Door Kickers 2

Door Kickers 2

Korsakov Group (Wagner PMC)
65 Comments
Factorio  [author] Sep 26 @ 8:10pm 
Very kind words. Thank you. :steamhappy:
123nick Sep 26 @ 7:36pm 
i LOVE the work you put into your custom squads! they are some of the most well-polished and fitting mod factions ive found. other ones feel like they add bloat or dont fit the vanilla games design well, but these are perfect in how well-designed their unique strengths, weaknesses, and features are in every aspect. they reflect their IRL counterparts well, and they fit seamlessly among the base games roster of squads. even the descriptive flavortext for troop classes, faction descriptions, doctrine unlocks, and weapons are superb! its really high effort stuff. thank you SO much for making these mods!
Bavi Sep 26 @ 5:50pm 
Thank you for clarifying, was unsure if that was just intense flavour text or not.
Factorio  [author] Sep 26 @ 8:11am 
Yes. That is stated in the item description.
Bavi Sep 26 @ 8:07am 
Noticed that the team leader seems unable to re-enter stealth after pulling their gun out, is this a deliberate design choice similar to the CIA poncho?
Factorio  [author] Sep 26 @ 7:59am 
BF3 and BF4 yes
Mad_Rat Sep 26 @ 6:01am 
Also are these BF3 voice lines on Korsakov? <3
Factorio  [author] Sep 25 @ 11:49pm 
The makarkov ammo was an oversight and will be fixed to 9x18.

The ASH-12 is shooting the correct 12.7mm ammo however and there is no issue.
Mad_Rat Sep 25 @ 11:35pm 
Great mod, had a tons of fun with guys and campaign. One issue, though:
https://i.postimg.cc/63Hj9bVc/image.png

In mission 6 in NE house you can't enter this door (with red cross), chair is somehow blocking it.

Also Makarov and other guns with 9x19 are weird. If 9x18 is not in the game, I would use .380 from PPK, they are suppose to have similar characteristics.
мяч детпул Sep 21 @ 2:46pm 
meatwaves lmao:steamfacepalm:
Vanta Sep 21 @ 2:01pm 
Say, why does the Makarov PM and stechkin APS use 9x19?
And why is the ASh-12 shooting 7.92x57mm?
Bavi Sep 11 @ 6:04am 
I must say, the idea of making two separate groups into one unit and giving them separate doctrines is actually really interesting. Overall a pretty well made mod! Do have to wonder though, how exactly are you meant to complete some of the campaign mission challenges? (IE Undetected on Black Gold.)
Did also feel like some of the portraits, especially the front facing Bazali ones, look a bit off in terms of artstyle. Not a deal breaker but threw me off somewhat when initially trying them.
Factorio  [author] Sep 7 @ 6:54pm 
Every class has their "gimmick" For Bazali, it was LMGs. I will most likely give Sappers a PKP for a few BH however.
Txvar_ Sep 7 @ 6:51pm 
Great mod, but why not give atleast one LMG to the main group?
Vulcy Sep 3 @ 7:16am 
Okey, thanks for the response.
By the way, do you have any plans on giving the units a bulletproof shield? It would be awesome. Love the mod btw.
Factorio  [author] Sep 3 @ 6:48am 
Yes. Rangers are ridiculously overpowered. You can upgrade the squad to be very good even still with the correct doctrine paths.
Vulcy Sep 3 @ 4:46am 
playing with this mod, i find my team to be very slow to fire back and generally much weaker then my rangers, is this intentional?
906971503 Aug 31 @ 6:32am 
good mod
Factorio  [author] Aug 28 @ 6:31am 
maybe
XaocuT's Show Aug 28 @ 5:41am 
Add KS-23
Wife Aug 25 @ 6:47pm 
havent tested this with any of the other weapons but im noticing that the AK-102 despite the model having a much shorter barrel than the AK-74 and similar rifles, in game my troops will lower it when they are much further from a wall or object than the AK-74. the 74 model touching a wall and still up while my trooper is lowering the 102 from like, a little bit further back than the 74 is standing.
secret Aug 24 @ 12:01pm 
that's peak.....
Fluffy Aug 24 @ 11:21am 
A:10 V:10 Thanks :lilith_heh:
Factorio  [author] Aug 24 @ 7:41am 
Appreciate the kind words. Interesting write up. :steamhappy:
syvarris Aug 24 @ 4:44am 
(3/3)
Seriously, just a fantastic mod. Probably the best DK2 faction I've even played? Though having such a well made custom campaign kinda makes it an unfair comparison, since none of the other faction mods I've played have had something like that. Still, just great work.

