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Phantoms are underpowered.


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#76
Darimaru

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Lord_Sirian wrote...

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.


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!

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.



The only thing you said that made sense was that they should be cloaked by default like the hunter.  The rest of it, like immunity to stasis and removing headshot multipliers; blasphemy.  The I agree that the phantoms are a bit easy to kill "when you know how", but even for veteran players, they still cause problems when released in hordes.  And when you don't have something to stagger them or stasis, they can be ****es to kill.  Headshots are one  of the only ways some classes have of killing them quickly.

That said, The suggestions made by the others were friggin awesome!!!  I'd love to walk over to one thinking it was my squadmate and get sliced in the face.  Mass would require so much more strategy with something like that.

I doubt that would happen, as it would require a lot re-programming of the phantoms' A.I.

However, I think, if we push hard enough, maybe we can get them to add new enemies with the next dlc and have an even more advanced Phantom-ish person with all the abilities mentioned here.  (Including the ridiculous stasis immunity).   Though, I imagine one might need a rocket to kill an enemy like that on Gold or Platinum.

#77
Reddemon159

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Blind2Society wrote...

No. The phantom is beyond OP.



#78
Guest_N7-Link_*

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kil_edward93 wrote...

Image IPB


this <_<

#79
Stinja

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Given Phantoms are already better than two other units: snipe better than Nemesis, shoot harder than an Atlas why not give them the other Cerberus unit's powers?

Therefore:
- energy shield, like a guardian, but used in conjunction with cloak and barrier
- damage grenades, like troopers. Probably a combination of homing and arc grenades which split like multi frags. This would flush players from cover, and hence be easier to shoot or stab.
- smoke grenades like centurions. Long lasting, wide area, as phantom smokes would be better
- turrets, like engineer. Faster placement, and phantom turrets fire like a Reegar and javelin depending on range

Job done!

#80
CptSketch13

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NO

#81
born2beagator

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Nimeltar wrote...

lol @ people thinking this is serious. =D


Haha, I started laughing very shortly into reading that.  Clearly meant to be a joke
Masterful troll job here:ph34r:

Modifié par born2beagator, 01 août 2012 - 06:31 .


#82
BiO

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I agree with everything but I don't think it will actually impact the game enough for it to be a noticeable change. I propose give them 90% damage reduction at all times, with +9% damage reduction when stunned. Cerberus troopers and centurions will suddenly acquire godlike accuracy and snipe you from across the map the moment a phantom gets stun-locked, and your teammates suffer a penalty of -50% weapon and power damage, due to morality debuff. If a phantom is killed, Marauders drop from the skies/ceiling and revive the phantom, while spamming you with lvl 42 Phaestons.

#83
Guest_MastahDisastah_*

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You forgot to give them biotic charge so they can replenish their barrier without waiting.
Seems fair!

#84
steverw1975

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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.



Well, to begin with, your initial premise is wrong. The Atlas is the boss of the Cerberus class. So, considering that the Phantom is supposed to be the second most powerful Cerberus enemy it's quite powerful already. I'd much rather face off with a Reaper Brute than a Cerberus Phantom.

I can't believe you think they need a better close quarters weapon simply because the sword is "different mechanics". the sword can not only stun you and take you down rather quickly, it can instakill you.

As for stasis, there's a very good reason that it's supposed to work on phantoms...they aren't armored. they have powerful barriers and great agility, but no armor. Stasis works on anything not armored. So, stasis should work on phantoms. Besides, you act like every character has stasis. There are a limited number of characters with stasis. having one in your group specifically to deal with phantoms is one strategy you can use, just like different maps/enemies call for different group construction and weapon loadouts. Personally, I used to favor the male quarian infiltrator with a Reegar Carbine. I'd cloak, sneak up on them, and hose them with the Reegar. If they had any life left at all, you just slam an arc grenade at their feet and it's bye bye phantom. Now, I like shadow striking them with my shadow. It's kind of fun to turn the tables on them and cut them down with my sword.

Last but not least, what does it matter what range you engage them at? Some players like to play close quarters, and some like to try and keep enemies at range. Both are legitimate tactics, and you should play whatever style works best for you.

#85
Rickochet101

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 The Phantom's power proof bubble also needs an increase in radius so that the phantom can also shield other enemies within range of her to make it harder to target the phantom. Any damage output by weapons fired within the bubble should also have a 40% increase. The bubble will also be immune to missles. 

Modifié par Rickochet101, 01 août 2012 - 07:18 .


#86
Rickochet101

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Rickochet101 wrote...

 The Phantom's power proof bubble also needs an increase in radius so that the phantom can also shield other enemies within range of her to make it harder to target the phantom. Any damage output by weapons fired within the bubble should also have a 40% increase. The bubble will also be immune to missles. 


