Door Kickers 2

Door Kickers 2

Task Force Toro
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Update: 29 Apr @ 6:48am

Hotfix for missing MOE Molotovs


v.3.2.3a

NEW ADDITIONS

  • It is just a hotfix, did you expect me to add more changes in 3 hours?


    BALANCE AND ECONOMY

  • It is just a hotfix, did you expect me to add more changes in 3 hours?


    BUG CORRECTIONS

  • MOE has Molotovs now for real.

Update: 29 Apr @ 12:25am

New doctrine nodes, medkit rebalance and more rework.

v.3.2.3


NEW ADDITIONS

  • Properly edited commander voice lines. TAC has found some time and has edited the current WiP voice lines, now they have a really nice radio effect a hundred of times better than what I could achieve on my own.
  • Changed QBZ97 firing sound.
  • SCAR-L has new sound.
  • SCAR-H has new sound. It now uses the iconic CoD MW2 firing sound.
  • SCAR-H TPR has new sound. It uses the CS:GO SCAR-20 firing sound.
  • Added new icon and description for FGNE International Codes.
  • Added icon, description and effect to Advanced Medical Knowledge.
  • Added icon for VBSS, renamed to Boarding Party.
  • Thermite grenades finally have proper description.
  • MCX Rattler can use automatic fire now when purchasing Boarding Party.
  • RHIB Assault has effect now. It will give a small accuracy bonus for rifles, lmg, smg and shotguns and a decent amount of accuracy the more they fire for the same kind of guns.
  • New sounds for the suppressed MCX Rattler.
  • New background for the Legión. It is the same as previously, but now is smaller so you can see more of the ensign.
  • Manual breaching works now. You will notice FGNE works faster now with crowbars, hammers and similar.
  • Adjusted some unit and doctrine descriptions.
  • Given Molotov cocktails to MOE. They're trained to make use of anything available, included improvised weapons, so, why not?


    BALANCE AND ECONOMY

  • Changed effect of Door Gunner for EZAPAC. It used to be a fancy name for the Vanilla Rangers Improved Suppression. Now it turns the GPMG of the Artillero into their Air Force variants with a higher rate of fire.
  • Reduced effectiveness of Forward Stance and Combat Stance. They used to give 10 points of extra protection, meaning you were wearing the equivalent to an extended vest while remaining completely mobile. It has been reduced to 5 points, meaning you are still more protected, but the vests won't go several categories up.
  • Reduced debuff of Aerial Insertion. As your vest becomes less effective, so does the debuff. It has been increased from -5 points to -2.
  • Reduced general flinch resistance for all units and doctrines. There are several doctrines that make your men more resistant to flinching, such as Bridegroom of Death or Combat Stance, meaning, you can get more hits before your men becomes unable to fire back. Combined, in some units you had to get hit by a bullet with a damage of 135 for the game to even start considering the posibility of flinching. Now you won't be able to tank a whole magazine and keep firing back as if nothing happened.
  • Increased efficency of Deep Recon. It has been increased from 30% to 55. For EZAPAC it has turned into a 2 points skill, increasing the efficency to 110%. In vanilla with CIA, you can reach 200% of efficency, however, considering your unit has 16 members and has more firepower than CIA ever will ever to have, I think that it is a good compromise between functionality and balance.
  • Increased use time of medkits. With the FGNE doctrine bonus, it was clear as day that the treatment takes way too little, to the point of making the whole healing almost instantly.
  • Combat Stance requires a level 10 squad for EZAPAC. It is both a very strong doctrine and pivotal for other important nodes, so a level requirement has been added to reduce the progression speed.


    BUG CORRECTIONS

  • Fixed SS109 and Frangible rounds. There was a problem internally that labelled the standard SS109 FMJ as Frangible for the G36K-series.
  • EZAPAC's Spotter is not mute anymore. He was using a very old voice line that was removed long ago, but the game didn't throw any error, so... I kind of forgot about it.

Update: 24 Apr @ 5:28am

New doctrine nodes, medkit rebalance and more rework.

v.3.2.2


NEW ADDITIONS

  • Dog training for FGNE finally works. No, it doesn't add a dog.
  • New enemies for RMG. The pirates have now a second group of angry fishermen. They might now look very impressive, but don't you dare to understimate them, unless you want to end up very badly.
  • Added new Red Dot to EZAPAC. They now use a Aimpoint M4 with a 3x Magnifier. Although not as commonly seen as the Eotech or Aimpoint T1, they're not as uncommon as someone might think either.
  • New voice lines for the Commander. Yes, the Spanish Commander is starting to have his own voice. For now, he only has Go-codes and a warning about the alarm.


