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Agents with SAS backgrounds have proficiency with AUG, and it can also be acquired by finishing Specialist Firearms Drill training. | Agents with SAS backgrounds have proficiency with AUG, and it can also be acquired by finishing Specialist Firearms Drill training. | ||
[[File:EM-2.jpg|thumb| | [[File:EM-2.jpg|thumb|none|350px|Enfield EM-2 - .280 British]] | ||
== Steyr AUG A1== | == Steyr AUG A1== | ||
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Agents with GBU and Gladio backgrounds have proficiency with AUG, and it can also be acquired by finishing Expert Firearms Drill training. | Agents with GBU and Gladio backgrounds have proficiency with AUG, and it can also be acquired by finishing Expert Firearms Drill training. | ||
[[File:Steyr-AUG.jpg|thumb|350px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]] | [[File:Steyr-AUG.jpg|thumb|none|350px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]] | ||
== Harrington & Richardson SPIW == | == Harrington & Richardson SPIW == |
Revision as of 08:12, 3 January 2021
Work In Progress This article is still under construction. It may contain factual errors. See User talk:Lunar Watcher/Sandbox for current discussions. Content is subject to change. |
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Phantom Doctrine is a strategic turn-based espionage thriller game developed by CreativeForge Games and published by Good Shepherd Entertainment in 2018.
Phantom Doctrine introduces the mechanic of weapon proficiency. Unlike in newer XCOM games, agents can use whatever weapons you will decide to give them, but having proficiency with the weapon allows you to customize their weapons with different ammunition and accessories, as well as reduce the reload cost.
All weapons can have up to 3 attack options, based on firing modes of their real life counterparts: single shot, 3-round burst (known as "burst" in the game and "full auto" (in reality a longer burst, its size depends on the weapon). Just like in isometric Fallout games, burst option does not necessarily mean that weapon is capable of firing bursts in real life, but rather that agents fire their weapons in short, controlled bursts.
The following weapons make an appearance in the game Phantom Doctrine. Weapons are listed in order of their appearance in the game and sorted by categories. Their damage is not based on their real caliber, but rather on how late in the game they become available.
Pistols
Pistols and revolvers are the bread and butter of a spy. They, along with submachine guns, are the only types of weapons that can be used by disguised agents. Both pistols and revolvers have a unique attribute of not ending the turn of this agent, but while pistols offer more shots and more accessory slots, revolvers offer more raw power. Unlike in many other videogames, sidearms in this game have better single shot damage than SMGs and rifles, but they also have a limited effective range and rather low minimum damage, meaning that enemies with high Awareness meter can negate most of the damage unless it is brought down first.
Manufrance Le Francais
The Manufrance Le Francais appears as the "French DAO". The Cabal has several of these pistols in their hideout at the start of the campaign.
Only agents with the DGSE background have proficiency with this pistol, which, considering its low damage, makes it one of the least useful weapons for both loud and stealth approaches unless the player gets the agent with said background early in the game.
Benelli B76
The Benelli B76 appears simply as the "B76".
Agents with Mafia background are proficient with this pistol, and agent can also gain proficiency with it and M1911 after finishing Urban Operations training, making it one of the first real options for stealth approach in the early game.
Colt M1911A1
The Colt M1911A1 appears simply as the ".45".
Walther PPK
The Walther PPK appears as the "PPK".
It is the weapon of choice for agents with Stasi background, and proficiency with this weapon, along with TT, can also be acquired by finishing the Warzone Operations training.
Tokarev TT-33
The TT-33 appears as the "TT". Agents with KGB background have proficiency with TT.
Gyrojet Rocket Pistol
The Gyrojet pistol is knowns as the "Gyro-gun". It is the ultimate pistol, combining the power of the revolvers and modularity of the pistols.
You can acquire proficiency with this weapon only by finishing Black Ops Firearms Drill training.
Revolvers
Every single revolver is compatible with pistol suppressors in this game, which is not possible in real life.
Smith & Wesson Model 642
The Smith & Wesson Model 642 appears as the ".38". Referred to in the game files as "weapon_revolver_sw60", likely referring to S&W Model 60 instead.
This revolver, along with SW Model 29, is a weapon of choice of agents with NSA background. It is slightly better than French DAO in terms of raw power, but its usability during stealth approach depends on whether or not the player can get an agent with NSA background early on.
