I personally think Phantom is more or less fine, and only needs a few tweaks, mostly to encourage his playstyle. I do play him quite a bit, and I’ve even won several ranked matches with him by disabling enemy aura camps or fletchers.
Imo, the issue with him isn’t him, it’s that people are trying to play him how they did pre-rework, but that strategy no longer works. Slaying isn’t really his strongsuit, it’s messing with the enemy team enough that your teammates can take them out. I’d rather not see him turn into just another assault merc, so what I’d suggest is:
- Increased XP for EMPing/destroying a deployable, to encourage taking out enemy deployables
- Different XP values for each deployable EMP to tell the phantom exactly what he’s just EMPd, and reward players for EMPing an important deployable like med stations, and less for ammo stations. Significant XP would also be great to support EMPing a deployable for more than a second
- Potentially allow phantom to EMP certain merc abilities. This doesn’t have to be a full disable, it could be as simple as decreased healing pulse range, or better counters, like disabling red eye’s IR goggles entirely.
- Louder sound effects when a deployable is disabled, and a different one for each deployable. Both teams should know exactly what’s happening.
- Making his refractive armour more of an “armour”, by increasing the amount of damage it can absorb slightly. 32 HP is next to nothing, and with how easy to detect he can be, I’d like to see a buff there.
I want phantom to be someone unique, not just what thunder was. Having to actually be there to hold a med station down while your team rushed in was a great feeling, and I really hope that it’s not just turned into a grenade so he can become another generic assault merc with an invisibility gimmick. We already have a lot of recon mercs with spotting abilities too, and just because he’s in that category doesn’t mean he has to act just like them.