Door Kickers 2

Door Kickers 2

John Wick Squad
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Update: 5 Apr @ 11:50am

Moved the High Table ID Card back to the main support gear location.

In the previous update I split the squad into BlackOps (6 Units) John, Eve, Winston, Charon, Sofia and Marcus. For Undercover (4 Units) King, Caine, Koji and Akira.

The main reason for the change is mission planning and execution. BlackOps when you equip the card your units will default to opening doors silently. Without the card the BlackOps units will default to door kicking. This becomes behavior more inline with Rangers shock an awe technique. However, with the card you are able to start a mission covert but once you reveal yourself and become overt you can't go back.

Undercover units will always have the silent door opening as default with or without the card. Undercover units will be able to switch between covert and overt in missions.

This behavior seems to be hard coded to concealment. Any concealment function added to the unit will always default to opening doors silently. I think it adds some QOL for mission planning and execution by having BlackOps and Undercover instead all units being Undercover.

Update: 4 Apr @ 2:55pm

Added more guns plus I noticed a game play mechanic that I adjusted.

The game play mechanic is during planning or controlling the operative. With all units using the canHide function it makes them all like CIA Undercover. My goal was blend of Assault and Undercover.

To fix this I turned off the canHide for first 6 units basically making them BlackOps. The remaining 4 units function like Undercover.

BlackOps will operate like Rangers (Kick Doors) until you add the High Table ID Card. Then they will start the mission Covert but once revealed they won't be able to switch back.

Undercover units will open doors silently by default but are able to switch between covert and overt in missions.

Update: 4 Apr @ 5:59am

Huge Update:

Complete rework of the Doctrine plus other changes. Unfortunately you may need to delete the old squad and start fresh if the changes don't apply to your existing squad.

The doctrine is using the Rangers doctrine tree with added nodes to help with covert missions.

Improvements to the secondary inventory were made and the High Table ID Card that adds concealment was moved there. You'll need the In-Game Camo Selector or Trooper Toolbox mods to access the secondary gear slots.

Weapons reworked to fit the new doctrine tree.

In my testing the units are much more responsive and precise. Please let me know if you run into any issues.

Update: 2 Apr @ 3:58pm

Fixed a gear situation where the Bump Keys didn't appear in the hidden inventory slots when using the camo selector or trooper toolbox mods.

Added Feet of Steel as an option to the Bump Keys. I did try to run both at the same time and the game doesn't allow that option.

Update: 2 Apr @ 1:08pm

Quick Fix: Bump Keys were to be in the SupportGear3 slot by default. This is a hidden slot unless you have the camo selector or trooper tools mod.

Update: 1 Apr @ 6:06am

Mod Update: 4/1/2025:
Concealment has been added. I could not have done this without the help of 20190611's Agent 47 mod and the Door Kickers Discord. Thank you very much!

Poncho is replaced with the High Table ID card that adds +5 concealment.

Concealment has been reworked so that most items and attachments will have a concealment penalty. However, as long as you go into a mission covert you will be able to switch between covert and overt.

Weapon Base Concealable Penalty:
*Pistols: -1
*SMG's: -2
*Assault Rifles: -3
*AR/GL's: -4
*Shotguns: -4
*LMG's: -4
*Marksman: -4

New Weapons:
*Rattler
*Vulcan
*APC9
*AK 74
*AK 105

Misc Changes:
Increased suppression recovery on base units to 50pts. Added 25pts suppression recovery into the doctrine under Close Quarters Speed for both pistols and rifles.

Update: 29 Mar @ 5:20pm

Fixed Doctrine GUI.

Update: 29 Mar @ 4:08pm