Colt Python
The Colt Python with the 4 inch barrel appears under the name of the other Colt revolver, "Cobra".
Agent can acquire proficiency with Python and Webley only by finishing Covert Operations training.
Webley .455 Mk VI
The Webley .455 Mk VI is known as the "Wembley".
Smith & Wesson Model 29
The Smith & Wesson Model 29 appears as the ".44".
It is the weapon of choice of agents with CIA and NSA background, and proficiency with it can only be acquired by finishing the Expert Firearms Drill training.
Submachine Guns
Submachine guns, along with assault rifles, are the jack-of-all-trades weapons, available to The Cabal agents. They don't excel in any areas, but they offer enough of everything to be either the primary or the secondary weapons to something more specialized.
All submachine guns and assault rifles have all 3 firing modes options. They differ only in the damage distribution and number of accessory slots: submachine guns deal more damage per burst and have 3 attachment slots while assault rifles deal more damage with single shot and full auto options and have only 2 attachment slots.
Sa vz. 61 Škorpion
The Sa vz. 61 Skorpion appears as the "VZ 61". The Cabal has several of these submachine guns at the start of the campaign, whether equipped on proficient agents or in the inventory.
It is the weapon of choice of agents with Securitate background, and proficiency with it can be acquired by finishing Contact Tactics training.
Star Z-62
The Star Z-62 appears as the "Estrella", referencing both its manufacturer and its country of origin.
Agents with Mossad background have proficiency with it, and it can also be acquired by finishing Fire and Movement Tactics training.
IMI Uzi
The IMI Uzi appears as the "GAL", likely referring to its creator, Uziel Gal.
Agents with IRA and Triads backgrounds are proficient with this weapon, and you can also acquire proficiency with it by having the agent finish Basic Firearms Drill training.
MAC-10
The MAC-10 appears as the "M10". Judging by its magazine capacity, it is supposed to be a .45 ACP version.
Agents with MSS and Yakuza backgrounds have proficiency with it, and it can also be acquired by finishing either Rapid Dominance Tactics or Basic Firearms Drill training.
Beretta M12
The Beretta M12 with wooden furniture appears as the "M12". Incorrectly holds 40 rounds in the 32-round magazine.
Proficiency with this weapon can be acquired by finishing either Shock Tactics or Night Operations training.
PM-63 RAK
The PM-63 RAK appears as the "PM63". Incorrectly holds 25 rounds in the 15-round magazine.
Agents with SB background are proficient with this weapon. Proficiency can also be acquired by finishing Skirmish Tactics or Specialist Firearms Drill trainings.
Heckler & Koch MP5A3
The Heckler & Koch MP5#Heckler & Koch MP5A3 with Navy trigger group appears as the "MP5".
Proficiency with MP5 can be acquired by finishing Specialist Firearms Drill training.
Walther MPK
The Walther MPK is available in the game simply as the "MPK".
It is the weapon of choice of agents with RAF and BND backgrounds. Proficiency with MPK can also be acquired by finishing Guerilla Operations training.
Assault Rifles
AK hybrid
What appears to be a mix between AK-47 (gas system and angle of the stock) and AK-74 (the rest of the weapon) is available in the game as the "AK". It is one of the weapons used by Kingfish in the tutorial, and it is one of the starting weapons for the Cabal agents.
Agents with ASALA, IJO, MIT and Spetsnaz backgrounds have proficiency with AK, and you can't acquire it any other way.
AK-74
Weirdly enough, the inventory icon for this AK hybrid depicts a normal AK-74 instead.
Beretta BM59 "Truppe Alpine"
The Beretta BM59 "Truppe Alpine" with incorrectly modelled stock appears as the "BM".
Only agents with CIA background have proficiency with BM. There is no other way to acquire proficiency with it, so while it is a direct upgrade over AK in everything but magazine size, only a limited number of agents can use it effectively.
Colt M16A2
The Colt M16A2 with wooden stock appears as the "M16". It is incorrectly depicted as having a full auto firing mode.
Only agents with USMC background have proficiency with it, making it yet another example of rare and not really useful rifle, unless you have no other choice.
TKB-022
The TKB-022 appears as the "TKB".
