Phantom Doctrine (Tactical Cold War Espionage)
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0wen




Posts: 3566

PostPosted: Wed, 15th Aug 2018 04:32    Post subject:
The Devs are doing a 24 hour stream on Twitch if you want to ask them questions.

https://www.twitch.tv/goodshepherdentertainment
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DCB




Posts: 5410

PostPosted: Wed, 15th Aug 2018 07:07    Post subject:
scaramonga wrote:
https://www.pcgamer.com/phantom-doctrine-review/

Sounds pretty much like what I expected from the preview videos. A great idea held back by a tiny budget and indie developer. Certainly worth an isodemo at least, and maybe they'll patch in some improvements down the road.
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prudislav
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PostPosted: Wed, 15th Aug 2018 08:05    Post subject:
seems like the usual totally random allover the place reiew split


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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Wed, 15th Aug 2018 09:00    Post subject:
I completed the first mission - kind of like it so far.


Lutzifer wrote:
and yes, mine is only average
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monk3ybusin3ss




Posts: 11155

PostPosted: Wed, 15th Aug 2018 09:28    Post subject:
I loved Hard West. Is it similar?
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Wed, 15th Aug 2018 12:46    Post subject:
Looks like some reviewers did not played game at all, because combat is badly flawed.
Enemies can shoot at you thru walls (which means they can see you, while you can't).
Sometimes enemy decide to shoot at you even if you are stealthed. This absolutely ruins game experience and currently not worth playing it.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Wed, 15th Aug 2018 12:47    Post subject:
soo it's practically the same as Hard West? Laughing


Lutzifer wrote:
and yes, mine is only average
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xGAME007




Posts: 2134
Location: Croatia
PostPosted: Wed, 15th Aug 2018 13:13    Post subject:
Argh, this game's AI has all the cheats you can imagine; wallhack, aimbot, teleport... you name it.
How the fuck did this game got such a big scores on reviews? This is one of the best examples on how the review sites are flawed with paid reviews. There is just no way that this game in it's current state deserves more than 4 / 10. The levels and atmosphere are really good, but damn AI is completely destroying the game so far. So as @spajdr said, do not buy it for now.


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monk3ybusin3ss




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PostPosted: Wed, 15th Aug 2018 13:53    Post subject:
Well, then it certainly does sounds like Hard West. Embarassed
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raven_g20




Posts: 1282
Location: Greece
PostPosted: Wed, 15th Aug 2018 15:20    Post subject:
I am actually enjoying this game. Granted AI behavior is strange with all the crazy aiming through obstacles which defies any laws of physics, unless you are weariong the infinity gauntlet, but all in all it's quite enjoyable. Mecahnics are nice, customization options as well for almost everything and although I haven't played many missions yet I like how you can explore and mess around without having the story line force itself on you gameplay.

I really like the
 Spoiler:
 


It's a fun game to pass the time and given the fact that upcoming triple A (supposedly) games will have the uncrackable denuvo, this will be something to pass the time.

7/10 for me.


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DCB




Posts: 5410

PostPosted: Wed, 15th Aug 2018 17:02    Post subject:
I thought I'd try the KGB starting background seeing as all the videos I'd seen were CIA. It's cool that all the dialogue is in Russian, but I wouldn't recommend it for a first playthrough given it's easy to miss sections of the ambient dialogue because you are focused on something else and didn't see the subtitles.
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Ishkur123




Posts: 2850

PostPosted: Wed, 15th Aug 2018 23:11    Post subject:
@xGAME007 i totally agree with you, wtf. I really love the games premise and until the first fight, it felt polished and cool.

Enemies are spotting, shooting and hitting over the entire map. This feels like a missed copy protection trigger. Reading the steam reviews, this seems to be the worst gripe. Hope they address that.
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xGAME007




Posts: 2134
Location: Croatia
PostPosted: Wed, 15th Aug 2018 23:40    Post subject:
I hope that too. If they manage to fix the AI then this will be one little gem of a game, but until that happens its nothing else but frustration.


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0wen




Posts: 3566

PostPosted: Thu, 16th Aug 2018 00:25    Post subject:
Ishkur123 wrote:
@xGAME007 i totally agree with you, wtf. I really love the games premise and until the first fight, it felt polished and cool.

Enemies are spotting, shooting and hitting over the entire map. This feels like a missed copy protection trigger. Reading the steam reviews, this seems to be the worst gripe. Hope they address that.


During the Dev stream last night they mentioned that some of what looks like wall hacks is because the square you are standing on and the few immediately around you are all targetable due to the way the action animations take place. But this is a common complaint so it seems that they will be forced to change it as even they said it was not clear to the players as to why you are getting hit at times during the stream.
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r3dshift




Posts: 2833

PostPosted: Thu, 16th Aug 2018 00:49    Post subject:
Another example of why PBTs should be brought back as common practice.


