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Balance the Phantoms!


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#76
Inabstract

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Ashen Earth wrote...

100RenegadePoints wrote...

Ashen Earth wrote...

A Raging God wrote...

As much as i hate phantoms and all of their bull****, they are the only enemy that pose a threat on cerberus.


People underestimate the Nemesis and the Atlas too often.

If you're playing a character with low health like a Geth Engineer/Infiltrator, a Nemesis will ruin your day if you're caught in the open. Atlases are no better with their ridiculous homing rockets. Centurions, Phantoms, and Combat Engineers will camp in cover until your shields are dropped and you are stunned by an Atlas rocket to gun you down before you can even recover.


I hate the Nemesis, she is not only dangerous for GE/GI, but also for every vanguard. Imagine you charge into a group of Troopers + Centurion and just after the charge the Nemesis shoots you and takes away your shields. So you stand naked before a bunch of enemies with burst fire... usually this results in ops pack use or just going down + medigel


Also this. I played a Claymore Novaguard with half blast earlier today, and it never failed: every time I would charge, a Nemesis that everyone else wanted to ignore would snipe me from across the map. So I couldn't Nova cancel for invincibility frames

And if I so much thought about using an ops pack, another Nemesis or Atlas would just health gate me anyway since shield gate has a cooldown.

This is why I stated Phantoms aren't the only threat, just the hardest enemy in general. Nemesis have set me out for traps and Atlas' have kept me at bay. (at times)

The faction as a whole is a threat, but i'd like to see the Phantoms regular standards of taking out entire teams reduced.

#77
MaxShine

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Arppis wrote...

Air Quotes wrote...

They DON'T NEED to flip or use barrier hand. All they have to do is move to gain 80-90% damage reduction. And that is so BS it's not even funny.


You know... THAT is BS.


This is not really BS. Do not get me wrong, I like the phantoms to stay as they are because I think it is fun to fight phanoms. But there is an issue with the damage they take when they move, especially the damage taken from some shotguns or from the Talon. Some people say that is due to 'unlucky' pellet spread, but it has not been clarified completely. I noticed when I hit them with the Cerberus Harrier (or Reegar) when they move the damage seems to be ok.

#78
Medicate

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Phantoms are kinda easy. only if you face 3 or 4 of them they are dagerous.
once you know how they jump you shot where they arrive after their flips and get a few headshots when they don't get that damage reduction... and see, they are dead.
the turrents are a much harder problem. they instantly kill everything they see. only the kroguard can tank one with the right timing, this is insane. especially when there are 2-3 turrents in a small area there is no way out

#79
Cyonan

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Inabstract wrote...
I understand the tactics in dealing with Phantoms. It's just simply the incredible feats they can do.

Yes the Atlas' attack patterns are predictable, but at times the Phantom is within this attack pattern and it has already locked onto you. This gives her time to run away like the non-ninja she is, what you stated though is true. Phantoms can be brought down easily with Stasis.

Killing multiple Phantoms take in your weapon of choice, with your consistency of shots. All that means is something like a SR on an Adept or any weapon that doesn't put out enough DPS will fail and Stasis will be reduced to nothing. The best way to go (if soloing) is running around the map at least trying to take them out one by one as you've stated. Focus-firing with a group is relatively easy, unless they spawn behind you (bad luck).

All I ask for is her DR and speed get reduced by at least a bit. To some forum posters, they're the only real threat but you can't count out an entire enemy faction. It's like saying Marauder Shields is just their to annoy you.

Anyways, your points are very valid, but Stasis in general can't solve an entire enemies abilities to do crazy stunts (usually because not everyone wants to be an AA or AV).


Well, we're in agreement about Phantoms being able to do rather ridiculous stuff, it's mostly the rest of the faction.

If the Phantom loses some of her lethality, who is there to pick up the slack?

I am not against a Phantom nerf, but something else on Cerberus needs the ability to finish off targets as effectively as the Hunter/Pyro/Ravager/Marauder can.

Centurion would be the ideal candidate, but he'd need a damage boost to be at the level of the Marauder.

