Door Kickers: Action Squad

Door Kickers: Action Squad

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Beginner Tips + Class Breakdowns
By darkly77
Mega guide covering each class and their weapons, with load of tips
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General Tips
A few general tips.

Guns
Accuracy = How likely the first shot is to go straight. Recoil is more important by a mile.

Recoil = How quickly a gun veers off a straight line with sustained fire, before you need to pause and let the recoil recover.

Each gun has a different recoil climb speed (how quickly recoil increases), min and max spread (how wide your shots go at zero/full recoil), and recoil recovery speed (how long you need to pause between shots to let your recoil recover).

Skills
The Logistics team tree is more beneficial than the Physical (HP) tree, both for its boost to strategic points gain rate, and its actual skills. Every Logistics skill except Nomex Suits is a massive help. Be sure to get Double Gear early.

In the Physical tree, get Speed is Life as soon as you can. It makes a huge difference to slower classes like Assaulter and Breacher, and the speed bonus is even more noticeable with faster classes like Agent and Recon.

Stars
Don't worry too much about unlocking everything right away. It's a long game.

If you get 3 stars on every level, you'll still have 3 stars left over after buying everything (and if you have the DLC then you'll have even more, as the DLC doesn't add any new unlocks).

Saving up your stars to buy later guns might not be the best strat. Assaulter's carbines in particular are hard to use without recoil skill investment. But do upgrade from your starting gear to the 2nd gun as soon as you can, it's always a big improvement.

Strategic Points
Save your hostages for when you need strategic points. If you have a full strategic points bar and nothing else to do but take out a room full of hostiles, spawn a gear box or medkit for later.

You can use Strategic armor quickly by activating it mid-air.

Movement
You can land on an enemy's head to stun them.

Reload speed is slower while moving.

To move quickly on ladders, press jump then tap UP to climb up faster, or jump then tap DOWN near the bottom to get down faster.

This is mentioned in Agent's section but is worth repeating: You can drop equipment directly down ladders by holding down. You can also throw equipment up ladders, in the direction you last pressed (letf/right).

You can shoot out and jump through windows on floors below you, if you're fast enough.

Enemies
Avoid the MG enemies (green laser sight) by jumping.

Detonator enemies have a chance to revenge-explode after you take them out, so always pop a safety shot in their body to stop them.

You can kick hostage takers to free their hostage.

Squish enemies with elevators. Works wonders against bosses.

Misc
Always reload your weapon before using your Ultimate. When it ends, your gun will have whatever ammo it had before triggering the Ultimate.

Kick barrels towards doors then shoot them from a distance for a make-shift Breaching Charge.
Assaulter
General
Recoil management is key, always fire in bursts.

Weapons
Name
DPS
Usage
Notes
MP5A3
260
-
Great starter
UMP45
400
4 shot bursts
Buy ASAP
MP7 PDW
275
-
Trash
P90 PDW
255
-
Trash
M4A1
605
2-3 shot bursts
Best general
MCX3000
550
1 shot bursts
Best ranged (but requires serious recoil management)

MP5A3
Low damage, but low recoil climb allows for sustained fire.

UMP45
Massive DPS increase, low recoil. Maxed-out recoil skill lets you empty half a clip before recoil kicks.

MP7 PDW
Trash, due to extremely low damage for its price class. However, If you're playing with a less experienced companion, this is the gun for them, as there's virtually no recoil climb. Otherwise skip.

P90
Trash, same as MP7 PDW. Huge clip, but otherwise low stats across the board: Slow reload, lowest damage, crazy low accuracy even before recoil, and one of only 2 Assaulter weapons to suffer damage loss over distance. Skip it.

M4A1
Versatile and highest DPS by far. Its power is offset by a fast recoil climb and damage loss over distance (which means that at range, enemies can take 3 shots to kill instead of 2).

MCX3000
Initially seems terrible to the point of being broken but has an insanely fast recoil recovery speed. Use this gun like a semi-automatic, with single shots split up by split-second pauses. The last skill in the middle tree, C Clamp Grip, reduces the wait time between shots considerably.

Unlike the M4A1, the MCX has no damage loss over distance, so non-armored enemies always take 2 shots to kill. Once you get used to the recoil the guaranteed ranged takedowns make the MCX feel like a reliable death machine.

My favourite Assaulter weapon for sure, this gun has the highest skill demand across the entire game.

Gear
Mag Ready isn't a consumable, it has infinite uses on a cooldown.

Assaulter's flashbang skill is a game-changer.

Ultimates
The LMG has very high piercing and a fast recoil recovery speed.
Shield
General
Shield is all about clip & reload management.

