Phantom rework thread V2.0 by Eox : a better Phantom for the sake of everyone !


(deerMirror) #21

You guys pretty much nailed it. He needs to be more stealthy less tanky, I don’t know why they didn’t go with that in the first place just considering his name alone.

His whole idea is just… weird in general, a close ranged sort of berserking class with basically refractive reactive armor. Maybe i’m being being a bit silly here but when I think of a stealth class I think that there’s a completely valid reason as to why they have that stealth, and it’s usually to help get over a vulnerability of some kind. Like say the spy in tf2 dying in 1 or 2 hits from pretty much anything.

Phantom was the opposite of that in which he could be surprisingly hard to kill and that wasn’t just because spotting him was difficult either. Now I just… I don’t know, I think he needs his kit redesigned because even before the direct nerfs or indirect nerfs (melee/smg changes) it was hard to come of with how he could be useful to a team.

He needed tuning but even then it was hard to find uses for him specially in games where people could pick him off before he could get in range.


(Ronan) #22

To summarize the best post I’ve seen about the new Phantom.

“He’s basically a guy with a sheet over his head, swinging a stick around that moves half as fast as Rhino walks”.


(Ronan) #23

[quote=“Eox;52299”]Yeah, because insulting Reddit will make the things change. Let’s not have an insightful and well argumented conversation ! Let’s just find a scrapegoat and thrashtalk it. It’ll for sure make things better.

The funny thing is that even on those forums the number of people that though Phantom was overpowered (even a little) was an extremely large majority. Only 9% of users though Phantom was balanced. Phantom was not nerfed due to Reddit, he was nerfed because the whole DB community complained against him.[/quote]

Even then, and not to compare Dirty Bomb to LoL, it sorta’ showed… well, that if enough people complain, drastic actions will be taken to something, instead of letting them learn to play around him, counter him, or add things that do counter him; IE- Red Eye and Aimee.

In any fast-paced game like LoL or Dirty Bomb, drastic nerfs never work over a long period of time. Right now it’s a form of purgatory. People wanted him nerfed into the ground, people didn’t want him nerfed, and then you have people like me who agreed he needed to be tweaked.

It wasn’t just reddit that became the fall of Phantom, it was just overall whining in general.

I made the comment on /r/eddit because I kept seeing posts as if Phantom was some witch who needed to be burned out from the game.


(CC_FANG) #24

Let’s not use a good discussion as an opportunity to bash another community, please. If you read something somewhere else that you feel pertains to this discussion you can certainly add it (if it’s appropriate of course :slight_smile: ) but singling out other groups for negative purposes is never healthy to a discussion.

Feedback is great, folks, both positive and negative. Just please keep it within the boundaries of the forum rules. Much appreciated :slight_smile:


(Eox) #25

[quote=“Watsyurdeal;52732”]@Jojack

After playing him some more…definitely think Jojack’s suggestion has a lot of merit.

New cloak

  • No armor, no cloak drain on hit
  • No longer visible while moving, period
  • You flicker and spark like you do now when you take damage.
  • You cannot attack, plant objectives, revive allies, or do any sort of action while cloaked.
  • Cloak has a 1.0 second activation, and decloak time is 0.5 seconds. Both make a distinct noise.

There you go Eox, balanced Phantom for both sides and is viable in competitive as a close range ambusher. All he needs is a second ability to serve as his recon tool. I’m still prone to an emp nade to disable mines, turrets, healing station, etc.[/quote]

Too bad that the invisibility can’t be used in a more versatile way. But we had to make a choice anyway. With that setup, he’ll need another ability for sure.

