So I think we can all still agree Phantom is in a fairly useless spot compared to other mercs. Sure, he’s technically “balanced” in terms of his fire-power and ability “power”, however he’s such a mixed bag of different things he doesn’t really excel in anything great, unlike other mercs. So I came up with the following suggestions on how I would like to see him changed (Reall ALL the points, because while some may seem obvious nerfs, there are also buffs too and I will try and explain them all):
Remove his shield.
The player who spots an enemy cloaked Phantom should be “rewarded” by being able to get off the first shot and damage him, for being vigilant and prepared. His shield gives him too much of a “fail safe” in the case of being seen and currently just encourages very poor tanking while swinging his Katana.
Make him slightly less visible and the clock “whistle” quieter.
To compensate for shield loss, he is currently far too visible and his cloak whistle you can hear coming from a mile off. Allowing him to be more sneaky will be a good compromise for scrapping the shield, and give him more viability as the “sneaky”/stealth merc he was designed to be.
Increase his speed to 420 (up from 410).
Another minor compromise for losing his shield. This movement speed is on par with Fletcher and Vassili, so I feel it makes him a little faster to provide quicker escapes/sneaking, but not so much so that he would be able to keep up with the higher speed mercs.
Change his primary weapons to: Empire 9, MP-400 and Tolen MP.
His current primary weapons are incredibly powerful, and I think giving him these weapons instead will help with his speed and mean they are more of a “last resort”. This nerf is also to compensate for the final ability/rework below, that I think will help him a lot. - Some people have made some very valid points on the forum and Reddit, and have changed my mind on this. Perhaps changing his weapons to machine pistols isn’t the best idea after all. xD
Secondary ability: Cloak EMP.
This ability would require Phantom to get close to whatever he wishes to use it on (similar to Phoenix’s heal) and depending on how much of his cloak COOLDOWN charge he has remaining - not the actual time on his clock - is how long the EMP lasts for (ie. if there is 6 seconds left on the cloak cooldown, that is how long the EMP charge will deactive the target).
The EMP burst depletes the rest of his cloak instantly, making him visible and vulnerable, but will TEMPORARILY deactivate any of the following for the remaining time on his cloak: C4 charge (the charge will just pause, not defuse), EV (takes no damage, it just can’t move), turrets, healing stations, Sparks REVIVR, Red Eye IR goggles, heartbeat sensor, and possibly other devices I am forgetting - Note: The charge does NOT stack. If another Phantom does this, it simply overwrites the remaining time on the target with the new disable time (for example, if something has 4 seconds left and another Phantom uses a 6 second EMP burst, the time on it will be 6 seconds, not 10).
I think this kind of functionality will allow him to sneak in and be FAR more useful. Delaying a C4 charge to help defuse would be great, and his cloak allows him to sneak up close and let it off - so it’s not as powerful as a straight up “EMP grenade” and requires more thought/planning, but can be very powerful when used correctly.
This is just how I would personally like to see Phantom changed… And maybe - give him Katana on all loadouts. That would be nice too.
- Faraleth

