GodlessPaladin wrote...
THEEAV3NG3R wrote...
In my opinion, Phantom's in their current state are OP (overpowered) and need to be nerfed in order to balance them.
I believe that the following change is a must in order to balance the Phantom's:
- Reduce accuracy of the Phantom's palm-gun when the Phantom is moving.
I also belive that one of the following changes needs to be made:
- Slightly reduce the damage of the Phantom's palm-gun OR
- Slightly reduce the rate of fire of the Phantom's palm-gun.
Overpowered compared to WHAT?
I mean, that word requires a context in order to have sensible meaning. What are they "unbalanced" against? Banshees?
Now, if you're saying you think phantoms are TOO HARD, then I think you ought to scoot right the hell back to bronze. Complaining about things being too hard when you choose to play on higher difficulties is just silliness. If you're already playing on bronze, and you still find Phantoms challenging, then you clearly have no idea how to play the game whatsoever and have no place judging balance at all.
How about other elites from other factions? Geth Hunters do not pop you from clear across the map, they do not do acrobatic flips, they do not nullify your weapon damage with a gaunlet barrier. Likewise Pyros are much easier to hit despite having similar stats, they die easier. Ravagers do not instakill you for the entire wave and not do jump around or even move fast. Brutes don't shoot at you before taking their swings.
The problem is that Phantoms make weapons more or less useless unless you're lucky to catch one behind cover. The thing moves around faster than any mob in the game, with the exception of a charging Banshee. But honestly, I find Banshees to be less threatening. Power users get their chance to shine. But what about non-human Sentinels? QI? GI? Turian Soldier? Anything heavily weapon reliant is going to be A) blocked by that stupid gauntlet forcefield and

tickle the Phantom with bodyshots because she jumps around too much to land a headshot even from across the map.
But don't think I'm completely one-sided on this. I understand that the Phantom is the only real challenge from Cerberus. I was playing a Silver game hacking objective and had 6 Nemesis up top with about 2 more coming in every 10 seconds. Despite playing as a lvl 5 Human Soldier with a Mattock,
I was not feeling threatened in the least. I spy 2 Phantoms approaching and all 3 of us are going after them first, utterly ignoring the 2 Atlas mechs firing rockets at us. I think the root of the problem is that Cerberus units are weak and useless in general. The Nemesis will 1 shot shields from anybody, but she'll never approach to actually try to kill you, unlike the Ravagers and Rocket Troopers.
I'm pretty sure you could nerf the Phantom, but spawn more of them. The palm gun pretty much makes the Nemesis utterly useless as a threat. The permakill should be punishment for slipping up, not because the unit charges at you faster than a Cannibal after a fresh corpse. Remove the instakill and have the palm gun fire off slower and at closer range, and have them cloak like Hunters do. Also probably better if they didn't take cover. The Nemesis should punish people for sticking their head out of cover, the Phantom should flush people out of cover.