#80
jordie3000

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While I am often quite annoyed with all her flippy talk-to-the-hand bs, I do enjoy slapping her with a Reave or Dark Channel and just listening to the sweet, sweet sounds of her crying first her barrier and then her life away. Those squeals are music to my dang ears. Keep her a little pinned down and she's dead in almost no time.

But yeah, on pretty much any other character I hate her with the fiery passion of a thousand suns (on a Fury, Drell, or Justicar it's only 500). That effing palm cannon can blow me (and sadly does, in two shots sometimes (and not in the nice way)).

#81
Kirrahe Airlines CEO

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I think Phantoms are the toughest unit in the entire Cerberus faction. That's why they're the last to spawn when on Gold and lower. Taking on four of them at once is a nightmare. Especially four handcannons firing 4 shots at the same time. Ugh, nightmare stuff. Hitting her with reave or dark channel is so funny cause with that damned bubble of hers she can practically avoid all powers except those two and stasis. I soooo want to cast a dominate on her if a character with that power makes it into multiplayer in the next dlc or two. Seeing her shred her own comrades would be so satisfying and they can feel our pain.

#82
nanotm

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you should just use a regar, its got a higher rate of fire insta kills phantoms (i have as lvl 1 regar carbine on gold solo'd the phantom pop since it multi arcs wiht the lvl 3 clip and lvl 1 barrel mods and a shotgun rail amp lvl 1 equuipped) on an n7shadow, what i really hate though is that i kept pressing the ss button missing the creatures and being fast enough to shotgun them :) of course on that toon the regar is horible since its so frigin heavy recharge speed is a complete nightmare for power usage>>>

#83
Imp of the Perverse

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I read a thread about a female quarian infiltrator melee build a while back, and it's been working really well for phantoms. Apparently the FQI heavy melee is treated as tech damage, so sabotage's rank 6 tech damage boost gives a 50% melee damage bonus. Cloak -> sabotage -> heavy melee will kill a gold phantom (with juggernaut shield, level 3 strength amp, and shotgun blade mod) and any other cerberus unit apart from atlases.

Modifié par Imp of the Perverse, 23 septembre 2012 - 09:31 .


#84
perera74

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Phantoms are fine. Seriously, I got insta'd last night when we were running for the squad goal, nearly cost us the wave.

Was my own fault though, too busy concentrating on what was in front of me and the girl snuck up behind me. Clever.

I swear some people want their backsides and as well as their noses wiped for them in this game. If Phantoms were nerfed, Cerberus really wouldn't be worth playing.

#85
Fjortis

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perera74 wrote...

Phantoms are fine. Seriously, I got insta'd last night when we were running for the squad goal, nearly cost us the wave.

Was my own fault though, too busy concentrating on what was in front of me and the girl snuck up behind me. Clever.

I swear some people want their backsides and as well as their noses wiped for them in this game. If Phantoms were nerfed, Cerberus really wouldn't be worth playing.


Pretty much this.

There are so many counters to fighting Phantoms you really should never be caught off guard. Sure, they're tough and the palm cannon can be completely ridiculous, but it's what makes playing Cerberus fun and challenging. If you want to have something balanced, balance the enemies that are actually broken. Like the Geth Hunter shooting you while staggered or Rocket Troopers firing two rockets at once. The only bug I ever see with Phantoms is the occasional Stasis immunity. 

#86
Bail_Darilar

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Phantoms are the easiest enemies if your any engineer that can throw out a drone or turret, they essentially distract the phantom whilst you pummel it making it simple, especially if they have flamethrowing abilities. Best guns to take out phantoms, stagger them so I'm talking about the Falcon and the the Geth Plasma amongst others.

#87
scot15

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Imp of the Perverse wrote...

I read a thread about a female quarian infiltrator melee build a while back, and it's been working really well for phantoms. Apparently the FQI heavy melee is treated as tech damage, so sabotage's rank 6 tech damage boost gives a 50% melee damage bonus. Cloak -> sabotage -> heavy melee will kill a gold phantom (with juggernaut shield, level 3 strength amp, and shotgun blade mod) and any other cerberus unit apart from atlases.


