Door Kickers 2

Door Kickers 2

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[v1.09] My Favorite Guns, Attachments, and Suitable Distances
By Takeshi, made in Mom
May 15, 2025. Aim-time build for SWAT.
Gun guide, including recommended Attachments, Engaging Distance, and some Doctrine
銃ガイド、お勧めのアタッチメントと交戦距離、いくつかのドクトリンを含む
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Disclaimer おことわり
Recent changes 最近の変更
  • May 15, 2025: Added new article about aim-time build for SWAT (Japanese not yet 日本語まだです)
  • Apr. 17, 2025: Tweaked a brief note for v1.08-09
  • Mar. 1, 2025: Added a new section "FAQ about Doctrine"
  • Mar. 1, 2025: Brief Note for v1.0 CIA's guns
  • Feb. 26, 2025: Brief Note for v1.0 SWAT's guns
  • Feb. 13, 2025: Brief Note for v1.0 Ranger's guns
  • Nov. 9, 2024: Added a new section "Evaluating attack types, my rule of thumb" "Prep for the full release: "Full auto, burst, or single fire?""
  • Feb. 17, 2024: Corrected 100 awkwardness with Grammarly free version!
    Grammarlyで英語を校正しました。神!

20% of Articles based on v1.09, Apr. 17, 2025
Rest of Articles based on v0.36, Sep. 13, 2023
First edition based on v0.28, Jan. 18, 2022
Japanese follows English.

上記バージョンに準拠します。
日本語版は英語版の後に書いてあります。

In this guide I'm going to show you:
my favorite GUNS, ATTACHMENTS,
and their BEHAVIORS ("attacktypes") vs DISTANCES.

However, please keep in mind:
containing SPOILERS,
NOT to describe EVERY SINGLE GUN,
too LONG to read the whole text (plz skip unnecessary parts),
and written in POOR ENGLISH.

このガイドでは以下を解説します:
お気に入りの銃とアタッチメント、
距離に応じた銃のふるまい。

ただし以下の点に留意してください:
ネタバレ、
全部の銃は説明しないこと、
長すぎて全部読んでられないこと(適宜読み飛ばしてください)。
v1.08-09 changes (Apr. 17)
M4 URGI/M320sup is very marginally better than M4/M203sup:
As always, a bit better fire rate for single fires at medium range, but the range isn't so good.
17.5m of RapidFireMed vs. 17m.
cf. 20m vs. 18m for Assaulters' ones.


Holosight got marginally nerfed:
-2% crit bonus @7-15m.

Red Dot got marginally buffed:
+1% crit bonus @0-7m.
15 ms quicker for maxAimTime2 @7-15m and 15 ms for mixAimTime2 @15-25m,
which means ~15ms quicker than Holosight around 15m


But overall Holosight is better: quicker than Red Dot in many cases, and crit chance tweaks are trivial.
Just consider SWAT got buffed slightly.
SWAT guns and aim-time-build (v1.0, May 15)
May 15, aim-time-build
Take the aim-time-bonus doctrines like below:


Let's take a look at aim-time @ 7m of my recommended guns.

Mini Uzi, Militia


385ms.
Slightly quicker than Foreign Advisor or Irregulars Trooper, but slower than scoped Irregulars, Guards, SSI etc.
Hmm, very difficult to fight against expert-tier tangos.

Mini Uzi, SWAT non-Militia


124ms.
Hmm, much quicker than expert-tier tangos, like gunfighters in Western movies.
Isn't it OP?

APC9K


1ms...
Hmm, Neo of The Matrix.
I am worried if dev might have forgotten this debugging tool.

OK.
Let's play the game with mods.
Shotguns are not affected by doctrines.
https://steamcommunity.com/sharedfiles/filedetails/?id=3432523797
Or some boon for Militia.
https://steamcommunity.com/sharedfiles/filedetails/?id=3481883387
With your own responsibility.


Feb. 26, Recommended guns for SWAT
Non-Militia, short-med range generalists
APC9K+Red Dot (+JHP(BH 戦闘勲章)) up to 25m.
5-shots with FMJ (or 4-shots with JHP) for 100 damage.
Rifle doctrines and US weapon doctrine effects.

M4+Red Dot up to 18m.
4-shots for 100 damage, and pierces soft armor (gray vest worn by some of the security guys).
Beware the shorter range, and the slower aim time because of the range:
Say @18m with the controlled burst, M4 needs 600ms to aim. APC9K does 541ms.
And the attack type of M4 is marginally worse than APC9K (because of more recoil I suppose).
Rifle doctrines and US weapon doctrine effects.

Other ARs are very similar, except for M16A4's 3rd-burst.
Suppressors don't extend the range or make the gun very silent.
Russian guns need 5-shots for 100 damage.

Non-Militia, short range specialist
M500+Red Dot+00Buck
Good up to 6m and OK up to 12m.
High crit chance would be convenient to kill Suicide Bomber Strong (170HP) or armored tangos.
P.S. sometimes I found M500 failed to kill, even the crit chance says >100%.
https://steamcommunity.com/app/1239080/discussions/0/592891078960522278/#c592891367616691017

Non-Militia, med-long range
M249
Beware, shields don't provide ***Mounted attack type.
https://steamcommunity.com/app/1239080/discussions/0/603023633548317274/

It has a surprisingly long "medium" range up to 35m!
But beyond that, it lacks "long" range attack type and uses "extra long" range attack type; much worse than the former.
Use suppress fire instead.
US weapon doctrine effects.

SVU+PSO 3-9x up to 40m, 97.5% crit chance @40m.

M4/M203+Red Dot up to 18m and beyond that shoot grenade.
Rifle doctrines and US weapon doctrine effects.

Non-Militia, sidearm
Mini Uzi is OK at short range, even without doctrines.
Handgun doctrine effects.

HS45 was a go-to with shield, but now questionable to spend precious BH(戦闘勲章) or doctrines.

Militia
Mini Uzi for short range.
FAL for long range. Up to 10m, rapid fire, 3-shots for 100 damage: OK.
Up to 30m, 1 shot/sec and 66% crit chance: Beware, "2-shots but no-crit" is 11.6%. Stay behind covers or covered by another mate.

Be sure to be buffed by Leader.
All of Militia Primaries are affected by Militia training doctrine,
and Secondaries seem to suck.
Since v1.06, Militia's pistols are NOT affected by handgun doctrines, NOR by Militia Training doctrine.
Now technically "militiapistol".


P.S.
I have done my first Tour of Duty, with SWAT, 28 days.
Assaulter was everything while Militia was something...
https://steamcommunity.com/app/1239080/discussions/0/592891078960545601/#c550107456404994899
CIA guns (v1.0, Mar. 1)
CIA got somewhat nerfed, while Rangers got heavily buffed.
Consider grabbing BH(戦闘勲章) Offensive Upgrade(s), which makes "nice to have" into "reliable", or "reliable" into "guaranteed".
4-8 BH for 4 troopers; not so expensive.

Black Ops, going silent
MCX RSAR sup+LPVO1-6x; Concealment: -4(gun) and -1(scope), Sound Travel Range: 5m
(-sup means suppressed variants. If interested, go to Appendix 付録, 1 of 2 > Suppressor)
Short range (0-6.5m) buffed by Burst-Fire doctrine. 13RPS, 3-shots for 100 damage.
Medium range (6.5-17m) nerfed because the Fast-Fire attack type got poorer crit bonus (+2 vs +20), but still OK; 4.5RPS, 64.9% crit chance @17m.
Long range (17-29m) severely nerfed; 1-shot/burst and 1300ms of Cool-down, and poorer crit bonus (+0 vs +10); 68.9% crit chance @29m. Avoid.

(MP7sup or AK-105 Alpha sup (needs BH ammo 戦闘勲章) may be appealing, because of the silence and longer "medium" range; 25m or 24m. But honestly I don't like their poor crit chance and damage.)

Black Ops, going Rambo
M4sup+LPVO1-6x+EPR ammo; Concealment: -4(gun) and -1(scope), Sound Travel Range: 40m
Burst-Fire @0-7m, 15RPS, 4-shots for 100 damage.
Fast-Fire @7-23m, 5RPS, 55% crit chance.
If you stay at medium range, then consider Match grade ammo;
more crit chance but only 6 RPS at short range.
I don't recommend SOST ammo, because it harms crit chance at medium range.
Its high damage may be appealing though; 3-shots for 100 damage, up to 16.5m.

Undercover, going with Rifle all the way
VSS+PSO 3-9x; Concealment: -3(gun) and -1(scope), Sound Travel Range: 3.5m
Burst-Fire @0-5m and Rapid-Fire @5-10m; 2-shots for 100 damage. Burst-Fire doctrine is not mandatory.
DMR-Aimed-Fire @10-25m. Beware the slow fire rate; 1RPS. 92.5% crit chance @25m.
OPFOR doctrine effects.

Going John Wick
Mk24sup+JHP ammo; Concealment: -2(UC) / -2.5(BO), Sound Travel Range: 6.5m
Controlled Pair up to 10m, 82.9% crit chance @7m.
Reliable main weapon.

