Yeah, it’s another of those “underpowered Phantom” threads.
Don’t get me wrong, it’s a blast to play as him but it’s not as rewarding nor easy as playing as other mercs.
First of all let’s talk about the katana: when Phantom was released it was clearly broken with 2s “kill period” (infamous Beyblade Phantom https://youtube.com/watch?v=hhLy2LSc3qA ) but now I feel like it’s a broken, hot mess - it has almost the same range as the cricket bat (it’s a giant sword for crying out loud ! ) Even Rhino can bunnyhop away from it unless you get the jump on him.
Which bring us to my second problem with Phantom: the stealth. Frankly it doesn’t work, especially on day maps (cough Bridge cough). On the other hand I agree with damage reduction nerf, since on release Phantom had HP potential similar to Fragger.
So what could be done to make Phantom more viable ? I’m no game developer but I see it like this: Phantom should be a STEALTH class focused on picking LONE/HIGH VALUE targets in Cqb and SNEAKING around/FLANKING the enemy to get a jump on them. My dream changes would be:
-Delete SMG’s as his primaries- Phantom should only have a melee weapon and a pistol (like in the Scrubs trailer), so he’s a close range-only assassin class not “I dunno who I am” class (but maybe give him a machine pistol for knife loadouts as a trade-off for not having a katana)
-Get rid of damage reduction but buff his cloaking abilities. Playing Phantom shouldn’t be about rushing into combat and shaking off bullets- it should be about outsmarting your enemies and flanking. Make him almost invisible in dark areas and when not moving and only slightly visible when moving.
-Increase katana range and amp it’s damage. This will further solidify Phantom as a melee focused merc. And since we got rid of this atrocious “2s kill period” I think katana does not require a turn speed decrease anymore. Maybe even rework an m2 attack completly-add a small lunge to it and if you get a kill it’ll automatically finish off the enemy (similar to TF2 Spy backstab mechanic) but you could do that every 3-4seconds. This will make a Phantom a greater threat to lone wolf players but if you try to stab a group of players you’re screwed
-This one might be controversial but I’d love to see some kind of EMP ability for Phantom. Maybe make it so that when you have more than 50% cloak you can “discharge” the rest of the energy in a AOE EMP blast. You’d loose all cloak+get 3 more seconds of cloak recharge time, but any enemy equipment around you would shut down- turrets, ammo/health stations, mines, stickies. It could also be used as an “escape” ability ,since it could slightly blind enemies (shorter than beta Thunder Flash Nades)
All in all I think this rework of Phantom would turn him into a “real” ghost/assassin class - able to flank around, pick off squishy/lone wolf players and get out but easily defeated by large groups of enemies/stronger mercs/long range combat.
TL:DR Phantom is a broken mess