The new phantom


(Sefuh_FR) #101

@STARRYSOCK said:

I’ve noticed he’s fairly easy to see at range now, but close up when he’s moving slowly it’s next to impossible. Even worse that the sound is gone, so you don’t even know you’re about to be stabbed.

When you’re busy focusing on other important things, he’s far from obvious. It’s not so bad if you’re an assault, but if you’re a medic busy looking at your team’s health and what the enemy team is doing to yours, watching every corner for a shimmer just doesn’t work, especially since DB is supposed to be a fast paced game, not one where you have to check everything carefully every 2 seconds.

Exactly, now Phantom players doesn’t even need to be “sneaky” and stab you in back, they can run towards you without being noticed.
Phantom visibility should change depending on the range you see him :
long range = total invisibility
medium range = current cloack ( or slightly visible)
close range = pre-patch cloack


(Porkchopiya) #102

phantom ruin the game… in casual i experience 8v8 all of them are 8 phantoms. its not fun at all… this is not a hack and slash game this is shooting game.


(Darkwolf3802) #103

@Porkchopiya said:
phantom ruin the game… in casual i experience 8v8 all of them are 8 phantoms. its not fun at all… this is not a hack and slash game this is shooting game.

The devs have been really horrid in balancing things properly lately. Early access things were pretty well balanced. Now you have a ranked mode that is untouched with rares u cant possibly get due to nobody queing and or a combo of prices being too high and rewards payout per match being too low. The only thing going for ranked right now is no Phantoms. You can actually enjoy the game that way as with this rework it ruins the game.


(Artyrim) #104

I won’t complain about Phantom if devs can make my mines invisible and soundless (ofc need to delete that shitty augment that can spot mines)


(Rokon2) #105

@Sefuh_FR said:

@STARRYSOCK said:

I’ve noticed he’s fairly easy to see at range now, but close up when he’s moving slowly it’s next to impossible. Even worse that the sound is gone, so you don’t even know you’re about to be stabbed.

When you’re busy focusing on other important things, he’s far from obvious. It’s not so bad if you’re an assault, but if you’re a medic busy looking at your team’s health and what the enemy team is doing to yours, watching every corner for a shimmer just doesn’t work, especially since DB is supposed to be a fast paced game, not one where you have to check everything carefully every 2 seconds.

Exactly, now Phantom players doesn’t even need to be “sneaky” and stab you in back, they can run towards you without being noticed.
Phantom visibility should change depending on the range you see him :
long range = total invisibility
medium range = current cloack ( or slightly visible)
close range = pre-patch cloack

I like this idea quite a bit. Gives the Phantom more risk to flank, evening out the risk:reward a little bit more than right now, and if he’s seen, then he should be properly punished for not being more cautious about his surroundings. I think with some proper adjustment as well, it could be real good. Maybe bump up his stealth audio a few dbs.


(DirtyBuns) #106

Would it help if:

  1. Phantom EMP effect on deployables causes a visual effect that makes him momentarily visible and also drains X% from his cloak duration battery.

  2. Phantom taking damage causes visual effect that makes him visible at every hit.

  3. In Resident Evil Revelations, there were invisible enemies that were 100% visible but could be spotted due to foot step visual effects (you could see small dust fx where they step on). Maybe Phantom can use this also.