The EMP thingy is a good idea. Not sure if it fits him that much, but it’s something that could fit a recon for sure, and it would be more original than a basic “wallhack wave” or something. However, I don’t want to make it act too much like a grenade, I feel like it’s too classic… Here’s what I suggest :

  • Phantom can throw a EMP field device. It can be thrown like an Heartbeat Sensor. Upon activation, the EMP field deploys an EMP wave as well as an EMP field.
  • The EMP wave happen when the weapon is triggered. It disable any kind of enemy installation in a large radius without triggering them : this means that mines and sticky bombs will disappear without exploding. Players hit by the wave will be forced to reload if they carry a shooting weapon. This can be canceled if the players hold a knife or his ability weapon.
  • The device then deploys an EMP field that prevents any installation device to work on a smaller area, as well as jamming weapons. Enemies can’t shoot or use abilities inside the EMP effect. However, they can still use their melee weapon
  • When it touches the ground, the EMP device activates itself after 1.2 seconds.
  • The ability have only one charge. Each charge reloads every 40 seconds. It can be picked up back. If you do, you’ll replenish 75% of its CD.
  • Enemies can shoot, explode or melee the EMP device to destroy it, like the heartbeat sensor. It’s always destroyed in one hit.

So I tried here to create a Recon fitting, ambushing and aera denial based tool. It should give Phantom a lot of versatility, in offense as well as in defense. A tool that prevents enemies from shooting is probably a brand new thing in a competitive FPS game, so I really don’t know how it’ll turns out. However, I think it brings a lot of strategy potential. Peventing the enemy to fight and install itself on an area is probably an interesting thing.


(watsyurdeal) #26

I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?


(Eox) #27

[quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

Dunno. It feels a bit bland. Maybe even a bit underpowered. Why don’t you make it jam the enemy weaponry ?


(watsyurdeal) #28

[quote=“Eox;53190”][quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

Dunno. It feels a bit bland. Maybe even a bit underpowered. Why don’t you make it jam the enemy weaponry ?[/quote]

Because that robs people of control, stuff like that is frustrating to deal with and kinda stacks things heavily in favor of Phantom.

I mean he could throw it at someone, jam their gun, and force them into a melee fight…but he can still use his gun.

That’s not fair to folks

Plus this emp nade I proposed is a unique tool that nobody else has, sure Fragger’s nades could do the job…but Fragger doesn’t have the positioning tool Phantom does.

Imagine how powerful he’d be in comp, either pushing with his team or going off on his own to kill a specific player. He’d definitely would be a potent force, he’d be what can turn an offense around when the enemy team has a superb hold on defense.


(Eox) #29

[quote=“Watsyurdeal;53192”][quote=“Eox;53190”][quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

Dunno. It feels a bit bland. Maybe even a bit underpowered. Why don’t you make it jam the enemy weaponry ?[/quote]

Because that robs people of control, stuff like that is frustrating to deal with and kinda stacks things heavily in favor of Phantom.

I mean he could throw it at someone, jam their gun, and force them into a melee fight…but he can still use his gun.

That’s not fair to folks

Plus this emp nade I proposed is a unique tool that nobody else has, sure Fragger’s nades could do the job…but Fragger doesn’t have the positioning tool Phantom does.

Imagine how powerful he’d be in comp, either pushing with his team or going off on his own to kill a specific player. He’d definitely would be a potent force, he’d be what can turn an offense around when the enemy team has a superb hold on defense.[/quote]

Dunno. I am not very convinced… I can understand that my idea was overpowered though, but you idea… I don’t know. I am not seduced. :confused:

There’s maybe a better way. Hey, maybe other people will like it.


(Jemmy) #30

I mean, I like to use the cloak to soak up some damage for teammates doing the objective.


(loonyTop) #31

Best solution for everyone? Remove him from the game.


(watsyurdeal) #32

[quote=“Eox;53204”][quote=“Watsyurdeal;53192”][quote=“Eox;53190”][quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

Dunno. It feels a bit bland. Maybe even a bit underpowered. Why don’t you make it jam the enemy weaponry ?[/quote]

Because that robs people of control, stuff like that is frustrating to deal with and kinda stacks things heavily in favor of Phantom.

I mean he could throw it at someone, jam their gun, and force them into a melee fight…but he can still use his gun.

That’s not fair to folks

Plus this emp nade I proposed is a unique tool that nobody else has, sure Fragger’s nades could do the job…but Fragger doesn’t have the positioning tool Phantom does.

Imagine how powerful he’d be in comp, either pushing with his team or going off on his own to kill a specific player. He’d definitely would be a potent force, he’d be what can turn an offense around when the enemy team has a superb hold on defense.[/quote]

Dunno. I am not very convinced… I can understand that my idea was overpowered though, but you idea… I don’t know. I am not seduced. :confused:

There’s maybe a better way. Hey, maybe other people will like it.[/quote]

Well I couldn’t figure out a better way to do it

I thought of the Phoneix pulse but that would require the Phantom to be up close…and that kinda doesn’t make sense because if he’s that close why not just stab them? Among other reasons of course.

