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Phantom Nerf


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#76
Sevrun

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[quote]Caz Tirin wrote...

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.

[/quote]
You
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?

[/quote]

Both, or was I somehow unclear?

If you're just trying to bolster your l33t credentials then harrass someone else.  If my first post was unclear I doubt you'll understand a second explanation any better.

#77
Severyx

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No phantom nerf. This unit is one of the few that gets people relocating.

Sorry you can't handle them, OP, but the I'd rather they stayed exactly the way they are.

#78
Darkslayer557

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nice, another nerf this nerf that thread;)

#79
GGW KillerTiger

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Beatrix Tair wrote...

Dumbing down my gaming experience has been done enough over the past 10 years.

Uh I don't see it? All I've seen for multiplayer in the Mass Effect series over the past 10 eyars is them enrfing the players and buffing the A.I. ..... Not really fun considering none of it was required in the first place.

#80
EmperorZorn

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Yes, the ranged damage of the phantoms should be lowered.

At the current speed and with their deadly melee attacks they are powerful enough to pose a threat,
they don't need to one-shot players from far away aswell. Thats what the Nemesis was meant for. Right ?

Modifié par EmperorZorn, 25 mars 2012 - 11:06 .


#81
SKiLLYWiLLY2

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No, play as a team and they're easy to take down. If you're having trouble with phantoms you're clearly not playing as a team and are getting punished for it.

Cerberus is already not that difficult and I'd hate to see an already easy faction become even easier to beat.

#82
Sith_exar_kun

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On silver i manage to kill them quite easily with my solider: distance and a good assault rifle with a scope, a couple of headshot well lined and a concussive shot, their sword ain't gonna take me.

#83
A Wild Snorlax

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They are easy to deal with if you have an asari adept or 2 on your team that knows what they are doing. They're not to hard to kill as an infiltrator either, other stuff that works is engineer with a geth plasma shotgun, human vanguard works too.

They are a major pain to deal with if you aren't using a class that's good at dealing with them though. I had the worst phantom experience earlier, was playing gold on firebase with, on wave 10 we get the hack on the landing pad. Of course the enemiers are all spawning on the landing pad, 4 phantoms flip up on the landing pad, so i pull out a rocket and kill them. However as soon as I did that, 4 more phantoms spawned there, and then this process kept repeating itself and needless to say we all got destroyed -_-

#84
Demon9ne

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My 2 cents:

A heavy melee attack should always break a phantom's sword, and their ranged attack should have less accuracy at longer ranges.

#85
aimlessgun

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A Wild Snorlax wrote...

They are easy to deal with if you have an asari adept or 2 on your team that knows what they are doing. They're not to hard to kill as an infiltrator either, other stuff that works is engineer with a geth plasma shotgun, human vanguard works too.

They are a major pain to deal with if you aren't using a class that's good at dealing with them though. I had the worst phantom experience earlier, was playing gold on firebase with, on wave 10 we get the hack on the landing pad. Of course the enemiers are all spawning on the landing pad, 4 phantoms flip up on the landing pad, so i pull out a rocket and kill them. However as soon as I did that, 4 more phantoms spawned there, and then this process kept repeating itself and needless to say we all got destroyed -_-


Wow! I knew enemies respawned as soon as you killed them on the objective rounds, but you got them on the pad every time? That's murderous. 

#86
Warchild-RZ

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Had 5 walking in a line with an atlas backing them up on wave 11 gold yesterday. No one died, full extraction. We were also carrying a N7 44 random whose only medal was 25 assists. None of us were amazing or using the best weapons. They are the only reason cerberus are challenging, you cant nerf them.

#87
SeanThen1

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I would say nerf their ranged weapon a bit and increase the damage output from Guardians. There shouldn't be just 1 unit that is a problem. Spread the love around, people!

#88
Ryuji2

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I like getting up close with Phantoms as a Drell or Krogan. One can outmaneuver them and the other can bash their faces in. Win-win! Although the revive-insta-kill sucks but meh.

#89
total47

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SeanThen1 wrote...

I would say nerf their ranged weapon a bit and increase the damage output from Guardians. There shouldn't be just 1 unit that is a problem. Spread the love around, people!


Guardians are fine with their primary role being distraction/bullet sponge. If anyone should see their damage output increased it's the Nemesis. Right now she's kind of a joke.

