Phantom and Thunder Updates


(Tanker_Ray) #61

Rather than this, I’ll look on weapon balance patch first.

Burst rifle, especially BR-16’s. It needs a proper nerf like the Stark had.

HP is good, and slow duration is perfect, but fuse time is just pure stupid.


(Tanker_Ray) #62

[quote=“Redcap;177780”]Yaay, Changes!
:neutral: Let’s hope the Mk46 will get some loving.[/quote]

THIS.


(p4v) #63

No problem. We will just wait another half a year for SD to do another +10hp and -2% as it takes time to implement such significant changes.


(Tanker_Ray) #64

No problem. We will just wait another half a year for SD to do another +10hp and -2% as it takes time to implement such significant changes.[/quote]

Oh yes indeed. I feel myself is so damn stupid that I’ve waited this for freakin 2 years.

and all those Phantom users who expected movement speed buff or removal of katana’s movement speed decrease? SD replied ‘you guys are so damn nuts, just give me some more time.’


(Merci1ess) #65

No problem. We will just wait another half a year for SD to do another +10hp and -2% as it takes time to implement such significant changes.[/quote]

Oh yes indeed. I feel myself is so damn stupid that I’ve waited this for freakin 2 years.

and all those Phantom users who expected movement speed buff or removal of katana’s movement speed decrease? SD replied ‘you guys are so damn nuts, just give me some more time.’[/quote]

The reason why it takes this much time to make 2 little tweaks on mercenaries is because they are a really busy bunch trying to figure out the next “big” event where they’re gonna try to screw everyone out of their money and credits with their flawless “Working as intended” RNG system because they seem to love when there’s “massive dead sea amounts of salt”.

Too bad there isn’t any cases we can purchase that gives us a chance of getting a new lead designer. I don’t care if the chance would be as small as 0.00002%. I would buy a ton of em.

The changes look interesting… For Phantom. I have no problem with that. Where I have a problem is the amount of time it took for these changes. We were told a rework for Phantom like he wouldn’t be the same Phantom we all knew and then we get this. More than 7 months… for that.


(Rurre) #66

I can accept most changes. I understand why the EMP is gone on thunder’s concs. While it sucks it prevents people from comparing thunder’s and phantom’s abilities.

However, the fuse time reduction I just CAN’T agree with. What the hell? Is it just a mindless change for the sake of changing something? Why nerf the effective distance on these grenades even more? I don’t care if thunder is slow and people whined that “I flashed someone and by the time I got there the effect expired” the fuse time was perfect. If you want it to travel shorter just bounce it off a wall…

Something tells me thunder will not be touched again after this and we’ll never get an acceptable fuse time. Just like melee wasn’t touched again after it got destroyed by the clunky dpi reduction crap with the phantom nerf and is annoying to everyone.


(ElDingDong) #67

If Thunder couldn’t blind himself, I would have accepted the EMP chaneges. With the fuse time being faster, I can see myself being blind most of the time.
No, I can’t see, cause I’m blinded.


(SaulWolfden) #68

Get out.


(paramountClasp) #69

Better remove Thunder from the game itself :frowning:


(gg2ez) #70

*cries


(SamillWong) #71

EMP Field on Phantom?

I don’t honestly know about this, doesn’t this make him even more visible now? Since he will be the only merc capable of disabling enemy deployables, every enemy would know that there is a phantom nearby.

It would be nice if you could trigger the EMP separately, as opposed to constantly generating a field.

A buff is a buff nonetheless, I’ll take it… :smile:

#ripThunder


(Drac0rion) #72

@Xenithos

In 5v5, the 10% literally means nothing to me playing around spawn waves, on top of it most of the times I still run C94 over C51, so the Undercover augment is plenty.

Skill wise, the lower duration on Refractive armor means you got to be better at timing/knowing your surroundings. The 10% will literally change nothing for me while playing him.

The EMP field still requires ~10m, so unless you can get all the way around for a decent flank it’s not that great, you can’t just waltz through a busy chokepoint anyway, even crabwalking.

