@STARRYSOCK said:
Well, part of the complaint people have with phantom is that his EMP tends to give away his position. Reducing the EMP range would allow people to find a cloaked phantom a lot easier.
But.
While EMPing abilities would in a way buff phantom, it would indirectly nerf other mercs. Because of this, while I think the idea of EMPing abilities could be interesting, you’d have to be careful which abilities you EMP. Stuff like the healing pulse and IR goggles, maybe, but only when near a phantom, no residual EMP effect like on deployables after he decloaks. EMPing things like defibs or the revivr would just make him far too OP.
Imo the best way to buff phantom would be to reduce the 7 second cooldown on cloaking, and rework his XP to better reward EMPing deployables.
Mods can move threads too btw @Eox
Yes, if they are trying to make Phantom more viable, he would need an XP boost from disabling things. I played him right when Turtle came out and I was disabling shields left and right, but got very little XP from it. In ranked, he seems more useful to disable than to cloak unless he detected everyone he saw while cloaked or something. Making his cooldown lower would be good, or not decloaking him if he made a one-hit melee kill from cloak. Seems like it would be nice to be able to turn cloak on and off a little more frequently.
I think the real way to make him viable would be to separate his abilities. Q to cloak and E to EMP. This would even make him more useful in ranked, because he could sneak in and get a good position to disable shields and stations.
Having his EMP work on more stuff is interesting, but if it’s too easy to disable primary roles that could be pretty annoying.