Speed allows players to cover a map faster, watching points that aren’t heavily defended, and deliver carryables faster. I seen how fast Proxy could run from a video on the character. Go from one side of Bridge (hotwire phase) to another in 0.5 seconds. Amazing defensive tool if paired with the right stuff.
But making him into a fragile speedster that moves fast and gets shredded would definitely not help competitive play. He doesn’t deal as much damage as Proxy could to individual targets. Proxy’s ability to use her mines offensively is offset by the fact that she needs to be really close in order for them to work. Many defensive set-ups could prevent Proxy from pushing because of that.
I’m not seeing Nader go into peoples’ faces with a cricket bat, even though her health/speed balance is better than Phantom’s. She’s just an easier to revive assault class.
If Phantom has a better health/speed balance, no EMP, and was played as if he was a cross between Nader and Bushwhacker, I’d bet he would have some potential.
Now, if you really want something that promotes melee play style…
[quote=“Watsyurdeal;198183”]I think removing the Armor, and getting a better cloak, 120 hp back, along with changing the EMP field to a Recon Field would be great.
I am not expecting him to be an S tier merc, but at least making him have a specific role as a close range Recon merc would really help a lot.[/quote]
Close range spotting. No detection indicator. Nice for people who think it’s wise to aggro a Skyhammer with a knife. Not so nice for people that wait around corners with a gun.
[quote=“Apofenas;198161”]Sure, but fast merc that suddenly appears before you with Katana is same frustrating as Aura or Proxy with shotgun with the exeption that 80/90 HP mercs are easier to kill. And ofc i would like to have at least some diversity in health pool for mercs. Also if u look at my suggestion, the 30 HP boost for 120 hp merc would be too much, don’t you think?
I guess you didn’t understand what i wrote there. I mean not to disable spotting ability, but to prevent it to mark your team mates as long as they stand inside your EMPJamming field.[/quote]
You keep changing what you are trying to say. You want Phantom to be a glass cannon without the help of abilities, and make him able to take more damage through another ability, which would be convoluted as F*** by the time that you make an iteration that makes everyone else happy.
Meanwhile I want a character that can pull weight in competitive without being broken. Something like a FS with two primaries would be much more useful compared to making Phantom a slower Phoenix, that traded in his healing and revives for a cloak and a jamming device.
Even if 120 HP is literally on 30% (I counted) of the characters right now, I don’t think that should be a barrier towards change. If we are seeing numbers like 90% (I’m looking at fire supports right now…) then yes, there’s too little diversity.
If Phantom and Turtle get 120 HP then that number would merely bump up to 37.5%.
By the way who was the one who came up with the EMP effect in the first place?

