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I'd also include some way to display statistics (maybe in the analytics room).
Things like:
Total money earned/spent
Missions accomplished/failed
Agents lost
...
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Socratatus: 3.Totally agree. I hate it when the enemy informs me of what they`re doing, sadly other games like Xcom does this too and they never give you the option to switch these off.

4.I`m sure my operative was unable to jump down with an enemy agent... I had to go all the way back and down the stairs... maybe i did something wrong.
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Swedrami: Don't know, could be that it's only occurring in certain locations/on specific maps, which would make it a bug.
I had the game providing an agent carrying another agent with the option to jump out of a first floor window two or three times already.

If it's not a (very questionable) feature but a full-fledged bug then I hope this gets fixed rather sooner than later.
Disbelief is anything but suspended if your agents can just shrug off something that if attempted in real life could break your legs/feet, dislocate your hip joints and sent your knee caps flying.
I'm not asking for hyper realism but we're talking about a person jumping from a height of about 2.50 to 4 meters while carrying another person here. There need to be at least repercussions if Creative Forge intends to stick with it.
I totaly agree with you about the suicide-like jumps carrying agents.
And talking about the "carry" ability, the animation shows clearly that agents carrying other agents do it in a way to have their right hand free and it will be more than normal to let them use a handgun if they have one...
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Socratatus: 3.Totally agree. I hate it when the enemy informs me of what they`re doing, sadly other games like Xcom does this too and they never give you the option to switch these off.

4.I`m sure my operative was unable to jump down with an enemy agent... I had to go all the way back and down the stairs... maybe i did something wrong.
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Swedrami: Don't know, could be that it's only occurring in certain locations/on specific maps, which would make it a bug.
I had the game providing an agent carrying another agent with the option to jump out of a first floor window two or three times already.

If it's not a (very questionable) feature but a full-fledged bug then I hope this gets fixed rather sooner than later.
Disbelief is anything but suspended if your agents can just shrug off something that if attempted in real life could break your legs/feet, dislocate your hip joints and sent your knee caps flying.
I'm not asking for hyper realism but we're talking about a person jumping from a height of about 2.50 to 4 meters while carrying another person here. There need to be at least repercussions if Creative Forge intends to stick with it.
I can confirm it's definitely possible to jump out of a 1st floor window while carrying an unconscious agent. It's pretty funny actually.

Then again, our agents can do accurate headshots with a pistol. And dodge bullets. And decide to casually crash through windows in front of civilians and guards without anyone batting an eye. And they have a karate chop that can kill someone if they're not stabilised in time.

Also why do we need a lockpick kit to open doors (which are generally only locking part of a room I can get to via three other entrances anyway) - yet we can get into any cabinet or safe without a problem? Or is it just that in this alternate Universe of the 1980's, spies didn't bother with securing classified documents or weaponry with things such as safes or locked cabinets?
Hello,

after playing this for a while now I get the feeling the information gathering gets quit repetetiv. What feels even more strange about it that names get reused. I already learned who codename "Eisfuchs" is (and killed him) just to meet him again? Errrr... same goes for locations. "Eckstein" was the place the smuggled stuff from the ship was stored. Later it appeared again in a different case in a different location. Thars a bit confusing.

So I guess it would be nice if (especially story related) codenames would be unique and not in the random pool. Also the name could have an extra color (green eg) to show its already known and some short extra info. Like "Eisfuchs" -> GRU -> Real Name -> Deceased

Even better if all codenames would be unique and tied to 1 set (person / location)
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Swedrami: Don't know, could be that it's only occurring in certain locations/on specific maps, which would make it a bug.
I had the game providing an agent carrying another agent with the option to jump out of a first floor window two or three times already.

If it's not a (very questionable) feature but a full-fledged bug then I hope this gets fixed rather sooner than later.
Disbelief is anything but suspended if your agents can just shrug off something that if attempted in real life could break your legs/feet, dislocate your hip joints and sent your knee caps flying.
I'm not asking for hyper realism but we're talking about a person jumping from a height of about 2.50 to 4 meters while carrying another person here. There need to be at least repercussions if Creative Forge intends to stick with it.
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squid830: I can confirm it's definitely possible to jump out of a 1st floor window while carrying an unconscious agent. It's pretty funny actually.

Then again, our agents can do accurate headshots with a pistol. And dodge bullets. And decide to casually crash through windows in front of civilians and guards without anyone batting an eye. And they have a karate chop that can kill someone if they're not stabilised in time.
All things that are still acceptable within the context of Phantom Doctrine's stylized and slighty exaggerated tongue in cheek-take on the 80s era Cold War, in my opinion.

Jumping out of a first floor window while carrying an additional weight of at least 70 kg on your shoulders and not being penalized for it at all on the other hand? That's way past suspension of disbelief, even in a world where people can dodge bullets and Karate chop people to death.

