has heard our prayers


(Jostabeere) #6

Phantom not less visible?


(dexterousTrigger) #7

Question… Does the EMP apply to Fletcher’s sticky bombs if Phantom is stuck with them?


(Recin) #8

So “Untrackable” for Phantom is going to be a bit useless now? Anyway, love the changes.


(LifeupOmega) #9

Works like Thunder’s EMP, so yes.

This change still won’t make him viable though.


(Yoma) #10

Oh yay, every tweak the fuse time gets reduced. A few more tweaks and it will explode the moment it leaves your hand. :s


(yesser) #11

@Boerhae it was on 1 april and you know… it was a joke from dev


(Subzstance_) #12

But Thunder is already OP


(PastrySama) #13

Proxy’s new counter is phantom? L I T E R A L L Y U N P L A Y A B L E


(el_droidio) #14

I do not know how to feel about this… why remove EMP effect on the grenades?


(Merci1ess) #15

Holy fuck boys. After more than 7 months of people asking for a rework for Phantom… 2 new revolutionary changes. You guys are legit laughing in people’s faces aren’t you? Holy shit looooooooool


(Black) #16

Heh Phantom is going to be so good against proxy and aura.
I like this change for him.

Don’t know about thunder’s change though. I still feel like he’s just a weaker version of fragger with the only benefit being 20 more hp.
What about making his nades disable the usage of deployables and abilities while mercs are concussed?


(FerfyDerf) #17

I already loved Thunder without playing him before his initial nerf. I’m super pumped now.


(watsyurdeal) #18

An EMP field???

Like…that is the most random thing for Phantom to have, but then again it means I can definitely kill Aura’s and others on healing stations, and sneaky plant if I want to now.

So that’s nice

And removed the EMP effect from conc nades???

SO WHY NOT JUST GIVE THOSE NADES TO PHANTOM?

I mean I’m not trying to be mean here, but wouldn’t a simple nade rather than having to walk up to that station or mine to disable it make sense???

Bah humbug, I’ll be playing Phantom next week regardless.


(FerfyDerf) #19

Ok, so just to ask/confirm.

Does the EMP effect reset throughout the cloak duration?

Does the EMP travel through walls?


(TheSeer) #20

Nice. Looking forward to the patch. Course I have to wonder just how long it’ll be till the crying starts again about Phantom…