Phantom Nerf
#51
Posté 25 mars 2012 - 09:01
#52
Posté 25 mars 2012 - 09:10
#53
Posté 25 mars 2012 - 09:10
#54
Posté 25 mars 2012 - 09:13
SinerAthin wrote...
I think Phantoms are fine, but I agree; their palm gun is redicilous.
Something is WRONG when I fear their palm gun more than I fear the Nemsis, who's supposed to be a specialized sniper.
Phantoms shouldn't be better at sniping than a bloody Nemesis!
This.
So Very Much This.
#55
Posté 25 mars 2012 - 09:16
-Stasis
-Vanguard (a good vanguard, anyways)
-Decoy (phantoms love decoys)
-Salarian Infiltrator (drain + headshot)
Even a human infiltrator can solo a phantom quickly with a Valiant or Black Widow, since your first shot will take their barrier, at which point they freak out and try to run instead of attacking you, and with good reflexes you can pop 'em with your 2nd and 3rd shot.
And anyone with enough HP and enough DPS to melt their barrier can solo one tbh, because of the way they freak out after the barrier is down. I destroy them with my Turian soldier.
Swarms of them you really one of the 4 things in the list at the top though.
#56
Posté 25 mars 2012 - 09:18
#57
Posté 25 mars 2012 - 09:32
#58
Posté 25 mars 2012 - 09:34
RinpocheSchnozberry wrote...
No nerf for Phantoms. Statis makes the easy times. Weaker characters just have to approach them with teamwork.
Ummmm... "weaker characters"? That implies that a character without stasis is always weaker than one that does. If that were true, than Stasis itself needs to be nerfed. This is not true. Characters with stasis perform better at this particular role, but that doesn't automatically make them better CHARACTERS- stasis is going to do nothing to that horde of pyros coming up your way, better to warp+detonate or cry
I know it's probably not what you meant, but it is what you said. I think it's an important distinction to make.
Phantoms are mostly fine. Cloak isn't that big of an issue, the bullets aren't fast enough to stop you from getting to cover, and I'm pretty sure problems with the Phantom 1HKOing you on revive are actually more lag related than AI related. I'd like options for dealing with OHKOs yourself, but I've been informed (at least against the banshee) that you can blow yourself out by tssing grenades after they grab you or with a rocket if you already have it up. I've seen the grenades work personally, but not the rockets, and only observed it with banshees; if this window exists with any OHKO, though, then I think that's fairly balanced. Anyone know?
#59
Posté 25 mars 2012 - 09:34
3 human soldiers will do crap-all against them.
#60
Posté 25 mars 2012 - 09:37
#61
Posté 25 mars 2012 - 09:38
marshalleck wrote...
Leave her alone. This one unit is the only reason Cerberus offers any challenge at all.
What he said...
Really, if anything, Phantoms need a buff against Stasis.
#62
Posté 25 mars 2012 - 09:40
#63
Posté 25 mars 2012 - 09:42
#64
Posté 25 mars 2012 - 09:45
#65
Posté 25 mars 2012 - 09:49
#66
Posté 25 mars 2012 - 10:01
#67
Posté 25 mars 2012 - 10:03
jonal11 wrote...
Cuthlan wrote...
marshalleck wrote...
Leave her alone. This one unit is the only reason Cerberus offers any challenge at all.
This. Without the Phantom being what she is (and turrets), Cerberus would be an absolute joke.
Agreed!
One could say that this is actually a reason to balance out cerberus in general. I wouldn't though, because playing asari adept I absolutely love tossing the flunkies all over the map.
I haven't had a major problem with her gun, but I do think it would be reasonable to have a very short delay before an instakill after a revive on gold. Right now it's basically instant. That or they should only travel in pairs on gold, because when you get a whole pack of the damn things, and they are on top of your person with statis, they are near impossible to deal with or draw elsewhere fast enough. On bronze and silver I agree that they just serve as a proper challenge.