And I also considered a knife or ninja star he could throw at buildings to disable them, but how long? How small of a projectile is it? the speed? arc? It’d be too difficult to get just right.

A simple nade he can throw that has a 30 second cooldown seemed like the best choice honestly.

Plus you were already kinda thinking the same thing I was

[quote=“Eox;53022”][quote=“Watsyurdeal;52732”]@Jojack

After playing him some more…definitely think Jojack’s suggestion has a lot of merit.

New cloak

  • No armor, no cloak drain on hit
  • No longer visible while moving, period
  • You flicker and spark like you do now when you take damage.
  • You cannot attack, plant objectives, revive allies, or do any sort of action while cloaked.
  • Cloak has a 1.0 second activation, and decloak time is 0.5 seconds. Both make a distinct noise.

There you go Eox, balanced Phantom for both sides and is viable in competitive as a close range ambusher. All he needs is a second ability to serve as his recon tool. I’m still prone to an emp nade to disable mines, turrets, healing station, etc.[/quote]

Too bad that the invisibility can’t be used in a more versatile way. But we had to make a choice anyway. With that setup, he’ll need another ability for sure.

The EMP thingy is a good idea. Not sure if it fits him that much, but it’s something that could fit a recon for sure, and it would be more original than a basic “wallhack wave” or something. However, I don’t want to make it act too much like a grenade, I feel like it’s too classic… Here’s what I suggest :

  • Phantom can throw a EMP field device. It can be thrown like an Heartbeat Sensor. Upon activation, the EMP field deploys an EMP wave as well as an EMP field.
  • The EMP wave happen when the weapon is triggered. It disable any kind of enemy installation in a large radius without triggering them : this means that mines and sticky bombs will disappear without exploding. Players hit by the wave will be forced to reload if they carry a shooting weapon. This can be canceled if the players hold a knife or his ability weapon.
  • The device then deploys an EMP field that prevents any installation device to work on a smaller area, as well as jamming weapons. Enemies can’t shoot or use abilities inside the EMP effect. However, they can still use their melee weapon
  • When it touches the ground, the EMP device activates itself after 1.2 seconds.
  • The ability have only one charge. Each charge reloads every 40 seconds. It can be picked up back. If you do, you’ll replenish 75% of its CD.
  • Enemies can shoot, explode or melee the EMP device to destroy it, like the heartbeat sensor. It’s always destroyed in one hit.

So I tried here to create a Recon fitting, ambushing and aera denial based tool. It should give Phantom a lot of versatility, in offense as well as in defense. A tool that prevents enemies from shooting is probably a brand new thing in a competitive FPS game, so I really don’t know how it’ll turns out. However, I think it brings a lot of strategy potential. Peventing the enemy to fight and install itself on an area is probably an interesting thing.[/quote]

I just felt jamming weapons was unnecessary, we had something like that in TF2 called the Sandman…fuck that thing. Plus since he has SMGs he’d easily throw it, blitz your face, and you’d be screwed.


(titaniumCrouton) #33

I like a lot of the ideas in here personally but I do have a small personal gripe: Why do people equate kill only merc with non-objective helping? I mean look at fragger. What team utility does he have? He brings nothing but death to the table, hell his goddamn ability his a FRAG GERNADE. He helps the team by killing people, clearing out the objective and if he can planting/disarming/repearing just like everyone else. He is the front line killer.

Vas does this as well, except he does it from long ranges with his sniper rifle. Since he can’t be close enough to directly help with objectives generally, he has a more supportive ability, the heart beat sensor, to make up for it. Long range Killer.

Then you have Phantom, the stealthy flanky guy. He does the exact same thing as the above except HIS (or rather what his job should be) is to flank and sneak behind enemy lines and take out/break entrenched enemies. He can break sieges, he can pick off annoying snipers, he can break that medic station and aura that is giving everyone trouble. He can also ninja plant among other things to draw attention or jsut get a stealthy objective. He is the flanking killer.

