Door Kickers

Door Kickers

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johnway Nov 28, 2016 @ 11:53am
Tips to Breach, Bang and Clear?
Hi guys, throughly enjoying this game but to cut the long story short, how can i breach, Bang and clear in one swift action and without pausing the game?


picture the scene; Its a barricade scenario, the doors are locked and the room is big enough to accomadate itchy trigger finger perps eager to see your guys eat the big donut in the sky. Pretending to be the pizza delivery guy and getting the perps to open the door (and preferrably surrender) for their (unannounced) free pizza isn't going to cut it. We're going in, serving hot lead nuggets fresh from the captain's machine gun.

I could just bring charges and let them have it. But when hostages are around, thats not going to be an option without handing in badges and filling mountains of paperwork explaining why bits of the taxpayer had to be scraped off the walls.

So the smart option is to have your team perform a breach+bang+Clear move. Pick the lock, toss flashbang and letting rip with all guns blazing and clearing the room. The team enter relatively intact, get a pat on the back at the station, get some medals and a commodation because we made the cleaners scape bits of perps off the walls.

But how does one go about doing this? There doesn't appear to be an option to stack orders on doors. I could pause the game after the door has been locked and manually plan it, but when i'm after medals in single player, this is also a no no.

Anyway, let me know how you tackle a barricade situation effectively.

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Showing 1-8 of 8 comments
Seymour Buds Nov 28, 2016 @ 12:00pm 
You can set the ABC go codes and issue hold orders. Draw out all the paths and give them the commands.
Last edited by Seymour Buds; Nov 28, 2016 @ 12:00pm
axios2006 Nov 28, 2016 @ 12:20pm 
Hi, you can plan very nice order combinations using breach charges, flashbang, hold until clear and the go codes.

Some examples:

https://www.youtube.com/watch?v=c6a5vGYQSSw

https://www.youtube.com/watch?v=rcpNiTJcD6g

https://www.youtube.com/watch?v=6NFaCEiRmRM
johnway Nov 28, 2016 @ 2:47pm 
Thanks i'll have a look at the videos. Whenever i try to use go codes for breaching doors for some reason when i try this they would throw the flashbang through the door and stand there until i told him to move. Normally in this situation, i would set the go code just before the door which meant missing vital seconds.

EDIT: Looking at the videos, the examples given appear to be doors that can be opened or breached with charges. The main example or map was a particular singleplayer map (lost in the bag or something) whereby all the outdoors were locked and had to breach to gain entry. Ok, admittedly i COULD use charges on that level and gain entry but being a man that prefers stealth to ensure i get the jump and avoid executions, i prefer not to. if i get the chance, i'll look around for videos on that map to see how its done.
Jazz Nov 29, 2016 @ 1:59am 
1 - Tell an operator to perform a breach on the door the way you want
2 - Tell another operator to throw a grenade on go-code Alpha
3 - Tell the rest of the operators to get in on go-code Bravo
4 - Tell the remaining two to get in on go-code Charlie
Last edited by Jazz; Nov 29, 2016 @ 2:01am
CaptainGary Nov 29, 2016 @ 9:31am 
Woah woah wait, that's how your supposed to play it? Am I the only one who plays it live?!
johnway Nov 29, 2016 @ 11:00am 
thanks for the replies so far guys. A few updates. The mission in question that made me raise the question was the single player mission: "Lost in the bog". i managed to beat it with everyone alive, but it wasn't pretty and luck played a huge part in it. I'll upload a video if i can get the sound to work on it.

I can see Haze's tactics working, but one of the biggest problems i face is whether its possible to throw the flashbag through the door properly. Before that door opens, the system suggests its going to bounce back in my face instead. Besides the element of surprise is pretty much lost as soon as that door opens. Waiting vital seconds for the man to throw the flashbang before entering is pretty risky.

if there was a dry run simulation button (like in frozen synapse) it might help to refine the tactics. Bigger headaches also seem to be throwing flashbangs through already opened doors when you tell it to throw one to enter a room with a closed door. the team simply stand there, realise theres no door to toss a flashbang through and simply move forward.
Jazz Nov 29, 2016 @ 11:01am 
Originally posted by FabulousShawn:
Woah woah wait, that's how your supposed to play it? Am I the only one who plays it live?!

Haha i think so man. The whole point of this game is to plan the assault in advance, not to throw your troopers here and there and hope for the best
CaptainGary Nov 29, 2016 @ 4:00pm 
Originally posted by h a z e:
Originally posted by FabulousShawn:
Woah woah wait, that's how your supposed to play it? Am I the only one who plays it live?!

Haha i think so man. The whole point of this game is to plan the assault in advance, not to throw your troopers here and there and hope for the best

ok ive been trying it like this. So much easier to win lol
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Date Posted: Nov 28, 2016 @ 11:53am
Posts: 8