G19Custom+Red Dot+JHP ammo; Concealment: -1, Sound Travel Range: 50m
Controlled Pair up to 11m, 66.9% crit chance @6.5m.
Not reliable or silent, but concealable sidearm.
Rangers guns and Crit-build (v1.0, Feb. 13)
Feb. 13, Recommended guns
See also the quick report about crit-build, and stats/tips written as of v0.36 (the section Rangers).
Other than crit chance, not super different from v0.36.
(Sorry this report is on paper: I don't have enough health, time, and motivation for now.)

Assaulter
King.
Long-range;
Mk17sup+LPVO1-6x: 83% crit chance @43m, better attack type for a medium range up to 18m.
XM7sup doesn't seem so different from Mk17sup, but locked by BH(戦闘勲章).
(-sup means suppressed variants, which is mostly to extend the range.
If interested, go to Appendix 付録, 1 of 2 > Suppressor)

Medium-range;
M4 URG-I sup: better attack type for medium range up to 20m, handier than heavy Mk17.
With LPVO1-6x, 93.3% crit chance @20m.
With Holosight, 73.4% crit chance @20m, but better at 15m or closer.
If URG-I is expensive for you, buy M4sup: the medium range is 2m shorter but other than that trivial difference.

Grenadier
Duke.
M4/M203sup M4 URGI/M320sup+Holosight: Grenadier doesn't have access to LPVO, so don't expect long-range fights.
Dual Role Optic 1/4x sucks, so stick to Holosight.

Support
Trickster.
This class has difficulty achieving high crit chance, but Suppressive FIre is very convenient if abused: such as firing through a window/curtain, or blowing up a door/wall and shooting immediately.
When you use Suppressive FIre, scopes or attack types don't affect IIRC.

My favorite scope is MG Optic 3.4x for med-long range, or Holosight for short-med range in a pinch, but scopes are only useful when shooting normally.
M249sup has a huuuuge magazine (200 rounds) but the range is short; up to 19m for the medium-range attack type.
MK48Sup has a longer range for medium-range attack type (28m), so convenient when shooting normally.
XM250: This is the one of only 3 LMGs that can pierce SSI's Lvl 4 armor (The others are M240/ Mk48 with BH barred AP ammo).
And shoot as if behind covers at 3-8m.
The cover bonus is very good: Confer the section "Rangers, 3 of 3"

LAMG can shoot as if behind covers at 0-15m.
MG338 uses high-power ammo, but I don't like the small magazine size and awkward attack types.

Marksman
Bench warmer.
M1014+Holosight: great at close-range combat up to 14m.
Uh, this class is crit-based similar to Assaulter, but much awkward at close-med range.
M14 EBR+LR Optic 3-18x has the longest range (60m), but is niche compared to Assaulter's Mk17sup+LPVO1-6x; versatile at close-med range and good enough at long range up to 43m.

Lastly, the best gun would not be the most exciting one!
Just use whatever you want: styles, curiosity, or personal regulations would be more important for QoL.
Perhaps I will stop the crit-build when I feel bored.
When I played DK1, I loved the KSG shotgun but later sealed it off.


Feb. 12, crit-build for Rangers
Unbelievable. Everything has changed.
Rate of fire and Damage has gone far away: Full-auto is just a waste of time and ammo.
P.S. Full-auto is a bit better just because a bit quicker to fire a minimum shots, which attack types force to fire.

Everything you need is aim time, crit, and range.
Tangos die with 1-2 shots.

Take the crit-bonus doctrines like below:

Then the guns fire magical bullets like below (not the best guns though):
Go for the head, Go for the head, Boo!


M4sup, LPVO1-6x, @18m


MP5, Holosight, @15m


M1014, Holosight, @14m


1911, @7m

Isn't she OP?
Isn't she too powerful?
こいつをどう思う?
すごく・・・OPです・・・

If you need more (really?), then grab BH Offensive Upgrade(s).
(BH:戦闘勲章)
FAQ about Doctrine (v1.0)
Most of "SMG" are technically "rifle".
Exceptions are;
CIA PM63 is "pistol"
SWAT non-Militia Mini Uzi is "pistol"
SWAT Militia Mini Uzi is "militiarifle", which is affected by Militia Training doctrine.

Feel free to ask us if uncertain.
https://steamcommunity.com/app/1239080/discussions/0/594015819239800293/


Militia stuff
Militia's primaries are NOT affected by rifle doctrines, but by Militia Training doctrine.
Militia's secondaries are NOT affected by handgun doctrines, NOR by Militia Training doctrine.


These guides are must-read.
https://steamcommunity.com/sharedfiles/filedetails/?id=3440929030
https://steamcommunity.com/sharedfiles/filedetails/?id=3442650842
Evaluating attack types, my rule of thumb (v1.0, 30%)
TL;DR, Conclusion first
For Shotguns, DMRs, and Rangers' ARs, Try to get a high crit chance. Otherwise, be sure to deal 100 damage with 1-burst. Then grab doctrine/attachment for aimtime, then cool-down (resetTime)


The priority of evaluating attack types is as follows:
To shoot first > To kill without being shot back > To prepare for the next attack

To shoot first
Although this is the most important factor, your troopers would shoot quicker than tangos unless yours stay at the wrong engaging distance.
If you look at the "Alt-Aim infobox" (the many SS shown in this guide), you can see it as "aim time".

To kill without being shot back
If your trooper could keep shooting a tango with a single continuous-shots, the tango would die while being staggered.
Is it practically possible?
Damn easily possible for high-crit guns!

How many shots will be fired?
If you go with high-crit guns, you can ignore this subsection.
The examples below are based on v0.36.
Let's start with Ranger's M4 (Full auto) at close range; in this guide "Shots/Burst: 2-6".
This means 2, 3, 4, 5, or 6 shots will be fired depending on RNG: 20% each.
The minimum shots will be fired even if the tango dies, but excess shots will be stopped in that case.

Let's go to the next one, BlackOps' M4 (Single fire); "Shots/Burst: Continuous, at least 2 shots".
Your BlackOps would shoot at least 2 shots and keep shooting until the tango dies.

Let's go to the last one, Ranger's M16A4 (Burst); "Shots/Burst: 3".
Your Ranger shoots just 3 shots whether the tango is dead or alive.
Critical shots
A single critical shot kills any of the vanilla tangos: quicker and more versatile than accumulating damages.
Note that none of the vanilla tangos wears helmets.
However, it depends on RNG.

I recommend >95% within expected number of shot(s);
The examples below are based on v0.36.
1 shot: e.g. DMR at medium to long range or Shotgun with 00 Buckshot at close range.
2 shots (>78% per shot): e.g. Double Tap or Controlled Pair of .45acp pistols.
3 shots (>63% per shot): e.g. Rapid Fire Med of some ARs with high crit ammo (7.62mm NATO or 5.56mm NATO Match Grade) and scope (such as LPVO1-6x)
(4 shots (>53%): Just for reference. I don't strongly recommend this.)

Accumulating damages
If you go with high-crit guns, you can ignore this subsection.
Since most of the tangos have 100 health, accumulating 100 damages will kill them.
Note that the Security guys with gray vests wear soft armor (protection from pistol bullets) and the guys with black vests wear heavy armor (protection from rifle bullets).
Some of the Suicide Bombers are practically the strong variant and have 170 health, but no way to identify them in-game!

To deal 100 damages within the expected number of shot(s);
The examples below are based on v0.36.
1 shot (>100 damage): e.g. Shotgun with No.4 Buckshot at close range
2 shots (>50): e.g. DMR
3 shots (>33.4): e.g. AR with high damage ammo (7.62mm NATO or 5.56mm NATO SOST)
4 shots (>25): e.g. SMG with JHP ammo or AR/LMG with mundane ammo
5 shots (>20): e.g. SMG with mundane ammo
To prepare for the next attack
If your trooper failed to kill the tango and had to attack him again, or succeeded in killing him and had to prepare for the next one, then your trooper has to wait for the "Cool-down" time in this guide (or "resetTime" in the local file).

If the time is short enough (e.g. <200ms) then there should be little problem.
If the time is not negligible (e.g. >400ms) your trooper would be shot back.
**Sections below are based on v0.36, but some of them may be helpful**
**以下の章はv0.36に基づいてますが、一部は役に立つでしょう**
Motivation, or you can skip this 動機、あるいは読まんで良いやつ
You may know, as you engage farther, you aim slower, and you shoot fewer.
However, do you know where or how much?
It is sudden and steep, and depends on every single gun.
This is why I have to tell you in detail,
and I am bothered to tell you everything.

ご存じでしょうが、遠くで交戦するほど、エイムは遅くなるし、連射は少なくなります。
でも、どこでどのくらいか知ってますか?
この変化は突然で急激で、銃一つ一つで違うのです。
そういうわけで詳細に説明しなきゃならないし、
全部説明するのは面倒くさいのです・・・
Rangers, 1 of 3
Overview 概観

70% of DK2 seems to be made for Rangers.
They are great at gun fighting, from kissing to long-range,
and also have Night Visions!