At best you flank all the way around and collapse with your team on a chokepoint while having Phantom sneak close enough for the EMP to disable hp station/turret or simply throw himself at those if he gets spotted beforehand.
It is still just so so much easier to disable most of those abilities by destroying them instead having Phantom try his luck to close that gap.
Sure it’s somewhat of a nice change trying to add Phantom some utility, but I don’t see this change moving Phantom up in the meta tier list at all.

The EMP effect in my opinion has the highest value against the turret and secondly the health station, since most of the time health stations are being sat on anyway and you will most likely have to engage in combat as soon as the EMP field gets in range.
EMP field will still be rather useful against mines/stickys, but stickys/mines can be manually detonated just by firing at them.

After all this time they could have added the EMP to somekind of ninja like throwing weapon like a kunai/shuriken that would fly about the same way as the Snitch, but with a faster missile speed. You could actually use the EMP effect well without putting yourself in danger, but right now it still seems that SD wants to make the beginner players think Phantom is a melee merc considering how the EMP effect was implemented into his armor.

Running solo, I’m sure the EMP field will work wonders, but trying to make some team plays with it will probably take more effort than it’s worth.


(Xenithos) #73

@Dracorion
Yeah, I wasn’t necessarily arguing the 10%'s worth. I was more focused on the EMP.

Relative to the EMP, having a missile style EMP would have been much beter, but i’m just glad i can walk past mines, and turrets.
The reason i was most proud of this was because of the EMP field’s effect on the hs. When people are bunched up on the HS this means my sword will hit more of them. Granted, Phantom should not be melee focused, and they ARE doing this. :disappointed:

But as you said, EMP solo will do wonders. Team play not so much. Perfectly said, that.

What I’m most disappointed in is the lack of a fire sword by now (joking), and the hit limiter on his lunge (not joking). His lunge feels awful sometimes. I once stabbed a thunder straight through the belly and did no damage.


(zrs1337) #74

[quote=“ThunderPro;177880”]So many damn f-ing times I’ve been pointed out his OWN PRIMARY WEAPON FIREPOWER is the most crippling part of him, and yet you guys touch the concussion AGAIN?

What, is this a 'Take this and don’t come around again you minor Thunder users.’??

I really do appreciate 170HP buff,(eventhough I still think 180 is the right number to tank. Still think this isn’t enough as machine gun Thunder except Stark Thunder, but this isn’t his problem right? lt’s about burst rifles’ OPness.) and I hope there would be more Unshakables at 2nd genereation loadout for THUNDA, but this conc buff is just so absurd.

I’ll look on movement speed decrease buff, since right now the slow effect doesn’t work somehow because of the bug(only works sometimes.), but the fuse time is so damn stupid.

I can’t even throw it far away after you guys fixed the fuse time. Just give me back the damn cooking, ok?

Removing the Deployable Scrambling EMP effect? FINE. Just change the name conc’s name in to FLASHBANG.

Just give me stronger MK.46 that I can wipe out enemies faster with nice set of DPS and TTK, so I don’t have to expose my self further, and get my huge watermelon head smashed by enemies.

and seriously, PHANTOM is no longer a RECON. But I expect his ambush against healing stations, so that his katana swoosh won’t be meaningless.[/quote]

Yeah, I also suggested buff to MK46 on forum, even explained why…
But better remove the only useful part of his nade and lower the fuse time so you can flash yourself more often… I don’t know why can’t SD listen to the players.


(terminal) #75

[quote=“Dracorion;177689”]This better be a temporary buff for Phantom. And still couldn’t give him the 10hp back.

I have posted lots of suggestions already as well as many others and the community could still throw out more suggestions on how to balance him in different ways.

While I understand it’s not great to take suggestions from the community as it’s hard to say who are competent enough to speak for the competitive side of the game, as the competitive side doesn’t really exist, but after all this time and only 10% pixel cloak duration and a barely useful EMP change? That’s it?