Also this should go back to being invisible.

#87
Esther

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OP, you made my day. I really laughed...

#88
RedJohn

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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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No.

Modifié par RedJohn, 01 août 2012 - 06:04 .


#89
Rodia Driftwood

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I like this idea. Maeby for the Shadow Strike, it could be a grapple like a Husk's, and by pressing O, B or whatever it is on PC, you could quickly escape, like a Quick-time event. :)

#90
NuclearTech76

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Phantoms need one thing to feed upon the tears of the masses.

Armor. Give them armor under the barrier. Stasis no longer works on them with it and it reduces damage taken. Only do this on the higher levels.

#91
UnchartedDestiny

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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.




Judging by your manifest, you've obviously just started playing. You haven't played since day 1 like I have. There's been so many enemy difficulty increases over the past couple weeks. Enemies are already tougher than ever before. Coming from a Vetern at this game, you don't know what the hell you're talking about...

#92
Pedro Costa

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>Be mostly a vanguard
>walk into this thread
>???
>rage

#93
Creston918

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Lord_Sirian wrote...

1. Remove phantom headshot multiplier (similar to banshees/atlases/primes etc.)


Yes, by all means. In fact, why don't we just remove it on EVERY SINGLE ENEMY in the game? After all, why should skill be rewarded at all? If a skilled sniper can pull off a headshot on a Phantom, this shouldn't be rewarded. :(

up next: Sniper Rifle damage set to 0.0 - 0.0 for every sniper rifle.


2. Increase phantom stagger damage requirement.


Fine. I do think too many things stagger them too quickly.

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.


Ugh. So then a Phantom kills you from a distance in three shots with her pew pew hand cannon, she fries you close-range with her reegar, and she magnet-kills you point blank with her crappy little sword (which a Krogan would pull free and just shove up her ****, but whatever.) Yay. I say we give her a predator drone as well, so that she can call in an artillery strike when you're on the other side of the level.

I mean, come on, dude. You're not facing Phantoms by themselves. Making them utterly invulnerable and deadly no matter what means that Cerberus becomes just as stupidly cheap as the geth are now.

4. Make the Phantom's cloak better (have them on by default, similar to the geth hunter)


If in trade-off they get rid of their BS "bubble of invulnerability", then sure. Otherwise, no. A Geth hunter is bad enough. A cloaked unit with an insta-kill would mean Cerberus matches would become barren. You may think this is a good idea now, but after you've been magnet-killed by an invisible Phantom a few times, you'd be screaming "CHEAP BS!" like everyone else. It's supposed to be FUN, not an excercise in sheer frustration.


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.


Or, in other words, if an Asari Adept now sees a Phantom, she's dead, since Throw already doesn't work, and Warp gets dodged 100% of the time. Yeah, that sounds great!

Let's make Phantoms also have the same shields and armor (not health) as a Banshee, let them Teleport, increase their sword magnet-kill radius to 20 meters... and... oh, I know! GIVE THEM MEDIGELS! You killed a Phantom, and suddenly, blip, she's right behind you, introducing you to her inescapable magnet sword. God, it sounds like so much fun I think I just peed myself a little.

Modifié par Creston918, 01 août 2012 - 06:36 .


#94
LiarasShield

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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.




You're asking for the most powerful unit on the cerberus faction to be buffed even more are you kidding me her palm barrier shield plus her high barriers make her nearly invincible unless you use stasis I mean you can be using light machines guns and it will take 200 or 300 bullets just to kill one or two know she is already strong enough espically in packs with other 2 or 3 phantoms they're already the players worse nightmare I say no.

Modifié par LiarasShield, 01 août 2012 - 06:40 .


#95
Pacificsharp09

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OP; your argument makes sense and you have turned me. I agree.

When I first began playing this game I feared Phantoms, now they are about as difficult as a Marauder.

They should be harder to kill and more lethal. Cerberus is too easy as it is.

#96
schulz100

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So, you want to take THE most overpowered, cheap-ass enemy type, and make them harder to kill?
Gather the pitchforks, torches, and a rail, people.
We've got a monumental jackass who needs to be run out of town.

#97
LiarasShield

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Phantoms are strong enough and way stronger then any marauder unless you've been playing bronze and you use that as your example O_O

#98
Furian USN

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Haha he'll like this idea until a wave 10 hack on gold comes and he's steam rolled by 30 uber-phantoms :D

#99
MaxShine

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ok, some guy wants some attention... So I guess we give it to him, make him feel good... So I give this a bump, I hope that makes the op happy

#100
AbhijitSM

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Guys he is not being serious & u guys are......well.....feeding this troll thread

Modifié par AbhijitSM, 01 août 2012 - 06:50 .