I've tried this and it's fun when it works but I find a lot of the time she won't stand still long enough to get hit due to her moving or dodging about because someone else is shooting at her (mebbe I just need more practice). So I mostly kill 'em the old fashioned way and just do the heavy melee as the occasional party piece when I am 100% sure I can get away with it. Cloaking and sneaking up on Nemesisisis however, is much easier and never gets old.
While Phantoms are too powerful compared to their allies (except turrets, they need "balancing" also). Cerberus would be darn dull without them and the rest of their units would need amping up a bit if you balanced them down.

PS: Ah yes "balance"...

#88
Bail_Darilar

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stujh wrote...

Imp of the Perverse wrote...

I read a thread about a female quarian infiltrator melee build a while back, and it's been working really well for phantoms. Apparently the FQI heavy melee is treated as tech damage, so sabotage's rank 6 tech damage boost gives a 50% melee damage bonus. Cloak -> sabotage -> heavy melee will kill a gold phantom (with juggernaut shield, level 3 strength amp, and shotgun blade mod) and any other cerberus unit apart from atlases.


I've tried this and it's fun when it works but I find a lot of the time she won't stand still long enough to get hit due to her moving or dodging about because someone else is shooting at her (mebbe I just need more practice). So I mostly kill 'em the old fashioned way and just do the heavy melee as the occasional party piece when I am 100% sure I can get away with it. Cloaking and sneaking up on Nemesisisis however, is much easier and never gets old.
While Phantoms are too powerful compared to their allies (except turrets, they need "balancing" also). Cerberus would be darn dull without them and the rest of their units would need amping up a bit if you balanced them down.

PS: Ah yes "balance"...


If you can get a lock-on then strong melee you should have no problems.

#89
ZoM_Head

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stujh wrote...

Imp of the Perverse wrote...

I read a thread about a female quarian infiltrator melee build a while back, and it's been working really well for phantoms. Apparently the FQI heavy melee is treated as tech damage, so sabotage's rank 6 tech damage boost gives a 50% melee damage bonus. Cloak -> sabotage -> heavy melee will kill a gold phantom (with juggernaut shield, level 3 strength amp, and shotgun blade mod) and any other cerberus unit apart from atlases.


I've tried this and it's fun when it works but I find a lot of the time she won't stand still long enough to get hit due to her moving or dodging about because someone else is shooting at her (mebbe I just need more practice). So I mostly kill 'em the old fashioned way and just do the heavy melee as the occasional party piece when I am 100% sure I can get away with it. Cloaking and sneaking up on Nemesisisis however, is much easier and never gets old.
While Phantoms are too powerful compared to their allies (except turrets, they need "balancing" also). Cerberus would be darn dull without them and the rest of their units would need amping up a bit if you balanced them down.

PS: Ah yes "balance"...

 

Play Cerberus on Gold and see how many Phantoms spawn at any given time, you do not face just one like on Bronze, and no not the famous Fire Base White either.

I'd rather have 10 Atlases try to sandwich me in a spot, than 1 single Phantom.

Palm Blaster from across the map, which takes you out so fast it is silly.

Close range, one "light" melee to remove you'r shields and some health, by the time you recover from being stunned, she insta-kills you.

So basically, at any range they are deadly. Only real effective way to handle them is with stasis, but even then their bubble comes into play.

Modifié par ZoM_Head, 23 septembre 2012 - 10:19 .


#90
kingvenom41392

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 i was hosting as a nova guard on gold and i dashed past the phantom to another enemy with my charge while the enemy was well past her my guy froze a little past her then fell dead on the ground and it said i was insta killed by a phantom that **** swatted me mid air and i thought it was epic

#91
jinx_60

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Nearly every class/character has a power that used properly will make fighting phantoms fairly easy. Proximity mine, grenades, warp, throw, reave, dark channel, stasis, drones, turrets, flamer....this list goes on and on. All you need to do is use a projectile power/weapon that makes her stop rushing you and put up her stupid shield. Then you or a team mate can focus fire and take her down.
The Scorpion/proximity mine combo is especially lethal to phantoms, as you can stagger/stun lock 4 phantoms at once.

