Phantom:
- emp is nice and indeed makes phantom more of a teamplayer
- the 6sec cooldown activation cost is very harsh though
- the majority of the time phantom uses the armor the way it was before - not as an emp
- it is no longer possible to harass opponents by repeeking corners with activates armor
- it is no longer possible to safely traverse potential danger zones by activating armor - all clear? - deactivate armor to preserve cooldown
- emp is nice but a niche use, and the cooldown nerf is too big to maintain his viability, on pubs even
Proposed change:
- separate the EMP from the armor/cloak a bit
- either by allowing armor activation as before vs. armor plus emp plus 6sec cooldown (stealth mode vs infiltrator mode)
- or by allowing cloak only (no armor, but getting hit doesnt deplete cloak duration) vs cloak+armor+emp as is now
the little things:
- 2nd gen cards are great, really good job on those
- arsenal crate is great, really like the variety of rewards (maybe add some unique trinkets that start showing up at 10, 20, 50, 100, 150, 200 levels and have a small chance to drop from then onwards - once only. this would be esp. nice when you drop public display of lvl
few bugs that keep bugging me:
- people disappearing from scoreboard at SW halfpoint
- hp’s station aura remains after being destroyed
- loading the map a bit too late forces you sometimes to watch the 20sec obj introduction even though you can already move around with the merc
- mg mounting/unmounting is still really clunky
- sw obj presentation flipping sides midway through presentation