Phantom Doctrine (Tactical Cold War Espionage)
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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Fri, 17th Aug 2018 08:07    Post subject:
DCB wrote:
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.

I am using a guy with that proficiency. The game clearly states that you can't use attachments without a proficiency with given weapon. Ex-NSA agents can use revolvers with a proficiency so i made him use one with a silencer. Still - can't one shot an agent. Any other enemy dies with a headshot.
EDIT: Enemy agents start the game with full awareness just like your agents. Therefore i don't see how it's possible to kill them with a silenced headshot.


Last edited by wawrzul on Fri, 17th Aug 2018 10:31; edited 1 time in total
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DCB




Posts: 5410

PostPosted: Fri, 17th Aug 2018 08:19    Post subject:
The crash on takedown bug hasn't been fixed. I just got one using 1.02.
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Fri, 17th Aug 2018 10:14    Post subject:
http://www.creativeforge.pl/cfg-blog/2018/8/17/the-phantom-wallhack


Lutzifer wrote:
and yes, mine is only average
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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Fri, 17th Aug 2018 10:28    Post subject:
DCB wrote:
The crash on takedown bug hasn't been fixed. I just got one using 1.02.

Is the target story related? A Beholder agent?
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Yuri




Posts: 11000

PostPosted: Fri, 17th Aug 2018 10:28    Post subject:
Worth playing for the story?



1 and 2 are still amazing.
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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Fri, 17th Aug 2018 11:48    Post subject:
DCB wrote:
The crash on takedown bug hasn't been fixed. I just got one using 1.02.

The crash mentioned occurred when you tried disposing of downed agents, had it myself.
I didn't have a crash yet when doing a takedown.

Game is really fun, now that I restarted and know better what to do. An original take on the XCOM formula, great atmosphere and the levels are actually fun.
I remember in XCOM, after a while the levels become more of a chore and you just want to get them over with (at least with me Very Happy ).
In this game, there are no timers forcing your moves and having to make every turn count. Instead you can take your time to dispose the bodies and explore each level.

Once I realised that turns don't matter much and you can take things (very) slowly, it becomes really fun to walk around with a disguise. Not sure if it's going to be like this for the entire game, but so far, I like this relaxing approach Smile

Combat is very hard because of the fast back-up, but it should also be easy to avoid, unless there's a very strong agent on the level that you can't take down silently. But you can still avoid them easily and keep them for last.
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DCB




Posts: 5410

PostPosted: Fri, 17th Aug 2018 11:57    Post subject:
Il_Padrino wrote:
Once I realised that turns don't matter much and you can take things (very) slowly, it becomes really fun to walk around with a disguise. Not sure if it's going to be like this for the entire game, but so far, I like this relaxing approach Smile

There are some missions that are straight combat. I don't know what the CIA side is like, but the KGB has one as the 3rd(?) story mission.

Il_Padrino wrote:
The crash mentioned occurred when you tried disposing of downed agents, had it myself.

Ah, my mistake. Must have been unrelated then. I never actually got a crash with disposing of bodies in v1.0.
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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Fri, 17th Aug 2018 12:08    Post subject:
Yeah, I had it with the CIA side, when you go to the morgue. There's an agent in a fixed location, so you have no choice to take him down (which works). But disposing him would lock up the game each time.
As long as enemies don't roam the level, it's no biggie to let bodies be (I think only agents start roaming when a guard is gone missing, which could actually be a good tactic to get the agent away from his comfort zone to get rid of him more easily).


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: Fri, 17th Aug 2018 12:45    Post subject:
DCB wrote:
Il_Padrino wrote:
Once I realised that turns don't matter much and you can take things (very) slowly, it becomes really fun to walk around with a disguise. Not sure if it's going to be like this for the entire game, but so far, I like this relaxing approach Smile

There are some missions that are straight combat. I don't know what the CIA side is like, but the KGB has one as the 3rd(?) story mission.

Il_Padrino wrote:
The crash mentioned occurred when you tried disposing of downed agents, had it myself.

Ah, my mistake. Must have been unrelated then. I never actually got a crash with disposing of bodies in v1.0.

It happens when you try to "utilize" (dispose of)
 Spoiler:
 
early on in the game. So it means story-related agents who aren't supposed to be interrogated. According to the patch notes it is fixed.

EDIT: Ninja'd by The Godfather.
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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Fri, 17th Aug 2018 15:29    Post subject:
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Immunity




Posts: 5632

PostPosted: Fri, 17th Aug 2018 15:35    Post subject:
Also, if anyone hasn't realized this -

When you're attacking a "Beholder Cell" (diamond on the map), make sure to keep in mind that if you trigger an alarm, the reinforcements summoned will be ADDED to the combatants you need to kill in order to have mission success. Theoretically, this could lead to never being able to finish the mission, IF they keep getting summoned faster than you can take them down. This is a very stupid mechanic - only the original ones present on the map ought to be a requirement.