If you are going undercover, then use CIA.
Otherwise, if you are too bored to use Rangers, then use SWAT.
Otherwise, use Rangers.

DK2の70%はレンジャーのために作られているように見えます。
キスが届く距離から遠距離に至るまで、銃撃戦に非常に優れていますし、
暗視装置も持っています!

もし隠密作戦で行くなら、CIAを使いなさい。
もしレンジャーに飽きたなら、SWATを使いなさい。
さもなくば、レンジャーを使いなさい。



SMG

This is the king of CQCs but abysmal at long range.
近接戦闘の王者なれど遠距離はヘナチョコです。

[A+] MP5SD6, with Holo-sight, and JHP ammo
MagazineSize: 30, TurnSpeed: -1, Sound Travel Range: 2.5m
上記のステータスを参照してください。
Rank: A+
Expected range: 0-4m
Screenshot taken: 4m
Shots/Burst: 3-9
Cool-down: 150ms
Comment: Quick and strong. 4 shots for 100 damage.
早く強い。4発で100ダメージ。
Rank: A+
Expected range: 4-8m
Screenshot taken: 7.9m
Shots/Burst: 3
Cool-down: 100-150ms
Comment: Still great. You may fail to kill an enemy if unlucky, but you will shoot another burst quickly.
まだ凄い。不運だと殺し損ねるが、すぐ次の連射が撃てる。
Rank: A-
Expected range: 8-12m
Screenshot taken: 12m
Shots/Burst: 2-4
Cool-down: 50ms
Comment: Good crit chance, decent rps, great cool-down. 89+% crit chance with 2 shots, 96+% with 3.
クリティカル良し、連射そこそこ、クールダウンすごい。クリティカル率は2発で89%超、3発で96%超。
The trooper shown above has Marksmanship 9 and Assault Shooting 9.
上記の隊員のスキルはこの通りです。

Beyond 12m, it becomes mediocre. Beyond 16m, abysmal.
Hide and creep!

12m以遠でイマイチ、16m以遠で劣悪。
隠れて忍び寄るべし!



Shotgun

This is Yet Another SMG for non-Assaulters.
9 pellets per shot.
The damages shown below are each pellet. Crits are total.

非Assaulter向けの「新手のSMGか!」的なやつです。
1発あたり9個の散弾が含まれており、画像のダメージは散弾1個あたりで、クリティカルは合計値です。

[A] M1014 with Holo-sight
MagazineSize: 7+1, TurnSpeed: -2
Rank: A+
Expected range: 0-7m
Screenshot taken: 7m
Shots/Burst: 1
Cool-down: 50ms
Comment: Very high crit chance. Even if you are unlucky, another shot comes quickly, and thus deals 100 damage.
非常に高いクリティカル率。不運でも次の弾がすぐ来て、計100ダメージを与える。
Rank: A-
Expected range: 7-14m
Screenshot taken: 14m
Shots/Burst: 1
Cool-down: 400ms
Comment: Still high crit chance. Though another shot will NOT come quickly.
まだ高いクリティカル率。次の弾はすぐ来ないけれども。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.



Pistol

This is a little brother of SMG, ALWAYS in your holster!
Sadly Mozambique doctrine is not implemented yet,
but it is decent under the current situation.
If you are going to engage at the CQC range,
and your primary weapon is DMR or LMG, then swap to a pistol.

SMGの弟的なやつで、いつでもホルスターに入ってます。
残念ながらモザンビークドクトリンは未実装であるものの、現状でもそこそこです。
近接戦闘をする予定で、主武装がDMRかLMGならばピストルに持ち替えるべし。

[A] 1911
MagazineSize: 7+1, TurnSpeed: 0
Rank: A+
Expected range: 1.5-3.5m
Screenshot taken: 3.5m
Shots/Burst: 2
Cool-down: 300ms
Comment: Very high crit chance and very quick to aim. Decent rps and shots/bursts. 96+% crit chance with 2 shots. 3 shots for 100 damage.
非常に高いクリティカル率と非常に早いエイム速度。そこそこの連射。クリティカル率は2発で96%超。3発で100ダメージ。
Rank: A
Expected range: 3.5-7m
Screenshot taken: 7m
Shots/Burst: 2
Cool-down: 300ms
Comment: Similar as above but slower to aim.
上と同様だがエイム速度は遅い。
Rank: C
Expected range: 7-13m
Screenshot taken: 13m
Shots/Burst: 1-2
Cool-down: 400ms
Comment: Acceptable in a pinch. Pray for crit, hide and creep!
ピンチなら許容範囲。クリティカルを祈り、隠れて忍び寄るべし!
The trooper shown above has Marksmanship 9 and Assault Shooting 9.
Rangers, 2 of 3
AR

[A] M4, with suppressor, Holo-sight, and SOST ammo
Praise our lord, king of the versatility, conqueror of the uncertainty, and savior of the lazies.
Consider it is made from 67% SMG and 33% DMR.

我らが主を称え給え、万能性の王にして不確実性の征服者、なまけものの救世主であらせられる。
67%のSMGと33%のDMRでできていると思うべし。

MagazineSize: 30+1, TurnSpeed: 0
Rank: A+
Expected range: 0-5.5m
Screenshot taken: 5.5m
Shots/Burst: 2-6
Cool-down: 250ms
Comment: 3 shots for 100 damage.
3発で100ダメージ。
Rank: A-
Expected range: 5.5-18m
Screenshot taken: 16.5m
Shots/Burst: 2-4
Cool-down: 50-100ms
Comment: Good but 1 more shot is needed for 100 damage beyond 16.5m.
優秀だが16.5m以遠では100ダメージにもう1発必要になる。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.
As of v0.36, Marksmanship or Assault Shooting doesn't show in the screenshots above, but does affect how to shoot.

For a bit longer range, I recommend M16A4 (24.1m).
Its GL combo variant is described in the section below.
For a much longer range, I recommend Mk17, which is described just below.

ちょっぴり長い射程を考慮するなら、M16A4(24.1m)がおすすめです。
グレラン付きのやつを下の章で解説します。
ずっと長い射程ならMk17がおすすめで、すぐ下で解説します。



[A+] M4 URG-I Carbine, with suppressor, Holo-sight, and SOST ammo
The emperor has come!
URG-I is better than the original M4, but much more expensive.
This is a veteran's privilege, so if you are poor, you would have priorities of purchase.

皇帝のお出ましである!
URG-Iは元のM4より優れているものの、ずっと高価です。
これはベテランの特権なので、もし星が足りないならば、他に優先して買うものがあるでしょう。

MagazineSize: 30+1, TurnSpeed: 0
Rank: A+
Expected range: 0-6m
Screenshot taken: 6m
Shots/Burst: 2-6
Cool-down: 200ms
Comment: Pros: +0.5m range, -50ms cool-down. Cons: -1 RPS
長所:+0.5m 射程、 -50ミリ秒 クールダウン。短所:-1 連射毎秒
Rank: A
Expected range: 6-20m
Screenshot taken: 20m
Shots/Burst: 2-4
Cool-down: 20-70ms
Comment: Pros: +2m range, -30ms cool-down. +0.5 RPS. Cons: Nothing!
長所:+2m 射程、-30ミリ秒 クールダウン、 +0.5 連射毎秒。短所:無し!
The trooper shown above has Marksmanship 10 and Assault Shooting 10.
As of v0.36, Marksmanship or Assault Shooting doesn't show in the screenshots above, but does affect how to shoot.



[A] Mk17, with suppressor, and LPVO 1-6x
Consider it is made from 33% SMG and 67% DMR.

33%のSMGと67%のDMRでできていると思うべし。

MagazineSize: 20+1, TurnSpeed: -2
Rank: B
Expected range: 0-5.5m
Screenshot taken: 5.5m
Shots/Burst: 1-4
Cool-down: 350ms
Comment: 3 shots for 100 damage, but 50% chance to fire less than 3 shots with 1 burst, then you have to wait 350ms for another. Switch to pistols.
3発で100ダメージだが、1度のバーストで3発未満しか撃てない確率は50%あり、そのときは次のバーストまで350ms待たなきゃならない。ピストルに持ち替えるべし。
Rank: A
Expected range: 5.5-18m
Screenshot taken: 15m
Shots/Burst: 1-4
Cool-down: 70-150ms
Comment: 91+% crit chance with 2 shots and 100 damage with 3.
2発で91%超のクリティカル率、3発で100ダメージ。
Rank: A-
Expected range: 18-43m
Screenshot taken: 43m
Shots/Burst: 1-2
Cool-down: 100-120ms
Comment: 91+% crit chance with 2 shots, 97+% with 3, and 100 damage with 4.
クリティカル率は2発で91%超、3発で97%超、4発で100ダメージ。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.



