Door Kickers 2

Door Kickers 2

Task Force Toro
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Update: 22 Jul @ 3:57am

Small nerf to the PMC Bodyguard, new voices for the OpFor and a little of balance.


v.3.3.5


NEW ADDITIONS

  • Added new voices for the French allies.
  • New voice lines for enemies.
  • New portraits for the Norobbian paratroopers.
  • Regular Norobbian Armée is using new uniforms, now with a 30% smaller pattern.

    BALANCE AND ECONOMY

    OPFOR

  • Adjusted Bodyguard P90 attacks. Now will use the burst attacks from 0 to 10m instead of emptying the magazine at point blank.
  • Slightly nerfed the SMG attack type, from 330ms to 340-360; at point blank it will be faster than an untrained Ranger... if neither had an optic.
  • Some enemies will be able to fire while on the move. Keep it in mind when someone's rushing towards you.

    TFT UNITS

  • Slightly nerfed the Uzi attack types for the MOE Undercover.
  • Slightly buffed Holographic sights in the mid and mid-long range.

    BUG CORRECTIONS

  • It seems that nothing broke, or at least, neither I noticed anything, nor anybody reported anything.



Update: 16 Jul @ 2:52pm

Adjusted difficulty of the Tour of Duty, some visual improvements, more OpFor rebalance.


v.3.3.4


NEW ADDITIONS

  • FGNE can use now C90 launchers too. Although they're not exactly the most common thing to bring to a boarding, it is clear that the FGNE concept was hindering them more than intended, so they're getting their disposable AT launchers back.
  • Added new maps to the Norobbian Coast. Now it is possible to be tasked with VBSS duties, and I won't spoil anymore.
  • New portraits for the French allies. They only show up in a single map for the whole ToD, but it's always cool.
  • Added a new Merc wiedling an Uzi. Contrary to the vanilla enemies that use the Mini or Micro Uzi, famous for its very fast rate of fire, this one uses the classic one. The fire rate might be slower, but don't be fooled, they are as dangerous as the private security if you give them the chance.
  • New portraits for the PMC's. The PMC (not the mercenaries that accompany them) have all new portraits to help you in your mission to take them down.
  • New PMC. Now a Bodyguard will appear in campaign instead of the Private Security. Will it be better? Will not? who knows?

    BALANCE AND ECONOMY

  • To the bug fix of the AUG 9mm (see below) it has been added a reduction on the crit chance for AUG 9mm.
  • Adjusted some of the OpFor SMG attack patterns. In general, they have a slightly smaller delay between bursts; enemies will fire un controlled bursts rather than in a constant fire, meaning they'll be more accurate in general.
  • Removed the Uzi Bodyguard from the campaign, and replaced him by the mercenary with Uzi.
  • Reduced AIA AUG Para 9mm accuracy. Well, not exactly reduced it but the distance at where it happens. So now AIA Pointmen should start missing shots at distances where pistol rounds shouldn't be as effective, leaving more space for the AUG A1 to shine.

    BUG CORRECTIONS

  • Reduced the AIA AUG Para 9mm armor piercing capabilities. It was for some reason (well, because I copied its 5.56 version instead of making it from scratch) it had the same AP value as its rifle counterpart, meaning every time you faced an AIA agent, they were more than capable of piercing your helmets with a glorified pistol round.



Update: 10 Jul @ 11:33am

Adjusted difficulty of the Tour of Duty, some visual improvements, more OpFor rebalance.


v.3.3.3


NEW ADDITIONS

  • Filemón visited the tailor and bought a new suit for himself. Now is ready to be the sexiest definitely not an undercover agent of all Nowheraki!.
  • New face for Filemón. No, he is still an old man, but not to the point he used to be, and no more PS2-era face for him!. Also, he became younger, instead of on his 50s, he is now on his 40s.
  • New enemy faces. I'm sorry, but the Denzelverse is starting to reduce its influence.
  • New enemy. The Mercenaries & PMC got their hands on a new marksman rifle and will try their best on giving you a hard time if you let them.
  • PMC's have been renamed, now they will show the "Contractor" title instead of Mercenary. Don't worry, it is just a localization change, nothing else is affected.
  • Added buffs for veteran and foreign units. For now they give the same buffs as the Veteran Insurgent and the Foreign Advisor. However, that might change in the future, your feedback is important in that matter.