And in case anyone didn't know how the enemy A-10 airstrike works. On medium difficulty, it's 5 turns until it ARRIVES, then a further 2 turns until it's able to start shooting. When it shoots, it will dynamically change its target to one person that is outside - and follow them until they duck into a building, at which point it will switch to anyone else that happens to be outside. It really is a lot less of a big deal than I thought it was going to be.

And a third point of contention (I blew a lot of money on this before I realized what was going on). The "Brainwashing" action via MK Ultra does NOT turn an enemy agent - you get those options later on in the story. Early on, when you first get MK Ultra, your best bet is to simply interrogate and then execute. You don't want to "hoard" captured enemy agents, as they seem to count against your agent pool total limit.


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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DCB




Posts: 5410

PostPosted: Fri, 17th Aug 2018 16:10    Post subject:
Immunity wrote:
You don't want to "hoard" captured enemy agents, as they seem to count against your agent pool total limit.

I think they also add something like +5 danger for each one while still alive.
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ixigia
[Moderator] Consigliere



Posts: 65128
Location: Italy
PostPosted: Sat, 18th Aug 2018 04:37    Post subject:
The game is an interesting take on the genre, a rendition of the era without over-the-top directions (sort of, it is an acceptable compromise though Razz) and where the design doesn't pursue the Leeroy Jenkins-like style. There is also enough depth to be entertained when not in combat which is always pleasant.

Having said that, whoever thought that the current mental superhuman AI's line of sight was a good idea deserves an honorary award from the Nosc0pe Aimbot Academy xD
I practically agree with all the criticism raised in the thread, glad to know that they're working on it though. There are awkward moments where Max Zorin seems to have the upper hand, but with some proper tweaks, improved stealthy panthering mechanics and the necessary (serious) balancing the phantom could turn into a superspy...maybe!
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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Sat, 18th Aug 2018 07:31    Post subject:
Immunity wrote:
Also, if anyone hasn't realized this -

When you're attacking a "Beholder Cell" (diamond on the map), make sure to keep in mind that if you trigger an alarm, the reinforcements summoned will be ADDED to the combatants you need to kill in order to have mission success. Theoretically, this could lead to never being able to finish the mission, IF they keep getting summoned faster than you can take them down. This is a very stupid mechanic - only the original ones present on the map ought to be a requirement.

Yeah, that's why i was pissed that you can't headshot an agent with a silenced gun (max awareness) or do a takedown (too much hp). Yesterday i managed to roll a scenario where while taking down a beholder cell the enemy agents had less hp than my main guy. Thank god for the more max hp perk. But that's all you can do, load/save until the map is favorable. Otherwise the neverending reinforcements arrive and are added to the list of enemies you must take out. It's kinda stupid that you have to takedown even cops to achieve the objective. They could be in a beholder cell technically but it just looks like a faulty mechanic.
I recently trained a guy to be able to use a big revolver (kinda like Colt Anaconda) which has 117 headshot damage and can be silenced. Still, if an enemy agent has full awareness i don't think it will work - it will probably only graze him.
Also thanks for the info on the airstrike, that's good to know.
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Immunity




Posts: 5632

PostPosted: Sat, 18th Aug 2018 08:01    Post subject:
wawrzul wrote:

I recently trained a guy to be able to use a big revolver (kinda like Colt Anaconda) which has 117 headshot damage and can be silenced. Still, if an enemy agent has full awareness i don't think it will work - it will probably only graze him.
Also thanks for the info on the airstrike, that's good to know.


It's a huge fucking crap shoot when it comes to enemy Agents and that magical awareness. Sometimes the off map sniper support will do a full 100 damage to an Agent that's unaltered and has his back to the window, other times that same shot will deplete his awareness by half and "graze" him for 4 damage. It's literally a 50-50 chance and more or less requires save scumming.

Also keep in mind quite a few of the "genetic modifications" add HP - though be wary of the cost, as some of them decrease movement by quite a bit - and you can't undo them. You'll unlock em as you progress through the story and complete secret file investigations. They're cheap (something like $200 a pop) and only take 3 hours to upgrade your agent. Definitely worth it for your "disguise" actor agents. My main guy's up to 130hp now.

 Spoiler:
 


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


Last edited by Immunity on Sat, 18th Aug 2018 09:47; edited 1 time in total
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Yuri




Posts: 11000

PostPosted: Sat, 18th Aug 2018 08:11    Post subject:
Yuri wrote:
Worth playing for the story?

Gaise pls Exclamation



1 and 2 are still amazing.
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Immunity




Posts: 5632

PostPosted: Sat, 18th Aug 2018 09:50    Post subject:
Yuri wrote:
Yuri wrote:
Worth playing for the story?