AR / Grenade Launcher Combo

ARs get grenade launchers and deadweight.
Aim time to shoot a grenade is approx 1200ms. You should be shot back.
Thus shoot it by surprise, or stay hidden, shoot it to a corner, and involve enemies in a blast radius.

ARがグレランと重荷を得たやつです。
グレネードを撃つためのエイムに大体1200ミリ秒かかります。撃ち返されるでしょう。
なので奇襲的に撃つか、隠れたまま隅に撃ち込んで、爆風に巻き込むかするべし。

[A] M16 / M203 GL, with Holo-sight, and SOST ammo
MagazineSize: 30+1, TurnSpeed: -5
Rank: A+
Expected range: 0-5m
Screenshot taken: 5m
Shots/Burst: 3
Cool-down: 250ms
Comment: Similar to M4 above.
上記のM4と同様。
Rank: A-
Expected range: 5-15m
Screenshot taken: 15m
Shots/Burst: 2-4
Cool-down: 50-100ms
Comment: Similar to M4 above.
上記のM4と同様。
Rank: C
Expected range: 15-43m
Screenshot taken: 24.1m
Shots/Burst: 1-2
Cool-down: 150-200ms
Comment: Acceptable before 24.1m, 3 shots for 100 damage.
24.1mより手前なら許容範囲。3発で100ダメージ。
The trooper shown above has Marksmanship 9 and Assault Shooting 7.

If you need +2m longer range for "RapidFireMed", I recommend you M4 combo with a suppressor.

もし2m長い"RapidFireMed"レンジが必要であれば、M4コンボのサプレッサー付きをおすすめします。


DMR

This is the king of long range but slow at short range.
Covers reduce 100ms for aim time, and 200-300ms for cool-down.

遠距離の王者なれど近距離では遅いです。
カバーがあればエイムが100ミリ秒、クールダウンが200-300ミリ秒減ります。

[A+] M110A1, with suppressor, and LR Optic 3-18x
MagazineSize: 20+1, TurnSpeed: -5 from gun and -5 from scope
Rank: B-
Expected range: 0-5m
Screenshot taken: 5m
Shots/Burst: Continuous 連続的
Cool-down: 400ms
Comment: Strong but slow. Reliable in a pinch, though.
強いが遅い。ピンチの時は頼りになるけども。
Rank: B
Expected range: 5-14m
Screenshot taken: 14m
Shots/Burst: 1-4
Cool-down: 360-400ms
Comment: Becomes better beyond 7m (thanks to the scope). 2 shots for 100 damage.
7m以遠で良くなる。スコープのおかげ。2発で100ダメージ。
Rank: A+
Expected range: 14-48m
Screenshot taken: 48m
Shots/Burst: 1
Cool-down: 0-160ms
Comment: Becomes great beyond 15m. Guaranteed critical shots! Pray not to engage before 15m.
15m以遠ですごく良くなる。確定クリティカル!15mより手前で交戦しないよう祈るべし。
The trooper shown above has Marksmanship 6 and Assault Shooting 10.
Rangers, 3 of 3
LMG

Uh, the slowest gun type.
It is easy not to recommend it, but sad.
It has the longest "Medium" range (up to 28m!), and sprays many bullets.
Suppose you are standing in a corridor and overwatching enemy reinforcements.
You could kill or suppress several enemies with only one burst.
This is the most desirable situation.

Bonus from covers is very good, so I added the stats with the bonus.

ええ、一番遅い銃のタイプです。
おすすめしないのは簡単ですが、それでは悲しいです。
28mにも渡る最長の「中距離」レンジを持ち、多数の弾をばら撒きます。
廊下に立って敵の増援を監視しているのを想定してください。
たった1回のバースト射撃で複数の敵を殺すか制圧できるでしょう。
これが最も望ましい状況です。

カバーからのボーナスが非常に良いので、ボーナス込みのステータスを追加しました。

[A-] Mk48, with suppressor, and M145 MG Optic 3.4x
MagazineSize: 100, TurnSpeed: -7 from gun and -4 from scope
Rank: C / A behind covers
Expected range: 0-4.5m
Screenshot taken: 4.5m
Shots/Burst: 4-12 / 7-25 behind covers
Cool-down: 300ms / 100ms behind covers
Other Bonus: -50ms (close) / -50ms (far) to aim, +10 acc, +1 crit
Comment: Strong but slow and inaccurate. Be aware of collateral damage. 4 shots for 100 damage.
Bonus from covers is very good but unrealistic at this range, unless ambushing reinforcements.
強いが遅くて不正確。巻き添え被害に注意。4発で100ダメージ。
カバーからのボーナスは非常に良いがこの距離では非現実的、増援を待ち伏せでもしなければ。
Rank: B- / A- behind covers
Expected range: 4.5-9m
Screenshot taken: 9m
Shots/Burst: 3-10 / 5-25 behind covers
Cool-down: 230-300ms / 50-120ms behind covers
Other Bonus: -50ms (close) / -100ms (far) to aim, +15 acc, +3 crit
Comment: Becomes better beyond 7m (thanks to the scope).
7m以遠で良くなる。スコープのおかげ。
Rank: B / A- behind covers
Expected range: 9-28m
Screenshot taken: 28m
Shots/Burst: 3-7 / 4-14 behind covers
Cool-down: 400-430ms / 20-50ms behind covers
Other Bonus: -100ms (close) / -200ms (far) to aim, +3 acc, +0 crit
Comment: Still strong! Stay here. Keep behind covers as far as possible.
いまだに強力!ここに留まるべし。可能な限りカバーに隠れているべし。
Rank: C / B behind covers
Expected range: 28-60m
Screenshot taken: 60m
Shots/Burst: 2-4 / 4-8 behind covers
Cool-down: 410-500ms / 60-150ms behind covers
Other Bonus: -200ms (close) / -0ms (far) to aim, +15 acc, +0 crit
Comment: If behind covers, decent. Otherwise mediocre.
カバーに隠れていれば「まあまあ」、そうでなければイマイチ。
The trooper shown above has Marksmanship 10 and Assault Shooting 5.
As of v0.36, Marksmanship or Assault Shooting doesn't show in the screenshots above, but does affect how to shoot.


"Suppress area", Special mention to 制圧射撃への特記事項
"Suppress area, huh? Why not just throw a Frag?"
I was blind I didn't know its usefulness.

It is very quick to "aim": only 250ms.
Its "accuracy" is not that bad (approx. 50%, if you are a gentleman),
or perfect (100%, if bad guy).
It can be useful when you engage at long range, or happen to be flanked at short range.

Are you a bad guy? Don't you hesitate about players cheating or micromanagement?
OK. Point an AREA to suppress FAR BEYOND an enemy.

「制圧射撃、ハァ?手榴弾投げれば良くない?」
そんなふうに考えていた時期が俺にもありました。

「エイム」は非常に素早くて、たったの250ミリ秒です。
「命中率」はそんなに悪くない(約50%、もしあなたが紳士なら)か、
もしくは完璧です(100%、もし悪党なら)。
遠距離で交戦するとき、もしくは近距離で図らずも側面を突かれたときに便利でしょう。

あなたは悪党?プレイヤーチートやマイクロマネジメントにためらいがない?
よろしい。制圧する場所を選ぶ際に、敵よりずっと後方を指定したまえ。

Right: Gentleman's Suppress area 紳士の制圧射撃
Left: Bad guy's Mortal shots 悪党の致命的射撃
Rank: A-
accuracy: 50-100%
crit : -25%
aim time: 250ms
Shots/Burst: 8-12
Cool-down: 500ms
Comment: Good enough, even if scopes or trooper's abilities do not help ( I am not sure). Covers DON'T, I am sure.
十分良いですよ、仮にスコープや隊員の能力が役に立たなくても(自信ないです)。カバーが役に立たないのは自信があります。

Great tips have been posted to ">>> Tips & Tricks <<<" in the Steam forum, cited in the Reference section.
Originally posted by KingMurphVI:
Suppression is a GREAT way to clean blinds and windows from a distance. Completely changes how I clear large maps.
Originally posted by eastwindops Z:
I would say that machine-gun fire 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.

However if you encounter an entrenched machine gunner,
I recommend NOT to suppress him,
but to step back and JUST THROW A FRAG in hiding.

素晴らしいコツがSteamフォーラムの「>>> Tips & Tricks <<<」に投稿されています。参考文献の章で引用しています。
KingMurphVIさんの投稿の抄訳:カーテンや窓を遠くから壊すのにすごく便利。
eastwindops Zさんの投稿の抄訳:普通に撃つよりずっと早いから部屋掃除にすごく便利。

しかしね、もし立て籠っているマシンガン使いに遭遇した場合、
制圧射撃をするのはお勧めしません。
代わりに後退して物陰から手榴弾を投げたほうが良いですよ。
CIA, 1 of 2
Overview 概観

Of course, CIA is designed for covert missions.
However, they are also good at gunfighting.
Compared with Ranger troopers,
CIA troopers tend to have longer range, lack full auto firing mode,
have access to machine pistols, Russian guns, and a better selection of pistols.

