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Good day!
I have a question - is there any time limit in the game? The new XCOM games have absolutely ugly (for me) win conditions, when the mission had to be done in a certain number of moves. Do we had something similiar in this game or is it it "oldschool" without ANY time restriction? I simply HATE rush in any way and this modern trend with limiting players' turns puts me on the fence about purchasing tis game.
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Yunipuma: Good day!
I have a question - is there any time limit in the game? The new XCOM games have absolutely ugly (for me) win conditions, when the mission had to be done in a certain number of moves. Do we had something similiar in this game or is it it "oldschool" without ANY time restriction? I simply HATE rush in any way and this modern trend with limiting players' turns puts me on the fence about purchasing tis game.
Hey there! There are no such restrictions in Phantom Doctrine. However, once you call for evac during a tactical mission, the turn timer to evacuate your agents activates, and if you fail to get out in time, your danger level in the strategic layer will increase. This might subsequently lead to your Hideout being raided at some point, which is not a lose condition, but affects your resources.
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Yunipuma: Good day!
I have a question - is there any time limit in the game? The new XCOM games have absolutely ugly (for me) win conditions, when the mission had to be done in a certain number of moves. Do we had something similiar in this game or is it it "oldschool" without ANY time restriction? I simply HATE rush in any way and this modern trend with limiting players' turns puts me on the fence about purchasing tis game.
Let's see how good you are at staying undetected hehehehe
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RaduMihai: Let's see how good you are at staying undetected hehehehe
I'm wondering about it myself :)
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CFG_Hitch_: Hey there! There are no such restrictions in Phantom Doctrine. However, once you call for evac during a tactical mission, the turn timer to evacuate your agents activates, and if you fail to get out in time, your danger level in the strategic layer will increase. This might subsequently lead to your Hideout being raided at some point, which is not a lose condition, but affects your resources.
Thx for the info! Exactly what I wanted to hear
Post edited August 14, 2018 by Yunipuma
XCOM 2 introduced those turn timers because players were overwatch spamming their way across the map with no threat level at all...
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SarahAustin: XCOM 2 introduced those turn timers because players were overwatch spamming their way across the map with no threat level at all...
Oh, another lover of "dynamic fast gameplay"? Not to sound rude, but some people want to play slow & sure. We want to go at our own pace, not to be another lemming.
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SarahAustin: XCOM 2 introduced those turn timers because players were overwatch spamming their way across the map with no threat level at all...
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Yunipuma: Oh, another lover of "dynamic fast gameplay"? Not to sound rude, but some people want to play slow & sure. We want to go at our own pace, not to be another lemming.
Lemming? Wtf? Just move and get the objective done, there is no rush, not even with timers on XCOM 2, i never felt the timers were bad. Maybe dont play turn based tactical games, part of a tactical game is to get the job done in a timely fashion, not be a slowpoke.
Had a game of KGB and this game will punish you for running in guns blazing and will kill you in long gun fights since enemies don't miss, they can infinitely spawn and they will focus fire either someone they can kill in line of sight or your leader character.
During the infiltration part it pays to go very slow and take out as many guards with the KO move as possible before doing the objective because it just takes one guard you forgot to KO to kill one of your people with full auto.
Post edited August 15, 2018 by Vermillion665
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Vermillion665: Had a game of KGB and this game will punish you for running in guns blazing and will kill you in long gun fights since enemies don't miss, they can infinitely spawn and they will focus fire either someone they can kill in line of sight or your leader character.
During the infiltration part it pays to go very slow and take out as many guards with the KO move as possible before doing the objective because it just takes one guard you forgot to KO to kill one of your people with full auto.
Yeah, they need to fix line of sight. The enemy shouldnt see across the entire map nor spawn infinite reinforcements.
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Vermillion665: Had a game of KGB and this game will punish you for running in guns blazing and will kill you in long gun fights since enemies don't miss, they can infinitely spawn and they will focus fire either someone they can kill in line of sight or your leader character.
During the infiltration part it pays to go very slow and take out as many guards with the KO move as possible before doing the objective because it just takes one guard you forgot to KO to kill one of your people with full auto.
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SarahAustin: Yeah, they need to fix line of sight. The enemy shouldnt see across the entire map nor spawn infinite reinforcements.
I agree about automatic shots from across the map, especially through full cover. however you're wrong about enemy spawns, it's a covert mission. If you're caught then you are just some criminal trying to attack a government building, granted they spawn mercenaries or militia instead of police, but the premise is the same. They'll keep sending in cops until the terrorists/criminals are dead.
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RaduMihai: Let's see how good you are at staying undetected hehehehe
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Yunipuma: I'm wondering about it myself :)
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CFG_Hitch_: Hey there! There are no such restrictions in Phantom Doctrine. However, once you call for evac during a tactical mission, the turn timer to evacuate your agents activates, and if you fail to get out in time, your danger level in the strategic layer will increase. This might subsequently lead to your Hideout being raided at some point, which is not a lose condition, but affects your resources.
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Yunipuma: Thx for the info! Exactly what I wanted to hear
It's a actually a pretty cool feature. You have to sort of plan the best time to call in your evac. Too soon and the evac just sits there and you risk bumping up your danger level. Too late and you're sitting around waiting for your ride to show up and rescue you while you get surrounded and gunned down. I really like it and the way it was implemented.
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Yunipuma: Oh, another lover of "dynamic fast gameplay"? Not to sound rude, but some people want to play slow & sure. We want to go at our own pace, not to be another lemming.
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SarahAustin: Lemming? Wtf? Just move and get the objective done, there is no rush, not even with timers on XCOM 2, i never felt the timers were bad. Maybe dont play turn based tactical games, part of a tactical game is to get the job done in a timely fashion, not be a slowpoke.
Well, being almost 50 i AM a slowpoke, but it IS turn-based games, not real time. So I do not accept your point. there WAS a rush to do most of missions in XCOM2 (Fireaxis game)/ You like it - good for you, but I do not.
Oh, and one other thing: there is no such thing as "part of a tactical game is to get the job done in a timely fashion, not be a slowpoke". Tactical game means you must overcome stronger force using your wits, not your legs.
Post edited August 15, 2018 by Yunipuma
Game is starting to have the same issue as their other game in that if enemies cant miss they will kill you in seconds cover or no cover.
Just had a mission where I had to go up a staircase blind to run into an enemy who instantly alerted the whole stage.
I shoot the person who saw my character and then on the enemy turn two guards 3 levels below me and on the other side of the map both do full auto and do 60+ damage each instantly killing my operative.
I tried to retreat with my other operative but the enemy got reinforcements every 1 turn so I had to fight off 10+ guards all whom can't miss and just kept spamming full auto to drop the focus bar to 0 then do full auto again to always do 60 damage.
If you get pinned with two guards shooting at you then that character is dead no matter what because full auto takes away all your focus/awareness and the other guard gets a free 60 off it.
Then you have to decide how to die, either use focus to get back your awareness and take another 60 damage next turn or use the first aid kit and get double 60+ damage on the enemy turn.
The game has balance issues and they need to be looked at.
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SarahAustin: Lemming? Wtf? Just move and get the objective done, there is no rush, not even with timers on XCOM 2, i never felt the timers were bad. Maybe dont play turn based tactical games, part of a tactical game is to get the job done in a timely fashion, not be a slowpoke.
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Yunipuma: Well, being almost 50 i AM a slowpoke, but it IS turn-based games, not real time. So I do not accept your point. there WAS a rush to do most of missions in XCOM2 (Fireaxis game)/ You like it - good for you, but I do not.
Oh, and one other thing: there is no such thing as "part of a tactical game is to get the job done in a timely fashion, not be a slowpoke". Tactical game means you must overcome stronger force using your wits, not your legs.
The way it was implemented in XCOM 2 was very obviously a half-assed attempt to cover up the previous game's shortcomings with respect to AI and mechanics - since overwatch spam was so easy to abuse, and the AI so stupid.