Modifié par total47, 31 mars 2012 - 06:44 .


#90
hireuin

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i love the phantom design in the current build, the ONLY thing i would like changed is to make some kind of strategy to work around her 'power shield'...

for example, make it more similar to the banshee shield.

the phantom just sticks up her perma-shields and you can't touch her - which means 99% of the time she gets headshotted from stasis or exploiting clumsy use of cover where her head is sticking out.



to balance this, one thing i would really like to see from cerberus and reapers on gold is more grenades.  in single player on insanity there were literally non stop grenades...  in multiplayer you see maybe 2-3 grenades in an entire match.

reaper are way too easy on gold, i think more grenade spam would make things a lot more interesting :P

Modifié par hireuin, 31 mars 2012 - 06:48 .


#91
SeanThen1

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total47 wrote...

SeanThen1 wrote...

I would say nerf their ranged weapon a bit and increase the damage output from Guardians. There shouldn't be just 1 unit that is a problem. Spread the love around, people!


Guardians are fine with their primary role being distraction/bullet sponge. If anyone should see their damage output increased it's the Nemesis. Right now she's kind of a joke.


I thought about them getting a buff instead, but they always are pinging me from across the board. Still, I think that something should be done as typically the only thing that gets me killed is Phantoms, or running from a phantom and getting torn apart. Yes, they should be deadly, but the rest shouldn't be cake in comparison.

#92
robarcool

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Yep, nerf the phantoms. They should show up as dead the moment they arrive. They shouldn't be alive. Nerf every enemy too.

Modifié par robarcool, 31 mars 2012 - 06:52 .


#93
niko20

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Nah I enjoy the challenge, when the Phantoms come out then you know game is on

#94
SeanThen1

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robarcool wrote...

Yep, nerf the phantoms. Nerf everything actually.


Useful post is useful.

Other things that could be done to boost Cerberus would be to shorten the delay of detonation for grenades, or widen their AoE. Centurians feel pretty balanced, though I wouldn't mind if they moved a bit faster. I personally think Guardians should be buffed. If people think their role is purely bullet sponges, perhaps giving them a bit more HP would work. 

Modifié par SeanThen1, 31 mars 2012 - 06:54 .


#95
niko20

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SKiLLYWiLLY2 wrote...

No, play as a team and they're easy to take down. If you're having trouble with phantoms you're clearly not playing as a team and are getting punished for it.

Cerberus is already not that difficult and I'd hate to see an already easy faction become even easier to beat.


/\\  This. Play as a team and keep together when the phantoms come out and you will be able to take them down.

#96
LunaRobin

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I only really agree with the palm-laser that Phantoms use... That seems like it takes your shields out in seconds.

#97
nwj94

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Gun damage is fine, it just forces the team to actually use cover. As for dodge/move speed I'm fine, never have had to much trouble hitting them.

I do agree that the ability to instant kill while reviving is just wrong. It makes medi-gel useless and it just frustrates the players.
Also tying cloak to barriers is a nice idea could see that being a fair balance.

#98
Atheosis

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Just off the top of head, things that destroy phantoms:

Stasis
Tactical Cloak, Energy Drain, and a sniper rifle
Falcon and Concussive Shot (neither is good enough by itself, but together they cause Phantoms fits)
Nova Spam and a shotgun (if the Vanguard is good)
Scorpion (aim for her feet)
Reave and other biotics to set off explosions
Melee infiltrator with Claymore

If you nerf Phantoms, Cerberus becomes a joke. Unless they seriously buff Nemesises (sp?) to make up for it. Though that honestly sounds much worse. Nemesis who actually shoot twice as often and with greater accuracy? Eek!

Modifié par Atheosis, 31 mars 2012 - 07:04 .


#99
Tony208

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Stasis -> Widow -> Dead

#100
Atheosis

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SeanThen1 wrote...

robarcool wrote...

Yep, nerf the phantoms. Nerf everything actually.


Useful post is useful.

Other things that could be done to boost Cerberus would be to shorten the delay of detonation for grenades, or widen their AoE. Centurians feel pretty balanced, though I wouldn't mind if they moved a bit faster. I personally think Guardians should be buffed. If people think their role is purely bullet sponges, perhaps giving them a bit more HP would work. 


Guardians are fine.  They punish players who don't come prepared for them, and that's as it should be.