Concealment is vital. Silence is highly recommended.

もちろんCIAは隠密作戦のためにデザインされています。
しかしながら銃撃戦も得意です。
レンジャー隊員と比べると、
CIA隊員はより長射程を持ち、フルオート射撃モードを持たない傾向があり、
マシンピストルやロシア製の銃や、より良いピストルの品揃えを利用できます。

秘匿性は不可欠です。静寂性は強く推奨されます。



Concealment 秘匿性
To stay covert, your trooper needs more than 7 points of concealment: 7 is not enough!
However, there are some equipment with a concealment penalty of fractions.
They are practically free: 7.2 or 7.5 is covert!

Here is the list of them:
PPK: -0.5 (use suppressed version or G19)
PPK Sup: -0.8
G19: -0.8 (used to be -1 as of v0.35 or before)
Mk24 of Black Ops: -1.5 (used to be -1 as of v0.35 or before, but as of v0.36 got a better magazine size and range)
Mk24 of Black Ops: -2.5 (used to be -2 as of v0.35 or before, but as of v0.36 got similar bonuses above, written in the next subsection)

秘匿状態でいるためには7ポイントを超えた秘匿性が必要です:7ポイントでは足りません!
しかし、いくつかの装備は小数のペナルティーを持っています。
実質タダです:7.2や7.5は秘匿状態です!

一覧:
PPK: -0.5 (sup付きかG19を使いましょう)
PPK Sup: -0.8
G19: -0.8 (v0.35以前は-1だった)
Mk24 of Black Ops: -1.5 (v0.35以前は-1だったが、v0.36でマガジンサイズや射程が良くなった)
Mk24 of Black Ops: -2.5 (v0.35以前は-2だったが、v0.36で同様のボーナスを得る。次の節に書いてあります。)



Pistol

[A] Mk24, with suppressor, and FMJ ammo
Concealable, silent, and great at short range.
It has a similar behavior as 1911 shown above, but a longer range.
All types of ammo are strong enough, so I recommend the most silent one.

As of v0.36, Mk24 was separated into 2: Undercover's one is the same as the old one.
Black Ops' one gets +2 magazine size, +0.5m double-tap range, -0.5 concealment, +160ms reloading time.

The screenshots below are old ones, so suppose them as Undercover's ones.
I added notes for Black Ops' ones.


秘匿性と静寂性を持ち、近距離戦に優れています。
上述の1911に似た振る舞いを持ちますが、より長射程です。
どの弾薬も十分強いので、一番静かなものをお勧めします。

v0.36でMk24は2つに分けられました:Undercoverのものは以前と同様です。
Black Opsのものは+2マガジンサイズ、+0.5mダブルタップの射程、-0.5秘匿性、+160msリロード時間、の変化があります。

下のスクリーンショットは旧バージョンのものなので、Undercoverのものだと思ってください。
Black Opsのものは注釈を付けました。


MagazineSize: 8+1(UC) or 10+1(BO), TurnSpeed: 0, Concealment: -2(UC) or -2.5(BO), Sound Travel Range: 5.5m
Rank: A+
Expected range: 0-4.5m(UC) or 0-5m(BO)
Screenshot taken: 4.5m
Shots/Burst: 2
Cool-down: 350ms
Comment: Very high crit chance and very quick to aim. Decent rps and shots/bursts. 97+% crit chance with 2 shots. 3 shots for 100 damage.
非常に高いクリティカル率と非常に早いエイム速度。そこそこの連射。クリティカル率は2発で97%超。3発で100ダメージ。
Rank: A
Expected range: 4.5-10m(UC) or 5-10m(BO)
Screenshot taken: 10m
Shots/Burst: 2
Cool-down: 370ms
Comment: Similar as above but slower to aim and a bit worse crit chance (96+% for 2).
上と同様だがエイム速度は遅く、ちょっぴりクリティカル率が低い(2発で96%超)。
Rank: C
Expected range: 10-16m
Screenshot taken: 16m
Shots/Burst: 1-2
Cool-down: 340ms
Comment: Acceptable in a pinch. Pray for crit, hide and creep!
ピンチなら許容範囲。クリティカルを祈り、隠れて忍び寄るべし!
The trooper shown above has Marksmanship 10 and Assault Shooting 10.


[A-] G19 Customized, with Micro Red Dot 1x and JHP ammo
NOT silent or very high crit chance, but very quick.
I prefer Mk24, but this gun is iconic and interesting to compare with it.

静寂でも非常に高いクリティカル率でもないけれど、非常に早いです。
Mk24の方が好きなんですが、この銃は象徴的だし比べると面白いですよ。

MagazineSize: 20+1, TurnSpeed: 0, Concealment: -1
Rank: A-
Expected range: 0-8m
Screenshot taken: 7m
Shots/Burst: 2
Cool-down: 220-230ms
Comment: The quickest aim time! Better range, rps, and Cool-down. Decent crit chance (+10% chance beyond 7m). 82+% crit chance with 2 shots @ 7m, good but not reliable. 4 shots for 100 damage.
最速のエイム!より良好な射程、rps、クールダウン。そこそこのクリティカル率(7m以遠で+10%)。クリティカル率は2発で82%超 @ 7mと良好だが信頼できる程ではない。4発で100ダメージ。
Rank: A-
Expected range: 8-14m
Screenshot taken: 14m
Shots/Burst: 2
Cool-down: 220ms
Comment: Aim time gets slower but still great. Crit chance gets better, 87+% for 2.
エイムは遅くなったがまだ優秀。クリティカル率は向上、2発で87%超。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.
CIA, 2 of 2
AR

[A] MCX RSAR, with suppressor, LPVO 1-6x and subsonic ammo
If you want a silent and longer-range gun, I recommend this.
Stronger than Ak105 and handier than Vintorez.
Black Ops Only.

もし静かで比較的長射程の銃が必要なら、これを勧めます。
Ak105より強くVintorezより扱いやすいです。
Black Ops専用。

MagazineSize: 30+1, TurnSpeed: 0, Concealment: -4, Sound Travel Range: 5m
Rank: B
Expected range: 0-6m
Screenshot taken: 6m
Shots/Burst: Continuous, at least 2 shots
連続的、最低2発
Cool-down: 300ms
Comment: Decent, not full auto firing though. 3 shots for 100 damage.
そこそこ、フルオート射撃ではないけども。3発で100ダメージ。
Rank: A+
Expected range: 6-17m
Screenshot taken: 17m
Shots/Burst: 1-4
Cool-down: 70-150ms
Comment: Good crit chance and damage. Keep this range.
良好なクリティカル率とダメージ。この距離を保つべし。
Rank: B
Expected range: 17-29m
Screenshot taken: 29m
Shots/Burst: 1-2
Cool-down: 100-120ms
Comment: Good crit chance, 2 or 3 shots would be enough. Although 4th shot is needed for 100 damage beyond 20m, it would rarely happen.
良好なクリティカル率、2-3発で十分でしょう。20m以遠の100ダメージには4発目が必要ではあるものの、滅多に起こらないでしょう。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.
As of v0.36, Marksmanship or Assault Shooting doesn't show in the screenshots above, but does affect how to shoot.

You have to take your Tac Vest / Level III off to be covert.
Instead of that, you can take one of the goods from:
grenades, a Level II Soft Armor, etc.

秘匿状態でいるにはTac Vest / Level IIIを脱がなきゃなりません。
代わりに以下から1つを持っていけます:
グレネード、Level II Soft Armor等。


[A+] M4, with suppressor, LPVO 1-6x and Match grade ammo
If you wanna be Rambo, take your starting gun - M4.
I like lone wolf run with it.
Black Ops Only.

もしランボーになりたければ、初期装備 - M4を持っていきなさい。
これで一匹狼プレイするのが好きです。
Black Ops専用。

MagazineSize: 30+1, TurnSpeed: 0, Concealment: -4
Rank: B
Expected range: 0-6m
Screenshot taken: 6m
Shots/Burst: Continuous, at least 2 shots
連続的、最低2発
Cool-down: 300ms
Comment: Decent, not full auto firing though. 4 shots for 100 damage.
そこそこ、フルオート射撃ではないけども。4発で100ダメージ。

Rank: A+
Expected range: 6-23m
Screenshot taken: 7m (upper 上図) and 23m (lower 下図)
Shots/Burst: 2-4
Cool-down: 70-150ms
Comment: Crit chance increases: +20 from attack type, +15 (7-15m) or + 20 (15-25m) from scope.
91+% crit chance with 2 shots, 97+% with 3.
クリティカル率向上:attack typeから+20、スコープから+15 (7-15m) または+ 20 (15-25m)。
クリティカル率は2発で91%超、3発で97%超。
The trooper shown above has Marksmanship 10 and Assault Shooting 10.



SMG

[A] Mini Uzi with JHP ammo
If you give up silence, this gives you more power and range.
Undercovers only.