They literally all have the exact same job O_o and they do it well. There isn’t a need to give Phantom some awesome support ability because that isn’t his job and he is close enough to help directly with objectives unlike Vas. That would just confuse his kit even more…and why do people act like killing isn’t important?

If i flank and get a triple+gibs in a 6v6, I just wiped half the team and got us a defuse/plant or repair no problem. That kinda shit wins games xP. Sure there are some people who are bad and camp trying to get the best kdR they possibly can but i’ve also seen them do that with aura and not revive anyone. Does that make aura’s design bad? No, it makes the player bad.

Sorry for the long post. Point is, his job is important and his design should reflect what he is supposed to do, there isn’t a need to overcomplicate it. He is a killer, just like vas, just like fragger. His design should reflect that.


(watsyurdeal) #34

Well it’s because Fragger has 150 health, which is unique to him, and he has the K 121 and M4…which are both beastly.

He doesn’t need an extra utility because he’s so versatile, his nades, health, and guns allow him to be useful in a ton of scenarios.

But Vasilli and Phantom are more specialized, Vasilli is long range, and Phantom is short range, but the difference is Vasilli has a secondary abillity that is actually very useful.

If Phantom had something of his own he’d be a little more adaptable to different situations. Plus, a deployable focused utility is something nobody else has, and it absolutely would make Phantom a much more interesting merc. Since he could get sneaky plants and kill targets like Rhino or Fragger if they’re just sitting on a healing station, or just kill Aura.

Plus, if we change his cloak to be more like the Spy’s in TF2, he’ll need something else to make up for, since not being able to attack while cloaked is big change is his meta.


(titaniumCrouton) #35

[quote=“Watsyurdeal;53431”]Well it’s because Fragger has 150 health, which is unique to him, and he has the K 121 and M4…which are both beastly.

He doesn’t need an extra utility because he’s so versatile, his nades, health, and guns allow him to be useful in a ton of scenarios.

But Vasilli and Phantom are more specialized, Vasilli is long range, and Phantom is short range, but the difference is Vasilli has a secondary abillity that is actually very useful.

If Phantom had something of his own he’d be a little more adaptable to different situations. Plus, a deployable focused utility is something nobody else has, and it absolutely would make Phantom a much more interesting merc. Since he could get sneaky plants and kill targets like Rhino or Fragger if they’re just sitting on a healing station, or just kill Aura.

Plus, if we change his cloak to be more like the Spy’s in TF2, he’ll need something else to make up for, since not being able to attack while cloaked is big change is his meta.[/quote]

But see, I think you’re overselling fragger. He’s got more health, sure but that doesn’t make him versatile. He has beastly guns true and Phantom has the top SMGs at his disposale. He’s no more versatile than Phantom is, they just do it in different ways. Like I said, Fragger is the front line guy, Phantom is the guy in the back.

Hell, should think of him as reverse-fragger more or less, just lacking the AoE boom ability in favor of an (hopefully to be improved) "Sneaky Beaky like " ability that lets him dismantle a team that thinks they’re safe.

He has plenty of uses :confused: they’re just subtle vs Fragger’s uses which generally boil down to WAAAAAAAAAAARGH, something every player on earth can relate to. Hate to say it but subtle play is an aquired taste xP. Anyway, I just think a support ability would be against his character and I don’t like it. S’all I’m trying to get across.

That and get people to realize he’s more useful than they’re giving him credit for. It just annoys me to no end that people glorify fragger so much and put Phantom/Vas down in turn (and for the record: I play all of them, so i’m not just talking out my ass) when the truth is they do the same role in various ways :confused:


(watsyurdeal) #36

We get that, I agree that a pure stealth guy can be very useful, hell Vasilli just for the fact he can gib on headshot, that’s a monstorous power, the fact Phantom can kill one or more people in a single swing, also lethal.

But even so, they still gave Vasilli an ability because they wanted to encourage people to work with their team and contribute.

While I believe people still could do so as Phantom…I don’t think it’d be bad at all to give Phantom something similar.

Especially if it still helps in his role the same way the motion sensor helps Vasilli.


(Azure) #37

[quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

How cool would it be if the EMP would disable literally anything electronic.