Most pistols can be spam fired,ie. mash the fire button quickly, to sacrifice accuracy for very high DPS. Always spam fire at close range and you'll shred hostiles.

Get the skill that lets you take reduced damage when crouching, it's a good one.

Weapons
  • 1911 for non-armor
  • F7AP for armor
  • G18C for lolz

Shields
  • Basic Shield: Bash attack has a surprisingly wide stun radius
  • Assault Shield: Infinite flashbangs with a small cooldown
  • Rifle-Resistant Shield: The only shield to protect against rifle shots makes this a must after roughly the first chapters.
Agent
General
First off, Agent is squishy. Expect to die a lot while you get used to her.

Like Shield, Agent Fergie also needs good clip & reload management, and her pistols can be spam fired too.

Roll reduces damage by 50%, or 65% with her skill Evasion Drills. Always roll when retreating.

Melee
Agent's lack of a kick means she can't push barrels around.

However, her knife melee destroys regular doors in 2 hits, which lets you draw enemies to them. Agent can also draw much larger groups to locked doors than other classes, which is where her usefulness with breaching charges comes into play -- more on that below.

The knife's base damage is 40, and unarmored enemies have 100 HP, so it takes 3 hits to kill them by default. Each point spent in the Melee tree increases knife damage by 1, so you'll need to invest 10 points to kill in 2 hits. If you do this your Melee tree will like this:



Like kicks, knife melee also ignores armor. Rolling up to an armoured enemy is an effective strategy. Time your roll to match their reloads.

Agent ♥ Explosions!
Good use of breaching charges will massively increase your chances of survival with Agent. They are her go-to equipment because of two things: her ability to draw groups to C4-rigged doors with her knife, and her skill Big Banger, which increases explosion radius substantially.



You can toss breaching charges them up a ladder in the last direction you pressed, or down a ladder by holding down. Make sure you always have some available by investing in the Logistics tree, which increases your Strategic Points gain.

Weapons
  • M1076 for non-armor
  • F7AP for armor
  • G18C for crazy fun. Terrible accuracy but shreds
ODG
High survivability and some amazing skills. When I first started playing, ODG was the class I used to farm Team points, now he's one of my mains.

Weaons
Trunk Carbine: Not a great introduction to ODG, the Trunk Carbine makes ODG feel like a poor man's Assaulter. Upgrade ASAP.

Trapper Rifle: Sends enemies flying. Weak against groups and useless against armor, but great fun in the earlier chapters and awesome in co-op.

Tricked-out AK: Seems low tier at first but ODG's skills +P Ammo and Open Season let you shoot through enemies and rack up crits. Also has a very unique trait: after filling ODG's Accuracy (first) tree past about half-way, the Tricked-Out AK's recoil reduces after each Aimed Shot. Maxing out Accuracy and firing a few Aimed Shots lets it fire with perfect accuracy and zero recoil. Maybe a bug, but definitely a welcome one that makes ODG even more of a stand-out.

Gear
Twinkie: Somewhat situational, but you'll be surprised how much 3 seconds of invincibility can help. Plus it doesn't cost any stars.

Ultimates
Homemade Pie: After activating, refills HP over a short time time, for both you and your c-op partner. If you're playing with a less experienced companion, this can be a literal life saver,

Pop's Garand: Very long stun duration (0.7s) and fires as fast as you can press the shot button. Great for the slow-motion rooms where you're often flanked: shot left, shot right. Takes 2 shots to kill initially, but the skill AP Ammo takes down armored enemies in 1.
6 Comments
crazyboris 24 Oct, 2024 @ 9:41pm 
(after posting this I looked back and the garand's casing look like shotgun shells? And it also stuns an enemy on the other side)
crazyboris 24 Oct, 2024 @ 9:37pm 
I just found out on accident that ODG's garand can break doors in 1 shot. Idk if this is really strong but I think it is nice letting you have a breaching tool when you are probably always using twinkies.
Project153 21 Feb, 2022 @ 2:22am 
Worth mentioning, the Rifle Shield can block/absorb suicide bombers and explosions as long as the shield is facing towards them (don't have to be crouched), the other shields can't. Just be mindful of the fire from barrels.
Artyom 15 Dec, 2020 @ 12:09am 
"Twinkie: Somewhat situational, but you'll be surprised how much 3 seconds of invincibility can help". never underestimate a fucking Twinkie, literally i´m god itself only eating a candy.
Bullet 9 Dec, 2020 @ 7:09pm 
oh yeah, you dont need tips for breacher lmao
Timerlane 7 Sep, 2020 @ 9:24am 
Very nice tips. Also good to see someone else appreciates the raw potential of the MCX over the M4.