Suggested Phantom EMP change


(CCP115) #1

I hate Phantom as a merc, and here is one proposed change to make him more skilful and stealthy for those that were worried about the EMP change removing that element of sneak.

EMP is now a pulse that has to be activated by a keypress during cloak.

There, now he isn’t a total bum counter to Fletcher, and actually takes skill to use. Currently, not only is it very obvious when a Phantom is nearby, but it’s also very simple to use, as in literally active all the time. A little to newb friendly if you ask me.


(hoyes) #2

Id replace the emp pulse idea with a deployable destroyer, which would justify it being its own ability. It would have small range, give away your postion, but the enemy team would not have any deployables for a while, which your team can take advantage of. Though, this would make phantom sort of crutch for an offensive push, the small range of the blast would mean that it may not affect all deployables, or force defenders to spread out theirs. Then maybe Thunder could have a nerf to the concussion effect and get his emp back.


(Naonna) #3

I disagree with everything the above 2 have said.

@CCP115 Phantom takes no skill to play without getting murdered, you say? Have you tried going into a game where people don’t wander out on their own or use their ears? - The fact that Phantom can now actually kill an aura, or even disable the aura’s station through a wall is quite helpful - especially on a map like Underground. - If the EMP weren’t at least a little bit good, why would you be crying for thunder to have it back? - Yes thunder could throw it, but he already has superior primary weapons and health compared to Phantom.

@Jokder destroying enemy stickies and mines may get teammates killed more often than just disabling them, which gives them time to realize there are explosives around. - The current disabling effect seems to encourage teams to hunt down the phantom rather than ignore him and just set up again, also.


(hoyes) #4

@Naonna good point. Didn’t think about the emp having that extra added effect. Though i do agree with the emp becoming some sort of pulse that isnt ties to the refractive armor, then that can get its respecfive buff, preferably a visibility reduction.Phantom does have utility but the emp, but it being tied to the armor ruins the idea of him…well…being a phantom.


(CCP115) #5

[quote=“Naonna;195399”]I disagree with everything the above 2 have said.

@CCP115 Phantom takes no skill to play without getting murdered, you say? Have you tried going into a game where people don’t wander out on their own or use their ears? - The fact that Phantom can now actually kill an aura, or even disable the aura’s station through a wall is quite helpful - especially on a map like Underground. - If the EMP weren’t at least a little bit good, why would you be crying for thunder to have it back? - Yes thunder could throw it, but he already has superior primary weapons and health compared to Phantom.[/quote]

You kind of missed my point, I didn’t say to remove the EMP, just make it a manual activation. That means you can still counter Aura and Bushwacker, etc., just on your own terms and without having to be cloaked.