    BALANCE AND ECONOMY

  • Replaced OpFor Sergeant's Galil with an R4. It is a South African Galil with more polymer, but visually doesn't have the orange-ish handguard, so hopefully this will help you with a fast ID.
  • Buffed veteran pirates. Now the enemies wielding the Romanian AK will be able to resist a little more against you.
  • Increased veteran pirate range. Now they will fire for an extended range in bursts.
  • Bolt-action rifles now aim slightly faster.
  • Reduced efficency of AK-pattern AP ammo. They can still deal with Level III vests like they used to, but now their effective range is smaller. It works for both your units and the enemy.

    BUG CORRECTIONS

  • The Verteran Mercenary has been renamed, so any active Tour of Duty will throw an error message that he can't be found. Do not worry, starting a new week will fix the problem, in turn, you will gain a new headache. Enjoy it!.


Update: 28 Jun @ 5:21pm

Adjusted difficulty of the Tour of Duty.


v.3.3.2


NEW ADDITIONS

  • Stoner LMG is available for Mercenaries & PMC! The faction is starting to bring the heavy artillery.
  • SA-58 OSW is available for Mercenaries & PMC. Contrary to the regular insurgent version, these guys have the budget and the ability to use it. They're veterans in a hundred conflicts before Norobo.
  • Ithaca 37 is available for Pirates, Mercenaries & PMC! A classic gun this time, but with very different uses. While pirates will use Birdshot to hunt you down (a very high number of pellets, they will completely obliterate you in close range but will lose effectiveness very fast too, can't pierce level IIIA vests), mercenaries will use Buckshot and use them for executions. So, if you see one enemy with a shotgun, make sure to take him down as fast as possible, or you might not get other chances.

    BALANCE AND ECONOMY

  • Adjusted regular Norobbian danger levels. In general, AIA agents, Commandos and Paratroopers are rated as more dangerous, reducing their numbers when spawned. Hopefully, this will avoid having to face a whole company of elite enemies in some maps while your own forces are barely a fire team.
  • Reduced some texture sizes. There was several textures in very big format that didn't really give any detail, at least, while playing like you're meant to, so they have been shrinked.
  • Changed mercenary voices to English. They use now the vanilla voicelines from the Private Security. Why? To show how international and proffessional they are, of course (not because I couldn't find interesting lines in Portuguese, French, Italian, German or Latino Spanish with some English in between).

    BUG CORRECTIONS

  • Changed one of the mercenaries internal name, if you find a bunch of errors when loading your campaign, do not worry, it is because the game generates the whole week and makes one or two maps appear each passing day, so until you don't reach the next week, it will keep the alerady generated scenario.


Update: 24 Jun @ 5:01am

Corrected (hopefully) the bad mission placement in 2k screens, more voicelines in French, complete overhaul of Spanish voicelienes.


v.3.3.1

NEW ADDITIONS

  • New voicelines for the Spanish units!. A huge thanks to Victor for lending his voice. They don't have a radio filter yet, but hopefully in the near future they will.
  • New voicelines for Pirates. Now most of the lines should be in French, however, bear in mind that there's a very limited selection, so some might sound a little forced or strange.


    BALANCE AND ECONOMY

  • Adjusted fishermen appearance rate, they will only appear on the smaller maps.


    BUG CORRECTIONS

  • Changed the Tour of Duty mission area in the city, hopefully it will fix the problem of the missions appear under the roster in 2k resolutions.




Update: 22 Jun @ 8:19am

Added first iteration of the Tour of Duty.

v.3.3.0


NEW ADDITIONS

  • The Tour of Duty in Norobbian lands is (about 60%) complete! No, this isn't the promised campaign, you will still have to wait a little, but I have decided to make a small Tour of Duty so you guys can fully experience the OpFor without having to spam the RMG. A huge thanks to Nu for several of the maps, taken from his "More RMG Maps" mod, it isn't updated to 1.X version, so you might need to manually fix it, but if you like the RMG, it's a must have!.
  • A new faction is taking shape in Norobo. There is rumors of mercenaries starting to arrive to the country...
  • The BRIMAR background is now complete. A huge thanks to LukewarmCoffee in the DK2 Discord for his help with color correction! Check the video attached to the main page to see how it looks now!


    BALANCE AND ECONOMY

  • For once, nothing.

    BUG CORRECTIONS

  • Apparently, nothing broke since last time. Let's see if the trend continues!

