Bulletpoints (Explanation further below)
General Merc Changes:
-Reduce HP to 95
-Increase Sprint Speed to 440
Ability Changes:
-Replace “Refractive Armor” with “Refractive Cloak”
Refractive Cloak makes Phantom invisible for up to 10 seconds, can be toggled on/off and has a cooldown of up to 15 seconds, relative to the time of use. Refractive Cloak does NOT absorb damage and its energy is not drained when Phantom receives damage.
Refractive Cloak emits a constant ringing noise decaying over range up to 10 meters. The ringing noise is not emitted by Phantom himself, but is heard over the radio chatter instead.
Refractive Cloak does not end when Phantom is detected by a heartbeat sensor.
Invisibility is 100% when standing still.
-2.5% when taking damage (decays over 0.1 seconds)
-5% when crouching
-5% while “spotting” an enemy
-10% when walking
-15% when sprinting
-15% when jumping
-40% when moonjumping
-Add a second ability: Spotter
Phantom equips spotting binoculars which he can use to aim at enemies for 1 second to apply a stack of “spotted”.
“spotted” will mark the enemy for 3 seconds, in a similar way to vassili’s heartbeat sensor. One stack lasts 3 seconds and up to 5 stacks can be applied to an enemy at the same time (15 seconds). While “spotting” an enemy, Phantom is 5% more visible.
Arsenal Changes:
-Replace Blishlock SMG with Tolen MP
-Replace Crotzni SMG with MP400 MP
-Replace Kek10 SMG with Empire 9 MP
-Replace Smjüth & Whetson .40 Revolver with Selbstadt .40 Pistol
-Replace Simeon .357 Revolver with M9 Pistol
-Replace EVERY Iteration of Beckhill Combat Knife and Stilnotto Stiletto with the Katana
Katana Changes:
-Reduce cut damage by 5
-Reduce strong cut damage by 10
-Limited to only hit 1 eligible entity per swing
-Backstab Damage Bonus: Hitting an Enemy with a strong cut from behind deals 150 instead of 80 damage. Strong cut must hit within 1 second of initiating to cause backstab damage.
-Turnspeed Limit is removed
-During “lethal stance”, Phantom can only turn up to 90 degrees from his original swing angle
(90° in every direction; left, right, up, down)
Okay, now here’s the explanations for all of this:
All of these changes are designed to cripple Phantom’s ability to fight open battles. On the contrary side however, they also make him the best flanker, and the best merc to dispatch of isolated, high-priority targets, such as engineers, medics, or snipers.
HP and Sprint changes push him more into the rusher playing field. He’s extremely strong against Aura and Sparks, and with Chopper he can also onehitkill Proxy from the front. However all of these are also strong against Phantom if he fails to catch them off-guard. Both shotguns are able to kill Phantom with a single hit (if no pellets miss).
The changes in gun selection levels the playing field, so even Sparks has a fighting chance to outgun Phantom, with additional access to mini-meds, in case of a longer 1v1 engagement.
The changes to his Katana are necessary to emphasize the stealth-role of Phantom. His weaker regular cuts, in conjunction with the backstab damage, make it very important for Phantom to position himself correctly, and excersise extremely precise timing, before and when engaging. 150 Damage is enough to onehitkill every opponent except for Rhino (which won’t die from one hit even if Phantom has the Chopper Augment). This iteration of Phantom is supposed to be extremely punishing for players that do not watch out for the ringing noise of the cloak, the distortion in thin air (created by walking or sprinting Phantom) and/or the heartbeat sensor’s mark, very strong if the player manages to avoid detection, but doomed if he fails.
Oh, I also wanted Phantom to have the Katana in every loadout card because it’s his signature weapon, and the one that Phantom relies on the most in this concept.
The limitation to a maximum of 1 enemy hit per swing was made so that Phantom can’t score aces with one click, even in terrain that does not allow other classes to do this, such as the blocker carriage (trainyard primary objective 2).
The Turn speed limit was replaced by a turn angle limit to alleviate the issue that an enemy is literally unhittable by melee weapons if he keeps hopping left and right like a spastic, which currently is the case. This change should be applied to every melee weapon. 90° is debatable.
If you have further questions, feel free to ask them. I’ll do my best to answer them.
I hope you enjoyed reading this concept, and you agree that this Phantom would be better than the one we currently have.
Chris