Phantom Doctrine

Phantom Doctrine

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Dorok Sep 11, 2018 @ 11:38am
Class builds
I know, there's no class, but that's the point, what class design can be designed from the character building garbage using origin, learned disciplines that you can change, skills learned among random sets, chemicals, variable action points and shoot points.

At first campaign, I ended use very few archetypes, and none had a very deep design, more based on few skill/items/weapons. At second campaign, half of it, it didn't changed much.

I remind had more or less those classes: Sniper, Agent disguised, Rogue/Scout, Assault, Gunner.

And have thought that there was perhaps some half design possibles for those classes: Close range Combat, Support, Medic, Grenadier, and a true Scout class.

But their build was always basic:
- Sniper: Sure Shot, Sniper's Delight, Sniper Rifle. Later, target 2 action points and Expert Marksman.
- Agent disguised: Actor, Exertion, Survivor, Pistol with supressor. But for sure there was other possibilities like Sure Shot, Faster Movement, Actor, Martial Artist.
- Scout/Rogue: Heartbeat Sensor, Exertion, Faster Movement. Again there was potential for more or variations, like Dancer, Fairless, Faster Movement, Sure Shot, Expert Marksman, Survivor, Martial Artist.
- Assault: Sure Shot, Composure, Cold-blooded, Fairless, Exertion, Faster Movement, Assault Rifle
- Gunner: Fairless, Machine Gun, Heavy Armor, Target 3 action points asap. For sure, there's also for example, Masochist, Dancer.

So, what classes you designed?
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Showing 1-15 of 17 comments
Dorok Sep 11, 2018 @ 2:31pm 
So it's just random character building, no plan, no goal, but this? :-)
Originally posted by chris:
- God: Actor, Survivor.

Not anymore since patch 1.05 LOL
Jhonny G Sep 11, 2018 @ 3:24pm 
Not sure if you can call it a 'class' per se, but I tend to go for a SWAT like build whenever possible; Free Diver first, then Fearless, Mild Paranoia, Low Profile and then follow up with Increased Movement, League Pitcher and Marksman. Then equip the units with various gas- and smoke grenades as well as tactical grenade support.
Last edited by Jhonny G; Sep 11, 2018 @ 3:35pm
Dorok Sep 12, 2018 @ 12:08am 
You really need use yourself gas grenades to exploit Freediver. At first play I had in two missions, one agent spared from gaz, once air assault, one enemy, then gave this skill to more agents, and finished campaign without ever have benefit of the skill again. Something similar happened for stun, had one mission, with one agent stunned and it was a pain, gave the skill to more agents and I wonder if I ever get the benefit of it during the campaign.
Dorok Sep 12, 2018 @ 12:10am 
Do you know the exact benefit of Mild Paranoia and Low Profil? That is the numbers?
Kaerius Sep 12, 2018 @ 1:29am 
Originally posted by Dorok:
Do you know the exact benefit of Mild Paranoia and Low Profil? That is the numbers?
Low profile increases half cover damage reduction from 50% to 60% and Mild Paranoia increases full cover damage reduction from 75% to 80%.
Kaerius Sep 12, 2018 @ 2:07am 
Oh btw, a useful resource that's pinned in the phantom doctrine discord:
https://docs.google.com/spreadsheets/d/1aNCZELoeWJ6CJuOg2ZVG7a0x7XilbewP4RsXT3NZvb8/edit#gid=0
/dev/null Sep 12, 2018 @ 2:36am 
Unfortunately, given RNG's propensity for screwing any of your plans as solidly as possible, even trying to design builds seems ultimately fruitless. Just pick the best perk you can for the role you're trying to give them, when they level up and pray it's something useful.
Gregorovitch Sep 12, 2018 @ 3:30am 
For me I simply divide my agents into three classes: heroes, grunts (including OAPs), and (potential or actual) traitors.

Grunts fly around, do mission support (spotter etc), and do off map missions.

Traitors (or suspects) are on permanent forger/comms duty. They don't get trained. In case I have to waste them, although I haven't had to do trhat yet.

Heroes have the following charcteristics I care about: high MP and high HP. End of.