Also screw Steam setting the char limit to 1000. LET ME RANT ABOUT THE THINGS I LIKE.
syvarris Aug 24 @ 4:43am 
(2/3)
The slow attrition of all my men getting killed off, and eventually being forced to undertake missions with fully injured teams, would normally make me feel stressed and worried about each mission. Here? It felt perfectly suited to the nature of Wagner. Of course I'm fucking up and getting my people killed, that's just how Wagner *works*. It even worked out perfectly with where the campaign ended, almost all my guys were dead or crippled anyway; they limped through the last couple as it is, no wonder they'd give up and leave there. Oh, and a bonus is how there's very clear tiering between the units; I found myself constantly judging which guys to keep back and which to send forward based more off their value than the risk to them, which I don't tend to do even when playing SWAT. The faction design itself incentives you to play like Wagner.
syvarris Aug 24 @ 4:43am 
(1/3)
Absolutely exceptional mod, especially the campaign. I jumped straight into the campaign on ironman without leveling or unlocking anything (initially; I let myself unlock one item per mission), and enjoyed it greatly. Design of the faction makes it feel notably different from anything I've played before (in particular I'm surprised it felt so different from vanilla SWAT), the sarcastic and critical descriptions for everything works perfectly, and the campaign in particular was just... *chef's kiss*. All the levels are GOOD, fun and varied, nicely different from the base game... and the narrative driving home that you're deeply villainous pawns was excellent. It actually made for a story and progression I was enjoying a lot more than the base game. It also had the somewhat surprising effect that I wasn't upset about fucking up and losing my teams and screwing up missions, because well... they're very openly evil bastards who I really don't WANT to succeed anyway.
Sкiткj3ll Aug 24 @ 2:04am 
Ah, I see ^_^
Factorio  [author] Aug 23 @ 8:44pm 
Bazalians have 2 LMGs. That doctrine affects those.
Sкiткj3ll Aug 23 @ 10:18am 
It looks good. I have one question though...

What's the point of the LMG doctrine skill? There's not a single LMG to be found in your squad anywhere? xD Or am I missing something?
Factorio  [author] Aug 22 @ 10:21pm 
I've changed some accuracy values.
Felony Aug 22 @ 3:36pm 
the mod is legitimately pretty good the FPV drones are cool af the guns and uniforms are nice custom doctrine tree which not even areas has still all round good just wish it wasn't wagner group and that the conscripts weren't an AI approximation of what Afro-Brazilians look like lmao
Roof Koreans Aug 22 @ 11:17am 
SHOIGUUUU!! GERASIMOV!!!
LuckyBuck Aug 22 @ 8:29am 
or maybe just add 3 doctrine points so we have the freedom to keep or remove the debuff from the advance doctrine and still specialize our squad without taking the whole doctrine.
still a cool mod tho, keep up the work :)
Factorio  [author] Aug 22 @ 7:31am 
Ill consider it but it is supposed to be specialized
LuckyBuck Aug 22 @ 7:18am 
might also need to add 5 more points for the doctrine.
compared to the Armadillo PMC, this have more doctrine to go through in order to have better squad (considering there is also a debuff for the Bazali troops that you need to spend 3 points in order to fully remove the debuff)
Wife Aug 22 @ 7:16am 
i didnt think that the wagner group mod would be this fire but here we are
Jaeger Aug 21 @ 4:01pm 
Yes please check weapon balancing other than that it's awesome mod !
Factorio  [author] Aug 21 @ 11:31am 
Weapon balancing will be looked at.
JB bro Aug 21 @ 6:33am 
Everything in this mod is NOICE, but maybe replace russian oper lines from other games, rather than BF3? Maybe US force from BF3 but locolized to RU?
You might want to buff the aim of AKM, AK74 and AK105 as they only working well in certain range (5-10) and getting terrible other than this range.
It make sense for AKM and AK74 to be a less accuracy rifle in long range if you plan to make it a rusted rifle but AK105, from my understanding, is a modern tacticool gun and that make it weird to suffer from a low aim.
And what is the point to have that terrible aim in close range and long range?
But it might just because I didn't have any upgrade yet, maybe you want those gun to be a suppression rifle in those range, still weird tho.
Factorio  [author] Aug 20 @ 5:10am 
In the magazines and the chamber
realhansolo200 Aug 19 @ 9:26pm 
Where the fuck is the ammo?
Majdan Aug 19 @ 9:49am 
An absolutley wonderful mod, I love it!
XaocuT's Show Aug 19 @ 8:07am 
Ну это гойда года
Benniotto Aug 19 @ 12:10am 
Их там нет!
Jarhead Aug 18 @ 11:47am 
Лето и арбалеты
wk37781 Aug 17 @ 6:44pm 
This mod is BadAzz!!
neotokyonoob Aug 17 @ 3:27pm 
this is so sick bro. Been thinking how cool a game based on RU ops in Africa would be and this answers it!
SarydZ Aug 17 @ 1:36pm 
sigma sigma boy