Door Kickers 2

Door Kickers 2

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Game is great! But...
Hey, I really like the game since I bought it back them days, but now when it released, I played it a lot more!

However, sadly, only few changes were made since these days about ingame information. For example:

1. The stats of weapons: I see funny graphs with no real numbers on them. I can see how quick a weapon is (supposedly) but then there is also mobility and maneuverability that affect this. Why is it not possible to see the "standard stats" of a weapon when I choose it and AFTERWARDS, in the loadout screen, I see the stats my soldier has with his stats? In numbers! And maybe present the sweetspots too! When I have doctrines that use 7m, 14m, 25m and above, let me see directly the aiming time / accuracy / critchance / single shot/Burst/auto probability / suppression / whatever for these sweetspots.

2. The same for Ammo. The graph MARGINALLY changes while ammo seem to have a big effect on (some) weapons. Why do I need to look up several videos that dig into game files to understand how these things are working?

3. Same about scopes! Holo x1 and Red Dot x1 are "kinda" the same - but seemingly not! Why can't we see the real differences?

4. Armour: Show the damage reduction against the different calibers. Also, I'm still not sure how mobility works. Will a soldier without any gear be faster than a soldier that has the same mobility while having several grenades? Assaults for example can have ALL slots filled with grenades or not, it doesn't affect mobility seemingly. Why? What's the benefit of dropping gear then?

Also there are things in the gameplay that I don't understand why there are like they are...

1. The purpose of 7.62 rounds is underwhelming. The big calibers would be a lot more "useful" if you would add penetration into the game (wall penetration). Also, this would make Ammo more useful! Because as far as I know, (and I'm not educated, so take with grain of salt) one reason for 5.56mm rounds was to reduce overpenetration and ricochets. So it could introduce the frangible type ammunition.

2. Ricochets and splinters are also the main reason why soldiers still wear body armour (and Combat googles - another perfect addition?). This would deepen the gameplay even more, especially for rescue missions. For example: Pistol calibers (SMG) are MUCH safer for these kind of missions, so SMGs could make a return, right?

3. Non-Lethal means could also proof more useful - and also maybe introduce more mission types.

4. MGs could be used to saturate rooms from the outside - making them more useful.

5. Same for Sniper rifles! Modern military units have bodycams, so let's just add a fun gameplay feature that is not-so-realistic and allow Marksmen to shoot NEAR seen enemies from other squadmates when they could possibly penetrate the wall (and when it just suppress the shot enemy; it would still make Marksmen more useful!)

What are your feelings about all of that ? :)

Edit: Oh and another thing about QoL:

1. I would love to save loadouts for the different classes.

2. I would love a key (middle mouse for example) that switches between different soldiers really close to each other when I hover my mouse next to them (so I don't need to tab through 10 people or click their picture in the overview when I want to adjust a plan)

3. I would love to set "formations chains". Like, if I want two soldiers to move always together, I "chain them" together, set their formation (like: one is facing direction A and the other one is back to back and looks ALWAYS 45/90/180 degrees) and then click one of them, making a route and BOTH use these route (in their set formation)

4. Maybe add a simple stack-up order. Let us draw a line to a door, use "stack up" and the guy will walk instantly to a corner of the door and look somewhat inside of the room. The next one in line that got the stack up order will then place himself right behind the first (if space is available) and look in the same direction. This would make planing a bit simpler and can reduce overall time consumed, especially when I play "actively" and not with one plan. It doesn't need to be perfect, just a quick meaning for moving soldiers easier.

5. Make it possible to switch aiming side for the soldiers.

6. Add a "sweep vision" keybind, so when my soldier arrives at point A, I hold for example tilde (or whatever you have left of number one / above Tab) and draw a line somewhere. The soldier will then SWEEP his vision from the starting point of the line to the end point.
Last edited by FinaL; Feb 15 @ 6:35am
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Showing 1-1 of 1 comments
Your way of thinking is like that of a robot. The data is right there: the curve formed by the data points within the 10-50 meter range. Isn't that not clear enough? Each point on this curve is data, and they are averages, not exact values. The actual situation will fluctuate above and below the curve.

The 7.62-caliber bullet is effective against enemies wearing body armor at medium to long distances. However, the official maps do not feature many high-armor enemies, which is a balance between difficulty and playability.

Regarding mobility, it's not a linear, infinite scale. Instead, once the item weight reaches a certain threshold, it will increase or decrease mobility by 10%. As for the specific data, it's not necessary at all. Just try different combinations and see the results. If there's no change in the icon, then there's no change on mobility.

Your ideas about game mechanics involve a lot of coding work. They might be possible in the future, but it's unlikely to be implemented.

loadouts ···I hope so

Grouping is indeed necessary, especially when repeatedly operating multiple units to follow the same route, which can be maddening.

hover menu seems a good easy idea

sweep vision ···A patterned movement will only reveal more of your weaknesses.
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Do you know what I want most? It's the ability to save progress midway through a mission At least once
Last edited by Freelancer MAD DOg; Feb 15 @ 8:46am
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Date Posted: Feb 15 @ 6:18am
Posts: 1