Phantom Doctrine Cheat Codes

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Phantom Doctrine Cheat Codes
Nom du fichier : Phantom Doctrine Cheat Codes - Auteur : DAV - [PC]

Cheat Codes:
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Submitted by: David K.

Beginner’s Tips & Tricks:
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* Make sure you take weapons with you that your agents are trained in as this
can be very useful if you get into a firefight. Also specialising in pistols
and revolvers allows you to mod them with a silencer (a pretty common pickup
from loot stashes in missions)

* Try and train a few agents with the Paramedic ability. It is very useful when
trying to escape with unconcious enemy agents.

* If you are going into a room try and make sure you only use one movement point.
Make sure you have peeked through a doorway or ordered a spotter to check the
room first to make sure it is empty. If need be you can find a hiding space to
wait out the next turn. This is especially important with rooms that have windows
and patrolling guards outside.

* Talking of guards. You can get away with knocking out ONE guard (make sure you
hide the body). Any more that that and the enemy WILL get suspicious.
Radio protocol is a thing people.

* Make full use of the infiltration phase. Split your team up and do a perimiter
sweep of the grounds so you can spot loot caches and most importantly CCTV controls.
Preperation is everything. Later on make sure to spread your agents around the
globe. It is VERY handy if you have had time to do a tactical recon and can
place spotters.

* If you do get into a firefight try and put your team in high positions and flank
the enemy. Use the different modes like supression and headshots to tip things
in your favour. Never leave home without some Frag grenades and Flashbangs !

* When you are fairly sure that you are three or four moves away from finishing
the mission order your exfil. Nobody wants to be standing about for three turns
once things go sideways as it is pretty much guaranteed to turn into a `Fish
in Barrel` situation. Sure there is a chance your EVAC will be compromised,
but it beats getting shot to peices.

* Ladders are your friends. Who needs the silly ol’ stairs when you can scoot up
onto a balcony and recon the higher floors.

* Watch your route marker ! You wouldn’t want to accidentally crash through a window
in front of a guard, stumble into a restricted zone and back out to a safe zone now
would you.

* Rotate your strike teams compostion. Keeping everyone levelled up is way better
than having a handful of Super Agents who then end up hospitalized!

Enemy Operations – Tips:
------------------------
* Have your Agents travel in groups of 2-3. Grouped Agents complete missions faster,
while lone Agents are at risk of attack. Further, if there is an enemy operation
occurring, you’ll have Agents already on site to deal with it.
* Send out Agents to investigate suspicious activity as soon as possible. Enemy
Operations progresses at its own pace, so by the time you get there, you might
not have time to interrupt the op or conduct a tactical recon.
* As your Agents reveal Perks, you find that some are better at certain jobs than
others. Send Agents on their favored missions when possible.
* Suspicious Activity can appear on the other side of the world. Try to keep a few
Agents in more remote locations so they’re nearby and ready to investigate these
activities.


Useful Tips:
------------
* Right click on opponents directly or on their icon to see their passive abilities,
status effects, and Perks; you can also do the same to your allies. This is a good
way to avoid your enemies’ advantages (such as a Pain Stimulus ability) or take
advantage of your own (such as the Empath ability).

* Enemies with high Awareness shrug off much of your damage, and like your Agents,
recover Awareness after their turn. Focusing your Agents’ attacks on one enemy
ensures you get past their Awareness and deal real damage before they recover their
defenses. Full Auto shots are also a great way to strip an enemy of their Awareness.

* Balancing Awareness is crucial to survival. Headshots can deal a huge amount of
damage, but their high cost to Awareness leaves your Agents extremely vulnerable.
If you’re in a tight spot, keeping your Agents’ Awareness high is vital.

* Don’t be afraid to use a turn to recover your Agent’s Awareness with Focus instead
of attacking. Your Agent’s attack might not be worth becoming vulnerable to an
oncoming attack.

* Breach is a safe way to enter a room with potential or known enemies; not only
will you take out the enemies in the room, you also retain your Action Points.

* Reloading is done manually. Monitor your ammo and reload when it’s safe to do
so. Reloading may require Action or Fire Points— sometimes all three points
simultaneously, depending on the weapon.

* Use Overwatch when you’re defending a position or if you have a spare Action
Point. This ensures that if an enemy moves within range that you can preemptively
strike.

* Pay attention to your coverage and position. The farther you are from an opponent,
the less damage they’ll deal, but the same goes for you. Moving to stand against
walls provides a boost to armor, but you could be moving into an enemy’s line of
sight.

