Should Phantom get throwing knifes?


(AShoppingCartGLX) #1

I want Ballistic knifes or throwing knifes even if its just one. C’mon he is a ninja, not having throwing knifes with him is like not giving a sniper an long rang rifle. Well maybe that was a sniper hyperbole but you get my point. I’ll list a couple Ideas below.

Idea 1. Make a new ability that gives him 1 or 2 knifes to throw. That are instant kill but Ability wont cool down, make the player wait for respawn.

Idea 2. Give player one extra knife so the can throw have 30 second Cool down instant kill only from back or head shot, otherwise deal 80%-90% damage.

Idea 3. Allow to throw Knife/Katana weapon at the cost of losing it but instant kill.

Idea 3. NO THROWING KNIFES EVER!

Please “READ IDEAS” & vote when comment or view, I want the communities opinion.


(peppyDirector) #2

Lol. Then also update the sniper when it hits a feet insta kill. Explosions and more (:


(GregHouseMD) #3

Throwing knives were in the game during the early closed beta as an augment ( replaced by Quick Slash, I think ). Instead of a melee weapon, you’d have a throwing knife. They weren’t really that good.

If you want instant kill throwing knives, I’d like to direct you to Call of Duty.


(Kevin) #4

Insta-kill throwing knives too OP. But giving him another skill that he can use while being invisible might be good. Like tossing invisible trackers onto enemies? Or giving him the ability to show your team enemies location while standing still and invisible.


(AShoppingCartGLX) #5

[quote=“GregHouseMD;57184”]Throwing knives were in the game during the early closed beta as an augment ( replaced by Quick Slash, I think ). Instead of a melee weapon, you’d have a throwing knife. They weren’t really that good.

If you want instant kill throwing knives, I’d like to direct you to Call of Duty.[/quote]

But with COD I can throw them all the way across map and get instant kill. I would like Damage to drop according to range. Yeah I see why it would be OP but look at Fletcher(COD C4 on crack and steroids)

FYI I don’t want it instant kill just want to know what DB players want/prefer


(GregHouseMD) #6

What about Fletcher? Fletcher’s stickies will only kill low HP mercs, and only on a direct hit.


(AShoppingCartGLX) #7

Then I am a GOD with him


(GregHouseMD) #8

Then I am a GOD with him[/quote]

Or you play against bad people. Damage stats don’t lie: It takes more than one sticky to kill most mercs ( assuming they have full health ).


(Snark) #9

I was glad when they were removed. I considered them a downgrade to a normal knife. Don’t want them back. Absolutely don’t want them 1-hit killing.


(Sorotia) #10

He isn’t very Ninja like to be honest…other than the cloak…he is more Samurai. Which is why I think they should drop the stealth and make him more tanky.

I mean his getup looks rather Samurai armor like…they named his weapon a Katana though I suppose it isn’t really a Katana which has a curved blade and the weapon he uses is more akin to a Shinobigatana…which is the weapon Ninja are portrayed to use in movies.

Ninja generally wore a jet black getup that was very light…when I look at Phantom I don’t see Ninja or agility. As were Samurai armor was heavy and could be colorful…

Overall I see more Samurai than Ninja from Phantom.


(avidCow) #11

[i]Idea 1. Make a new ability that gives him 1 or 2 knifes to throw. That are instant kill but Ability wont cool down, make the player wait for respawn.

Idea 2. Give player one extra knife so the can throw have 30 second Cool down instant kill only from back or head shot, otherwise deal 80%-90% damage.[/i]

I like the concept but needs work. What about thrown knives that don’t break cloak, deal 25 dmg to the body and 3x dmg to the head with a 10 second cooldown (3 knives for a start). No damage falloff but they arc towards the ground like a grenade.


(Ronan) #12

If you want a good base to go off of for throwing knife damage, just look at Tribes: Ascend. The throwing knife secondary was a semi-fast firing secondary, but, they had to break cloak.

And. To be fair. Phantom’s really not a ninja, he’s a commando. I mean, hell, it’s stated into his merc rolecall that he’s “a cloaking commando who’s an action hero in his own mind”, instead of worrying about other things with Phantom, I like tweaking him should be a primary concern, aha.