#68
Posté 25 mars 2012 - 10:03
#69
Posté 25 mars 2012 - 10:04
#70
Posté 25 mars 2012 - 10:11
#71
Posté 25 mars 2012 - 10:12
suprhomre wrote...
The Phantoms are fine the problem are bad gamers.
+1 This
I'm a machinegunner, I roll with high durability classes, and hammer enemies so that the snipers can do their jobs (in gold) That should mean that Phantoms are a nightmare for me, and they can be. however they're only really a deal breaker at 2 times:
When someone is running from one and decides to rez you to slow it down for him. Thank you Blue Falcon.
When there's 2 on each flank and their Ki blast of God forces everyone to stay hunkered down instead of killing them.
I wouldn't mind a damper on the blast thingie tbh. Set it so it only knocks HALF my typically impressive shields (Krogan/Turian) or doesn't take off a full 3 bars of health. Keep in mind with a Krogan set up for durability, that's over 1K damage. AFTER whatever DR you happen to have. And fires as fast as my Paladin.
I can (and do) deal with them in the best ways I can, because that's ust how I am. But it'd be nice if they were toned down just in that one regard. SLIGHTLY
The last word cannot be emphasized enough.
#72
Posté 25 mars 2012 - 10:13
#73
Posté 25 mars 2012 - 10:14
The only enemies that flush me out of cover are Ravagers that somehow flanked me or spawned behind the team, Banshees or anything that throws frags. Phantoms are easy to CC even without Stasis. Just shoot at them and they turn amature gymnast instead running at you. But they still shoot their battleship-powered handcannons while going all Jackie Chan half the map away.kingtrouble wrote...
Caz Tirin wrote...
I like how both the people that quoted you didn't deny the Phantom's overtuned handcannon.de3ex wrote...
While I like a challenge, I have to say facing six phantoms in one wave on Gold is too much. Her gun needs to be dumb down just a bit, it's ridiculous how powerful it is and how it totally degrades your shields and health.
Of all the enemies I've faced, regardless of the difficulty I've faced them on, the Phantom is the only one that makes me want to rage. I'm fine with her speed and her melee. But that battleship of a handcannon needs to be balanced. If any of the pistols players got to use hit like that, you can be BW would nerf it so fast even the SP campaign would say "whoa!"
Phantoms machanic = try to get you out of cover or cornor you. The phantom is the ONLY real threat for cerberus for me.
YouSevrun wrote...
suprhomre wrote...
The Phantoms are fine the problem are bad gamers.
+1 This
I'm
a machinegunner, I roll with high durability classes, and hammer
enemies so that the snipers can do their jobs (in gold) That should
mean that Phantoms are a nightmare for me, and they can be. however
they're only really a deal breaker at 2 times:
When someone is running from one and decides to rez you to slow it down for him. Thank you Blue Falcon.
When there's 2 on each flank and their Ki blast of God forces everyone to stay hunkered down instead of killing them.
I wouldn't
mind a damper on the blast thingie tbh. Set it so it only knocks
HALF my typically impressive shields (Krogan/Turian) or doesn't take off
a full 3 bars of health. Keep in mind with a Krogan set up for
durability, that's over 1K damage. AFTER whatever DR you happen to
have. And fires as fast as my Paladin.
I can (and do) deal
with them in the best ways I can, because that's ust how I am. But it'd
be nice if they were toned down just in that one regard. SLIGHTLY
The last word cannot be emphasized enough.
say +1 to the bad gamer comment you quoted and then contradict yourself
by admitting that their ranged attack is overtuned. So honestly, which
is it?
Modifié par Caz Tirin, 25 mars 2012 - 10:16 .
#74
Posté 25 mars 2012 - 10:16
Terminus Echoes wrote...
I vote for #3. Her gun damage is WAY too powerful. It'll kill you in like 3-5 hits on Silver.
Phantom shouldn't even have a gun, IMO. I'm tired of running away from them and getting shot in the back because I assumed they were just melee range.
#75
Posté 25 mars 2012 - 10:16





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