Phantoms suck. Exactely that is what makes them necessary.
Seriously, gold cerberus is easy enough already. Don't take away the only real danger.
Phantoms are WAY Overpowered
Débuté par
Terminus Echoes
, févr. 26 2012 02:59
#101
Posté 21 mars 2012 - 06:41
#102
Posté 21 mars 2012 - 06:43
Honestly, Geth Hunters ****** me off more in the game. All the units are fairly easy to deal with on their own, it's just Hunters after the Geth revision that irk me the most.
#103
Posté 21 mars 2012 - 06:43
Until the phantoms show up, I've noticed players start to get sloppy. They either wake the team up or show how we aren't working together.
#104
Posté 21 mars 2012 - 06:49
Phantoms would be just fine if they didn't have the stupid insta kill attack. You cannot make a melee class and then make enemies which insta kill the players of that class who get in melee range where they belong.
Either remove insta kills or make Vanguards immune to them.
Either remove insta kills or make Vanguards immune to them.
#105
Posté 21 mars 2012 - 06:59
The long range pistol shotgun, cloaking and power dodging all on one unit is totally overkill. At most they should have 2/3 of those abilities. How about no gun. Why would they even need a gun with insta kill sword, cloaking, a huge barrier, power dodging and speed?
#106
Posté 21 mars 2012 - 06:59
You think the phantoms are overpowered? Have you played against reapers on any difficulty yet?
Phantoms are ptobably the best cerberus operatives, yes. Have a statis at it, and it's helpless, remove it's shield, use any push-type abilities on it, it will stumble.
Phantoms are ptobably the best cerberus operatives, yes. Have a statis at it, and it's helpless, remove it's shield, use any push-type abilities on it, it will stumble.
#107
Posté 21 mars 2012 - 07:05
Phantoms are a walk in the park compared to a brute/ravager/banshee or geth hunter/rocket trooper/prime, Their barrier is easy to drain and they dont have that much health, stasis is the easiest way to take it out but a krogan can easily kill em. I just did a gold run and killed 3 fantoms one after the other just with melee.
#108
Posté 21 mars 2012 - 07:07
I find the Paladin makes short work of Phantoms, which is why I currently use it as my secondary weapon along with a Mantis X. (Though when my Widow is a bit lighter, I'll be using that instead).
#109
Posté 21 mars 2012 - 07:15
Phantoms are fine on any difficulty. Fix other issues.
#110
Posté 21 mars 2012 - 07:18
I'm fine with Phantoms, but their Iron Man hand gun needs a nerf.
They're supposed to be a fearsome melee enemy! Not a sniper!
They're supposed to be a fearsome melee enemy! Not a sniper!
#111
Posté 21 mars 2012 - 07:21
Was this thread made back during the demo? Because I don't see how anyone can complain about Phantoms when they should be complaining about Banshees instead.
#112
Posté 21 mars 2012 - 07:30
Hell... Stasis, drop their shields and it is over with a singularity...
#113
Posté 21 mars 2012 - 07:37
I think they're great the way they're and concussive shot is very effective against them. It's hard to take them alone, but if you team up, they die fast, specially if you manage to grab them.
#114
Posté 21 mars 2012 - 07:37
RIP Falcon....a.k.a. the Phantom Slayer.
#115
Posté 21 mars 2012 - 07:39
Blissey1 wrote...
Was this thread made back during the demo? Because I don't see how anyone can complain about Phantoms when they should be complaining about Banshees instead.
This:
http://social.biowar.../index/10400740
#116
Posté 21 mars 2012 - 07:57
Well to be fair, Banshees don't rapid fire shotgun pistols while running and they also don't roll-dodge all biotic combos all day and all night.Blissey1 wrote...
Was this thread made back during the demo? Because I don't see how anyone can complain about Phantoms when they should be complaining about Banshees instead.
#117
Posté 21 mars 2012 - 08:00
In my opinion, it's probably the hitbox.
Since they move so quickly, and can be cloaked a period of time; getting constant shots on them is the real problem.
On Gold their Barriers soak up three Energy Drains too. xD lol
Since they move so quickly, and can be cloaked a period of time; getting constant shots on them is the real problem.
On Gold their Barriers soak up three Energy Drains too. xD lol
#118
Posté 21 mars 2012 - 08:05
aimlessgun wrote...
25 day old necro what the hell is this.
#119
Posté 21 mars 2012 - 08:07
drell light melee and krogan (and asari?) heavy melee stagger them as well. You can actually keep them in a continuous state of staggered by just heavy meleeing a phantom until its dead with a krogan but I usually open up with a blast from the claymore then move in to finish them off. When phantoms show up they are usually a part of my berserk combo, hell i once berserked off of phantoms alone.
#120
Posté 21 mars 2012 - 08:09
The problem with Phantoms is that a single latency spike of any sort can result in instant, unrevivable death. If I had a dollar for every time I got OHK'd out of a full sprint by a Phantom I was nowhere near, I'd be able to buy like 15 Spectre Packs.
One-shot take-down? Fine. One-shot kill? Utter bull, because of the snowball effect. A player isn't just taken down - they're removed from play for the duration of the round, which makes the rest of the round that much harder. Small wonder that players ragequit when they get OHKed by these harbingers of nonsense.
One-shot take-down? Fine. One-shot kill? Utter bull, because of the snowball effect. A player isn't just taken down - they're removed from play for the duration of the round, which makes the rest of the round that much harder. Small wonder that players ragequit when they get OHKed by these harbingers of nonsense.
#121
Posté 21 mars 2012 - 08:39
Love phantoms, know exactly with what sort of team i`m playing when i see them drop like flies and i need to revive them after killing them off with a stasis (and they know cause of spectator mode) 
Don`t rush, watch your surroundings, don`t focus on taking down "that" one enemy infront of you and take priorities
Don`t rush, watch your surroundings, don`t focus on taking down "that" one enemy infront of you and take priorities
#122
Posté 21 mars 2012 - 08:39
Phantoms were the best thing in the demo. Leave them alone.
#123
Posté 21 mars 2012 - 08:41
Don't know what level you play but with biotics or techs they should be down in 2 shots in bronze. Of course you should have maybe 200% reuse time for the skills so you can fire them rather fast.
#124
Posté 21 mars 2012 - 08:42
Phantom and brute instakills should require your shields to be down.
Atlas and banshees actually hold you for a second, allowing you to be saved.
I mean, I'm not bothered whatsoever that Phantoms and brutes can two hit you with their melee. A skill player can actually keep away from those attacks. Its the freaking magnetic field instakills that are undodgable at most times.
Atlas and banshees actually hold you for a second, allowing you to be saved.
I mean, I'm not bothered whatsoever that Phantoms and brutes can two hit you with their melee. A skill player can actually keep away from those attacks. Its the freaking magnetic field instakills that are undodgable at most times.
#125
Posté 21 mars 2012 - 08:44
On silver I can one shot them with my widow. However people tend to die a lot cause of the endless super long range ultra sonic pew pew pew shots.





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