Phantoms EMP Field


(SweetGenocide) #1

So, after i’ve been playing with Phantom, and disabled mines,turrets and health stations i came up with the idea:

“Why not also disable Sparks revive gun,defibs and also Phoenix’ healing pulse?”

Since all of them work with somekind of electricity or something… like that.

(So yeah, what do you think?)


(ClemClem7) #2

Well why they didn’t make phantom just OP. And why does he not disable himself. AFAIK, his armour work with electricity.

One word:
Balance.

Oh, in fact a second word:
Deployable

If he can disable medics’ abilities, it’s just too OP. Then a phantom would be a must have. Not the way SD designed the game.
And phoenix pulse is just nanites, not any kind of electricity. It comes from the eating plenty of fruit.


(TheStrangerous) #3

I say, to make his EMP more useful, I would turn it into secondaty ability, that could sabotage enemy deployables, into making them friendly for a certain period of time.
Any turret kill, health/ammo station support XP points would go to him.


(Naonna) #4

Nullifying enemy abilities as a whole might be a bit TOO much. - While preventing revives of an entire enemy team could be powerful and make phantom viable, it would also make him a required pick for a timed push. - I love Phantom, but not THAT much.


(SweetGenocide) #5

@Naonna well, maybe i overthinked it, to balance it out (atleast a bit) instead of disabling the Defibs,Revive Gun and so on, the EMP field can disable them for 3 seconds maximum (2 seconds less) and can’t be disabled again till another EMP field from another Refractive Armor gets in range.


(Orivar) #6

YOU WANT TO RUIN THE GAME MORE?


(Supersneaky) #7

Imagine he disabled air support abilities too lol


(SweetGenocide) #8

@AnotherGuy 1. no need to caps lock. 2. im not trying to ruin the game. 3. the game is already pretty unbalanced. 4. how does that ruin the game?


(Orivar) #9

1 OK
2 It looks like you want
3 You are right
4 The EMP is already OP. Why to make it more OP? The game will be so bad with this, trust me.


(Naonna) #10

while I disagree that the EMP field is o.p. at the moment, disabling a core aspect of medics just turns them into crummy assault mercs. Similarly, removing abilities from activating just seems no fun to play against. There’s no counter to your medic being unable to revive you.


(SweetGenocide) #11

@AnotherGuy well, there is a catch, most medics are close to their team mates (only if they’re not idiotic and run on their own with probably must be newbies) and if a Phantom decides to jump in the action to disable the Revive Gun,Defib or whatever it is: 1. he would be seen. 2. he would be dead since almost all the team mates are close. And also, Sparks and Phoenix are much faster than phantom, so they both can basicly outrun him or kill him by bouncing around every wall.

@Naonna right, reviving IS the core of a medic, but also healing. another thing to make the EMP field more “fair” would be to atleast make the charging time of the revive gun slower , the defib charging time also slower and the healing pulse to like, heal 10 points of health less.