Phantom Doctrine

Phantom Doctrine

Preliminary Patch Notes for Upcoming Two Updates [LOS/LOF]

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102 Comments
Aiscalp Aug 20, 2018 @ 6:48am 
Seeing as the promotion ends in around 47h, I would urge the developers to extend the time to encompass at least a couple of hours with the Wednesday patch.
Yawning Lion Aug 19, 2018 @ 7:27pm 
Dear Devs. Thank you for this game.

The setting is refreshing and I enjoy piecing together clues and chasing down leads on the map.
Some have suggested that a hit-percentage indicator should be added when a character is about to make a shot, something along the lines of what XCOM has....

That would be cool; but the way the combat is now is exciting; it adds tension to gunplay. I'm happy to hear that weapon ranges will be reduced, though. I just got wiped out by guards shooting me from a very long range, from outside, through walls and cover.

This is a great game, and thanks for the hard work.
ARFett Aug 19, 2018 @ 4:26pm 
Not possible in this mission.

They are all over the map and they get reinforcements every 3 rounds while you struggle to get to a far-away clearout hex for "destroying evidence".

And that is not even the evac phase which also needs several turns for arrival AFTER having destroyed the evidence.

You cannot call evac earlier.

And the 100% hit system let them just rip up 1 agent totally in 1 turn.

And yes I use cover.

And yes I do not waste Awareness.

Playing on "easy" they still rip into one agent 30-40 points on far distance each shot.

So if you are lucky they kill "only" one agent each round.

Just idiotic.

And whoever tells you even SEALS have a 100% hit ratio...LOL!

I just laugh into his face.

If they want to discourage fights - fine.

But they force you to go into it with a mechanic that is just stupid...

Kahvipannu Aug 19, 2018 @ 4:09pm 
@ARFett

Just don't engage directly. I happened to have a smoke with me on that one, helped on the last turn, but in generall in those ambush situations where you need to evac, is to try to advance and flank the enemy, not confront it.
CFG_Hitch Aug 19, 2018 @ 4:03pm 
Hey there, as some of you noticed, the weekend patch hasn't been deployed yet. We're still doing some testing. Shouldn't be long now. Cheers!
ARFett Aug 19, 2018 @ 3:54pm 
Latest on the clear-out home base story mission when you start in combat you will hate this 100% hit mechanic.

Always hit with a bunch of agents where you have no armor whatsoever that are hit like a piledriver by rifle toting Assault troopers getting also reinforcements make this 100% hit battle mechanic unbearable.

And you cannot avoid this mission and "go in stealth" like all people who defend this mechanic are fond of saying.

While the system maybe (almost) bearable for the short in stealth clashes here you see how ugly and stupid it is there.

Just frustrating and ♥♥♥♥ed up.

And that's not even far into the story...
iWorld Aug 19, 2018 @ 3:53pm 
the weekend ends, where is the patch?
Kahvipannu Aug 19, 2018 @ 3:41pm 
Have you guys considered making "hide bodies" have a cost of awareness? It is incredibly powerfull, and to be honest a bit silly at times, since it works anywhere, any time. I know hard difficulty prohibits from using it, but still, it seems bonkers.

Also, have you considered adding left and right vision for the guards, meaning you could not take them out from the sides? Right now it is pretty easy to do take downs, limiting them to the back of characters would make the stealth part of the game a bit more challenging.

Also, Ultra station, make it available from start? Building it actually handicaps you atm, since spy interrogations/executions aren't instant and free. Just make the interrogation of own spies upgrade later. Would also add some early game challenge to the game.
Kahvipannu Aug 19, 2018 @ 3:34pm 
Nice to see patches rolling out so fast.

Interested to see how the sidestep change will work in game.

A bit confused with the weapon ranges, they were already pretty limiting, specially with pistols.

Visibility of Loot boxes, I actually was having hard time hunting them down from the map, lol, thank you for the improvement.

Blinding laser sounds bonkers now, but I guess it makes sense, it is blinding after all...

Reinforcements, as long as they don't spawn to the other side of map, but still rather near, I think its ok. I had enemy squad spawn pretty much on top of my guys at the edge of the map. 4 kills with single frag, so it worked out, but still a tad silly.
No Korean Language.No $ Aug 19, 2018 @ 2:12pm 
You should give korean korean