Phantoms are WAY Overpowered
#26
Posté 26 février 2012 - 03:50
Now, don't get me wrong, they needed some sort of sneaky & powerful melee enemy to mix up the makeup of the waves and to keep players perceptive, but the way they decided to implement that content needs some work - mainly because they are exceptionally easy for a few specific classes (especially Asari Adept), but exceptionally difficult for all other classes (or at least, much harder than the other enemies on the same difficulty, anyways). I attribute this to the insta-kill melee attacks and their tendency to spam the mind bullets. The first problem can be easily addressed without much loss in difficulty simply by substantially buffing the standard Phantom melee attack while removing the stab & impale attack. The second problem would necessitate a change in the Phantom AI, however, because (at least in the games I play) at least one or two Phantoms will encounter you at close quarters (as they should), but, instead of going for the melee attack, they will run around spamming their "hand gun" at you until you die. On Silver and Gold, it doesn't take too many hits of that to kill you, and there usually isn't much you can do about this sort of Phantom unless you (or a nearby teammate) can use Stasis. I would like to see the Phantom AI changed to use the mind pistol solely and mid-range (where players can take cover if their health gets critical), while cloak and melee attacks would be prioritized close-up.
TL;DR: The Phantom is a good concept that needs some tweaks in order to be fair to classes that can't use Stasis, and either one or both of the changes I proposed would fix them without nerfing them much.
#27
Posté 26 février 2012 - 03:53
But, because they are the only enemy with a biotic barrier if I see purple on my screen for even a moment I can usually prepare for them.
#28
Posté 26 février 2012 - 03:53
#29
Posté 26 février 2012 - 03:55
vonSlash wrote...
I was impressed by how much I like all the enemies in the Cerberus palette....except Phantoms.
Now, don't get me wrong, they needed some sort of sneaky & powerful melee enemy to mix up the makeup of the waves and to keep players perceptive, but the way they decided to implement that content needs some work - mainly because they are exceptionally easy for a few specific classes (especially Asari Adept), but exceptionally difficult for all other classes (or at least, much harder than the other enemies on the same difficulty, anyways). I attribute this to the insta-kill melee attacks and their tendency to spam the mind bullets. The first problem can be easily addressed without much loss in difficulty simply by substantially buffing the standard Phantom melee attack while removing the stab & impale attack. The second problem would necessitate a change in the Phantom AI, however, because (at least in the games I play) at least one or two Phantoms will encounter you at close quarters (as they should), but, instead of going for the melee attack, they will run around spamming their "hand gun" at you until you die. On Silver and Gold, it doesn't take too many hits of that to kill you, and there usually isn't much you can do about this sort of Phantom unless you (or a nearby teammate) can use Stasis. I would like to see the Phantom AI changed to use the mind pistol solely and mid-range (where players can take cover if their health gets critical), while cloak and melee attacks would be prioritized close-up.
TL;DR: The Phantom is a good concept that needs some tweaks in order to be fair to classes that can't use Stasis, and either one or both of the changes I proposed would fix them without nerfing them much.
A minor note. They are not supposed to be fair for every class. That's why you have teams of 4. You're supposed to balance eachothers weaknesses and play to eachothers strengths. The game is assuming if you don't have a class that's decent against phantoms it's your own fault.
#30
Posté 26 février 2012 - 03:56
#31
Posté 26 février 2012 - 03:59

They still die if you shoot them.
#32
Posté 26 février 2012 - 03:59
Terminus Echoes wrote...
Richard0600 wrote...
They're perfect the way they are.. without them this game would be too easy. Since you are a soldier an easy way to deal with them is to grab the widow. If you don't have a widow than a mantis will have to do.
1. Take aim get a headshot, the phantom will stop for a second
2. Quickly adrenaline rush (instant reload)
3. Get another headshot.. Phantom is now dead..
I do this on gold (with a widow) works like a charm. I do have a Widow V though and usually have some kind of ammo attached to it. But i'm sure you can figure it out... But since you are crying about phantoms being OP then you are probably playing Bronze.. In which case a mantis will surely deal with it.
You should never have to 1v1 a phantom anyways.. if you do then you are playing this game wrong. Where are your team mates? Did you run off like an idiot trying to get more points?
I don't have a Widow, sadly. The most interesting thing I've gotten is the Carnifex, which is what I use, but I haven't even gotten an upgrade for that yet. Nothing but upgrades for the Predator and the first SMG, whatever it's called.
And I don't have Adrenaline Rush upgraded because it's horrible. It was amazing in ME2, but sucks in this game because there's no slowdown, hence why I have fully upgraded Concussion Shot.
Even with teammates it's difficult, because it just dances around the bullets and everything and slices you up like a pizza.
No adrenaline rush as human soldier... you sir are playing him wrong... increased weapon damage (150%)? Increased shield damage intake? Instant reload(Regardless of not having any ammo)?
Modifié par Richard0600, 26 février 2012 - 04:00 .
#33
Posté 26 février 2012 - 04:02
The Tesla Effect wrote...
They still die if you shoot them.
Hahahha love this
#34
Posté 26 février 2012 - 04:03
The Tesla Effect wrote...
They still die if you shoot them.