#92
Guglio08

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JaimasOfRaxis wrote...

Excuse me for calling this enemy what it is: Cheese.

You just described this entire game. BioWare has no idea how to make enemies that are actually difficult without completely subverting the very concept of that enemy.

The Geth troopers use GPRs yet their's are super powerful as well as accurate. Assault Troopers and Cannibals throw grenades in impossible trajectories. Phantoms can melee the air then sync kill a player. Geth Primes shoot turrets through walls. Brutes swipe through walls, Banshee magnet grabs, etc etc...

There is not a single enemy in this game that actual behaves the way its supposed to. And that's the problem. I will give them credit for being brilliant in hiding this though; when they nerf a weapon, everyone clamours to that aspect of the game, but the real problem is that the enemies are cheaters.

My favourite is when an Assault Trooper throws a grenade to my feet in a way that is literally impossible.

#93
Arppis

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100RenegadePoints wrote...

Arppis wrote...

Air Quotes wrote...

They DON'T NEED to flip or use barrier hand. All they have to do is move to gain 80-90% damage reduction. And that is so BS it's not even funny.


You know... THAT is BS.


This is not really BS. Do not get me wrong, I like the phantoms to stay as they are because I think it is fun to fight phanoms. But there is an issue with the damage they take when they move, especially the damage taken from some shotguns or from the Talon. Some people say that is due to 'unlucky' pellet spread, but it has not been clarified completely. I noticed when I hit them with the Cerberus Harrier (or Reegar) when they move the damage seems to be ok.


Good point... :mellow:

...but it's still BS! :lol:

#94
Lunaticsmith

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Their flip is a weakness, it is easily predictable move that and they after the flip they don't move immediately, a perfect time to hit them into head.

#95
Anarchy__

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They should make a new difficulty diamond, where you only the only enemy is Phantoms

#96
stysiaq

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I don't know if it's just me, but I think that I used to be able to stagger Phantoms with Batarian BB, but it doesn't work anymore... I stagger everyone else, Atlas included (although it only staggers once), but Phantoms just keep on running. I still have just minor problems with them, usually I use powers untill they raise their shields, headshot them a little, they do the flip & cloak and I finish them when they are hiding, but it still a lot of work for this 1.7k +- 500 points.

#97
Ronnie Blastoff

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huh? people are still complaining about phantoms? only problems i'm having are banshee magnet hands and geth. Ceberus is juicy.

#98
Anarchy__

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Ronnie Blastoff wrote...

huh? people are still complaining about phantoms? only problems i'm having are banshee magnet hands and geth. Ceberus is juicy.



Geth are impossible when you're surrounded, Pyros destory you in seconds while Hunters make escape impossible

#99
Arppis

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Ronnie Blastoff wrote...

huh? people are still complaining about phantoms? only problems i'm having are banshee magnet hands and geth. Ceberus is juicy.


Eventhou, I did just say that their 90% damage reduction is BS... Phantoms aren't that bad, as long as they don't do the "instakill without melee first"-thing.

And Geth suck, they don't have fun units, except Pyros. I love fighting vs Pyros.

#100
Medicate

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stysiaq wrote...

I don't know if it's just me, but I think that I used to be able to stagger Phantoms with Batarian BB, but it doesn't work anymore... I stagger everyone else, Atlas included (although it only staggers once), but Phantoms just keep on running. I still have just minor problems with them, usually I use powers untill they raise their shields, headshot them a little, they do the flip & cloak and I finish them when they are hiding, but it still a lot of work for this 1.7k +- 500 points.


yeah, i also saw that when i played the Batarian Solider a Round ago... crappy against Phantoms now.

i used BB, Heavy Meele combo to take them out then. 2x done and they are dead and somehow they don't attack me :D