    BALANCE AND ECONOMY

  • Medkit finally can't be thrown. A long lasting problem of the medkits has finally been solved. When you try to use it now, you won't be able to move the cursor from the trooper using it, showing the exact area it will heal.
  • Added doctrines to the allied French marksman. He will be more effective between the 25 and 250 meters, so if you find him in any custom map that makes use of the TF Toro assets, you know you can use him.
  • Removed optimal range from the OpFor. Hopefuly this will prevent enemies from retreating instead of firing. Let me know if they're more dangerous now.
  • Rebalanced Pelvis Shooting doctrine for FGNE. Now it is a 2 points skill instead of 1. In turn, the final doctrine has a bigger effect than before. Instead of reducing the armor a 12%, now it is reduced a 14% and the range has been expanded from 15m to 18.
  • Added Chicom rig to HUMINT Breacher.
  • Added Pakol to HUMINT Breacher.




    BUG CORRECTIONS

  • Nothing to see here. Continue, citizen




Update: 20 Apr @ 2:08am

New voicelines, rebalance, Z-70B rework

v.3.2.1


NEW ADDITIONS

  • Z70B has proper model. It isn't a Beretta M12 anymore!
  • Legión has new voice lines. They have their own culture and traditions, so to reflect that, they got some new and exclusive lines.
  • New description for the BRIMAR High-cut helmet. The old one mentioned the Legión, that, although it is true that they were testing their own COBAT-6, the Marine Infantry has gone on their own (like they always do) and have adopted their own model, named Águila.
  • New sounds for the Z70B.
  • New attack types for the Z70B (and SMG in general)
  • Replaced the wrong Z70B UI. It was a Z63, the previous iteration of the model.



    BALANCE AND ECONOMY

  • HK416A5 now is heavier suppressed than unsuppressed. I made the change right after last update, so it wasn't included. It kind of is a bug as it wasn't intended?
  • Reduced the guard times needed for several SMG's.
  • Slightly increased Z70B RoF (was 9.1 now is 9.16)
  • The automatic fire doctrine of the Legión also enables a extended automatic fire for the Z70B





    BUG CORRECTIONS

  • Fixed the missing face for the Legión driver.



Update: 18 Apr @ 12:43am

Rebalance of the BRIMAR doctrines, attack types, ammos and more.

v.3.2.0


NEW ADDITIONS

  • New doctrines for BRIMAR. I wasn't very happy with the BRIMAR doctrine tree, so I have been moving things here and there, adding some other nodes, etc, etc. Now the rifles branch is focused, instead of "Suppression" and "Accuracy" like before, with lots of points overly focusing on a single characteristic of the unit, now is more focused on "close" and "mid" distance engagements, one branch focusing on dealing with enemies as fast as possible, while the other focuses on efficency, boosting accuracy and critic over firing a lot. More info in "BALANCE AND ECONOMY"
  • Added Barrett M95 to BRIMAR as primary weapon.
  • Bolt-action rifles now use the low ready walking animation.




    BALANCE AND ECONOMY

  • Like I said previously, the doctrine focus has been changed, previously, there was an overly focus on firing a lot in automatic, and one-shotting enemies. Now, they are more focused on CQB, with perks like Transition or Throwables Training being moved there, while Pikeman Training or Carbine Training have been moved out, so now can be purchased no matter what branch you pick. On the other hand, the "one-shotting" branch, is now focused on the mid-long distance engagements, with an extended rapid fire, accuracy bonuses at long distances (40+ meters) and getting used to the use of magnified optics, such as the ACOG, SUSAT or the G33 Magnifier.
  • Deep Recon effect has been included into FLOAN Support. Assigned to the 11ª Escuadrilla and their Scan Eagles, instead of the MQ9 Reaper from the Ejército del Aire.
  • BRIMAR AXMC can use now both suppressor and night optic. You will need to unlock it again though.
  • Advanced Shooting for BRIMAR now provides a 60% of the effect it used to give per point, ending in a 120% efficency compared to vanilla single point, instead of 200% more effective like it used to be.
  • Added new Sniper Rifle-focused node. This includes the M95, the AXMC and the AWF. In essence, it is the same as Assault Marksman, but don't try to do CQB with a .50, or try, and fail miserably, but I've warned you.
  • Added new Sniper-focused marksmanship node. In TFT Sniper Rifles and Designated Marksman Rifles are different things, so the actual snipers have a hard time in general compared to other systems. With this new doctrine, your snipers performance will be increased in the range of 25-250 meters.
  • Added new Grenadier-based skill. It will increase the number of grenades you can carry for your grenade launcher by 2 per each point spent.
  • Removed empty Mortar Support node. It did nothing, and didn't really want to make an already powerful support even more dangerous, so, it is gone, use that point for other treat.
  • Added new Optic-focused doctrine. It is basically the SWAT doctrine, but adapted to TFT's optics.
  • TEAR HK417A2 can use PVS27 now.
  • Increased reload times for BRIMAR Minimis. It was 4 seconds (almost the same as the G36E), now it is 7.
  • Rebalanced HK416 rate of fire. For some reason it was near a MG42 in terms of rounds per second. Now the unsuppressed 14.5" version fires at ~750rpm, the suppressed version at ~800rpm, and the 10.5" at 800 and 850 respectively, with the performance dropping to 700rpm when subsonic ammunition is being used.
  • Increased EXP needed to fully level up all squads. It is a personal preference, as having a max level squad is very easy in the context of the game. A couple of missions and you are max level already with nothing else to do, so now you will have to grind the experience equivalent to 2 more levels, although divided between all the unit progression.
  • Small backend rework. Now gear is sorted in the same order as it was adopted.





