is phantom ever worth it?

RadmanRadman Join Date: 2013-04-05 Member: 184656Members
I would say right now, cara regen adren and celerity are fairly balanced with each other. I can see situations where Id prefer either one.

But aura vs. Phantom is so one-sided imo. Being able to see the marines around the corner defeats the biggest benefit of invis, scouting, and the biggest benefit of silence, not getting baited/ambushed by marines who know you're there.

You could argue that silence helps you create better ambushes, but imo aura even does that better.

Is phantom ever useful?

Comments

  • BalmarkBalmark Join Date: 2002-11-01 Member: 3476Members, Constellation, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Shadow
    edited July 2013
    I think they're evenly balanced..

    I prefer Phantom personally, but Aura gives the team benifit of seeing your auras on the map too

    Sometimes I just want a marine to run past me .. eg. I want him to go a distance away so I can start munching an extractor and get him to run all the way back ;) .. or I'm a gorge wanting to either bilebomb a marine base when marines all leave or drop a tunnel in a strange location ;) .. Phantom has more uses than just ambushing ;)

    Also .. silence is my favourite ability :P .. you can leap run into a room and marines get no warnings about a skulk arriving at full speed .. this type of strike works well imho.. you can turn a group of marines
  • casan0vaxcasan0vax Cloverfield, USA Join Date: 2012-11-04 Member: 166663Members, WC 2013 - Shadow
    For Onos and Gorge I prefer Phantom. Don't really need aura when you're a gorge, and for Onos, well, I just prefer to be silent/invisible around a corner.

    I use Aura for speedy lifeforms that can effectively ambush quickly, pick off the weak marines, and bail out, A.K.A., Skulk/Lerk/Fade.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited July 2013
    For higher lifeforms I think aura is more useful than phantom because you can avoid traps and spot the weaker marines to take out first. Early game though, for a skulk pack (and assuming you're communicating), you could have just one skulk go aura while the rest goes phantom.
  • RadmanRadman Join Date: 2013-04-05 Member: 184656Members
    casan0vax wrote: »
    Don't really need aura when you're a gorge

    Really? when i play marine, i make sure to stay out of sight until im close enough to the gorge that it cant just bellyslide away. In that situation, aura would tell the gorge that the marine is right around the corner.

    also, bilebomb has splash so you can hit marines around corners. Its really helpful to see exactly where the marines are so you can chip away at their health as you retreat, or just to get in whatever damage you can to their base before you know you have to retreat.

    Aura is probably most useful on gorge for me, right after skulk.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    I still find it useful in early games over aura. Marines are just trying to get established and have to split their attention from skulks and building rts. You can use the (somewhat) cloak to hide and silence to move in and get the kills. As you move into the mid game switch to aura for higher lifeforms to spot the marines to not trap yourselves and pick off stragglers.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    I prefer phantom for the silence it gives skulks. But lerk/fade I prefer aura as it makes it easy to avoid entering an ambush and also makes for easy pickings when you target those with low health.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    edited July 2013
    Yes, aura is a powerful upgrade, but you don't actually need it. Often you could also just hear the marines or you just know where they are via scouting / map awareness. The health bar is nice of course, but it's still possible to focus marines with out.

    Silence Fade shouldn't be underestimated, because as marine you often keep track of aliens via sound.

    If you manage to approach from behind, you often get atleast 1 free hit, because they usually are not aware of you at first (especially when they're in combat).
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited July 2013
    Once your comm has researched teamwork your skulks gain the ability to coordinate and move in groups one spotting via aura and the others fighting and ambushing with silence and invis. Srsly tho silence is pretty damn good on skulks.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    matters really on your playstyle or lifeform really.
    Lerks and fades are generally the best for aura, and maybe onos because. .you can't really make something that huge go invis and the rumble can't be silenced..
    But skulks and gorges? most cases you're likely to use phantom, especialy if you want to sneak into the enemy base and perform sneak attacks
    It's situational, adapt to the situation, and you win. :>
  • LokeLoke Join Date: 2003-02-25 Member: 13988Members
    Early Skulk with Phantom is Godlike imo.
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    casan0vax wrote: »
    Onos, well, I just prefer to be silent/invisible around a corner.
    Uh, you can do either with onos. Screen shake gives away your position as much as sound does and since you don't go fully inivs with camo, it would be pretty hard to hide as an onos... onos sized refraction is pretty obvious.
  • kk20kk20 Join Date: 2012-10-30 Member: 164592Members
    Dont like new carapace and regen doesnt regen fast enough. Aura and phantom have their uses and are a much better upgrade.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    matters on what map, where you are playing, and how you play @loke
    Phantom is much more forgiving for the early skelks
  • NthaoNthao Join Date: 2013-07-22 Member: 186278Members
    AuroN2 wrote: »
    matters on what map, where you are playing, and how you play @loke
    Phantom is much more forgiving for the early skelks

    I feel like I've done nothing but quote people all day =/. Well when I read a post and agree, All i can do is quote and add a bit more I suppose. Like this guy says ^^^^^ If the maps are small and tight (Nanogrid,Departures) then you'd want to be able to get close without getting caught. While if the maps are large (Tram/Summit) you'd either want to be able to get around faster or take more bullets while you jump through the hallways (Don't Jump through hallways, it usually ends in the 4 legged creature screaming in agony).
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