Door Kickers 2

Door Kickers 2

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axios2006 Dec 8, 2020 @ 4:29pm
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2
Tips & Tricks
More usefuls tips and trics will be added here. Feel free to suggest them. Thanks.

1) Aiming
  • Right Click Drag - Simple Aimpoint (Yellow Arrows), Look this way for a couple of steps.
  • Add CTRL -> Strafe (Blue Arrows). Walk while looking at a particular angle, valid till canceled by another order
  • Add SHIFT -> Slice the Pie (Purple Arrows) Walk along the path while turning to face the exact point of the arrow. Valid till canceled by another order.

2) "Ctrl-Click assigns a sync order to a particular troop or waypoint, and he syncs with those that are setup the same. You can use this to keep a formation or clear an area in sync with other troops. This way no one goes ahead of his buddy - even if they are on opposite walls of a large room. More sync options and experiments might come in the future - but let us know how useful you find this."

3) Edit a path without deleting subsequent path: position the cursor over the starting point of the new path, drag the path, draw the new path, conclude the new section rejoining the previous path.
Example:
https://i.imgur.com/9Yas0pY.png
https://i.imgur.com/dRbFWvi.png

4) How permadeath works?
Anyone dead or wounded in Single Missions or RMG is healed at mission end (SP or Coop).

Anyone dead in campaigns stays dead for the duration of the campaign. If the campaign is played in the optional Iron Man mode, they get replaced with fresh recruits after campaign end. If you're playing non-Iron Man, regular mode, they simply get revived.

If the campaign has reinforcements (Tour of Duty does), they replace dead troopers in Iron Man, or they revive some of the dead ones in non Iron-Man.

Also keep in mind that in non-Iron Man campaigns you can simply restart missions as much as you want, if you're not happy with the results.
Last edited by axios2006; Feb 14 @ 4:35pm
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Showing 16-30 of 61 comments
Have someone managed to do "The handover" on stealth? Is it even possible?
axios2006 Apr 26, 2021 @ 5:16am 
Originally posted by Johny Traktorzysta:
Have someone managed to do "The handover" on stealth? Is it even possible?

Hi,

there is an entire dedicated section of the community for speaking about map tactics...

Please, consider to create in that section a dedicated thread about this map.

Thanks.
KingMurphVI Jun 12, 2021 @ 12:25pm 
Suppression is a GREAT way to clear blinds and windows from a distance. Completely changes how I clear large maps.
Doc Jul 17, 2021 @ 9:35pm 
Recommend setting door breaches and flashes to separate go codes as the animation for pulling the pin and winding up for a grenade means that there is a long window between the door being open and handhelds entering the room.

All handhelds can be safely thrown around corners and over some walls/fences (like the thick courtyard walls or 3 panel breachable gates). handhelds will also bounce off of standing characters but their trajectory will not display this unless you have a direct line of sight to that character in which case the trajectory will be blocked for a short distance behind them simulating the ability to throw over them.

At time of writing flimsy doors can be breached with conventional means and also; frag grenades, under-barrel grenade launchers and wall charges which can be placed directly onto the door. Handheld and under-barrel grenades can reliably destroy all flimsy doors in their red kill radius. Wall charges can also destroy doors if they're placed on a wall of a short room directly opposite the door, useful for opening long sight-lines for marksmen down hallways from outside a building.

While slap charges are convenient and far better for recessed doorways the breaching hammer is faster and doesn't have a resource that needs to be managed and can also be deployed from the side of a door (Kicks can similarly be deployed offset from a door), setting it to a go code will make the operator ready the hammer before hand.
I Am The Law † Sep 13, 2021 @ 4:12am 
Originally posted by KingMurphVI:
Suppression is a GREAT way to clear blinds and windows from a distance. Completely changes how I clear large maps.
I would say that machine-gun fire on suppression is a great way to clean rooms. If, in the normal state, the operator needs time to aim at the tango, and then kill it with a short burst or single shots (this sometimes takes a relatively long time), then the suppression fire does not waste time on aiming, but ultimatum and quickly cleans the entire space. Not suitable for rescuing hostages, of course, but still.
I Am The Law † Sep 13, 2021 @ 4:22am 
1. Putting wall breach charges.
2. Put go-codes on them.
3. Move a few meters away from the walls.
4. Throw grenades or shoot from the underbarrel grenade launcher.
5. A moment before the grenade touches the wall, detonate the charges.
6. The boom party has already begun.
Ngtve Sep 13, 2021 @ 12:02pm 
If you want your characters to move and reload, make them look in a direction after they start reloading. They then move and reload.
Pre throwing
throwing process is slow . so throwing item before open door.
one man hold the door ,second man throwing item, then open the door ,this move need focus to catch right timing,if you do it right enemy will have to time to shoot
Last edited by Freelancer MAD DOg; Sep 28, 2021 @ 8:02am
E-Rex Feb 1, 2022 @ 12:01am 
While crouched behind cover your men will be able to see the enemy but they wont be able to see you. This works before and after you're compromised.