I train my heroes in the best pistol available first and foremost (for th e silencers of course) and then divide them between rifles and "big guns" of one description or another except sniper rifles. I have not really seen much use for sniper rifles.
Last edited by Gregorovitch; Sep 12, 2018 @ 3:36am
Jurld Sep 12, 2018 @ 5:16am 
I don't see the point of even trying to do this. Survivor seems to be the best long-term perk available, along with steroid abuse, so that you can easily take down enemy agents. Exertion and fast moving are the best things after that so you can move fast/far when needed. Beyond that I try to train my main 4 dudes with whatever the latest/greatest pistol or submachinegun is available to expedite the missions where you have to kill the entire beholder cell. If expert marksman comes up I usually opt for it as well. The skill that allows you to turn off all security from one terminal is nice to have, eventually, but by then you should be able to disguise 4 agents and so the value is not as great as it might be.

By the time I can disguise two agents, most of the rest of the guys are just standing around waiting for extract.
Jhonny G Sep 12, 2018 @ 9:52am 
Does MIB spook count as a class?
https://steamcommunity.com/sharedfiles/filedetails/?id=1509902076
Skills and talents doesn't matter as long as everyone is wearing their mandatory black suits, sunglasses and earwigs xD

Except Jeff the Intern.. Poor guy is working so hard to earn his sunglasses, but he doesn't realize he's doomed to a life of mediocre clothing and fetching coffee.
Dorok Sep 12, 2018 @ 11:48pm 
Originally posted by Kaerius:
Originally posted by Dorok:
Do you know the exact benefit of Mild Paranoia and Low Profil? That is the numbers?
Low profile increases half cover damage reduction from 50% to 60% and Mild Paranoia increases full cover damage reduction from 75% to 80%.
Full cover increase is good to take but doesn't seem really good, it's not looking like a skill to take for me.
Originally posted by Kaerius:
Oh btw, a useful resource that's pinned in the phantom doctrine discord:
https://docs.google.com/spreadsheets/d/1aNCZELoeWJ6CJuOg2ZVG7a0x7XilbewP4RsXT3NZvb8/edit#gid=0
Thanks, that should be in game information for most. This is rather useful if you want try select with more caution list of skills of your agents.
Dorok Sep 12, 2018 @ 11:56pm 
Originally posted by /dev/null:
Unfortunately, given RNG's propensity for screwing any of your plans as solidly as possible, even trying to design builds seems ultimately fruitless. Just pick the best perk you can for the role you're trying to give them, when they level up and pray it's something useful.
Yes, that's a problem for the character building plans. Just for fun (not really necessity) I'll try apply it through selection and hiring.

I fail find in google doc listed by Kaerius the effect of the skill reducing body/chemical training time, I look to make it a priority skill. That's en example of filter I'll try apply with more flexible agents selection.
Dorok Sep 13, 2018 @ 12:03am 
Originally posted by Jurld:
I don't see the point of even trying to do this. Survivor seems to be the best long-term perk available, along with steroid abuse, so that you can easily take down enemy agents.
In stealth you don't need more than one, max two agents like that. Moreover once you have supressor, pistol can be an alternate option even if then you can't capture the agent. And finally later in campaign, with right chemical, this skill becomes pointless.
Exertion and fast moving are the best things after that so you can move fast/far when needed.
For sure it's a great skill.

You aren't using tools that can be useful, but also you probably don't combat much and then all skills related to combats are less important.

Originally posted by Jurld:
By the time I can disguise two agents, most of the rest of the guys are just standing around waiting for extract.
Yeah could be a way to play, beside for few story missions.

Disguise is in my back, I started first play without, but at a point switched, I don't think in replay I'll go back to disguise.
Last edited by Dorok; Sep 13, 2018 @ 12:05am
Dorok Sep 13, 2018 @ 12:07am 
Originally posted by Dogmatius:
Does MIB spook count as a class?
https://steamcommunity.com/sharedfiles/filedetails/?id=1509902076
Skills and talents doesn't matter as long as everyone is wearing their mandatory black suits, sunglasses and earwigs xD

Except Jeff the Intern.. Poor guy is working so hard to earn his sunglasses, but he doesn't realize he's doomed to a life of mediocre clothing and fetching coffee.
Wait not the hood too? You missed the best. :-P
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Date Posted: Sep 11, 2018 @ 11:38am
Posts: 17