もし静寂性をあきらめるなら、この銃がより強力で長射程です。
Undercover専用。

MagazineSize: 32, TurnSpeed: 0, Concealment: -2
Rank: A
Expected range: 0-7m
Screenshot taken: 7m
Shots/Burst: 5-8
Cool-down: 350ms
Comment: As strong as the assaulter's SMG. Not as quick though. 4 shots for 100 damage.
AssaulterのSMG並みに強い。早さは同等ではないけれど。4発で100ダメージ。
Rank: A-
Expected range: 7-15m
Screenshot taken: 15m
Shots/Burst: 3-6
Cool-down: 450ms
Comment: Good, up to 15m.
優秀、15mまで。
The trooper shown above has Marksmanship 7 and Assault Shooting 8.



How to throw grenades safely, Special mention to 安全にグレネードを投げる方法への特記事項

It is extremely useful for CIA troopers to throw grenades while playing civilians and not seen by enemies.
However, when your trooper throws a grenade, an area around him becomes suspicious.
Moreover, when the grenade explodes, enemies get alerted and start to investigate suspicious areas and people.
So when your trooper threw a grenade, he should walk away ASAP.
To do so, right-click him and delete the waypoint as shown in the image below.

CIA隊員にとって、民間人を装いつつ、敵にも見られていない状況でグレネードを投げることは非常に有用です。
しかし隊員がグレネードを投げると、隊員の周辺が疑わしい状態になります。
さらにグレネードが爆発すると、敵が警戒状態になり、疑わしい場所や人間を調べ始めます。
なので隊員がグレネードを投げたら、可能な限り素早くその場を去るべきです。
そうするためには下記の画像で示す通り、隊員を右クリックして「Delete waypoint」の指示を出しましょう。
SWAT, 1 of 2
Overview 概観

The strongest point of SWAT should be Militia spam.
They are the worst but cheapest class (2 Militia for 1 Deploy slot).
However, they have no demolition, poor armor, and poor CQC ability.

So they should be supported by Sapper.
They have plenty of demolitions, the best armor, and decent CQC ability.
Leader and Assaulter are, uh, Sapper without demolitions.

Command Militia carefully, or you will lose them and a star.
It could be bothering to command many Militias, so please be patient.

SWATの最大の長所はMIlitia(民兵)スパムでしょう。
彼らは最悪のクラスですが、同時に最安でもあります(2人で1人分のスロット)。
しかし彼らは爆発物を持たず、アーマーは貧弱で、近接戦闘も下手です。

なので彼らはSapper(工兵)の支援を受けるべきです。
彼らは多くの爆発物を持ち、最高のアーマーを持ち、そこそこの近接戦闘能力を持ちます。
LeaderとAssaulterは、ええと、Sapperの爆発物を持たないやつです。

Militiaの運用は注意深くするべし。さもなければ彼らと星を失うでしょう。
多数のMilitiaを運用するのは面倒くさいかもしれません。なので忍耐を持ちましょう。


AR for Militia

[C] M16A4 of Militia
NOTE: M16A4 of Assaulter is a DIFFERENT gun!

If you give up 1 on 1, it seems better to take the M16A4 and make a riflemen duo.
It is like a hybrid between spray-and-pray Mini Uzi and accurate-but-slow FAL,
and almost unable to kill a tango with one burst shot.
However with 2 burst shots, it has a good to decent chance of killing,
and much quicker cool-down time than FAL, thus versatile.


注意:AssaulterのM16A4とは違う銃です!

もし1対1を諦めるなら、M16A4を取って二人組を作るのが良さそうです。
M16A4はデタラメに連射するMini Uziと、精確だけど遅いFALを足して2で割ったようなもので、
1回のバースト射撃で敵を殺すのはほとんど不可能でしょう。
しかしながら2回のバースト射撃なら良好からまぁまぁのキル確率があり、
クールダウンはFALよりずっと速いので融通が効きます。

MagazineSize: 30+1, TurnSpeed: -1


Rank: A-, if duo and before 10m. 二人組で10mより手前なら。
Expected range: 0-30m
Screenshot taken: 10m (upper 上図) , 20m (middle 中図) and 30m (lower 下図)
Shots/Burst: 3
Cool-down: 450ms
Comment: 4 shots for 100 damage.
With 2 burst shots, the probability of hitting at least 4 shots is:
95% @ 10m, 84% @ 20m, 68% @ 30m.
(Follow-up shots have a penalty for accuracy of -8. Crits excluded.)
@ 20m I will pray for good luck and wait for another burst.
@ 30m I will make a trio.

4発で100ダメージ。
2回のバースト射撃で最低4発当たる確率は以下の通り:
95% @ 10m, 84% @ 20m, 68% @ 30m.
(2・3発目は命中率に-8のペナルティがあります。クリティカルは考慮してません。)
20mなら幸運を祈って3回目のバーストを待ちます。
30mなら三人組を作ります。
The trooper shown above has Marksmanship 10 and Assault Shooting 5.



SMG for Militia

[B-]Mini Uzi of Militia
If you never give up 1 on 1, this gun is the only option for Militia.
Beware it is inaccurate and slow, so don't expect too much.

もし1対1を諦めないなら、この銃がMilitiaにとって唯一の選択肢です。
しかし命中率は低いし遅いので、それを肝に銘じて高望みしないことが大切です。

MagazineSize: 32, TurnSpeed: 0
Rank: B
Expected range: 0-7m
Screenshot taken: 7m
Shots/Burst: 10-16
Cool-down: 400ms
Comment: 5 shots for 100 damage. Sprays too many bullets so highly probable to kill an enemy with 1 burst. Even if failed, the enemy would be suppressed. However unable to stop shooting at least 10 shots, so slow to shoot another enemy and quick to run out of the magazine.
5発で100ダメージ。あまりに多くの弾を撃つので、1度のバーストで殺す確率は高いです。もし失敗しても敵はsuppressed(制圧)状態になるでしょう。しかし最低10発撃つまで止められないので、次の敵を撃つには時間がかかるし、弾倉もすぐ空になります。
Rank: B-
Expected range: 7-15m
Screenshot taken: 15m
Shots/Burst: 6-12
Cool-down: 450ms
Comment: The probability of killing is medium (sorry, lazy to calculate). The range is nice but the accuracy penalty (-5) is not.
殺す確率は中くらいです(スマン、計算面倒くさい)。射程は良いけど命中率ペナルティ(-5)はよろしくない。
Rank: C
Expected range: 15-25m
Screenshot taken: 25m
Shots/Burst: 4-8
Cool-down: 450ms
Comment: The probability of killing is low. The range is very nice.
殺す確率は低いです。射程は非常に良い。
The trooper shown above has Marksmanship 10 and Assault Shooting 5.



SMG for Others

[A] APC9 K with M68 Red Dot 1x
For non-Militia.
Good at short and Medium range (0-18m).
Beyond 18m, abysmal.
Hide and creep!

Militia以外で使用可能。
短~中距離で優秀(0-18m)。
18m以遠で劣悪。
隠れて忍び寄るべし!

MagazineSize: 30+1, TurnSpeed: 0, (Sound Travel Range: 10m if suppressed, meh... 微妙・・・)
Rank: A
Expected range: 0-7m
Screenshot taken: 7m
Shots/Burst: Continuous, at least 5 shots 連続的、最低5発
Cool-down: 380ms
Comment: Similar behavior as CIA Undercover's Mini Uzi. 5 shots for 100 damage.
CIA UndercoverのMini Uziに似た振る舞い。5発で100ダメージ。
Rank: A
Expected range: 7-18m
Screenshot taken: 15m
Shots/Burst: 3-6
Cool-down: 120-180ms
Comment: Full auto firing even at medium range. Quicker Cool-down than the Mini Uzi.
中距離でもフルオート射撃。Mini Uziより素早いクールダウン。
The trooper shown above has Marksmanship 2 and Assault Shooting 5.


LMG for Assaulter
Because SWAT doesn't have any good DMR, this gun is the best one for long-range.
It has a surprisingly longer "medium-range": 35m than the Rangers' one: 15m.
However, it lacks a "long-range" attack type and instead uses an "ultra-long-range" one: abysmal,
so beware not to exceed 35m to engage.
It also has a huuuuge magazine to save lazy commanders.