So when you’re in its range.

-Map is disabled
-All communication is disabled
-HuD is disabled
-Disables the EV (Not destroy)
-Disables C4

Its something destructive against Teamplay

But it is a double-edged sword so it would effect your team as well. (But both sides can destroy it and your team will have a clear indicator to where it is when deployed to prevent trolling)

So throwing it down on a key point to slow down a C4 timer or Black out a corridor have a stealthy ambush point.


(watsyurdeal) #38

[quote=“Azure;53555”][quote=“Watsyurdeal;53168”]I think I figured out the EMP

  • Just imagine the Motion Sensor from Vasilli ok?
  • Now, instead of what that does, it just disables all deployables in range, meaning that they are useless while that thing is acitve.
  • It can be destroyed, but has a bit more health to it, takes more shots to destroy than a motion sensor or a sticky, but not nearly as much as the health or ammo stations.

The idea is to create a clutch scenario, he throws the EMP, the enemy doesn’t receive any notification that their stuff is disabled. He can safely go in and kill say…an Aura or Rhino sitting on the healing station. Plant a bomb near the conosle or in the train car on Trainyard when it has mines and stickies everywhere. He could even disable a turret for his team safely without having to expose himself or his team to it.

And keep in mind, it doesn’t destroy any of the stuff, just stops it from working temporarily. It can be destroyed and once it is everything is back to normal.

This turns him into a pure sabotage class, killing important key players with the best flanking tool available, and disabling deployables that would cause major problems for his team or himself.

How’s that for a Recon class?[/quote]

How cool would it be if the EMP would disable literally anything electronic.

So when you’re in its range.

-Map is disabled
-All communication is disabled
-HuD is disabled
-Disables the EV (Not destroy)
-Disables C4

Its something destructive against Teamplay

But it is a double-edged sword so it would effect your team as well. (But both sides can destroy it and your team will have a clear indicator to where it is when deployed to prevent trolling)

So throwing it down on a key point to slow down a C4 timer or Black out a corridor have a stealthy ambush point.
[/quote]

Disable the EV and C4 no, cause that can be spammed pretty hard on pubs, leave that to Support like Skyhammer and Kira.

And the other three concussion grenades will do that.

So I have to say no to those personally


(Jojack) #39

@Watsyurdeal

That wasn’t my suggestion. I would never promote full invisibility (a lot more than currently, but not full). But it might be cool if he literally can’t do anything while stealthed, only use it for positioning.

I love the idea of the EMP grenade. Though I think it should both spot and disable enemy devices for something like 6-7 seconds (and maybe allow Phantom only to be able to one shot all devices with melee while they are weakened). The main use would be to either run by it or spot and disable for easy destruction without worrying about getting exploded or shot in the process. The only question I have is how big of a radius should it have?

I think it would add a lot of team utility to make him specialize in sabotage instead of just killing. A good Phantom would be a hard counter to aura stations, turrets and mines. He would be able to sabotage an entire choke point by himself. He could toss it down on plant sites to disable mines so the engineer can run in, plant and run out before the mines/turrets) are back active. I think that’s an awesome ability that would have a role in both pubs and possibly comp without being OP. I do think it would have to have decently long cool down. Somewhere between Vassili’s HBS and Kira’s laser. Probably closer to Kira’s laser.

To balance it I think the enemy team should be alerted to their equipment being sabotaged.


(watsyurdeal) #40

[quote=“Jojack;53670”]@Watsyurdeal

That wasn’t my suggestion. I would never promote full invisibility (a lot more than currently, but not full). But it might be cool if he literally can’t do anything while stealthed, only use it for positioning.[/quote]

That was the idea, if I am not mistaken you were saying TF2 was a good reference.

After messing around more I have to agree, probably the most irritating thing about Phantom is the fact that he can attack while cloaked, while he is visible he may notice you before you notice him, and he’ll nail you every time. At least that’s what I’ve seen playing as him.

Maybe it’s just the people I’ve been against but I think if we took a hint from TF2 maybe we’d get something that satisfies both Phantom players and their victims. Not my ideal solution but I’m willing to compromise as long as he has a clear niche that works well in most circumstances and against all levels of play.