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Phantoms are underpowered.


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#226
TAlTAl

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Lord_Sirian wrote...

So, recently I have begun to notice some clever people using GPS Xs to stunlock & kill Phantoms on the higher difficulties in just a few hits. This is clearly unacceptable, phantoms are supposed to be the premiere unit of the Cerberus forces.

As if this wasn't enough, I have also seen people get right up close with a claymore or some other powerful single-shot weapon and headshot them. To correct this obvious imbalance I propose the following minor balance changes to the phantoms:

1. Remove phantom headshot multiplier (similar to banshees/atlases/primes etc.)
2. Increase phantom stagger damage requirement.
3. GIVE THE PHANTOM A PROPER CLOSE-RANGE WEAPON. - The sword doesn't really count because it's part of a different mechanic. I think some sort of close-range direct fire ray weapon (similar in functionality to the Reegar Carbine) would be good.
4. Make the Phantom's cloak better (have them on by default, similar to the geth hunter)
5. MOST IMPORTANT - make phantoms immune to STASIS. This power is not supposed to completely incapacitate high-level enemy units and make them useless, it's for crowd control of little units like the standard troopers.

These changes would force people to keep phantoms at range and make people pay MUCH more attention to their surroundings to make sure no phantoms sneak up on them. :wizard: 

Suggestions by other players: 


Jack Crapper wrote...

Finally someone said it! Long overdue.

I've rallied this notion mentally for seconds upon seconds with no avail. I also have a few suggestions.

Since Phantoms are supposed to be ninjas, and ninjas are the masters of deception, the Phantoms should have two new power skills:

1. Voice: The Phantom should be able, through voice modulators in their masks, to mimic voices of your squadmates, giving you a false sense of security as you think your "teammate" has your back. Imagine hearing "Nice shot!" right beside you, and then all of a sudden *slash!*
Fool me once...

2. Cloak: The Phantom should also be given a secondary cloak which disguises them as a downed squadmate (as well as using the voice indicator) "Boshtet!" As soon as you rush over to revive and notice there's no prompt for reviving, *stab!* Surprise, B*tch!

This will teach us to always be alert and to keep track of where our teammates actually are at all times, rather than just focusing blindly on the enemy.

Discuss.



A Wild Snorlax wrote...

Our phantoms have shadow strike, I think the cerb phantoms shuld get it too. Phantoms chargig you from across the map and instakllling you would make cerberus a lot more challenging and interesting.





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#227
K_Os2

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Ashen Earth wrote...

soultaker65 wrote...

kil_edward93 wrote...

Image IPB


^this

What are you talking about Phantoms are not underpowered go fight 4 of them by yourself and then tell me their underpowered.


I regularly do this with a GI/Scorpion, and have no problems.

Phantoms are a joke if you're equipped to deal with them.


Vid or it didn't happen, the combined fire stunlock melt you in seconds. A - they are aggro on someone else B you're shooting at them from across the map or C you're playing bronze/silver (which can't be possible bcos you never get that many at once in tose difficulties)

#228
Guest_Lord_Sirian_*

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^ GI's have cloaks.

#229
GroverA125

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I have to disagree. Perhaps one or two of your proposed changes, but not all of them.

Also, the Phantom is a Specialist unit, not a Heavy unit, therefore, more spawn, and they were never intended to be tanking a thousand hits on their way across the field. Their cannon also works in CQB. They are essentially the Geth hunters of Cerberus, but with a mid-range cannon AND a tight-CQB weapon. They aren't meant to be Banshees, which are well regarded as one of the most unusually balanced enemies out there. (high movement speed, high health, a barrier, instakill capability, and attacks that two-hit kill all but the hardiest classes?).

#230
snfonseka

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Actually they should increase the shield 100% more and introduce an armor behind that shield. Also I think Phantoms' range attack is not powerful enough. If possible BW should add something similar to Arc grenades to the Phantoms' powers.

Modifié par snfonseka, 08 août 2012 - 06:01 .


#231
Rickochet101

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GroverA125 wrote...

I have to disagree. Perhaps one or two of your proposed changes, but not all of them.

Also, the Phantom is a Specialist unit, not a Heavy unit, therefore, more spawn, and they were never intended to be tanking a thousand hits on their way across the field. Their cannon also works in CQB. They are essentially the Geth hunters of Cerberus, but with a mid-range cannon AND a tight-CQB weapon. They aren't meant to be Banshees, which are well regarded as one of the most unusually balanced enemies out there. (high movement speed, high health, a barrier, instakill capability, and attacks that two-hit kill all but the hardiest classes?).


We need to buff her with heavier armor!

#232
K_Os2

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Lord_Sirian wrote...

^ GI's have cloaks.


So he fires and breaks cloak...*finish the sentence*

#233
sirdario1986

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Image IPB

#234
Zeroth Angel

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A Wild Snorlax wrote...

Our phantoms have shadow strike, I think the cerb phantoms shuld get it too. Phantoms chargig you from across the map and instakllling you would make cerberus a lot more challenging and interesting.

I support this. Right now the phantoms are severly underpowered compared to the marauder or Geth hunters.

#235
immanji

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haahahahhahahahahhahahaahahahahfahhhaahahahahahhahahhahahahahahahahhdies

#236
Offender_Mullet

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Lord_Sirian wrote...

I'm Australian. :innocent: But I do enjoy "British" humour.

So if this was posted about 111 years ago, then I would've been correct (bad British Empire joke). :)

#237
Rickochet101

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troll bump

#238
Guest_Lord_Sirian_*

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This thread is in need of a bump.