SWATには良いDMRがないので、この銃が長距離戦には最適です。
驚異の「中距離射程(35m)」を持ち、レンジャーの15mとは月とスッポンです。
しかしながら「長射程」の攻撃パターンを持たず、代わりに「超長射程」のやつを使うのですが、
こいつが最悪なので、35mを超えて交戦しないように気をつけましょう。
また、クソデカマガジンを持つので、面倒くさがりの指揮官もニッコリです。

[A-] M249 LMG of SWAT and Combat Optic 4x
MagazineSize: 200, TurnSpeed: -5 from gun and -2 from scope
Rank: C / A behind covers
Expected range: 0-7m
Screenshot taken: 7m
Shots/Burst: 4-12 / 7-25 behind covers
Cool-down: 300ms / 100ms behind covers
Other Bonus: -50ms to aim, +10 acc, +1 crit
Comment: 4 shots for 100 damage. Good if ambushing reinforcements behind covers, otherwise swap to a secondary Mini Uzi.
4発で100ダメージ。
カバーの後ろで増援を待ち伏せするなら良い。そうでなければセカンダリのMini Uziに持ち替えるべし。
Rank: B- / A- behind covers
Expected range: 7-15m
Screenshot taken: 15m
Shots/Burst: 3-10 / 5-25 behind covers
Cool-down: 180-300ms / 0-80ms behind covers
Other Bonus: -50ms (close) / -100ms (far) to aim, +15 acc, +3 crit
Comment: Better than the shorter-range above. Keep a distance from enemies not to be flanked and stay behind covers as far as possible.
上記の近距離より良い。側面攻撃されないように距離を保ち、可能な限りカバーの後ろに隠れるべし。
Rank: B / A behind covers
Expected range: 15-35m
Screenshot taken: 25m
Shots/Burst: 3-7 / 4-14 behind covers
Cool-down: 450ms / 70ms behind covers
Other Bonus: -100ms (close) / -200ms (far) to aim, +3 acc, +0 crit
Comment: A good attack type for this range. Beyond 25m the bonus of the scope decays. As written above, beware not to exceed 35m to engage.
この距離にしては良い攻撃パターン。25m以遠ではスコープのボーナスが漸減する。上述のように35mを超えて交戦しないよう気をつけるべし。
The trooper shown above has Marksmanship 7 and Assault Shooting 1.
As of v0.36, Marksmanship or Assault Shooting doesn't show in the screenshots above, but does affect how to shoot.
SWAT, 2 of 2
Pistol for Shielders

[C] HS-45 Pistol (and Shield Lvl III)
I don't like shields because they mess up gunfighting and locomotion ability.
(shown in the next subsection)
However defense ability is awesome, so I choose the least of all devils.

盾は好きじゃないんです。銃撃と移動の能力が壊滅的になるので。
(次の節で説明しています。)
しかし防御能力は素晴らしいので、ゴミの中から一番マシなやつを選んでます。

MagazineSize: 13+1, TurnSpeed: -60
Rank: C
Expected range: 2.5-6m
Screenshot taken: 6m
Shots/Burst: 1
Cool-down: 550ms
Comment: Good crit chance. 3 shots for 100 damage. Believe your shield and pray for crit.
良好なクリティカル率。3発で100ダメージ。盾を信じてクリティカルを祈るべし。
Rank: C
Expected range: 6-12m
Screenshot taken: 12m
Shots/Burst: 1
Cool-down: 550ms
Comment: Similar to above.
上と同様。
The trooper shown above has Marksmanship 5 and Assault Shooting 8.



Shields, Supplemental information for 盾の補足情報

Why Shield Lvl III over Lvl IV ? 何故Lvl IVよりLvl III?
What Lvl IV can prevent but Lvl III cannot is very limited:
SR3_M (Foreign Advisor), SVD63 (Sniper Insurgent) and RP46_MG (Machinegunner OldSchool).

(FAL Rifle (Veteran Insurgent LongRange) is outdated, v0.31 or before)

On the other hand, Lvl III has a higher protection percentage, wider arc, lesser penalties of movement and turn speed.
Therefore I prefer Lvl III.
So does body armor.

Lvl IVで防げてLvl IIIで防げないものは非常に限られてます:
SR3_M (Foreign Advisor)、SVD63 (Sniper Insurgent)、RP46_MG (Machinegunner OldSchool)

(FAL Rifle (Veteran Insurgent LongRange) は防げるようになりました。v0.31以前は防げなかった。)

一方、Lvl IIIは高い防御確率と広い防御範囲、低い移動とターンへのペナルティがあります。
そういう訳でLvl IIIのほうを選びます。
ボディーアーマーも同様です。

Why HS-45 over Mini Uzi ? 何故Mini UziよりHS-45?
I am not sure, I apologize in advance.
Lvl III Shield has a -40 to -70 accuracy penalty.
It messes Mini Uzi very much, but HS-45 not so much.
I guess the first shot of a burst would not be penalized, while follow-up shots would.

If Mini Uzi is always screwed, I prefer HS-45 because of the high crit.

確証がないことをあらかじめお詫びします。
Lvl III Shieldは-40から-70の命中率ペナルティがあります。
それがMini Uziを滅茶苦茶にするんですが、HS-45はそれほどでもないのです。
想像ですが、バースト射撃の1発目はペナルティなしで、2発目以降はありなんじゃないでしょうか。

もしMini Uziがいつも滅茶苦茶なら、クリティカル率の高いHS-45のほうを選びます。

Locomotion penalty 移動ペナルティ
Shielders cannot sprint, crouch, or jump over covers.
Lvl III Shield has a -22% movement and a -60% turn speed penalty.
They cannot sprint to avoid rockets, expose flank in CQC situations, or waste time in stop execution or bomb defusal missions.

盾持ちは走ったり屈んだりカバーを飛び越えたりできません。
Lvl III Shieldは-22%の移動、-60%のターン速度のペナルティがあります。
彼らはロケットを避けるために走れませんし、近接戦闘で脇腹を晒しますし、処刑阻止や爆弾処理ミッションで時間を浪費します。
Appendix 付録, 1 of 2
Ammo

When you use 5.56mm NATO guns, SOST ammo reduces one shot for 100 damage.
So do 9mm parabellum guns and JHP ammo.

5.56mm NATOの銃を使う場合、SOST弾なら100ダメージに1発少なくて済みます。
9mmパラベラムとJHP弾(ホローポイント)も同様です。



Suppressors

Effective range expansion 有効射程の拡大
Suppressors extend the "AutoFire" range for approx 1.5m, and "RapidFireMed" for 3m.
Always attach it if the concealment penalty is not a problem.
Exceptions are SWAT guns, M9 pistols, and MP5 variants.

サプレッサーは「AutoFire」レンジを大体1.5m、「RapidFireMed」を3m延長します。
秘匿性ペナルティが問題でなければ常につけるべし。
例外はSWATの銃とM9ピストルとMP5派生型です。

Silence 静寂性
Many suppressed guns would not be very silent (sound travels 40m or so).
Whether suppressed or not, tangos who heard the sound of guns would start to investigate them.
But suppressed sounds are just suspicious and don't make tangos alerted instantly, while non-suppressed ones are obviously "sounds of combat" and make them alerted.

多くのサプレッサー付きの銃はすごく静かではないでしょう(音が40mとかまで届きます)。
サプレッサーの有無に関わらず、銃声を聞いた敵は調査を始めるようです。
しかしサプレッサー付きの銃声は単に疑わしいだけで、敵を即座に警戒状態にはしない一方で、サプレッサー無しの方は明らかに「戦闘の音」であり、警戒状態にさせます。

Gun length expansion 銃の長さの拡大
Suppressors would extend guns' length to approximately 0.1m, but that disadvantage should be trivial.
サプレッサーは銃の長さを0.1m伸ばすでしょうが、その欠点は大したものではないでしょう。



Scopes

[A+] Holo-sight 1x
Best for the 0-7m and 7-15m range, and decent for the 15-25m range.
A no-brainer for CQC.
Still good for the M16A4 or GL combo, even if engaging at medium range sometimes.

0-7mと7-15mで最優秀。15-25mでそこそこ。
近接戦闘用として文句なし。
M16A4やグレラン付きで、時々中距離で交戦する場合でもまだ優秀。

[A] LR Optic 3-18x
DMRs only.
Good for 7-15m range, best for 15-25m and 25-50m range.
Forget short range.

DMR専用。
7-15mで優秀。15-25mと25-50mで最優秀。
近距離は忘れるべし。

[A] M145 MG Optic 3.4x
LMGs only.
Second best for 7-15m range, good for 15-25m range, and decent for 25-50m range.
Forget short range.

LMG専用。
7-15mで2番目に優秀。15-25mで優秀。25-50mでそこそこ。
近距離は忘れるべし。

[A-] LPVO 1-6x
Good for 15-25m and 25-50m ranges, decent for 7-15m range, and mediocre but better than nothing for 0-7m range.
No concealment penalty for the CIA squad.

15-25mと25-50mで優秀、7-15mでそこそこ、0-7mではイマイチだけど無いよりマシ。
秘匿性ペナルティーなしでCIA部隊向け。

[A-] M68 Red Dot 1x
Poor man's Holo-sight.
Available even for poor SWAT squads.
No concealment penalty for CIA squad.

劣化版Holo-sight。
貧乏なSWAT部隊でも利用可能。
秘匿性ペナルティーなしでCIA部隊向け。



Distances and Situations 距離と想定条件

0-7m
Close-Quaters-Combat range in a small or medium-sized room.
As "Door Kickers" suggests, this range is very important for most kinds of mission objectives or map sizes.

小~中サイズの部屋で近接戦闘するレンジ。
「ドアキッカーズ」の名前の通り、大抵のミッション目標やマップサイズで非常に重要です。

7-15m
Engaging in a large room, through a door or a window, or on a corridor.
It is usual even in small (approx 15m*15m) sized maps.

