Door Kickers 2

Door Kickers 2

1,569 ratings
PMC squad
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327.124 MB
10 Feb @ 5:22am
17 Apr @ 2:38pm
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PMC squad

Description
Introduces a PMC squad, consisting of 12 individual, specialized contractors and a backup quick reaction force to Nowheraki

Private military contractors, mainly ex SOCOM and SAD veterans, focused on hostage rescue and exfiltration tasks.

Mod features

Features:
  • 12 individual, specialized contractors with unique gear and skills
  • Ghosts QRF to lock down large areas or assist contractors
  • Custom individual portraits
  • Drone strikes (MQ-9 Reaper)
  • Helicopter CAS (AH-6 Little bird)
  • Undercover and ambush mechanics
  • Intel specialist
  • Combat medic
  • Custom doctrine tree
  • Ballistic shields
  • Native camo selector/trooper toolbox support: 3 Outfit options available (Casual outfit, Kryptek Nomad combat uniform, all black combat uniform)

Operator list:
  • Nomad: Squad leader / CQB / medium range support / CAS
  • Midas: Designated marksman / overwatch
  • Tanto: CQB / Door kicking / Infiltration
  • Silva: CQB / Door kicking / Infiltration
  • Tig: Assault / CQB / Medium range
  • Rone: Assault / CQB / Medium range
  • Vegas: Assault / CQB / Medium range
  • Oz: Breaching / explosives specialist
  • Weaver: Heavy weapons / explosives specialist
  • Holt: Covert operations / Infiltration / fire support
  • Maya: Intel / Interrogation / Drone strike
  • Kestrel: Medic / fire support
  • Ghosts: Paramilitary troops for large scale operations support.

What if your Ghosts QRF squad is broken?
Update 1.3.0 introduced a lot of changes to Ghosts classes over and under the surface. If you find your Ghosts QRF not working anymore, you either need to just create a new squad, or if you want to keep the old troopers, edit roster.xml in a relatively easy fix I described here (post#9):
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3424830508/783166492943366601/

Credits:
  • MSFMiller for the T1O guns used in this mod and the doubletap attacktypes I based some of my own on
  • DBoy for the IoV guns and attachments used in this mod and the bolt action attacktypes
  • DPS for the cobra sight
  • Anthony for the camo selector mod and doctrine xml assistance
  • Briz for the oakleys orange/black and GPNVGs
  • TAC22 for the basecap/peltor textures and improved model
  • Levantera for the AH6 little bird, MQ9 reaper, medic bags, MK43, GPNVG UI images
  • Sly for trooper toolbox
  • Fluffy for xml assistance
  • Uberchad for NG-IHPS model and base textures
  • Everybody playing and enjoying this mod, providing valuable feedback, reporting bugs. Thank you.
Popular Discussions View All (3)
15
18 May @ 5:28pm
Feedback & Suggestions
Pilzquadrat
10
31 Mar @ 2:20pm
Bug Reports
Pilzquadrat
6
22 Mar @ 9:26am
I dont see the Squad
Jackson Stone
104 Comments
Pixy_PixY_JL 13 Jul @ 8:11pm 
@Pilzquadrat
What I've notice is:
With all doctrines needed, Operator like TIG in this mod will have 1 less mobility bar than Rangers Assault class with same equipment.
Such as this: XM7SUP w/ LVPO1-8 + Pistol + Flashbang + Frag + Wall breach charge + NG helmet w/ NVG + All-around ESAPI
Rangers will have 6 mobility bar.
TIG will only have 5.

The difference of this 1 mobility bar will cause is: it will be much more difficult to fulfill those "At least 8 mobility needs" spawn point.

Rangers with equipment set mentioned above only need to unload the "Wall breach charge" and change the "All-around ESAPI" to "Raid Vest / Lv 4" to reach 8 mobility bar.
But TIG would only have 7 at the same condition.

Regularly, not a problem, but in missions like Campaign Chaturanga's last mission or "Forest Spirit" in "Extreme Rescue 2", all spawn point need 8+mobility bar...
Mod's operator will have a huge disadvantage(either no helmet or downgrade firepower).
Pilzquadrat  [author] 13 Jul @ 2:46pm 
Thank you for your feedback guys
@Dragorm The operations doctrines are my way to put a little flavor and background story (there's not much room for that in the game), and also are used to slow down doctrine progession for balance reasons (you need to unlock the operation doctrine node to gain access to the respective field skill doctrines). I didn't want another rangers on crack.
About guns, I decided to give some unique/special guns to every operator or class to help distinguish them in their roles, but didn't want to bloat the equipment selection with too much redundancy. I think they got a solid choice of guns per operator, but understand you'd like to see more carbines and rifles. I agree CQB is where DK2 shines, though.

@Pixy_PixY_JL All operators have a slightly higher base mobility and slightly higher minimum move speed compared to rangers, so they should be at least on par, given loadout. I'll check the stats again to confirm and fix if there's an issue indeed.
Pixy_PixY_JL 11 Jul @ 11:11am 
Good mod, fun to play with.

Only thing I'd suggest is to increase all members basic mobility by 1 to reach the same level with Rangers.
Dragorm 8 Jul @ 5:49pm 
One thing I couldn't understand is about the operations written on the doctrine page. What does giving points to those really do?

I love unit mods with different groups attached to the squad. Good work on that.

I got to say that I especially loved the fact that we can have NVGs with a cap. IDK how realistic it is, but it is certainly cool to have.

I find it lacking about having new weapons. HK416, MCX, and URG-I are the only three I am interested in. I am skipping over snipers, lmgs etc. In my opinion, long range weapons aren't suited to DK2.
Pilzquadrat  [author] 7 Jul @ 2:43pm 
Nice work with the translation. Glad you enjoy it.
Krutogorec 7 Jul @ 7:10am 
Отличный мод, очень понравился. Если кому-то нужен русский перевод (делал для себя), то вот https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3519171723
Mini-Brick 21 May @ 4:37am 
Yeah I agree about the QRF guys getting more gear, I understand they are not the main part of the mod, but they are sexy
Pilzquadrat  [author] 13 May @ 12:10pm 
There are some plans for further distinction between the QRF teams in terms of guns&gear, but those are still rough ideas in development, and I am unsure how far I wanna go down that route. If you got specific ideas or suggestions for it feel free to drop em in the Feedback&Suggestions thread.
CallMeCroin 11 May @ 5:27pm 
Any plans on adding additional weapons and gear for the QRF fellows?
Dumb Cat 2 May @ 5:48am 
I figured it out, I had to equip it