Door Kickers 2

Door Kickers 2

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Kris 21 Jul, 2021 @ 12:59pm
Just my take (80 hours)
I have had a great deal of enjoyment playing Door Kickers 2. It's quick to start up and enjoy random maps or community maps after playing through the official scenarios, just perfect for when you want a challenge though don't intend on playing for hours at a time (That happens anyway). From the beginning I have been learning and adapting, finding solutions both purposefully and accidentally. My play style never being entirely the same.

The biggest thing I feel this game has going is gadgets from the spy cam to the breach charge and grenade types. Banging and entering just never gets old and positioning shooters to directly face enemies with silenced weapons using the spy cam before opening a door is rewarding.

I've recently been playing a stealth set up with an MP5 squad led by a spy cam. This is very satisfying, I've learnt a bit about how the enemy reacts to sound, noticing they move towards their own shooters and at times turn their backs to face a fallen comrade while open to the F key. I discovered a new way of having fun with the AI, by choosing when to make a noise to get their attention and draw them in, by kicking a door, or running. I finally caught on and realised when there is a death funnel of a door with no space at either side I can just toss a flashbang and anyone in that room will open the door and investigate saving my squad from getting too close.

Of course with this style of play I have come up with a couple of suggestions each with purpose and reason based on my experience playing Door Kickers 2.

Using the spy cam as a corner cam, this would be useful while stealth clearing rooms where a door has already been opened and you don't want to rush in towards a bundle of enemies. Or perhaps you wan't to avoid a potential barricaded shooter.

A noise maker grenade/toss-able something more suitable for luring enemies from an area or room that doesn't alert too large of an area. I would prefer if enemies were investigating a strange noise they can't determine rather than an obvious bang.

Gas Grenade, I'm not sure on their use in real scenarios, or how loud they may be, though something that has a chance of incapacitating a heavily crowded room with little noise would be very helpful, this could require a team with gas masks.

I'll keep playing this game for hours yet, the potential is limitless. Recently I had the idea to see if I can use a flashbang to lure a room of enemies out one door while I sneak a squad in the opposite door, not sure where this will be possible, though it's worth experimenting!

As a side note I have noticed the flashbang doesn't effect the squad, not sure if that is intentional or not. Though it seems to me they should all be a bit dazed.
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Showing 1-8 of 8 comments
Noisemakers.... gas grenades... reminds me of the Thief series. (^.^)
Kris 21 Jul, 2021 @ 2:16pm 
I guess flashbangs are noisemakers, just really short and loud ones. Enemies will face the blast if they weren't flashed. You can lure them through doors. Any enemies attracted to the blast will face the grenades landing spot, make sure it's a corner away from the squads entry and they turn directly to it once entering the room.

I am looking forward to the concealment stat, I played Thief briefly many years ago. Had no idea it had all those things :D
OrangeGills 21 Jul, 2021 @ 2:44pm 
note - you CAN use the spy cams around corners. Right click a troop, see that you can activate the camera anytime, not just at doors. The camera starts just ahead of the trooper, so if you go right up to a corner and activate it, you should be able to see around a corner into a hallway or open room
Gnarly 21 Jul, 2021 @ 4:54pm 
I recall that the Flashbang GIF hover-over hot-tip/tutorial says that the team practices so much with flashbangs, that they don't affect them. I could be mistaken though (maybe DK1)?
Autolykos 22 Jul, 2021 @ 3:07am 
Also, smoke grenades are kinda OP at the moment - enemies don't seem to find it the least bit suspicious when their garden, the street in front of their house, or the room they're in suddenly fills with smoke.
Kris 22 Jul, 2021 @ 10:43am 
Originally posted by OrangeGills:
note - you CAN use the spy cams around corners. Right click a troop, see that you can activate the camera anytime, not just at doors. The camera starts just ahead of the trooper, so if you go right up to a corner and activate it, you should be able to see around a corner into a hallway or open room

I must have missed this in the tutorial, thanks for letting me know. Will try it out next random run.

Originally posted by Gnarly:
I recall that the Flashbang GIF hover-over hot-tip/tutorial says that the team practices so much with flashbangs, that they don't affect them. I could be mistaken though (maybe DK1)?

It did? I don't know about flashbang resistance to be honest, sounds too hardcore and would have some nasty long term effects on the eyes and ears. I mean IRL of course.

Originally posted by Autolykos:
Also, smoke grenades are kinda OP at the moment - enemies don't seem to find it the least bit suspicious when their garden, the street in front of their house, or the room they're in suddenly fills with smoke.

I haven't tried using smoke as a stealth tool at all, usually I toss then assume I've alerted the guards. One of my favourites is smoking a room, standing in the smoke and suppressing the entire room.
Autolykos 25 Jul, 2021 @ 2:02am 
After a bit more testing, it seems enemies are alerted by smoke grenades, but only if they can see the grenade itself go off (not if they only see smoke, like if the grenade is behind sandbags or a window). They are prompted to investigate (walk straight into the cloud) if they see the grenade (but not just the smoke), which is probably the worst thing to do, but I have never seen them get into ambush position or blind fire into the smoke (which may be a better idea), even if I set the chance for that to 100% and everything else to 0%.
Kris 25 Jul, 2021 @ 9:00am 
Originally posted by Autolykos:
After a bit more testing, it seems enemies are alerted by smoke grenades, but only if they can see the grenade itself go off (not if they only see smoke, like if the grenade is behind sandbags or a window). They are prompted to investigate (walk straight into the cloud) if they see the grenade (but not just the smoke), which is probably the worst thing to do, but I have never seen them get into ambush position or blind fire into the smoke (which may be a better idea), even if I set the chance for that to 100% and everything else to 0%.

Yeah I agree with this. I have noticed a few scenarios where the smoke dissipates and there's an enemy right behind the squad shooting one in the back. It would make more sense for them to leave the room where possible and take cover positions. Not to try and walk into the smoke or go through it. Randomly firing into the smoke would make sense, though that could be a real pain in certain scenarios. Smoke is good for covering ground or blocking some distant enemies line of sight. I've also used smoke indoors to limit the directions I have to cover while entering. Not to mention the fun of smoke, suppress then frag.
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Date Posted: 21 Jul, 2021 @ 12:59pm
Posts: 8