XCOM2 Long War 2 mod improves the AI a fair bit, so even though I also used the mod to only count down the time limit once spotted, it still remained challenging.

Haven't played enough of this one to confirm AI yet, but the mechanics are definitely interesting. On the one hand, "never misses" provides some certainty - however, instead of "never misses" there are still min and max damage values (though from what I gather these are more to do with enemy awareness and not tied to randomness? Because if there is randomness there, then they've replaced one random element for another).

So far I'm liking how this game places emphasis on stealth, and it's done reasonably well so far. Once discovered, it's understandable that you'd get swamped by reinforcements.

I'm also liking how they implemented the evac zones - taking time to get there AND limiting the time available (well not really limiting it, but increasing danger level the longer you go over) seems more realistic without being annoying. So far anyway.
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Yunipuma: Well, being almost 50 i AM a slowpoke, but it IS turn-based games, not real time. So I do not accept your point. there WAS a rush to do most of missions in XCOM2 (Fireaxis game)/ You like it - good for you, but I do not.
Oh, and one other thing: there is no such thing as "part of a tactical game is to get the job done in a timely fashion, not be a slowpoke". Tactical game means you must overcome stronger force using your wits, not your legs.
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squid830: The way it was implemented in XCOM 2 was very obviously a half-assed attempt to cover up the previous game's shortcomings with respect to AI and mechanics - since overwatch spam was so easy to abuse, and the AI so stupid.

XCOM2 Long War 2 mod improves the AI a fair bit, so even though I also used the mod to only count down the time limit once spotted, it still remained challenging.

Haven't played enough of this one to confirm AI yet, but the mechanics are definitely interesting. On the one hand, "never misses" provides some certainty - however, instead of "never misses" there are still min and max damage values (though from what I gather these are more to do with enemy awareness and not tied to randomness? Because if there is randomness there, then they've replaced one random element for another).

So far I'm liking how this game places emphasis on stealth, and it's done reasonably well so far. Once discovered, it's understandable that you'd get swamped by reinforcements.

I'm also liking how they implemented the evac zones - taking time to get there AND limiting the time available (well not really limiting it, but increasing danger level the longer you go over) seems more realistic without being annoying. So far anyway.
I dont like the endless reinforcements tho. It should maybe take longer for enemy reinforcements at a certain point.

I dont like the mix and max damage stat, i will see if i can get used to it. Maybe its me, maybe the game, lets see.