Like I said, have the agents that do make that jump suffer a considerable amount of damage (say at least 50% of their overall HP) and have their movement range even further restricted (to simulate "sprained ankles" or "broken legs/feet" if you will) and it wouldn't be that ridiculous anymore.
Post edited August 21, 2018 by Swedrami
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squid830: I can confirm it's definitely possible to jump out of a 1st floor window while carrying an unconscious agent. It's pretty funny actually.
I clearly missed something then. I ended up going all the way round for no reason at all.
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squid830: I can confirm it's definitely possible to jump out of a 1st floor window while carrying an unconscious agent. It's pretty funny actually.
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Socratatus: I clearly missed something then. I ended up going all the way round for no reason at all.
Actualy you are probably both right, it's possible to jump from 1st floor while carrying someone for sure.
However it seems agents who carry someone can't jump over certain object (i just experienced that, i wanted to take home a really bad guy i wanted to ask politly some questions... and a sort of big pipe that my other agents didn't care about blocked the way of the carrying agent) so i suppose our budies don't care about jumping from two and a half meter with 80kg on their shoulders but they can't even jump over a simple desk...

So it was certainly a jump from a window with a desk in front of it... too hard for our CIA or KGB friends i guess.
Post edited August 21, 2018 by BlackWolf_03
After I use Takedown on an enemy agent, my only options are Stabilize and Pick Up Agent. After I use Stabilize, my only option is Pick Up Agent. Hide Body is not an option for an agent in critical or stabilized condition--so, if I want to hide the agent's body, I have to wait for several turns until the critical timer runs out and the agent dies. This seems very strange to me.

Ideally (in my opinion), players should be able to use Hide Body on agents that are in critical or stabilized condition. At the very least, I think there should be an action that I can use to cancel a critical-condition agent's countdown and kill him immediately, so that I can use Take Down on Turn 1, Smother (or Confirm Takedown, or whatever) on Turn 2, and Hide Body on Turn 3, which would be at least a little better than having to wait through several turns of the critical timer.
Post edited August 22, 2018 by ToaKraka
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ToaKraka: After I use Takedown on an enemy agent, my only options are Stabilize and Pick Up Agent. After I use Stabilize, my only option is Pick Up Agent. Hide Body is not an option for an agent in critical or stabilized condition--so, if I want to hide the agent's body, I have to wait for several turns until the critical timer runs out and the agent dies. This seems very strange to me.

Ideally (in my opinion), players should be able to use Hide Body on agents that are in critical or stabilized condition. At the very least, I think there should be an action that I can use to cancel a critical-condition agent's countdown and kill him immediately, so that I can use Take Down on Turn 1, Smother (or Confirm Takedown, or whatever) on Turn 2, and Hide Body on Turn 3, which would be at least a little better than having to wait through several turns of the critical timer.
You could always pick the agent up and carry him to an out-of-the-way location where enemies are not likely to go, like the corner of some empty, uninteresting dark room.

I agree that it's a tad strange though, but then it's also strange that your karate chop leads to bleeding out instead of incapacitating them.

I wouldn't mind the ability to manually pick up and move dead bodies, since on hard mode the body disposal is unavailable.

So I guess unconscious people can be carried but not hidden, while dead people can be hidden but not carried. Or something.

TBH not being able to move bodies doesn't annoy me TOO much - now that I've figured out how most of the systems sort of work, I imagine being able to hide any body manually on hard would make it far too easy. Currently, a single agent with a disguise and the actor perk and a silencer == almost OP death machine. Two actors with silencers == all you'll ever need for most basic missions.

At the moment, the only thing stopping me from silently popping everyone on the map with a pair of actor agents is the fact that it gets boring fast, so I tend to often only use one actor just to disable cameras and steal as much stuff as possible before I bring the team in.
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ToaKraka: After I use Takedown on an enemy agent, my only options are Stabilize and Pick Up Agent. After I use Stabilize, my only option is Pick Up Agent. Hide Body is not an option for an agent in critical or stabilized condition--so, if I want to hide the agent's body, I have to wait for several turns until the critical timer runs out and the agent dies. This seems very strange to me.

Ideally (in my opinion), players should be able to use Hide Body on agents that are in critical or stabilized condition. At the very least, I think there should be an action that I can use to cancel a critical-condition agent's countdown and kill him immediately, so that I can use Take Down on Turn 1, Smother (or Confirm Takedown, or whatever) on Turn 2, and Hide Body on Turn 3, which would be at least a little better than having to wait through several turns of the critical timer.
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squid830: You could always pick the agent up and carry him to an out-of-the-way location where enemies are not likely to go, like the corner of some empty, uninteresting dark room.

I agree that it's a tad strange though, but then it's also strange that your karate chop leads to bleeding out instead of incapacitating them.

I wouldn't mind the ability to manually pick up and move dead bodies, since on hard mode the body disposal is unavailable.

So I guess unconscious people can be carried but not hidden, while dead people can be hidden but not carried. Or something.

