phantom backstab mechanic?


(GatoCommodore) #21

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

It’s useful in pubs. In a real match you’d rarely get to use the ability when you needed it against an organized team which makes him a liability as a pick. Which was the whole reason why Phantom was being re-worked. If he had the option to throw/shoot the EMP to another position on the map but keep the mechanics exactly the same it would be incredibly valuable for coordinated pushes on some maps. But when it’s tied to the refractive armor like it is your options are severely limited to the point of keeping him a non-pick.[/quote]

Of course, and I liked the EMP on Thunder better for that reason, but it’s a strong enough ability to be useful when you’ve already flanked around an enemy team and is useful for disabling/avoiding turrets and mines while you’re moving without having to worry about triggering them. The EMP was more suited to Thunder but I can understand why they gave it to Phantom.

If we’re talking which AOE goes best on each merc though, I would have the EMP on Thunder and Aimee’s snitch, with the regen prevention on Phantom so that the former can disable med stations and the latter can pick people off from medium range.

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

There’s no doubt that its useful, I just liked it better on Thunder, because everyone knew exactly when and where they were disabled and when to rush in. On Phantom, its hard to know because he’s creeping around. [/quote]

That’s very true, when I was playing on a min 20 server one time, I used Phantom to disable a mine so it wouldn’t kill my entire team as they went around a corner, but when it ran out one person didn’t realize a mine was there and stood on top of it, killing him and injuring 2 more of us.[/quote]

this hapens to me many times.
what i dont understand is how blind are people when i already wrote in chat abbout the mine, other people already backpedaling because the mine is right in front of the door and yet he still run in to get blown to bits.

sometimes i wonder are these the kind of people that would rant on the forum to nerf proxy mines?

(shamefur dispuray)


(Nibbles02) #22

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

It’s useful in pubs. In a real match you’d rarely get to use the ability when you needed it against an organized team which makes him a liability as a pick. Which was the whole reason why Phantom was being re-worked. If he had the option to throw/shoot the EMP to another position on the map but keep the mechanics exactly the same it would be incredibly valuable for coordinated pushes on some maps. But when it’s tied to the refractive armor like it is your options are severely limited to the point of keeping him a non-pick.[/quote]

Of course, and I liked the EMP on Thunder better for that reason, but it’s a strong enough ability to be useful when you’ve already flanked around an enemy team and is useful for disabling/avoiding turrets and mines while you’re moving without having to worry about triggering them. The EMP was more suited to Thunder but I can understand why they gave it to Phantom.

If we’re talking which AOE goes best on each merc though, I would have the EMP on Thunder and Aimee’s snitch, with the regen prevention on Phantom so that the former can disable med stations and the latter can pick people off from medium range.

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

There’s no doubt that its useful, I just liked it better on Thunder, because everyone knew exactly when and where they were disabled and when to rush in. On Phantom, its hard to know because he’s creeping around. [/quote]

That’s very true, when I was playing on a min 20 server one time, I used Phantom to disable a mine so it wouldn’t kill my entire team as they went around a corner, but when it ran out one person didn’t realize a mine was there and stood on top of it, killing him and injuring 2 more of us.[/quote]

this hapens to me many times.
what i dont understand is how blind are people when i already wrote in chat abbout the mine, other people already backpedaling because the mine is right in front of the door and yet he still run in to get blown to bits.

sometimes i wonder are these the kind of people that would rant on the forum to nerf proxy mines?

(shamefur dispuray)[/quote]

These people I can stand, since they generally only hurt themselves with their bad spatial awareness, but there are people who run on top of mines that I’m intentionally avoiding or shoot them when I’m trying to move around them, sometimes killing me in the process.


(GatoCommodore) #23

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

It’s useful in pubs. In a real match you’d rarely get to use the ability when you needed it against an organized team which makes him a liability as a pick. Which was the whole reason why Phantom was being re-worked. If he had the option to throw/shoot the EMP to another position on the map but keep the mechanics exactly the same it would be incredibly valuable for coordinated pushes on some maps. But when it’s tied to the refractive armor like it is your options are severely limited to the point of keeping him a non-pick.[/quote]

Of course, and I liked the EMP on Thunder better for that reason, but it’s a strong enough ability to be useful when you’ve already flanked around an enemy team and is useful for disabling/avoiding turrets and mines while you’re moving without having to worry about triggering them. The EMP was more suited to Thunder but I can understand why they gave it to Phantom.

If we’re talking which AOE goes best on each merc though, I would have the EMP on Thunder and Aimee’s snitch, with the regen prevention on Phantom so that the former can disable med stations and the latter can pick people off from medium range.

The EMP field is actually pretty useful for disabling health stations, mines, and turrets so you can pick off medics and heavies.

As for stealth, Phantom never was very stealthy.[/quote]

There’s no doubt that its useful, I just liked it better on Thunder, because everyone knew exactly when and where they were disabled and when to rush in. On Phantom, its hard to know because he’s creeping around. [/quote]

That’s very true, when I was playing on a min 20 server one time, I used Phantom to disable a mine so it wouldn’t kill my entire team as they went around a corner, but when it ran out one person didn’t realize a mine was there and stood on top of it, killing him and injuring 2 more of us.[/quote]

this hapens to me many times.
what i dont understand is how blind are people when i already wrote in chat abbout the mine, other people already backpedaling because the mine is right in front of the door and yet he still run in to get blown to bits.

sometimes i wonder are these the kind of people that would rant on the forum to nerf proxy mines?

(shamefur dispuray)[/quote]

These people I can stand, since they generally only hurt themselves with their bad spatial awareness, but there are people who run on top of mines that I’m intentionally avoiding or shoot them when I’m trying to move around them, sometimes killing me in the process.[/quote]

its like a girl was struck by a car and died.

now Cars are banned because its dangerous. to protect the feeling of those who died in car crash.