    BUG CORRECTIONS

  • Fixed an error on the FGNE AXMC.
  • Fixed a problem with the FNP-9, for some reason it fired at rifle speeds, despite not being affected by doctrines nor the trigger being that good.
  • Fixed missing PSO-1 on the AK-103. Thanks to Anomalionè in the Door Kickers Discord server for the report.





Update: 16 Apr @ 10:57am

Artillery Barrage completely functional

v.3.1.1


NEW ADDITIONS

  • Artillery Barrage is completely functional. 2 rounds of 6 projectiles will demolish the map, but you need to be careful, as the rubble these 155mm shells leave will block the path for your units, being able to soft lock the mission if you block a bottle neck.
  • Added missing voice lines for hostage interactions. Next step is filling the commander voice.
  • New mixed camo for BRIMAR featuring a M82 parka. Despite the complete transition to the M09 Árido, gear like winter jackets, backpacks or pouches are still commonly found in the previous woodland pattern.
  • New Frangible ammunition for FGNE, EZAPAC and MOE. It is a type of ammunition that breaks upon impact, usually used for CQB training or VBSS, as you don't really want to have lead bouncing at high speed in a tight corridor. In-game, it is a bullet of high damage but nill piercing, so you will struggle even against enemies with soft armor unless engaged at very close range.
  • Added new doctrine node to BRIMAR. It doesn't work, so don't bother purchasing it, it's for a future update and a rework of the doctrine tree.




    BALANCE AND ECONOMY

  • Changed the M09 Bosoco uniform cost for BRIMAR. As previously said, it hasn't been until very recently that the Marine Infantry has readopted the Woodland pattern once again. Previously, the uniforms were borrowed from the Ejército's inventories, because of their complete transition to the desert pattern, leading to some hilarious situations like being deployed to Estonia with arid uniforms and gear.
  • Added subsonic ammo for all suppressed guns of FGNE, EZAPAC and MOE. It isn't a specially lethal round, specially at longer distances, and you will have to rely on the ever unreliable critics to make good use of it, but you can be a ninja now.
  • EZAPAC's SCAR-L and FN2000 have access to more ammos.
  • FGNE's SG553 has access to Frangible ammo.
  • Rebalanced SS109 ammunition. Now it has the same base damage than vanilla M855 (was 32, now 28)





    BUG CORRECTIONS

  • Backend. Fixed missed potraits silent error.



Update: 12 Apr @ 9:35pm

New voice lines, several balance changes and a little of everything.

v.3.1.0


NEW ADDITIONS

  • New voice lines for troopers. Yes, it is AI-generated, and yes, there are some awful ones. I sadly don't have the resources to hire a proffesional voice actor, so, unless someone wants to lend their voice or finances a voice actor, this is the best that I could do for the time being.
  • Added Z70B SMG. Another iconic Spanish SMG, this time in hands of the Legión. It is still WiP, so, don't look at it too close or you'll be disappointed seeing it is actually a Beretta M12 model until I can finish it.
  • Added M4A1 for BRIMAR. Right now it is just the interface, but the Benelli M4-A1 shotgun has been added and soon(tm) will have the correct model, for now, it is exactly the exact same shotgun they had previously, so nothing has changed for them.
  • Updated the Spanish translation with a lot of typos corrections and new content. I know it has its own mod, but I wanted to let everyone know in case you're curious about what I actually meant instead of some of my awkwardly writen English.



    BALANCE AND ECONOMY

  • Changed tracers and muzzle flashes for pistols and SMG. They used a pre-1.0 muzzles and tracers that were pretty bad, now they use vanilla ones.