Frant wrote:
Shitass games are ruining piracy.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Thu, 16th Aug 2018 09:25    Post subject:
I've completed the tutorial, 1 story and 2 random missions, have yet to enter combat Laughing


Lutzifer wrote:
and yes, mine is only average
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Immunity




Posts: 5632

PostPosted: Thu, 16th Aug 2018 09:57    Post subject:
StrEagle wrote:
I've completed the tutorial, 1 story and 2 random missions, have yet to enter combat Laughing


I'm midway through chapter 2 on medium difficulty, and the way the game is structured, combat is simply unfeasible in most circumstances. As soon as you break stealth, you've got two, maybe three rounds until unlimited reinforcements start pouring in - sometimes they will literally spawn a whole squad of guys right next to you if you have the misfortune of being in the wrong spot on the map.

I love not having to worry about hit chance and misfires (that shit was dumb as hell in X-COM) , but I hate that firing on an enemy pretty much all but guarantees the character that fired will be torn to shreds on the next turn if he didn't kill who he shot at or there is more than one guy. Fairly torn on the whole "awareness deals damage, but is also critical in mitigating it" system.

Thus-far, I've found pure stealth to yield the least amount of headaches. Always invest in the Actor perk if you have the chance, and always scout out the area before the assault if possible. Having two disguised agents that can move freely among the area with suppressed weapons pretty much guarantees an easy victory.


I can never be free, because the shackles I wear can't be touched or be seen.
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prudislav
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PostPosted: Thu, 16th Aug 2018 10:08    Post subject:
Immunity wrote:
I'm midway through chapter 2 on medium difficulty, and the way the game is structured, combat is simply unfeasible in most circumstances. As soon as you break stealth, you've got two, maybe three rounds until unlimited reinforcements start pouring in - sometimes they will literally spawn a whole squad of guys right next to you if you have the misfortune of being in the wrong spot on the map.

I love not having to worry about hit chance and misfires (that shit was dumb as hell in X-COM) , but I hate that firing on an enemy pretty much all but guarantees the character that fired will be torn to shreds on the next turn if he didn't kill who he shot at or there is more than one guy. Fairly torn on the whole "awareness deals damage, but is also critical in mitigating it" system.

nice to see they went different route than xcom (its spies versus soldiers) ... this sounds more like what fits the theme about spies aka when you are seen you are fucked. Explains why i read that the awareness system seems is much more important than stuff like cover ajnd similar that are important in xcom


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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Thu, 16th Aug 2018 11:42    Post subject:
About enemies hitting through (full) cover: I think this is by design, as the awareness skill/meter is what actually determines hit chances. But it just looks very strange, when your character is clearly behind cover and still gets targeted and even hit.

Game seems pretty good, but I started with KGB and don't really know wtf is going on or what I have to do, so gonna restart Very Happy


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Thu, 16th Aug 2018 11:43    Post subject:
Can anyone tell me how am i supposed to eliminate all enemies (such is the objective) when i can't eliminate them all silently? I can't takedown them all, i don't have a silencer and the reinforcements are infinite.

Also, i don't have if this is a bug or feature, but when i have two people in disguise one of them can move freely while the other acts as non-disguised. I thought it's maybe because the agent doesn't speak the language but neither does the guy who is indeed disguised.
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prudislav
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PostPosted: Thu, 16th Aug 2018 12:57    Post subject:
Il_Padrino wrote:
About enemies hitting through (full) cover: I think this is by design, as the awareness skill/meter is what actually determines hit chances. But it just looks very strange, when your character is clearly behind cover and still gets targeted and even hit.

yep thats what they said on steamformus, but they admited that the game does bad job in explaining it to the player.


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http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Thu, 16th Aug 2018 13:38    Post subject:
wawrzul wrote:
Can anyone tell me how am i supposed to eliminate all enemies (such is the objective) when i can't eliminate them all silently? I can't takedown them all, i don't have a silencer and the reinforcements are infinite.

Could be you have to wound them first so that their hp's are below your character's, and then you could try the takedown. Haven't tried it, but it makes sense if it'd work like this.