LOL
#35
Posté 26 février 2012 - 04:06
On my infiltrator [human] if they get in close i run backwards and toss my sticky grenades directly onto the ground where the Phantom has to go to get at me, ive got them upgraded so they act as proximity mines. If i get distance between us ill stealth, switch to my sniper rifle and try to take them out that way, if they are to close I switch to my pistol [i use the base pistol due to its low weight and really high rate of fire] and just start unloading. At the very least that makes em jump for cover giving me more distance.
At long range I try to snipe them.
With my engi [human] I go Rambo on them. I unload a drone on them, followed by overload, followed by overload if their barrier is still up, followed by incinerate and incinerate and incinerate. While things are cooling down I unload with my pistol as fast as I can. All the while running backwards of course.
If you can pour enough ammo at them fast enough they will try to move for cover, which means they are not melee'ing you or shooting you with their palm energy bullets. If you don't run out of ammo before you kill them you can generally keep them out of melee and keep them from attacking as they jump around and stealth.
Oh yeah, don't let up when they start to stealth, do your best to keep track of them and keep shooting, you can sometimes knock them out of stealth, which stuns them.
Oh yeah, it also helps if everyone dog piles on them when they show. Ignore everything else that isnt a direct threat to you
Modifié par thegamefreek78648, 26 février 2012 - 04:08 .
#36
Guest_lightsnow13_*
Posté 26 février 2012 - 04:14
Guest_lightsnow13_*
I don't know how you people say just shoot her with a sniper like it's no big deal. It's pretty darn hard when she's dodging. Yes, ok, it's easy to line up a headshot when she's behind cover. But as soon as she's out and running around she just doesn't get stunned easily.
But, I like her just the way she is. She's challenging yet definitely possible with the classes I've tried. (Engineer, sentinel, adept, infiltrator). I've started using adept asari less and less just because she's a one note character. Not bad (obviously) but spamming warp and throw/ stasis and throw..meh. I'd rather play the human adept. They're far more varied and actually landing a singularity warp bomb is amazing. Especially if 2 or 3 enemies are in your singularity. Not to mention it's a superb way of completely blocking off an area.
#37
Posté 26 février 2012 - 04:21
I think Phantoms are good how they are. Since it's not a pvp game, I think it's good to have some enemies who are comparable in threat to a real player. Keeps things exciting.
#38
Posté 26 février 2012 - 04:55
Human Engineer: Overload, Incinerate, headshot. Dead.
Human Vanguard: Charge, Nova, Nova, Charge, Nova. Dead.
Krogan Soldier: Heavy melee. Dead.
Asari Adept: Stasislol.
Salarian Infiltrator: Headshot. 1 hit kill on silver with my trusty Widow.
I don't play Sentinel.
They're not overpowered, not by any stretch of the imagination. You're doing it wrong.
#39
Posté 26 février 2012 - 04:56
I would like to procreate with one. That is all.
#40
Posté 26 février 2012 - 05:37
#41
Posté 26 février 2012 - 05:38
But maybe they could spam them a bit less on gold.
#42
Posté 26 février 2012 - 05:42
xcrunr1647 wrote...
And, as I've said in literally every other "ZOMGZ PHANTOMZ" thread (beacuse there have been a ****load)...
I would like to procreate with one. That is all.
Phantom babies.
Stop whining, OP. They actually make the game challenging (worth playing).
#43
Posté 26 février 2012 - 05:43
#44
Posté 26 février 2012 - 05:46
#45
Posté 26 février 2012 - 05:53
When a Phantom is closing in, just press nova, don't charge her first.
#46
Posté 26 février 2012 - 05:55
http://wikigameguide...i/Phantom-18877
#47
Posté 26 février 2012 - 05:56
VarrenSoldier wrote...
I once tried charge+nova on a Phantom, got killed.
When a Phantom is closing in, just press nova, don't charge her first.
charge.. nova.. roll.. roll..charge.. nova.. dead..
#48
Guest_Aotearas_*
Posté 26 février 2012 - 06:03
Guest_Aotearas_*
Richard0600 wrote...
VarrenSoldier wrote...
I once tried charge+nova on a Phantom, got killed.
When a Phantom is closing in, just press nova, don't charge her first.
charge.. nova.. roll.. roll..charge.. nova.. dead..
Wrong:
Charge->Heavy Melee->Nova->Use the shotgun to mop up the last tiny bits of life she has. Works everytime. Charge staggers her enough to get a heavy melee attack through without problems, heavy melee staggers her in most cases too. If you have barriers left, use Nova, by then her barriers will be gone and she flying helplessly around. If you DON'T have shields left because she was in a grooup of enemies, then use charge again it's more or less the same result. On Gold, all that's left of her after that is one or two bars of health, one or two shotgun blast will take her out permanentely.
Problem solved.
#49
Posté 26 février 2012 - 06:04
#50
Posté 26 février 2012 - 06:13
Just to be clear, Asari Adepts do not count, as Stasis is magic rape sauce. Powers are extremely inconsistent against Phantoms, partly because they flip around so much (which really makes the annoying thing where an enemy starts a flip right as your power has made contact and the power has no effect stand out), as well as what appears to be the buggiest hit detection in the game. Seriously, you'd figure that a 1000+ Newton Shockwave would budge a 90 lb. ninja. Just saying.Chriss0978 wrote...
You can stagger them. Charge is particularly effective. Wouldn't know about Concussive Shot though.
They are not OP IMO. I can solo them on Silver with my Vanguard or my Adept without any problems.





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