Revert EMP (usually unfair for engineer abilities esp fletcher)
Silent cloak (the cloak gives off phantom way too often)
Cool down based on how long it was used (The cool down is too long)
up the invisibility by a pinch (phantom is very visible on the field even when crouching)
Katana
Faster Swing speed (a normal human being could swing a katana faster)
The above changes could seem more advantages for phantom users but it actually balances out his weakness such as his running speed, his HP, firepower and lack of support etc.
No no no no. My nightmares have been imagined. Kiratana is powerful enough, I do not want her to become op, nor more noob phantoms running around with that weeaboo stick.
BUT,in the overall these are good changes ( though I do think that there should be only one of the two changes to the stealthiness of the cloak seeming as if it was both visibilty and sound, then he would be a bit OP) which support phantoms lone wolf playstyle. Though he would still be a bitl lacking and would not bring anything to the team, so he needs some sort of spotting ability.
[quote=“BlackboltLW;202581”]Silent cloak? Why? don’t you see how imbalanced Phantom is if his cloak are silent? It was silent back then.
On the other note the cloak is barely audible when you’re in a firefight except if you’re paying attention.
Besides, I’m agree to revert EMP back to Thunder, and instead gave Phantom spotting ability in the manner of the EMP.[/quote]
okay i think the cloak should at least reduce the noise like cmon, u can barely sneak up on someone without them noticing and thats not very stealthy for an invisibility cloak. thanks for commenting
i faced many phantoms hiding in a corner their silhouette is very obvious you can see a grey splat moving around the battlefield and in corners[/quote]
you dont understand. what you are describing is what happens when a phantom is moving. im talking about when a phantom is standing still, crouched, and with active camo on.
@Herr_Hanz Phantom may be extremely difficult to see when crouching and not moving, but how useful is a immobile character? You can still hear the buzz from the armor, which gets louder the closer you are.
Phantoms ‘stealth’ is an absolute joke and he is too easy to spot when playing normally, thus he needs some sort of stealth buff to the refractive armor in order to promote the lone wolf play style and make it very effective. I think they could drastically reduce the sound so it is not silent, but still able to be heard when very close, allowing phantom to better sneak up on his enemies from behind.
He would also need a team play ability, although IDK whether the emp should be put back on Thunder or not. Perhaps a spotting ability that can be passively triggered like the emp field, but gives no indication that you are spotted, but to balance it make the spotting only happen when phantom is in range of his enemies with the armor on.
Please, I don’t want Phantom to get better at melee or being able to “sneak up on his enemies from behind”. That just makes it harder to buff the class in a fair and useful manner.
Remove the EMP, give him a more easily implemented spotting ability, buff his health/speed ratio to be comparable to Nader, and don’t make him ever touch the cricket bat again.
Because Phantom using the heavy melees and a melee-only EMP just makes him the worst class in the game. Even Rhino is more helpful for the team compared to Phantom.
[quote=“BlackboltLW;202581”]Silent cloak? Why? don’t you see how imbalanced Phantom is if his cloak are silent? It was silent back then.
On the other note the cloak is barely audible when you’re in a firefight except if you’re paying attention.
Besides, I’m agree to revert EMP back to Thunder, and instead gave Phantom spotting ability in the manner of the EMP.[/quote]
So thats why my conc nades that i throw at aura stations have been doing jack to them (out of the loop for a while)
Honestly I start hearing the phantom noise in my head after a while if there is 1 in the server, makes me hell a paranoid.
I had a phantom on my team, he was running around doing his john cena act, noticed him a few times, about 5 minutes pass without hearing/seeing anything and out of the blue he comes running around again only this time he was on the enemy team, and I didnt realise until it was far to late. It was the ultimate troll xD
@JJMAJR but the point of the armor is to allow phantom to sneak behind the enemy and whittle down their defense. With its current usefulness, it is impossible to sneak behind them against competent players,thus making phantom absolutely useless. If he got a stealth buff then he would not need for his speed to be buffed, nor his hp, as the armor would have that use.
If he got a speed buff it would completely contradict what you said about phantom becoming better at melee. Why do you think a lot of experienced players use kiratana? Because of her speed and small hitbox. Now imagine that on a character that is a bit slower but has 30 more hp and armor? Nonono, many many more noobs would be running around katana only quick slash, which is practically the same as katana on release(why SD, why?). He does not need to be faster, and if he was, they would have to remove the heavy attck quick bind, as I find when I 1v1 a high level phantom and they are losing they just hit heavy slash quick bind to land over 100 dmg with chopper. It is not okay.
@Jokder So is sudden pizza delivery by Proxy, martyrdom, quick molotov, random shotgun 1-shot etc.
IMHO katana is like TF2 Spy knife, powerful from behind/sides versus unprepared/distracted/single/high priority etc. targets. Switching to smg when fighting out in the open/escaping would be like pulling out the revolver in TF2 (although it’s more balanced since SMG>revolver and katana doesn’t have a backstab)
N00bs will be n00bs and try to melee run you, but some will learn and actually flank you as Phantom, get you distracted, use their guns.
Same goes with countering Phantom, if you #GITGUD he’s not a problem, especially when you are prepared.
Phantom imho is supposed to be a lone wolf getting behind the enemies, eliminating key targets (either with quick melee strikes or with a gun if things go south/there are multiple targets/they’re at range), disrupting the line of defenders, causing chaos. ATM experienced Phantoms can do that but his kit lacks being a true…Phantom at the moment.
Also if anyone is worried about Phantom, get a Redeye or 2 with Dreiss and spamfire him. Or as I said, work together (example: whenever one sneaks up on me, I tell my team via team chat. It can sometimes completly negate Phantom but most of the time I get a bunch of responses in different languages #EUplz)
NO, IT IS NOT. TO THINK OF IT THAT WAY ONLY STATES HOW MUCH YOU WANT TO HAVE PHANTOM BECOME SOME KIND OF MORON CLASS THAT WORKS WELL IN LOW LEVELS, BAD IN HIGH LEVELS, OR WOULD BE COMPLETELY OVERPOWERED IN ANY SITUATION. PLEASE STOP, RETHINK YOUR LIFE, AND COME UP WITH SOMETHING THAT DOESN’T INVOLVE STUFF LIKE THIS.
The “stealth buff” that we are looking for is Phantom being fully invisible while crouched and immobile, and not emitting any fucking noise in that state.
Anything more just encourages idiots.
I don’t see Nader being a melee goddess, despite the Cricket Bat dealing more DPS and her suicide bomber attack being a major reason why she shouldn’t be attacked in close range.
The reason why I want Phantom to have more speed is because his abilities would never make up for his general weaknesses. Nader is only useful because she could be revived easily, while Phantom would never have any such advantage. Because that Phantom has worse weapons than Fire Supports (who have more helpful abilities) he would not ever be competitive with his current health/speed ratio.
At least with higher speed and health he would be able to deliver carryables more effectively than other characters, and also have stronger defensive applications due to covering the map more efficiently and being less predictable.
If you die to a melee-only Phantom, Nader, or Vassili, that is your fault for being incompetent.
They actually did that already. Quick melee now only does the fast attacks, which made heavy attacks require the player to pull out the damn thing first.