    BUG CORRECTIONS

  • Changed operation method of the M107A1. It was wrongly listed as Bolt-action due to copypasting. Thanks to Gollum.co for the report


Update: 5 Apr @ 8:50pm

Small content patch, mostly focused on BRIMAR, with some changes to MOE.

v.3.0.11


NEW ADDITIONS

  • Added Z84 to MOE. Despite being a pretty old model, the STAR Z84 has been part of the Special Operations Forces arsenal until well entered the 2000s.
  • Added HK416A5/AGL to BRIMAR. Although BRIMAR riflemen have access to the AG36 launcher in place of the suppressor for their G36E, I decided to keep at least one suppressed option for BRIMAR. Is it realistic? There has been trials for equipping suppressors for complete units. For now, it is the Legión Underground unit who's doing the tests, but bending a little reality, let's say that at least, the very premium rifle you bought with your hard earned Battle Honors deserves to have to have an actual suppressor, that unlike the L85A3, can use.
  • Added new NVG to BRIMAR. For 2BH you can access to a true dual-tube NVG. Although expensive, specially compared to the 10 stars it usually costs and that you unlock it for all, if not most of the units, it is true that the BRIMAR has always been lacking in night capabilities, only recently sorted. This is basically the reason why you will need to suffer the lack of quality night vision, but fear not! you still have access to the GNV-401, the 1980s Gen-2 goggles, the PVS-14 and Holographic Sight, used as night optic, and even flares if you request them with the Squad Leader.
  • New unsuppressed sounds for the HK416, let me know your thoughts!.


    BALANCE AND ECONOMY

  • MOE starts with the Z84. Following the mod timeline, with BRIMAR and Legión starting with the CETME L (it was replaced by the G36 in 1999, but it still could be seen in deployments in Iraq and Bosnia)
  • The MP5SD6 now costs 6 stars for MOE. It was the starting gun for MOE but with the addition of the Z84, now the MP5 has become a premium option, still more expensive than the UMP-9 due to its rarity.
  • Removed Eotech + Magnifier from the MOE JTAC. As you can see, the space is pretty limited, so the combined optic simply coulnd't fit into the rail.



    BUG CORRECTIONS

  • You can unlock the MOE JTAC's G36KV when purchasing the G36KVE, same with the suppressed variant.




Update: 2 Apr @ 7:09pm

Bug fixing hotfix, nothing truly interesting

v.3.0.10


NEW ADDITIONS

  • Changed BRIMAR doctrine descriptions.
  • Brave by Land has effect now, it will greatly increase the suppression resistance of your units.
  • ... And by Sea has effect now, similar to the NW SWAT, in enhances the units close to a Squad Leader.
  • Started to work on the BRIMAR Artillery Barrage. Right now it doesn't work, so don't bother unlocking it yet until told otherwise, or unlock it and get something that does nothing, your call.


    BALANCE AND ECONOMY

  • Adjusted MG1A3 and MG3S rate of fire. It has been increased to match real world counterparts, with the MG1A3 having a much faster RoF, closer to what the original MG42 could achieve.
  • Adjusted Tracer ammo. Now instead of increasing critic chance over distance for no real reason, it simply loses its effect over much more distance while greatly enhancing the gun accuracy.
  • Changed a little the Mini Drone deploy times.
  • Rebalanced RMG units. Now Sentries will only spawn outside, meaning you won't get more regular troops with NVG in apartment maps anymore.
  • Slightly increased the Shield Bearer chance to appear.


    BUG CORRECTIONS

  • Fixed Mini Drone deploy. No more off-set when the mini drone is deployed.






Update: 28 Mar @ 10:16am

Bug fixing hotfix, nothing truly interesting

v.3.0.9


NEW ADDITIONS

  • Added icon for the radio.

    BALANCE AND ECONOMY

  • Increased recoil for BRIMAR Automatic Fire. Let's be honest, we all know that automatic fire is the "meta" of this game. That, or an absurdly high critic that allows you to one-shot everything that moves, and in BRIMAR's case, the automatic fire was way too strong of an option, to the point of completely displacing the semi part of the fork, more focused on accurate, single-shots with high-critic chance.
  • Increased suppression and accuracy bonuses for Fire & Maneuver. With the increase of recoil for the Automatic Fire, you also get a buff to the suppressing fire part of the branch. Now enemies will be easier to suppress if they're being attacked with rifles, carbines or machineguns.


    BUG CORRECTIONS

  • Animations for the radio finally work as intended. Like always, it was the dumbest of the mistakes... a double closing tag for one of the animations was causing a problem...
  • Bound G45 Suppressed to FGNE, now you can copypaste your loadout Alex, you're welcome.
  • Fixed a wrong suppressor switch in the USP-45 Tactical for MOE, now it correctly changes back to the unsuppressed version instead of disappearing.