* Only call an Evacuation when you are near the evac point. It takes a few turns
for the evac to arrive, and then you only have a few more turns to reach it before
the evac is Compromised. If you don’t reach it before the Evac Compromised timer
reaches 0, you incur Danger. Evacuations cannot be compromised in Infiltration mode.

* If you have the range and Awareness, Takedowns are a great way to take out enemies
quickly without using ammo. Remember: in Medium/Hard difficulty, the target will
need to have equal or less HP than your Agent for Takedowns to work.

* Sticking together is good, but don’t position your Agents too close—your enemies
could take the opportunity to use a grenade. Likewise, if enemies are grouped
together, you can exploit that same opportunity.


Basic Tips:
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Written by Rufert

* You only need to send an agent to an informer to start him giving info, agent does
not have to stay after the timer starts.
* Agents and items can freely teleport across the globe for assault missions, UNLESS
they are training, in travel or undergoing drug treatment.
* The infirmary is useless. Bring agents on missions and use a health pack on them,
it’s faster.
* Exp seems to be static for missions, so there’s no reason not to bring a full squad.
* A lot of perks are useless or borderline useless, extra exp seems to be a static so
the extra exp ones don’t give you much at all. If a perk is being vague about what
it does, save the game, pick it, see the stat increase/decrease, load and try stuff
so you can see the numbers which are inexplicably hidden.
* Most useful perks are: Actor, hitpoints and increased speed. Hitpoints in particular
if you’re on normal or above, as it allows you to knock out enemy agents.
* Killing a guard or soldier(sometimes doesn’t work with regular law enforcement) Will
make any enemy agent on the map eventually come and check. This is useful to lure
them out and closer to EVAC. They’ll beeline for where the guard died, and then stand
there for 2-3 turns before going back.
* There is no rush, ever, take your time. (unless you need to flee and are in combat)
* Mousing over an enemy or civilian will show you where they’ll go next turn, if nothing
shows up it means they’ll stay where they are. (I’ve sometimes had this bug out and
not show me)
* Always do tactical recon if you have the chance. It’ll let you disguise a dude, as
well as have full view of the map.
* Upgrades are locked behind progress in the game, if you find yourself only getting
"New agent for hire” on completion of things, that means you’ll need to advance the
story to get new stuff. It’s a good idea to hold off finishing investigation board
stuff until you’re sure it’ll unlock new stuff.
* Having vision of a room you’re wanting to breach lets you select targets.
* Point blank headshot cannot be dodged. Useful for taking out unaware enemy agents
if your stealther has too low health to knock them out.
* Smoke grenades are good money, always be making and selling them, they sell for
about 200 profit.
* Investigation just does the pinboard puzzles for you, it doesn’t add anything beyond
that, ít’s quicker and better to do yourself, especially if you want to avoid auto
completing stuff before it’ll give you a better reward.
* Call EVAC as soon as possible, it won’t get compromised unless you enter combat. Some
story missions won’t let you do this until certain stuff has been completed.
* In my 59 hours of play I was forced to do combat once, the times it had been forced
beyond that it was just a race to evacuate, as such combat perks were not useful for
me. And that one forced combat could in all honestly have been beaten by a team of
level 1 agents. The game isn’t hard.
* There is a "best” way to do drugs, depending on what is available to you. When
something says it blocks something else that means the blocked thing can’t be injected
AFTER the one that blocks it, meaning you are free to stick it in before. As such with
some clever planning you can shove more drugs into an agent than it appears at first
glance. Drugs also seem to be the only way to increase agent stats. Near the end with
clever drug order I had agents with 2 fire points, 5-6 movement speed and 4 action
points. Meaning they could run halfway across the map, knock out and dispose of a
corpse in one go. Basically a superhuman. You can do this to most agents.
* Don’t be fooled by good stats on agents for hire, almost exclusively look at their
perks. Hires are usually full of drugs skewing their stats, you’ll have to re-do them
anyway.
* Don’t worry about sleeper agents, they only trigger if you start combat, regular
missions lets you bring them at no risk as long as you don’t break stealth.
* At one point in the game, the introduction of the move hideout mechanic, you’ll be
encouraged to move your hideout, and get a new mission. Do the MISSION FIRST, as
completing it will give you a huge amount of danger. Following the guy’s advice and
moving right away will transfer that danger to your new place, forcing you to relocate
again, wasting money.
* Relocating is instant, and teleports anyone in the HQ to the current site, use this
to your advantage.

Vue : 1237 fois
Mise à jour : 2021.12.26



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