Edit: Unless the enemy is about a meter away from your in cover crouched unit.
Last edited by E-Rex; Mar 30, 2022 @ 2:47am
CrazyVampire Apr 7, 2022 @ 3:47pm 
Be conscious of the aim-speed of your weapon, particularly at extreme close-quarters. Say you're clearing a really tiny room; if there's an enemy inside you're going to close enough to count their nostril hairs.

Consider switching to your sidearm before kicking the door, because at those extreme close ranges it's easy to pick up needless injuries if the enemy gets a shot off first. You totally want to be shooting first in that situation. Often, your pistol has a better aim speed at those ranges than your primary.
CrazyVampire Apr 10, 2022 @ 4:46am 
This one's a little complex and mainly of use to players (like myself) who like to play single-plan runs.

I've put together a short video demo and I've copy-pasted the text from the video below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2792218631
When it comes to entering any breach point, the game will always automatically synchronise any further operators with the point man/woman. That's all without needing to use go-codes, which are so precious when it comes to single-plan runs. The "point" is the operator whose plan includes a solid/filled-in entry icon (typically it's the first whose plan was drawn crossing the breach).

Onto the video, you see Maxim (light blue plan) has quite a lot to do. He's gotta' cross the hallway, switch to his sidearm, clear a toilet (he moonlights as a plumber), switch back to his primary and then cross the breach. Rylance (orange) on the other hand is just covering that door waiting for Maxim, before they breach together.

Notice how Maxim is the one whose plan includes the solid "Kick" icon for that door on the North wall. Rylance only has an inverse-colour icon, so that makes Maxim the point. Rylance is going to stand and wait at that door until Maxim kicks it, without using any go-codes.

As far as I can tell, this applies to any form of crossing a breach, including crossing open windows, there's always one operator on point and everyone else waits. It also applies regardless of the manner of crossing the breach. Breach by quietly opening a door, with a kick, but also when leading with a handheld of some sort, or using the hammer/crowbar.

You can switch the operator on point without needing to redraw all of the plans too. Just pick an inverse-colour icon and give it a breaching-related command. That operator will switch to become the point and the previous point now waits.

Happy (synchronised) door kicking!
Last edited by CrazyVampire; Apr 10, 2022 @ 4:47am
Baked.Bread Apr 30, 2022 @ 3:50pm 
Someone mentioned a way to adjust team sizes in a thread here. Does anyone have a link or explanation for this?
axios2006 Apr 30, 2022 @ 4:22pm 
Originally posted by Baked.Bread:
Someone mentioned a way to adjust team sizes in a thread here. Does anyone have a link or explanation for this?

Hi,

if you are talking about deploying more troopers in a map, you need to create a modded version of the map and place more troopers on the spawn points.
SlayerFox Apr 30, 2022 @ 5:24pm 
Originally posted by CrazyVampire:
This one's a little complex and mainly of use to players (like myself) who like to play single-plan runs.

...That's all without needing to use go-codes, which are so precious when it comes to single-plan runs....
[/quote]

How are go-codes precious? you can use the same go-code multiple times throughout a level.... to prove this, open any map, and have someone walk in a straight line. Set 2 "A" go-codes on the line at different points. When he gets to the first point, activate the go code and you'll see the second one is still there, waiting to be activated.
Baked.Bread May 1, 2022 @ 5:46am 
Originally posted by axios2006:
Originally posted by Baked.Bread:
Someone mentioned a way to adjust team sizes in a thread here. Does anyone have a link or explanation for this?

Hi,

if you are talking about deploying more troopers in a map, you need to create a modded version of the map and place more troopers on the spawn points.
I'm talking about making my glow in the dark boys an 8 man team.
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