TBH not being able to move bodies doesn't annoy me TOO much - now that I've figured out how most of the systems sort of work, I imagine being able to hide any body manually on hard would make it far too easy. Currently, a single agent with a disguise and the actor perk and a silencer == almost OP death machine. Two actors with silencers == all you'll ever need for most basic missions.

At the moment, the only thing stopping me from silently popping everyone on the map with a pair of actor agents is the fact that it gets boring fast, so I tend to often only use one actor just to disable cameras and steal as much stuff as possible before I bring the team in.
I am pretty sure i saw an option called mercy kill, not sure if you can do it on bleeding out agents though.
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hollibolli1970: I am pretty sure i saw an option called mercy kill, not sure if you can do it on bleeding out agents though.
I play the game in french so i m not a hundred percent sure i translate "mercy kill" as i should but it seems to me it's an ability making agents capable of killing for sure any enemy with less than 1/3 of their life but in the case of an incapacitated agent his life is already at zero so the game doesn't see him as an "alive" enemy any longer so you can't mercy kill him as well as you can't shoot at him either...

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I actualy just checked, in english version it's called in the french way "coup de grâce" (which mean litteraly "mercy kill") and as you can see in these screenshots it doesn't work on bleeding out agents... you can't even target them.
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Post edited August 22, 2018 by BlackWolf_03
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hollibolli1970: I am pretty sure i saw an option called mercy kill, not sure if you can do it on bleeding out agents though.
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BlackWolf_03: I play the game in french so i m not a hundred percent sure i translate "mercy kill" as i should but it seems to me it's an ability making agents capable of killing for sure any enemy with less than 1/3 of their life but in the case of an incapacitated agent his life is already at zero so the game doesn't see him as an "alive" enemy any longer so you can't mercy kill him as well as you can't shoot at him either...

(post edit)
I actualy just checked, in english version it's called in the french way "coup de grâce" (which mean litteraly "mercy kill") and as you can see in these screenshots it doesn't work on bleeding out agents... you can't even target them.
Yeah, i see.
I only saw the ability, but never tried to kill off an downed agent. I try always to take them with me.
Thanks for clearing that up.

By the way, i have one request, not sure if the right place here.

A colorblind option would be nice, because i have a hard time to see red circles.
It is really a pain in the ass.:p
Post edited August 22, 2018 by hollibolli1970
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hollibolli1970: By the way, i have one request, not sure if the right place here.
A colorblind option would be nice, because i have a hard time to see red circles.
It is really a pain in the ass.:p
Right place to ask for that kind of enhancement, moreover it doesn't seem to be such a hard thing to add in a game like that, it's just some color management option...

So i hope you'll be heard.

Don't know if it helps the devs see it but i "rate" your post positivly (green plus in the up right corner of the post) hoping it does help.
Post edited August 22, 2018 by BlackWolf_03
So I've sadly lost motivation to play and I'm only on chapter 2 (out of 7 from what I read). With disguises and silenced weapons (coupled with breach to top it off) the game becamse incredibly easy playing on hard difficulty.

I just did the Omikron story mission and could have left my 5 non-disguised agents at home. My disguised agent looted everything on the map then rescued the target and escorted him to the evac without breaking the alarm and it's all way too easy. Just knock out the only enemy agent then you have as many turns as you want to go around and loot anything or kill anyone.

Coming from XCOM LW Impossible or heavilly +difficulty modded XCOM2 this is not quite in line with my expectations for 'hard'.

I don't know if the game gets harder but it seems to me these mechanics coupled with infinite time is pretty broken. Thoughts?
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Gliese58i: So I've sadly lost motivation to play and I'm only on chapter 2 (out of 7 from what I read). With disguises and silenced weapons (coupled with breach to top it off) the game becamse incredibly easy playing on hard difficulty.

I just did the Omikron story mission and could have left my 5 non-disguised agents at home. My disguised agent looted everything on the map then rescued the target and escorted him to the evac without breaking the alarm and it's all way too easy. Just knock out the only enemy agent then you have as many turns as you want to go around and loot anything or kill anyone.

Coming from XCOM LW Impossible or heavilly +difficulty modded XCOM2 this is not quite in line with my expectations for 'hard'.

I don't know if the game gets harder but it seems to me these mechanics coupled with infinite time is pretty broken. Thoughts?
Probably not the answer you're looking for/want to hear but:

Don't make use of all the things that make Hard difficulty way too easy?

Plenty of ways you can "gimp" yourself/set self-imposed restrictions if the game doesn't provide them itself, like for instance:

Don't use "cheese" abilities.
Don't use silenced weapons.
Don't use weapons your agents are proficient in.
Don't use disguises.
Don't use any sort of grenades.
Don't use any sort of body protection.
Don't use first aid kits.
Don't do the recon missions prior to the direct assaults.
Don't take agents on missions who are likely to succeed/survive.
Don't take any other agents on missions (where possible) and solo as much as you can.
Don't jump out of first floor windows while carrying an enemy agent and take the longer, normal route instead.
etc. pp.

I do (some of) it all the time.
Post edited August 23, 2018 by Swedrami