Nimeltar wrote...
lol @ people thinking this is serious. =D
Phantoms are underpowered.
#126
Posté 01 août 2012 - 08:31
#127
Posté 01 août 2012 - 08:51
#128
Posté 01 août 2012 - 10:09
If your reading this note please troll the OP.
Sincerely, N7Shadow
#129
Posté 01 août 2012 - 10:12
#130
Posté 01 août 2012 - 10:15
TheAdventurer29 wrote...
No, she is mobile enough to deal with. No more buffs. Even the devs agree phantoms are on a good spot of balance. Pew Pew ALL THE THINGS!!
Buff Buff all the things!
#131
Posté 01 août 2012 - 10:16
Rokayt wrote...
Sounds fun.... Perhaps they should be platinum only enhancements, however.....
All difficulties. Bronze especially. Actually TWO swords in Bronze!
#132
Posté 01 août 2012 - 10:19
#133
Posté 01 août 2012 - 10:23
Rickochet101 wrote...
Rokayt wrote...
Sounds fun.... Perhaps they should be platinum only enhancements, however.....
All difficulties. Bronze especially. Actually TWO swords in Bronze!
Lol. I actually kinda like the idea of making phantoms tougher.........
Ohh well, I guess its me being a nerf duck.
#134
Posté 01 août 2012 - 10:24
How do you like being magnet sync-killed?
Phantoms are extremely agile making all powers useless on top of having a barrier that renders them useless.
The most effective cloak that even I can barely see and I can nail a Hunter every time.
A melee that can stagger before being followed up by a Sync-kill.
The sync-kill itself.
They move like Drell on Adrenalin Mods making them hard to find in the heat of battle.
And a palm blaster that can silently snipe you from across the map.
They are most OP unit Cerberus has and you think they're UNDERPOWERED?
You seriously need to lay off the smokes man. They're already melting your brain.
#135
Posté 01 août 2012 - 10:29
They also need moving biotic shield, it's not fair that banshees can move while being invisible to biotics and grenades and phantoms can't with their pathetic health.
Oh and make them immune to stasis, reave and dark channel, maybe give them armour like pyros.
Modifié par Star fury, 01 août 2012 - 10:30 .
#136
Posté 01 août 2012 - 10:35
They got a shield that can stop many powerful attacks if they are pummeled plus you must be rather specific and tactical to deal with them. Take 3 Phantoms at once and you are in deep **** as they usually rush you if you try to take cover form their palm attacks.
And if you dare give them Shadow Strike for instant killing the moment they get LOS on you, I will hate you to hell and back. I mean seriously? Instant kill attack from across the map because they SEE me?? No thank you very ****ing much! They are already as dangerous as they can get.
You must've seriously played bronze day and night to call them UP. Try fighting them at Gold or Platinum and let's see if your argument remains 'valid' in your mind.
#137
Posté 01 août 2012 - 10:37
Not to 20 or so peopleDracian wrote...
Obvious troll is obvious.
#138
Posté 01 août 2012 - 10:38
#139
Posté 01 août 2012 - 10:39
#140
Posté 01 août 2012 - 10:39
kil_edward93 wrote...
#141
Posté 01 août 2012 - 10:43
kil_edward93 wrote...
This! lol
I want what hes having. Because on my neck of the woods, Phantoms are pretty op
#142
Posté 01 août 2012 - 10:44
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
whatever it is your smoking, i don't want any
#143
Posté 01 août 2012 - 10:45
#144
Posté 01 août 2012 - 10:49
Grumpy Old Wizard wrote...
Rickochet101 wrote...
Grumpy Old Wizard wrote...
Rickochet101 wrote...
Grumpy Old Wizard wrote...
Phantoms can make themselves immune to biotics. They should be able to make themselves immune to weapons. Sounds reasonable.Likewise with banshees.
And tech bursts. Explosions should only tickle them.
Yes, if you cast aspellpower or use a weapon on them when they have their magic barrier up it should heal them.
Yes! and here, my earlier idea got passed up by whiners.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 missiles.
Also this should go back to being invisible.
The phantom's bubble should also reflect melee damage back at the source the way Balistic Armor does. So if you falcon punch her with her bubble up you get to take a nap.
A sublime idea! You falcon punch a Phantom, and YOU'RE head explodes! BAhahaha! This would finally level the cheap, raw power of the Batarian Falcon Punch.
The Drell could use this to his advantage. Biotic punch, not that much damage, and you fly backwards, escaping the Phantom. If that isn't balance, I don't know what is.
#145
Posté 01 août 2012 - 10:49

I cannot comprehend some people on the multiplayer forums...
Modifié par Conniving_Eagle, 01 août 2012 - 10:49 .
#146
Posté 01 août 2012 - 10:54
ASmoothCriminalx wrote...
Not to 20 or so peopleDracian wrote...
Obvious troll is obvious.
Trolls on thread: 4-5
Non-Trolls/Whiners/complainers/people with no sense of humor: +100
Winner: Trolls! :happy:
#147
Posté 01 août 2012 - 11:01
Modifié par Rickochet101, 01 août 2012 - 11:02 .
#148
Posté 01 août 2012 - 11:07
killing them is not too difficult even without GPSLord_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.
DON'T YOU DARE TOUCH MY HEADSHOT BONUSThis 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.)
You think the insta-kill sword is underpowered? Even if you ignore the sword, they still got their insanely powerful handgun which is effective at any range.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.
they are well cloaked enough4. Make the Phantom's cloak better (have them on by default, similar to the geth hunter)
No. Stasis affects any non-armored unit, it should stay that way.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.
They are fine as they are. If game is too easy for you, change to a higher difficulty level. If you already solo Pt within 15' as a good start of the day, keep in mind that other players still want to have fun playing the game.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.
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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.
#149
Posté 01 août 2012 - 11:07
This has merit, but watching a Phantom do that to a Shadow might be too kinky, and my heart might explode. I can't allow this.Rickochet101 wrote...
Phantoms should also acquire a flying head scissors move when closing in, similar to a wrestling move or the one Black Widow does in the Avengers movie. This could take the player down in one move, straight into an incap. It would also be highly awesome to watch this happen to a teammate. Because it's a phantom.
Wait, I have changed my mind.
#150
Posté 01 août 2012 - 11:09





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