Update: 17 Jun @ 2:42pm

New voices, new background for BRIMAR, and a little of balancing. Not a very big content patch, but with a lot of small changes at internal level.

v.3.2.7


NEW ADDITIONS

  • Pirates are almost completely voiced. They use voices from the GIGN mod for Ready or Not, go check it out if you want to play in complete French!.
  • New background for BRIMAR. They finally have their own instead of using "La Patrulla" of Ferrer-Dalmau.


    BALANCE AND ECONOMY

  • Increased cost for C-100 (was 4 stars now is 8)
  • The mod suddenly turned much heavier. Do you remember some patches ago that I said the mod had got rid of unused things and that it would make it lighter? I lied! You got a new background for BRIMAR and just the Parallax effect is increasing the size by 6MB for each image.
  • Some audio tracks have been changed from .wav to .ogg to save some space.


    BUG CORRECTIONS

  • Fixed alarm voice for the commander not playing.
  • FGNE's Breacher can finally use the MP5A5. The MP5A3 used to have an upgrade using the suppressor system that gave you the option of equipping the MP5A5 instead, however, that was changed, and the new separate gun wasn't added to the list. Thanks to Comrade Cheeky Breeky on the DK2 Discord for the report.




Update: 1 Jun @ 6:16am

New things for OpFor, a little of rebalance, and finally the C90 restrictions have been lifted for BRIMAR.


v.3.2.6


NEW ADDITIONS

  • OpFor paratroopers are using more helmets. In an attempt to make them different enough from each other, I have given a new high-cut helmet to the Norobbian aiborne machine-gunners. Contrary to the rifleman, the gunner has his goggles on the the back of the helmet, so, although it isn't something that will suddenly pop in your mind, they have a different silhouette that hopefully will help you.
  • OpFor has access now to the Galil MAR. Same 5.56 than their old gun, same magazine, but much shorter. Some enemies have gotten rid of their old armament and adopted this Micro Assault Rifle.
  • New sound for the AK74 family.
  • Updated Spanish translation. Yes, I know it has its own mod, but it feels weird to include in the changelog "Updated translation"... in the translation. So bear with it.
  • The Norobbian Ministry of Internal Affairs have fielded new agents armed with a Galil MAR, they look similar to vanilla private security, however, unlike them, they produce uneasiness among their own allies, reducing their performance.
  • Added Alcotán C-100 launcher. It uses a HEAT warhead, but contrary to vanilla and its cousin the C-90, it can pierce walls, meaning it can cause a much bigger damage than it initially looks like. Handle with caution.
  • Added description for the M4-A1 Shotgun.


    BALANCE AND ECONOMY

  • Slightly increased aim time for BRIMAR automatic fire. It used to have a very fast aim time compared to the semi-auto fast fire, leading to some things like the HK416 becoming way more powerful than intended. Now both options have similar aim times,
  • Slightly reduced the crit chance for Legión. They could reach close to a 90% chance to land a critical hit, which goes completely against the TFT design, where the tactics matter more than relying on guaranteed one-shots.
  • Marksmen are now more likely to spawn for the Norobbian Army.
  • Added C90 launchers for all BRIMAR units. With the inclussion of the Alcotán, now the anticarro can justify their existance by carrying a heavier AT launcher, while the rest of the platoon can carry the lighter C90.


    BUG CORRECTIONS

    Nothing to see here. Continue



Update: 8 May @ 11:01am

New OpFor AI, new voices, some rebalance, new OpFor uniforms.

v.3.2.5

NEW ADDITIONS

  • New AI for enemies. It is the first time I meddle with the enemy AI, so they might behave strangely, let me know if you feel they have become even dumber than usual.
  • New archetypes of enemies. They have some traits now that give them some differences in performance, you only will know by checking their tooltips!.
  • Paratroopers use Tiger Stripe now instead of the French Lizard camo. They're starting to look less and less like a Cold War surplus store and more like a modern army.
  • Paratroopers use now High-cut helmets. Instead of using the same Low-cut than the Norobbian army, they use a black FAST-like helmet to make them easier to differentiate from the others.
  • Some pirates have access to Molotov Cocktails.
  • Added new voices. They have now a southern accent, and once finished, they will be found mostly in the Legión and BRIMAR, as their home bases are there.
  • Legión has now random accents. If you create a new unit, or simply start cycling through the portraits, you will find that they have now 2 voices: the old, uncertain accent, and the southern Spanish one.


