Phantoms are way too overpowered.
#151
Posté 19 février 2012 - 08:59
#152
Posté 19 février 2012 - 10:25
Heather Cline wrote...
Problem with the Phantom with Asari Adepts is hitting the adept before it moves. I've got the asari adept and the people you try to hit with a warp or a stasis don't stay in one place and the auto-tracking feature with adept powers is not working properly. Half the time you miss your target AFTER you launch the biotic skill.
Ehh? Stasis is insta-launch. Point and press your hotkey and your target freezes. Best thing about it.
#153
Posté 19 février 2012 - 10:40
#154
Posté 19 février 2012 - 10:41
AxholeRose wrote...
Just owned two Phantoms in a row,
while thinking about this thread. They pwn me when they manage to sneak
up behind me, but if i see them coming, i can solo them just like any
other soldier. Just gotta be careful not to get too cocky and too
close.
Only if I'm without shields. Because they do the
cheap 1hit kill move, they should atleast make it so that they can't do
it in MIDDLE OF ME DOING A NOVA!
#155
Posté 19 février 2012 - 10:42
#156
Posté 19 février 2012 - 01:31
#157
Posté 19 février 2012 - 01:35
Heather Cline wrote...
holy avenger no it's not. It's like Warp or Singularity it's not an instant launch and instant hit. You throw it and the person moves and you miss. I've seen this happen multiple times in the MP and SP mode of the game. The auto lock on feature doesn't work right.
Stasis is nothing like Warp and Singularity, it has no travel time and only like a half a second delay from activation to hitting your target.
#158
Posté 19 février 2012 - 01:40
Krogan will have none of that assassin bulls@#t.
Modifié par el-jasho, 19 février 2012 - 01:45 .
#159
Posté 19 février 2012 - 01:43
#160
Posté 19 février 2012 - 01:44
22nd MadJack wrote...
but I find it easier to just blow their head off.
I find it more satisfying to heavy melee them down in one go :3.
#161
Posté 19 février 2012 - 01:47
Heather Cline wrote...
holy avenger no it's not. It's like Warp or Singularity it's not an instant launch and instant hit. You throw it and the person moves and you miss. I've seen this happen multiple times in the MP and SP mode of the game. The auto lock on feature doesn't work right.
Projectile spells are especially weak against Phantoms. They seem to have a fixed chance of dodging projectiles plus they 'catch' (has no effect) the first biotic ability used against them.
None of this applies to Stasis which is what makes Stasis so awesome.
#162
Posté 19 février 2012 - 01:50
#163
Posté 19 février 2012 - 01:51
Modifié par East4u, 19 février 2012 - 01:51 .
#164
Posté 19 février 2012 - 01:51
Modifié par HolyAvenger, 19 février 2012 - 01:54 .
#165
Posté 19 février 2012 - 01:52
#166
Posté 19 février 2012 - 01:53
#167
Posté 19 février 2012 - 01:54
They tend to stand in it with their biotic absorption-device, then you just have to aim for their head and empty an AR-magazine.
Once their barrier is down, they are trapped in the singularity, trying to stabilize themselves with their "IronMan"-rockets and are easy to take down with one slightly leveld warp.
#168
Posté 19 février 2012 - 01:56
1.distance
2.frag
3.shoot
4.profit.
#169
Posté 19 février 2012 - 01:57
Drotter wrote...
I realized the phantoms have a habit of sitting and hiding around corner so they'll sneak attack you when you're unaware, especially on higher levels. Those cunning lil acrobats -.-
Even then a squad will take them out. The problem I've seen is that at times you don't see them until 9th, 10th or last wave. In those cases it's not bad. But other times you don't see them until the 5th and nearly every other wave has them. Sometimes you see them coming from far away other times thy drop down from above and that's were they get you. It's not a problem when you rarely see them. That's what everyone who doesn't find a problem with them are personally experiencing IMO. It's when you see them a lot, early on, is when the problem starts because you don't know when/where they will spawn from. If they spawn close to you that's the problem.
#170
Posté 19 février 2012 - 02:01
Dylia wrote...
I, on Bronze, have never been able to kill a Phantom. This is in a complete group of four.
Now, I can easily predict in the future that people will be complaining this in the single player campaign, albeit slighty nerfed.
Please, please tell me their one-hit-kill stab attack won't be present in Single Player.
