@Smooth @shoe @Exedore
I could edit my previous post, but I rather have a separate post that goes in depth into things here and really expands what you are doing right.
The cloak in it’s current stage, is one of them. I am of the opinion that cloak should be 100% invis, but this 95% invis, or whatever it is, is actually really good. It’s distinct and meshes well with the game, and it makes sense with the faster pace of it than most games, like TF2 for example that it’s often compared to.
I also approve of the audio change, as if a Phantom is within a striking distance with his Katana he should definitely be audible somehow, a faint but noticeable noise is a perfect compromise.
However, changing the visibility at this stage is a step back in the WRONG direction, because now he can actually flank and get past most players unless you have the most acute vision, which in itself you could argue is skill at this point. And going back on that will just put him in the same state as he was before the update, which is essentially just throwing away your work to improve him.
What you should do instead is have a delay, and ensure that Phantom cannot attack until he is fully visible by the enemy, so they have enough time to face Phantom and retaliate. And if it currently is in the game, it should be made longer to allow players a more reasonable time to react.
How it could work ideally, is the player turns off cloak, the animation takes about 0.5 seconds to fully complete, then after it completes Phantom can begin his attack. This is the optimal solution to your problem as it adds counter play that EVERY one can do, regardless of merc, plus, this time to decloak is fitting of the pacing of the game. People make the comparison to TF2 often but Dirty Bomb is an entirely different ball game. 1 second to decloak and attack is far too long, half a second is right smack in the middle between the average ttk for headshots, and bodyshots on most weapons as evidenced in this sheet: https://docs.google.com/spreadsheets/d/1lfrz5hOUaihkviy1VIPo4-aCy7hKnMm8y7W4g269t6E/edit
And on top of that, it’s double the average reaction time of some of your player base, as evidenced by this thread here, that I did quite a while ago: http://forums.dirtybomb.com/discussion/24086/so-three-questions-id-like-to-ask-you-all/p1
Your direction is good, you’re on the right path to basically having Phantom at a state of perfection. But changing the visibility is just creating more work for you in the future, I strongly urge you redirect your attention to adding a delay between non attack and attack states for Phantom. Work smarter not harder my bros, and keep up the good work.