    BALANCE AND ECONOMY

  • Changed the Pirate RMG groups. They are in general more dangerous, specially in tight buildings.
  • Changed aim times for all Spanish units. They are more in line with vanilla, the old numbers made some of them to aim only slightly slower than Rangers at point blank- at 200m. In general you will notice that rifles and carbines aim slower past the 20 meters mark, so it might start to be a wise decision to bring either marksmen, machinegunners or higher power optics.
  • Adjusted attack patterns for veteran pirates. They are now faster to fire, use automatic bursts and in general are more dangerous.
  • Adjusted 7.62x39 ammunition for both player and OpFor units. They had the capability of piercing Level III vests, which... isn't realistic, at all. Now only the specific armor-piercing rounds can do this.
  • Lightened Minimi Mk3 for EZAPAC and BRIMAR. They had the same weight as the heavier, older models. It won't make your troopers suddenly have 8 mobility while carrying a log, but at least, it will things easier.
  • Increased crit chance of BRIMAR's Advance Shooting. Now that OpFor has been buffed to some extent and aim times are slower, the critic becomes more relevant.




    BUG CORRECTIONS

  • Made some cleanup of unused assets. Not by a lot, but the mod should be lighter.





Update: 3 May @ 3:48am

New sounds, more rebalance, Pirates rework.

v.3.2.4


NEW ADDITIONS

  • New sounds for FR-F2.
  • BRIMAR MG3 uses MG42 sounds. It was only the firing sound what was missing, now it uses all the sounds from other units MG1's
  • New sounds for the AMELI.
  • New model for the Alhambra grenades. The D/O grenades have their own model now, and it only took 3 years!.
  • New waypoint for the Alhambra grenade. Now you will be able to tell them apart at first glance! Once again, it only took 3 years to make the change!.
  • New enemy for the pirates. Now you will have to face a fearsome PK and its 7.62x51mmR.
  • New enemy for the pirates. The classic RPG-7 couldn't be missed, right?.
  • Added Type 81-1 for the pirates. A classic Chinese gun, meant to replace the Type-56 SMG, although it isn't as widely spread, at least, outside of China.
  • Added md.65; the classic Romanian AK with its integral foregrip and wooden stock has been added to the pirates arsenal.
  • Added PVS-14 to BRIMAR MGs that can attach scopes. Like the Minimi Mk3 or the AMELI.
  • New sound for the Minimi family. They use the same sound as the British Infantry Platoon L110.
  • New sound for the suppressed Minimi Mk3.


    BALANCE AND ECONOMY

  • Changed ¡A mi La Legión! activation method. It works now as was initially intended and your unit needs to be suppressed in order to activate the area buff.
  • Changed Forward Stance. It now covers the 7-25 meters zone instead of 1-999. It gave certain guns less than 100ms (yes, milliseconds) of aim time.
  • Nerfed Carbine Training. Now it doesn't gives extra conditioning anymore. When you purchased all tree your units moved 6 times faster than vanilla Rangers (that already move dam fast)
  • Added effect to Boarding Party. Now reduces the aiming times between point blank and 7 meters for pistols, smg, shotguns, carbines and rifles.
  • Slightly nerfed Micro Red Dots between 0 and 6 meters. Once again, to avoid those inhuman aim times, the bonus for the scope has been reduced, it is still faster than all the other optics, but not by such a big margin.
  • Nerfed 9mm piercing capabilities. They used to be on par with .44 Magnum. Now they have the same numbers than vanilla 9x19.
  • Buffed OpFor damage. They had a lot of guns that did less than 20 points of damage per hit, meaning your men never flinched and you could withstand many more hits than you normally could. Now it is only slightly worse than what players can use.
  • Changed color for green tracers. It was more yellow-ish than green, but now, the soviet guns should have greener tracers.
  • Reworked pirates. They're easier to work with at editor level, and some things have been added, like new attack types or new clothes. Just letting you know that they're not as easy as they used to be!.
  • Randomized EZAPAC GPMG attack pattern. They will now fire between 2 and 5 rounds instead of always 3.



    BUG CORRECTIONS

  • HK416's SS109 can't pierce Level III vests anymore. It could pierce Level III armor up to 100 meters, which is completely impossible for both the real bullet and the rest of the mod 5.56 bullets except the specific armor-piercing round.
  • Fixed Pelvis Shooting not working as intended.