If this is confirmed as “THE rework”/his final changes. Welp, I guess all I can do is make another shitpost as by then I can confirm that SD isn’t looking forward to a balanced game, but rather slowly slightly change a few numbers around every now and then when the community gets too vocal and moans for too long about something being OP or useless.[/quote]


(Drac0rion) #76

Y u do dis @terminal? :’(

I’ve been waiting for any kind of changes for so long, since like august last year.

On top of all of this, according to @kAndyREW video retweeted by DB today, SD has designed Phantom EVEN MORE melee focused looking at Chopper on every card leaked…

PHANTOM:
CR63 Superb Operative: Crotzni, Simeon, Cricket Bat - Chopper, Enigma, Quick Draw
BL64 Premium Operative: Blishlok, Simeon, Katana - Guardian Angel, Chopper, Unshakable
C94 Vintage Operative: Kek-10, Simeon, Katana - Undercover, FOCUS, Chopper


(AnonOmis1000) #77

Does it though? It makes it obvious that there’s a Phantom in the area when all the deployables start sparking[/quote]

Depends on the strength and limitation of the EMP effect. If the field is only a small area then he’d be relatively ineffective but if the area is large all you know is he is near-by and if the EMP field isn’t hindered by walls than near-by could be behind a wall, on the second floor, etc. If you’re in a fire fight the healing station suddenly sparking isn’t going to register right away, so much as the goes shooting you, and it would make Phantom very useful for blitz tactics, let him go in first which disable any working deployables while the rest charge in shortly after. When everyone is engage the Phantom can than attack their back line.[/quote]

That sounds rather OP[/quote]

Theoretically, yes. Assume it works out. And I do admit with what we know about EMP effects it can be OP (Thunder’s grenade can disable things behind walls), I just hope they balance it so it’s not OP. And if it is OP I’m sure they’ll just super nerf Phantom again.[/quote]

Honestly, I don’t see a way you could balance this ability so that it’s not OP or useless.


(AnonOmis1000) #78

[quote=“ThunderPro;177880”]So many damn f-ing times I’ve been pointed out his OWN PRIMARY WEAPON FIREPOWER is the most crippling part of him, and yet you guys touch the concussion AGAIN?

What, is this a 'Take this and don’t come around again you minor Thunder users.’??

I really do appreciate 170HP buff,(eventhough I still think 180 is the right number to tank. Still think this isn’t enough as machine gun Thunder except Stark Thunder, but this isn’t his problem right? lt’s about burst rifles’ OPness.) and I hope there would be more Unshakables at 2nd genereation loadout for THUNDA, but this conc buff is just so absurd.

I’ll look on movement speed decrease buff, since right now the slow effect doesn’t work somehow because of the bug(only works sometimes.), but the fuse time is so damn stupid.

I can’t even throw it far away after you guys fixed the fuse time. Just give me back the damn cooking, ok?

Removing the Deployable Scrambling EMP effect? FINE. Just change the name conc’s name in to FLASHBANG.

Just give me stronger MK.46 that I can wipe out enemies faster with nice set of DPS and TTK, so I don’t have to expose my self further, and get my huge watermelon head smashed by enemies.

and seriously, PHANTOM is no longer a RECON. But I expect his ambush against healing stations, so that his katana swoosh won’t be meaningless.[/quote]

The Mk46 Has an almost the same amount of DPS as the K121. The Mk46 has a DPS of 132.9 while the K121 has a DPS of 135.1. In addition, the Mk46 has a faster reload, 0.3 seconds shorter than the K121, and has noticeably less recoil. It otherwise has an identical speed modifier and ADS time as the K121. So, really, what are you complaining about? how is it so much weaker than the K121 when, on paper, it’s just a side grade?


(SaulWolfden) #79

[quote=“AnonOmis1000;178079”][quote=“ThunderPro;177880”]So many damn f-ing times I’ve been pointed out his OWN PRIMARY WEAPON FIREPOWER is the most crippling part of him, and yet you guys touch the concussion AGAIN?

What, is this a 'Take this and don’t come around again you minor Thunder users.’??