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Thu, 16th Aug 2018 13:43    Post subject:
to takedown someone, your agent has to have more HP than them

HP is used as a measure of strenght

also so far I see that you only have to kill enemy agents, not everyone

enemies are 3 types - civilians, police/military and agents

in elimination objectives you only need to kill agents

if you cannot dispose of them silently - prepare your escape in max 3 turns before you engage them

also after you down an enemy agent - if you stabilize them and then extract their body with you, you interrogate them for additional intel

and for disguise - you usually have only 1 available per mission, until you upgrade your HQ or special perk or something


Lutzifer wrote:
and yes, mine is only average
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DCB




Posts: 5410

PostPosted: Thu, 16th Aug 2018 15:04    Post subject:
StrEagle wrote:
if you cannot dispose of them silently - prepare your escape in max 3 turns before you engage them

For those type of missions I'd advise trying to get a silencer on a pistol and have someone sneak up behind them for a headshot. I can't remember I had a silencer at the beginning of the game, or if I found it as loot in the first mission.
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dethy




Posts: 3162
Location: Conclave of Shadows
PostPosted: Thu, 16th Aug 2018 16:17    Post subject:
Hmmm Patch 1.0.1
https://steamcommunity.com/games/559100/announcements/detail/1689300456280505216

Quote:
Phantom Doctrine v1.0.1 Patch Notes:

Fixed: placeholder lines in the Russian localization
Fixed: disposing of bodies of enemy agents (including story characters) no longer causes a crash
Fixed: minor corrections in other languages

Thank you for all your feedback and support! We're working on more improvements and fixes. We expect to have all other languages in order tomorrow. We're also working to explain the "shooting through walls" perception and offer alternative designs for it.

Please keep in touch on our Discord: discord.gg/cfg


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Immunity




Posts: 5632

PostPosted: Thu, 16th Aug 2018 19:54    Post subject:
Phantom.Doctrine.Update.v1.0.2-CODEX

Quote:

Update v1.0.2:
Fixed: replaced placeholder lines in the Chinese localization
Fixed: civilians run away properly, no longer blocking doorways
Fixed: the Distract skill should work properly in all cases
Fixed: occasional issues with autosave files in Ironman mode
Improvement: characters in full cover lean out/turn towards an attacking shooter


DCB wrote:
StrEagle wrote:
if you cannot dispose of them silently - prepare your escape in max 3 turns before you engage them

For those type of missions I'd advise trying to get a silencer on a pistol and have someone sneak up behind them for a headshot. I can't remember I had a silencer at the beginning of the game, or if I found it as loot in the first mission.


The problem is that having the silencer and the weapon is not enough. Your agent also has to posses the specialization for that weapon in order to mod it, which is kind of stupid. As if screwing on a silencer to the end of a barrel takes a course.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Ishkur123




Posts: 2850

PostPosted: Thu, 16th Aug 2018 20:50    Post subject:


The last sentence makes me hopeful.
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DCB




Posts: 5410

PostPosted: Thu, 16th Aug 2018 21:27    Post subject:
Immunity wrote:
The problem is that having the silencer and the weapon is not enough. Your agent also has to posses the specialization for that weapon in order to mod it, which is kind of stupid. As if screwing on a silencer to the end of a barrel takes a course.

Heh yeah I had that problem earlier. I was doing a side mission and wanted the agent with the disguise to have a silenced pistol, only to find out that the only available agent that could actually use a silenced pistol was on the other side of Russia.
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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Fri, 17th Aug 2018 07:50    Post subject:
Il_Padrino wrote:
wawrzul wrote:
Can anyone tell me how am i supposed to eliminate all enemies (such is the objective) when i can't eliminate them all silently? I can't takedown them all, i don't have a silencer and the reinforcements are infinite.

Could be you have to wound them first so that their hp's are below your character's, and then you could try the takedown. Haven't tried it, but it makes sense if it'd work like this.

Yeah, that's exactly how it works but that also means an alarm.

As for taking down agents - if he has more HP than all your agents you are fucked from what i saw. There is no way i can takedown or kill with a silenced gun an agent who has 110 HP and full awareness. My agent's silenced pistol headshot from close range (not 1 tile as it alerts the enemy agents) only grazed for like 3 HP.
I can swallow the takedown HP-strength measure but not to be able to kill an agent with a silenced gun's headshot? That's just stupid.
In some missions enemy agents are secluded and close to evac point which makes eliminating them easy, but it rarely is so.

DCB wrote:
Immunity wrote:
The problem is that having the silencer and the weapon is not enough. Your agent also has to posses the specialization for that weapon in order to mod it, which is kind of stupid. As if screwing on a silencer to the end of a barrel takes a course.

Heh yeah I had that problem earlier. I was doing a side mission and wanted the agent with the disguise to have a silenced pistol, only to find out that the only available agent that could actually use a silenced pistol was on the other side of Russia.

I was lucky and got the silencer on the Pakistan mission (i started the game a few times already). I guess you could scum-restart the game to get it in the first mission. Then suddenly the silencers drop from the sky (i mean they fairly often appear as loot).
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DCB




Posts: 5410

PostPosted: Fri, 17th Aug 2018 07:55    Post subject:
Yeah the problem isn't the silencer itself. As Immunity said, only an agent with a pistol proficiency (Urban Tactics?) can actually use a silenced pistol. If you give a pistol with a silencer to someone without pistol proficiency, the silencer will be removed.
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