大きな部屋で、ドアや窓越しで、または廊下での交戦。
小サイズマップ(大体15m*15m)でさえ頻出。

15-25m
Engaging in a corridor, outdoors, or while approaching a door to kick.
Sometimes in medium (25m*25m) sized maps and usually in large (50m*50m) ones.

廊下、屋外、もしくはドアを蹴破りに向かう途上での交戦。
中サイズマップ(25m*25m)で時々、大サイズマップ(50m*50m)で頻出。

25-50m
Engaging outdoors, or while approaching a door to kick.
Sometimes in large-sized maps.

屋外、もしくはドアを蹴破りに向かう途上での交戦。
大サイズマップで時々。

50m or more
This range is something like:
"I beg you Devs, please don't let me wait so long just to kick a door!"

言うなれば「すいません!許してください!何でもしますから!」的なやつです。



Important Attributes 重要なステータス

Rank
It is just my evaluation.
A means good, B decent, C mediocre, D abysmal (so I don't write articles of D).

個人的な評価に過ぎません。
Aが優秀、Bが「まあまあ」、Cがイマイチ、Dが劣悪(なので記事にしてません)。

attack type
This determines how guns behave and depends on engaging distances.

こいつが銃のふるまいを決めていて、交戦距離に依存しています。

accuracy
100% is enough. Many guns have more.
In practice, ARs and DMRs will not miss.
However, this should be the most important attribute for poor Militia.

命中率
100%で十分です。多くの銃はそれ以上あります。
実際問題として、ARとDMRはミスしないでしょう。
しかし、ヘナチョコMilitia(民兵)にとっては一番大事なステータスでしょう。

damage
A total of 100 damage kills most of the enemies.
(Only Suicide Bomber Strong has 170 health.)
50 damage requires 2 shots, 33.4 for 3, 25 for 4 and 20 for 5.

合計100ダメージでほとんどの敵を殺せます。
(Suicide Bomber StrongだけHPが170あります。)
50ダメージなら2発、33.4で3発、25で4発、20で5発。

crit
Critical chance to kill an enemy with 1 shot.
DMR can reach 100%.
.45ACP pistols have a very high chance.

クリティカル
1発で殺す確率です。
DMRは100%に届きます。
.45ACP弾のピストルは非常に高い確率を持ちます。

aim time
Written in milliseconds (ms), and so are other attributes.

エイムにかかる時間
ミリ秒表記です。他のステータスも同様です。

rps
How many ROUNDS will be shot PER SECONDs.

毎秒何発撃つかです。

Shots/Burst
I labeled as above, but technically written as minShots and maxShots.
In one shot sequence, a number of shots are randomly chosen between them.

バースト当たりの発砲数(仮)
技術的には minShotsとmaxShotsと記述されていて、
一連の射撃で何発撃つかは上記の間でランダムに選ばれます。

resetTime
”Cool-down”, more commonly.
You have to wait between shot-sequences.

いわゆるクールダウン。
一連の射撃が終わって、再度実行するまでの待ち時間です。

turnSpeedModifierPercent
Literally, it affects how fast you turn.
Of course, you have to turn before shooting.
It is important for CQC.
Light guns (SMG), scopes (Short range), and armors (Rangers Vest / SAPI) have approx 0%,
Mediums (DMR, Med range scopes, All-round ESAPI) have -5%,
and Heavies (LMG, Long range scopes, Extended Vest / SAPI) have -10%.
I don't know how it works, but I feel -30% requires 100-200ms more to turn 90 degrees.

ターンスピード補正%
文字通りです。撃つ前に向きを変えなきゃなりません。
近接戦闘で重要です。
軽装備(SMG、短距離スコープ、Rangers Vest / SAPI))で0%、
中装備(DMR、中距離スコープ、 All-round ESAPI)で各-5%、
重装備(LMG、長距離スコープ、Extended Vest / SAPI)で各-10%ぐらいです。
詳細は良く分からないのですが、-30%で90度回るのに100-200ミリ秒余計にかかる気がします。

moveSpeedModifierPercent
Literally.
I thought it was trivial, but is important to qualify "Mobility must be at least 8" deployment slots.
I recommend a guide "Swift Ranger Squad" cited in the References section.

移動スピード補正%
文字通りです。
死にステだと思ってたんですが、「Mobility8以上」のスロットを使うためには重要です。
参考文献の章で引用しているガイド「Swift Ranger Squad」がおすすめです。
Appendix 付録, 2 of 2
How to snoop details 詳細を覗き見る方法

Gentlemen should skip this section!

On a tactical map, press Alt + Right-drag your trooper.
Tips are shown in "The Shooting Range" cited in the References section.
You can see many attributes of your gun, as shown in the sections above.

If you want to know further, go to the References section, jump to a guide, and read the sections below:
"A very quick rundown on how to create weapon mods"
"Game directory"
"\data\equipment\"

この章は紳士に無用なものです!

戦術マップ上で隊員をAlt+右ドラッグするべし。
コツは参考文献の章で引用している「The Shooting Range」にて示されています。
上述の章で示すような、銃のステータスの多くが見れます。

もっと知りたい場合は参考文献の章から下記のガイド、章を読んでください:
「A very quick rundown on how to create weapon mods」
「Game directory」
「\data\equipment\」

"Nobita-san, you Pervert!" 「のび太さんのエッチ! 」



References 参考文献

How gun stats in Doorkickers 2 works (Reddit post)

>>> Tips & Tricks <<< (Steam forum post)

Doorkickers 2: A Basic Primary Guns Guide, by vren55, unavailable, the first Guns Guide in Steam Community!

https://steamcommunity.com/sharedfiles/filedetails/?id=2425164955
https://steamcommunity.com/sharedfiles/filedetails/?id=2611806579
https://steamcommunity.com/sharedfiles/filedetails/?id=2796777764
https://steamcommunity.com/sharedfiles/filedetails/?id=2979261346
https://steamcommunity.com/sharedfiles/filedetails/?id=3274961810
https://steamcommunity.com/sharedfiles/filedetails/?id=3245581448
https://steamcommunity.com/sharedfiles/filedetails/?id=3440929030
https://steamcommunity.com/sharedfiles/filedetails/?id=2277558398
https://steamcommunity.com/sharedfiles/filedetails/?id=2492602481
My other works 宣伝
https://steamcommunity.com/sharedfiles/filedetails/?id=3041568385
Guide for Enemies and Weapons.
Know your enemy!
「知彼知己、百戦不殆。」 -孫氏兵法:謀攻第三
敵と武器を紹介するガイドです。

https://steamcommunity.com/sharedfiles/filedetails/?id=3432523797
Dear Shotgun Mafia, here is the Mod.
ショットガンマフィアの皆様、こちらのModをご査収ください。
39 Comments
Takeshi, made in Mom  [author] Feb 22 @ 4:50pm 
Sorry for the shameless self-promotion.
The Shotgun mod above is now updated and live on Steam Workshop.
Takeshi, made in Mom  [author] Feb 15 @ 3:13pm 
For armor, Extended Vest is my go-to and I recommend buying it.
Level 4 protection was niche pre1.0 because only a few types of enemy used AP ammo.

For helmet, the BH barred one was the obvious winner because affordable by stars.
Rifle grade one should be the best from the rest, but I don't strongly recommend it;
Tangos were poor at critical shots pre1.0.

(That kind of enemy data is written on my enemy guide but it is not super important/urgent info for you)
merkava808 Feb 15 @ 2:55pm 
Yes sorry I just wasn't sure because it didn't say carbine but i figured.

Do you have input as far as armor/helmet goes ? I am early, early, early in the game so all I have so far are m4sup and holosights.
Takeshi, made in Mom  [author] Feb 15 @ 2:22pm 
Sorry yes.
-sup means suppressed variants, which is mostly to extend the range.
(Appendix 付録, 1 of 2 > Suppressor, if interested)
merkava808 Feb 15 @ 1:59pm 
When you say "M4Sup" do you mean the M4 Carbine with Suppressor?
Takeshi, made in Mom  [author] Feb 12 @ 4:05am 
Excuse me, Minsc, Stevie Wonder, ヤマジュン, and Queen, to borrow your great works for my pun...
I am a fan of you all!
Takeshi, made in Mom  [author] Feb 10 @ 6:24am 
Sory for very short update.
I'm sleepy.
I will be back on tomorrow morning UTC.
Takeshi, made in Mom  [author] Jan 31 @ 8:44pm 
Thank you!
Nature Boy Jan 31 @ 12:32pm 
Awesome guide.
Takeshi, made in Mom  [author] Jun 27, 2024 @ 9:10pm 
Have you read the new weapon guide, cited in the Reference subsection?
The author has different choices supported by his experience/experiments.

I never say I know everything about guns, write every best one in this guide, or my descriptions are perfect.
Let's read other guides and choose YOUR best!

The problem is both are ****ing LONG!