Gaise pls Exclamation


The story? In a spy game? They all boil down to the same thing, whether it's this one or 1996's Spycraft: The Great Game - trust no one. Everyone is a double double reverse double agent! But, do they know you know? Or do they just think you know?! Question Very Happy


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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wawrzul




Posts: 2336
Location: Cracow, Poland
PostPosted: Sat, 18th Aug 2018 10:28    Post subject:
Immunity wrote:
wawrzul wrote:

I recently trained a guy to be able to use a big revolver (kinda like Colt Anaconda) which has 117 headshot damage and can be silenced. Still, if an enemy agent has full awareness i don't think it will work - it will probably only graze him.
Also thanks for the info on the airstrike, that's good to know.


It's a huge fucking crap shoot when it comes to enemy Agents and that magical awareness. Sometimes the off map sniper support will do a full 100 damage to an Agent that's unaltered and has his back to the window, other times that same shot will deplete his awareness by half and "graze" him for 4 damage. It's literally a 50-50 chance and more or less requires save scumming.

Also keep in mind quite a few of the "genetic modifications" add HP - though be wary of the cost, as some of them decrease movement by quite a bit - and you can't undo them. You'll unlock em as you progress through the story and complete secret file investigations. They're cheap (something like $200 a pop) and only take 3 hours to upgrade your agent. Definitely worth it for your "disguise" actor agents. My main guy's up to 130hp now.

 Spoiler:
 


Thanks for the tip. I knew about that spoiler thing but i haven't encountered it yet. And so, yet again, i'll be savin' n' loadin' dat savegame Laughing
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r3dshift




Posts: 2833

PostPosted: Sat, 18th Aug 2018 10:32    Post subject:
Yuri wrote:
Yuri wrote:
Worth playing for the story?

Gaise pls Exclamation

Not really my concern, just curious: why would you want to play a tactical game for the story...? Philosopheraptor

Read a le Carré novel instead. Wink


Frant wrote:
Shitass games are ruining piracy.
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0wen




Posts: 3566

PostPosted: Sat, 18th Aug 2018 10:48    Post subject:
The lead designer posted a blog about the current Line of Sight Mechanics but it does seem some of this is changing soon but some might want to give it a read. At least they are having fun with the url and article title.

http://www.creativeforge.pl/cfg-blog/2018/8/17/the-phantom-wallhack
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xGAME007




Posts: 2134
Location: Croatia
PostPosted: Sat, 18th Aug 2018 11:25    Post subject:
Interesting read and its nice to see them caring about the problem and finding a solution to it.
But on the other hand, this just shows how they've released the game without testing it and playing it fully. Their way of thinking sounded good on paper, but in practice where it most matters, it just fails.

But again, if they manage to fix it, this game will skyrocket to an awesome product.


Gigabyte X570 Aorus Pro | AMD Ryzen 5800X3D + be quiet! Dark Rock 4 | KFA2 RTX 4080 | 32GB G.Skill Trident Z RGB DDR4 @3600MHz | Samsung 860 Evo 500GB + 1TB + 10TB WD Blue | Corsair RM750x | LG 27GL83A + LG 27GL850 | Fractal Define R6 | Razer BlackWidow Ultimate Stealth | DeathAdder Chroma
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Sat, 18th Aug 2018 12:15    Post subject:
0wen wrote:
The lead designer posted a blog about the current Line of Sight Mechanics but it does seem some of this is changing soon but some might want to give it a read. At least they are having fun with the url and article title.

http://www.creativeforge.pl/cfg-blog/2018/8/17/the-phantom-wallhack


repost


Lutzifer wrote:
and yes, mine is only average
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Yuri




Posts: 11000

PostPosted: Sat, 18th Aug 2018 13:24    Post subject:
Immunity wrote:

The story? In a spy game? They all boil down to the same thing, whether it's this one or 1996's Spycraft: The Great Game - trust no one. Everyone is a double double reverse double agent! But, do they know you know? Or do they just think you know?! Question Very Happy

I see... was hoping for more than double crossing and all but I guess this is fine as well.

r3dshift wrote:

Not really my concern, just curious: why would you want to play a tactical game for the story...? Philosopheraptor

Read a le Carré novel instead. Wink

Mainly because the devs have been touting the 40 hour SP campaign a lot so was curious about the writing quality.



1 and 2 are still amazing.
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DCB




Posts: 5410

PostPosted: Sat, 18th Aug 2018 14:54    Post subject:
Yuri wrote:
Mainly because the devs have been touting the 40 hour SP campaign a lot so was curious about the writing quality.

