[quote=“Eox;51387”]You may want to tweak the values. I agree on the principle, but maybethe values you give does not suit. Also, maybe precise that this does not come alone. People may think that this is just another nerf added in addition of the most recent one.
I begin to wonder if we should make him invisible at 100%, but prevent him from attacking while invisible, and enabling contextual actions while invisible (helping up, disarming/arming C4, repairing, etc…). Like this, the invisibility would be a real stealth tool. Make it act like that :
- 100% invisibility.
- You can’t use your weapons while invisible.
- Your character blink if you are hit by a weapon or touch an enemy.
- It takes 1 second to exit the invisibility state.
- Enemies can still hear footsteps and the humming sound.
This is heavily inspired by how the Spy’s invisibility from TF2 works. Maybe it’s the way to do it.[/quote]
Yes but the Spy can kill anyone instantly from behind, while Phantom can only kill 100 hp classes or less. So I have to disagree there, TF2 and Dirty Bomb are way too different to compare here.
Yes, you may still die if he gets in that first strike, but with the recent changes like the smaller window for dealing damage with the katana, makes this harder, even more so a follow up strike. And if the Phantom decides to use his gun well he’s no different than someone who flanked you, it’s just that Phantom would be specialized in that. I don’t think we should prevent attacking or any action till he’s uncloaked, just leave that aspect it as it is now. Like I said in previous thread the real issue here is the armor, but with the recent changes to damage bleeding through cloak to his health, and longer cooldown between uses…I think it can stay, and still be balanced.
I think Phantom could be very balanced if only sprinting and taking damage while cloaked were all that made him visible, the rest of the time he’s invisible to the naked eye. Unless you happen to be red eye, in which case you’ll see him, drain his cloak and he’ll be screwed.