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.
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.
So basically, since people experimented and came up with a solid phantom strategy, you want to make it harder to kill them now just for that? As if them being able to ignore all dmg from abilities with their stupid shield etc. wasn't enough.
Phantoms CAN still be tough if your team is not prepared or paying attention. I say stop whining, stop nerfing this and buffing that, and play your game. If you find phantoms too easy, good for you, go play plat all day. Otherwise stop trying to nerf or buff things just because players eventually adapt strategies etc. to deal with specific enemies-that's what you're suppposed to do.
Also, while phantoms are rather ninja-esque, this is not Tenchu. We don't need them to be masters of deception as they are already pretty decent masters (mistresses?) of stealth and the art of the insta-kill.