Edit: And before you question my skill, I've beaten Mass Effect 2 on Insanity several times easily.
I will instead question your awareness. If a Phantom gets close, you are doing something wrong. Obviously the best is to disable the Phantom or take it out at long distances. And they are easy to take down if you are grouped with the team. Which is also sort of the point in multi-player, teamwork. The best way to do things is to go as a 4 player unit and cover all entrances as you progress over the map.
Playing single-player on insanity is one thing, but playing online and having great skills is rather pointless if you have no team work skills or knowledge and execution of team strategies and tactics.
This is what I really like with Mass Effect 3. That you can't simple do the same thing all the time. You need to think progressivly and use tactics and strategies.
Modifié par Haventh, 19 février 2012 - 02:06 .
#171
Posté 19 février 2012 - 02:05
East4u wrote...
Drotter wrote...
I realized the phantoms have a habit of sitting and hiding around corner so they'll sneak attack you when you're unaware, especially on higher levels. Those cunning lil acrobats -.-
Even then a squad will take them out. The problem I've seen is that at times you don't see them until 9th, 10th or last wave. In those cases it's not bad. But other times you don't see them until the 5th and nearly every other wave has them. Sometimes you see them coming from far away other times thy drop down from above and that's were they get you. It's not a problem when you rarely see them. That's what everyone who doesn't find a problem with them are personally experiencing IMO. It's when you see them a lot, early on, is when the problem starts because you don't know when/where they will spawn from. If they spawn close to you that's the problem.
Yeah. I had four of them spawn relatively close to me, once.
Two found peace in the embrace of the rocket.
I had one rocket spare after I took down an Atlas with three Guardians earlier.
The other two had me while the team focused on an Atlas.
Modifié par TekFanX, 19 février 2012 - 02:06 .
#172
Posté 19 février 2012 - 02:08

You are all so mean! I hate you all!!!!!
#173
Posté 19 février 2012 - 02:10
True enough. If it were 1 or 2 and we've already seen them, it is easy to pick them off with combination of powers and weapon sprays. And sometimes they spawn randomly. Usually they would appear in duos at mid level wave and then another duos would appear after you killed them or few seconds. At other times though, 4 - 6 spawn at the same time. They'll come from every corner, and you won't have time to reorganized yourself since other enemies are closing in, plus with two atlas, when you have to back away and move as team, sometimes they catch you as they spawn from behind. It is much harder to predict where they come from at higher waves especially in Firebase Red (rusty red like place). Too much space and end corners are definitely not the safest place to deal with dat phantoms.East4u wrote...
Drotter wrote...
I realized the phantoms have a habit of sitting and hiding around corner so they'll sneak attack you when you're unaware, especially on higher levels. Those cunning lil acrobats -.-
Even then a squad will take them out. The problem I've seen is that at times you don't see them until 9th, 10th or last wave. In those cases it's not bad. But other times you don't see them until the 5th and nearly every other wave has them. Sometimes you see them coming from far away other times thy drop down from above and that's were they get you. It's not a problem when you rarely see them. That's what everyone who doesn't find a problem with them are personally experiencing IMO. It's when you see them a lot, early on, is when the problem starts because you don't know when/where they will spawn from. If they spawn close to you that's the problem.
Modifié par Drotter, 19 février 2012 - 02:13 .
#174
Posté 19 février 2012 - 02:13
..soon as she recovered from the charge she stabbed me in the gut.
Definitely made me a bit more wary of them for future fights.
#175
Posté 19 février 2012 - 02:15
East4u wrote...
Wow, you just don't get it. The OP wasn't talking about when you see them approaching you from far off in the distance. What the OP is suggesting are situations were they get the drop on you. For example, those platforms above us that we don't have access to but they do! That's the major problem. Once they are up close it's all over. I've seen one take out a whole squad on more then one occasion. Again, not because they were somewhere far off in the distance and no one tried to stop them but because they up close got a jump on the squad and took them out.
Roll. Roll allows you to dodge every telegraphed attack for the duration you are a'rollin. If you first become aware of the phantom when it has just bummed you with it's sword, then it's your own damn fault for such wanton tunnel vision. It isn't hard to spot them coming, particularly when they are the only enemy with the purple health bar. The target system will clock them even when they are behind stuff.
Modifié par 22nd MadJack, 19 février 2012 - 02:15 .





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