Agents with DGI and Spetsnaz background have proficiency with this weapons, and it can also be obtained by finishing Intermediate Firearms Drill training, making it the first real option for loud approach or stealth-oriented character with no disguise.
Heckler & Koch G3A3
The Heckler & Koch G3A3 with plastic furniture appears as the "G3".
Proficiency with this weapon can be acquired by finishing Advanced Firearms Drill training.
Enfield EM-2
The Enfield EM-2 is known as the "EIW".
Agents with SAS backgrounds have proficiency with AUG, and it can also be acquired by finishing Specialist Firearms Drill training.
Steyr AUG A1
Appears as "AUG". Incorrectly holds 42 rounds in 30-round magazine. It makes AUG, ironically enough, the weapon with the highest magazine size among the late-game weapons (considering that all late-game machine guns hold only 40 rounds in their boxes).
Agents with GBU and Gladio backgrounds have proficiency with AUG, and it can also be acquired by finishing Expert Firearms Drill training.
Harrington & Richardson SPIW
The Harrington & Richardson SPIW prototype is available in the game as the "AAR".
Machine Guns
Machine guns are used primarily for suppression fire. Unlike the other two types of automatic weapons, machine guns have only the full auto firing option, requiring your agent to not move much in order for them to be used. In return, they deal the highest damage among automatic weapons when used in full auto mode, as well as have the biggest magazines among all the weapons in general.
Dror
The Dror is available in the game as the "Sparrow", the name being one of the possible meanings of machine gun's original name. It is one of the weapons that The Cabal starts the campaign with. Dror, along with RPD, is the only machine gun in this game to hold a correct number of rounds in its magazine, holding 20 rounds in its magazine.
Agents with KGB background have proficiency with this weapon, and it can also be acquired as part of the Contact Tactics training.
Bren gun
A hybrid between Bren Mk1 (M) and Mk2 (simplified stock and non-adjustable rear sight) appears as the "LMG 26", with its name most likely referencing its parent, ZB-26. Incorrectly holds 100 rounds in the 30-round magazine.
Proficiency with this weapon can be acquired as part of the Basic Firearms Drill training.
RPD
The RPD is available as the "RP-4". It correctly holds 100 rounds in its drum.
Agents with SAVAK background have proficiency with this weapon, and it can also be acquired after finishing Intermediate Firearms Drill training.
MG 42
The MG42 appears as the "MG51", likely standing for the similar looking Swiss W+F MG51 machine gun. It holds only 40 rounds in its 50-round drum.
Agents with Freelance background have proficiency with this weapon, and it can also be acquired as part of either Advanced Firearms Drill or Specialist Firearms Drill trainings.
M60
The M60 appears as the "MG60".
FN M249E1 SAW
Appears as "Mini LMG", most likely standing for the original FN Minimi.
Shotguns
Shotguns have an interesting place in this game's arsenal. They have both high maximum and minimum damages, reflecting their multiple shots per shot nature, meaning that they are fairly effective against enemies with high awareness meter, but their damage overall doesn't scale as well into late game and they have a limited effective range.
Remington Model 870
Remington 870 with the wooden stock and polymer foregrip appears as "Model 870".
MTs-255
Appears as "MU-255".
Franchi SPAS-12
Appears as "Semi 12".
Heckler & Koch CAWS
Appears as "CAWS". Just like in real life, its full auto capabilities are reflected in the game. It is the only shotgun that can be fired in burst or full auto.
Sniper Rifles
Sniper rifles act as bigger sidearms, having only single fire option, as well as a significant difference between maximun and minimum damage. Unlike other kinds of weapons, they have an infinite effective range, but their low minimum damage means that you either need to be up close to your target or have a special perk that would negate their dodge capabilities.
Dragunov SVD
Appears as "SV-63". SVD is also used by Sniper support teams, should you choose to have them on the mission.
Steyr AMR 5075
Appears simply as "AMR". It appears to be modeled using only the photo of the left side as the reference, since it lacks the magazine well (and, therefore, the magazine) and has an incorrect bolt handle on the right side, meaning that it has an incorrect capacity of 5 rounds for such configuration.
Barrett M107
Appears as "M82". This particular model of M82 is anachronistic for the game setting, as it was not developed before 1983.
Other
China Lake launcher
Used by support forces when the appropriate option is chosen.