-coughVisbilitycough- … -coughCooldowncough-


(GregHouseMD) #13

[quote=“avidCow;57505”]
I like the concept but needs work. What about thrown knives that don’t break cloak, deal 25 dmg to the body and 3x dmg to the head with a 10 second cooldown (3 knives for a start). No damage falloff but they arc towards the ground like a grenade.[/quote]

Cloak breaking or no, this sounds utterly useless to me. Remember, throwing knives were in the game, and they were ridiculously hard to use. Even if they were made a lot faster and more accurate, that’s still at most 225 damage every 10 seconds. And that’s assuming a level of accuracy nobody could hope to achieve on anything like a regular basis with an arcing, non-hitscan weapon. Meaning that every 10 seconds Phantom can get 90 extra HP and deal 225 damage while shielded - maybe.

Why would anyone take that over Fragger? Or Nader? Or Fletcher? Skyhammer’s alternative marker could easily do more damage than that, and be safer to use, too.


(AnimeDude) #14

naruto nerds pls go


(Gi.Am) #15

Granted the augment throwing knifes were bad but I do like them in Blacklight. They could work in DB aswell.
Either as a Merc ability or as a new melee weapon. Lets say new melee weapon. they are a short knifes similar to the stilleto. Having a regular fast melee swing, lets say 60 damage. Instead of a heavy attack you get a throw, the throw flies in an ark (similar to naders grenades maybe a bit shallower) and they can headshot (120 damage). This would allow them to oneshot up to medium mercs if you hit the head. Knifes persist for 20-30 seconds in the game world after thrown so that you can salvage them again. You get a set ammount of knifes you can throw lets say 3-5.

As an ability they would propably function the same way but might have cooldown and propably need some damage tweaks. They would however be a secondary ability and shouldn’t be the main point of a Merc (similar to martyrdom) just to amplify a otherwise weak Merc.

They would propably not be the first choice of weapon in a competive setting, but they surely would be a fun / high risk, high reward melee weapon alternative.


(GregHouseMD) #16

@Gi.Am

I think that implementation would have the opposite problem of the last idea: It’d still be incredibly difficult to use, but would one-shot people if used properly. It becomes a sort of Hail Mary thing where you just chuck one ( or 3 ) and hope for the best.

Also, I’m pretty sure 60 damage on light swings is more than any other melee weapon.


(Gi.Am) #17

True true, was throwing out numbers on top of my head.

The katana is the only one who deals 60 on fast swings right now.
No biggie fast swing in line with the rest of the knifes down to 30-40. The numbers were ment to be inline with the 120 damage to the head (consistent 2x multiplier). Several reasons for the high damage, the blacklight throwing knife has a considerable draw animation, clicking draws the knife backwards and releasing throws, that allows for priming your first throw (could slow you down to ADS speed in DB) but means follow ups have a considerable delay, which most often means you are dead if you can’t pull of the first hit.

Which brings me back to DB with lower damage (inline with other heavy swings) you would quite often face enemies that can’t be killed with one throw making them useless. likewise I think the ammount of things that only oneshots squishies is starting to reach critical mass increasing the ammount of avaible targets would lower the pressure on them.

That said I’m not married to the high damage if the follow up throws are faster than they are in BLR lower damage would be possible. Likewise a secondary effect could add a usecase to them against high HP targets while maintaining lower damage. (just some spitballing: snare effect, bleed out / supressed healing, amplifying other damage sources…).


(aRagRappy) #18

I dont think throwing knives would fix any of the issues phantom has, he does need another ability but something either for utility/intel or sabotage. Not something that couldnt be done with his smg or handgun.


(AShoppingCartGLX) #19

I would like to see all characters to have two abilities. I don’t count detonating charges as another one or with fragger he only gets grenades. Rino gets minigun why not give them a new one called. Flak Jacket throws body armor thats “only for allies” giving them +20hp. THX for feedback everyone :slight_smile:


(Hierarch) #20

what about tracking knives that deal little or no damage but mark the enemy for your team on a short cool down of about 10 seconds.