[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. 
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.