I really do appreciate 170HP buff,(eventhough I still think 180 is the right number to tank. Still think this isn’t enough as machine gun Thunder except Stark Thunder, but this isn’t his problem right? lt’s about burst rifles’ OPness.) and I hope there would be more Unshakables at 2nd genereation loadout for THUNDA, but this conc buff is just so absurd.

I’ll look on movement speed decrease buff, since right now the slow effect doesn’t work somehow because of the bug(only works sometimes.), but the fuse time is so damn stupid.

I can’t even throw it far away after you guys fixed the fuse time. Just give me back the damn cooking, ok?

Removing the Deployable Scrambling EMP effect? FINE. Just change the name conc’s name in to FLASHBANG.

Just give me stronger MK.46 that I can wipe out enemies faster with nice set of DPS and TTK, so I don’t have to expose my self further, and get my huge watermelon head smashed by enemies.

and seriously, PHANTOM is no longer a RECON. But I expect his ambush against healing stations, so that his katana swoosh won’t be meaningless.[/quote]

The Mk46 Has an almost the same amount of DPS as the K121. The Mk46 has a DPS of 132.9 while the K121 has a DPS of 135.1. In addition, the Mk46 has a faster reload, 0.3 seconds shorter than the K121, and has noticeably less recoil. It otherwise has an identical speed modifier and ADS time as the K121. So, really, what are you complaining about? how is it so much weaker than the K121 when, on paper, it’s just a side grade?[/quote]

In practice it has difficulty being Thunder’s main way to kill people if he’s using a loadout with the MK46, apparently it got nerfed by 1 damage for some reason when he came out in November compared to whenever he was last playable, not sure why with all the buffs the K-121 got to make it beastly.


(AnonOmis1000) #80

[quote=“SaulWolfden;178084”][quote=“AnonOmis1000;178079”][quote=“ThunderPro;177880”]So many damn f-ing times I’ve been pointed out his OWN PRIMARY WEAPON FIREPOWER is the most crippling part of him, and yet you guys touch the concussion AGAIN?

What, is this a 'Take this and don’t come around again you minor Thunder users.’??

I really do appreciate 170HP buff,(eventhough I still think 180 is the right number to tank. Still think this isn’t enough as machine gun Thunder except Stark Thunder, but this isn’t his problem right? lt’s about burst rifles’ OPness.) and I hope there would be more Unshakables at 2nd genereation loadout for THUNDA, but this conc buff is just so absurd.

I’ll look on movement speed decrease buff, since right now the slow effect doesn’t work somehow because of the bug(only works sometimes.), but the fuse time is so damn stupid.

I can’t even throw it far away after you guys fixed the fuse time. Just give me back the damn cooking, ok?

Removing the Deployable Scrambling EMP effect? FINE. Just change the name conc’s name in to FLASHBANG.

Just give me stronger MK.46 that I can wipe out enemies faster with nice set of DPS and TTK, so I don’t have to expose my self further, and get my huge watermelon head smashed by enemies.

and seriously, PHANTOM is no longer a RECON. But I expect his ambush against healing stations, so that his katana swoosh won’t be meaningless.[/quote]

The Mk46 Has an almost the same amount of DPS as the K121. The Mk46 has a DPS of 132.9 while the K121 has a DPS of 135.1. In addition, the Mk46 has a faster reload, 0.3 seconds shorter than the K121, and has noticeably less recoil. It otherwise has an identical speed modifier and ADS time as the K121. So, really, what are you complaining about? how is it so much weaker than the K121 when, on paper, it’s just a side grade?[/quote]

In practice it has difficulty being Thunder’s main way to kill people if he’s using a loadout with the MK46, apparently it got nerfed by 1 damage for some reason when he came out in November compared to whenever he was last playable, not sure why with all the buffs the K-121 got to make it beastly.[/quote]

To be honest, I’m not that skilled of a player so in practice I’m really not the best judge. But I’m pretty sure that when I played him during ReV, the only time I had trouble getting kills was when my aim was shit.