Yeah but 39 hours of that is probably shuffling agents around on the world map, shuffling papers around on the corkboard, sneaking around in side-missions rooting through their cupboards. Most of the story is in a few short semi-animated montages and various bits of VO banter. If you are familiar with XCom 2 then it's not too dissimilar to that (albeit the indie budget version). The bread and butter is the gameplay, not the narrative.
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Ishkur123




Posts: 2850

PostPosted: Sat, 18th Aug 2018 16:42    Post subject:
https://steamcommunity.com/games/559100/announcements/detail/1689300456297308735
Quote:

The first of the patches is expected during the weekend and should address a majority of the most confusing LOS situations. The second patch will require more work to bring it to the quality and stability we require so we expect it on Wednesday. Below is a preliminary set of patch notes for the two updates. We will incorporate as many as we can into the weekend patch, the rest and further improvemens will be released with the Wednesday update.

    sidesteps for targets not in full cover removed [weekend patch: this will address a majority of reported LOF issues]
    improvements in the clarity of sidesteps in full cover
    weapon ranges reduced
    increased visibility of CCTV consoles and loot / intel containers
    the Blinding Laser ability now also reduces target awareness by 100
    reinforcements no longer spawn too close to the player
    corrections for the Italian, Spanish and French localizations
    fixed: rare UI lock when transitioning from the investigation board to the world map
    fixed: a block in specific circumstances while shooting in a cloud of gas
    fixed: a sporadic progression error in specific instances during events related to Undertow
    fixed: late completion of an optional objective in the KGB campaign now also yields a reward
    map geometry improvements and fixes
    various balancing tweaks and game improvemens]
    improvements to dust storm effects

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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Sat, 18th Aug 2018 17:21    Post subject:
wawrzul wrote:

Yeah, that's why i was pissed that you can't headshot an agent with a silenced gun (max awareness) or do a takedown (too much hp). Yesterday i managed to roll a scenario where while taking down a beholder cell the enemy agents had less hp than my main guy. Thank god for the more max hp perk. But that's all you can do, load/save until the map is favorable. Otherwise the neverending reinforcements arrive and are added to the list of enemies you must take out. It's kinda stupid that you have to takedown even cops to achieve the objective. They could be in a beholder cell technically but it just looks like a faulty mechanic.
I recently trained a guy to be able to use a big revolver (kinda like Colt Anaconda) which has 117 headshot damage and can be silenced. Still, if an enemy agent has full awareness i don't think it will work - it will probably only graze him.
Also thanks for the info on the airstrike, that's good to know.

When you have 2 agents with silencer, you can do a breach and kill the agent without raising the alarm.
I usually take out the ones that are too strong last. You can kite them away as well, by taking down other soldiers first, so not too hard to avoid them.
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DCB




Posts: 5410

PostPosted: Sat, 18th Aug 2018 17:32    Post subject:
Quote:
the Blinding Laser ability now also reduces target awareness by 100

Seems like that will be the go-to utility for your infiltrator. I believe you can use it without breaking concealment. I have it on a couple of agents, but none with pistol proficiency.
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DCB




Posts: 5410

PostPosted: Tue, 21st Aug 2018 09:43    Post subject:
Phantom.Doctrine.Update.v1.0.3-CODEX

Quote:
Update v1.0.3:
enemies no longer take player controlled agents' free side-steps (should eliminate a vast majority of enemies appearing to shoot through walls)
improved direction of leaning out from full cover
increased visibility of CCTV terminals and loot/secret file containers
by popular demand: lower dust storm density in CIA mission 01
fixes for the Italian, Spanish & French localization
fixed: specific cases where UI would lock up while transitioning from the IB to the map
fixed: a block caused by specific instances where air support couldn't target anyone upon arrival
fixed: campaign progression issues related to Undertow
fixed: New Identity screen now has the Confirm button visible in all screen resolutions
fixed: a Vigilant agent restoring CCTV operation will no longer cause infinite turns
fixed: moving from the IB to the world map using a hotkey after solving files is now safe
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0wen




Posts: 3566

PostPosted: Fri, 24th Aug 2018 13:13    Post subject:
Just wondering for anyone that owns this if the 1.04 patch fixed a majority of the LOS complaints.
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Il_Padrino




Posts: 7595
Location: Greece by the North Sea
PostPosted: Fri, 24th Aug 2018 13:34    Post subject:
LOS was never an issue for me, it still makes sense (even when you see an enemy through the windows of 4 buildings). It's more the distance at which you can see and shoot enemies (and they you), that makes it unrealistic.

What the game is missing, is an indicator of which/how many enemies you will see before actually moving, like XCOM has. Now it's more or less a guessing game. Just adding this would add a lot of improvement. And lowering see/shoot distances.

Combat is fun, actually. Takes a bit getting used to the awareness mechanic, but it's an original take on the classic 'XCOM'-system. And you can easily dispose of many enemies in a single turn, so the fast reinforcements aren't really that problematic once you know how to deal with them.

I remember Banner Saga got a lot of flack as well when it was just released, for using health also as amount of damage characters do. It just requires a different strategy.
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