First, I’d like to link everyone to this to share my opinion on what recons could be in general.
Now Phantom.
The reason I find that the current Phantom needs a buff is because it’s far too difficult to make any use of him compared to literally all of the rest of the mercs.
To really play Phantom to his full potential he currently requires another recon to do the spotting for him, just to pull off successful flanks. What’s the point of picking a merc that requires another merc to truly be effective?
The EMP effect isn’t quite needed that much to pick Phantom over other mercs.
The EMP field and the Refractive armor both are extremely flawed and definitely shouldn’t be tied together.
The Refractive armor heavily favors defense. It’s far easier to sneak around and set up ambushes on defense with the armor, but it’s rather rare for the enemy to drop a deployable on the offense that Phantom could still reach.
But when playing Phantom on offense, EMP has lots of potential, but due to having to sneak into enemys vision instead of waiting for them, it makes it extremely difficult to reach the enemy deployables with the EMP field.
Next I’d like to ask what should be the purpose of invisibility in the Refractive armor?
Is it to reposition and flank? Or…
Is it for surprise attacks, to get the first hit on the enemy?
Currently it doesn’t help either of those purposes.
The suprise attacks in my opinion really shouldn’t be the reason for invisibility. Since it’s just another cheap trick. Sitting in a tight hallway or something and waiting for those >90hp mercs to run into your katana for one-hit-kills with no counterplay, which is just as frustrating as running into a shotgun at that range, except you won’t even see it before you’re dead. It’s not fun to fall for, nor is it fun to take extreme precaution to play around it.
So if we’d like to use the invisibility for repositioning or flanking it should function just for that and not allow the surprise attacks.
As it’s been stated in comments above, the Refractive armor should function similiar to what Sombra does in Overwatch as a working example in another “shooter”.
You can move around fully invisible, but you can not use any actions other than movement before you disable your invisibility.
Since the maps are already rather narrow and tight with very limited amount of routes I believe this to be the only way to really turn the invisibility into something useful equally on offense and defense.
Next is the EMP.
I think I’ve already made it clear why EMP simply doesn’t work with Phantom as he is now, so instead I’d like to add suggestions on how to make it work for him.
First it should definitely be ranged, not to compromise Phantom’s own position. Since the new Guardian drone already absorbs all the explosive projectiles, I also think a throwing knife with the EMP effect would be pretty fitting for a recon (As stated above by @Wintergreen ).
Depending whether newer recons will also have EMP effects, these could easily be balanced by the ability cooldown and the EMP effect alone.
If the EMP effect won’t stick to Phantom, or if these throwing knives could have an additional effect, it could have different functions depending on it’s target.
Example 1:
When the knife hits a deployable or ground, the EMP effect kicks in within X range.
Example 2:
When the knife hits a player, it does a very low amount of damage, but applies the Snitch debuff. (The 25% bullet damage alone would enable Phantom to either play the assassin himself or set up a target for his team. As a reminder, Snitch applies 25% bullet damage, spotting and stops all hp regen.)
Either way, I believe EMP might become more traditional within recons and become more valueable as long as future mercs will bring more deployables to the game.
Also for the most frontline recon I believe he deserves 120hp. I understand what his release was like, but all the nerfs combined were an overkill.
! To address whether EMP needs a counter from the other thread.
! Short answer to it would be no.
!
! EMP itself is a short soft-counter ability against the deployables. It only disables them for a short while, it doesn’t actually destroy them.
! The deployables on the other hand can possibly have 100% uptime (with the exception of SkyShield) and require full attention to be destroyed (or with damage abilities, ability for an ability). The EMP simply allows you to ignore them for a short while.
! It’s the same way how SkyShield isn’t exactly a hard counter to explosives it absorbs. It’s a soft counter cause:
! 1. Limited range
! 2. Limited duration
! 3. Limited drone life
!
! Both the EMP and SkyShield are far too limited and situational to require direct counterplay to disable them.