Door Kickers 2

Door Kickers 2

United States Armed Forces
131 Comments
141operator 5 Jul @ 12:06am 
i edit this mod file(doctrines) so i played but they have not biggest bomb(that is in rangers gear)
so next ver is bigger bomb at the army,marine,recons gear
Chad di Urbino  [author] 29 Jun @ 9:48pm 
Just like in vanilla NWS, they are limited to 1 doctrine point per level instead of 2 due to constraints in training time and budget. Personally, I prefer the current state that emphasizes selection and focus. :steamhappy:

/

Some classes are restricted from using NVGs to avoid forced use of NVG scopes or being employed merely as extra riflemen. :steamsad:
141operator 27 Jun @ 10:18pm 
It's very good mod but doctrines are very few in number
abnercostas045 26 Jun @ 5:40pm 
love the mod but the weapons squad and forward observer in the army rifles unit not having night vision equipable it’s outrageous to me, other than that its perfect.
Chad di Urbino  [author] 7 May @ 9:03pm 
@ax23 / i glad you enjoyed my mod. and about CAS, It's not easy for me to add it because I need the help of another modder to implement the visual elements of the CAS. :steamsad:
Actually, I've already seen the review you wrote and deleted. I'm glad the misunderstanding about BH cost has been resolved. :steamhappy:

@Locked In Alien / There are actually many pieces of equipment that the engineer can use that are actually useless. I made them just for fun.
But lately, I've been using Razor Wire for againist zombie mod.
Locked In Alien 7 May @ 11:49am 
Do you have some use cases for engineer tools? I can make decent use of the sandbags/fighting position with the MG gunner but I'm having a hard time finding a good use for the barbed wire and I really like the theme of the engineer squad so I'm trying to figure the best way to use them
ax23 7 May @ 6:37am 
Was a bit overwhelmed with all the BH requirements but looks like in some cases more than 1 thing unlocks with 1 purchase so that's good. Apart from that a great mod, although wouldn't mind some CAS support if you feel like it'd be appropiate. High quality, huge amount of new stuff to play with. Can easily tell you put a ton of effort and work into it.
Chad di Urbino  [author] 6 May @ 12:40am 
not a bug. design.
Locked In Alien 3 May @ 10:06am 
US Army Rifles weapons teams/forward observer cannot equip NVGS, perhaps is intentional to encourage flare use but in case it's unintentional just letting you know.
Locked In Alien 25 Apr @ 3:30pm 
Huh, strange, probably another mod then, my mistake. I edited the value in the the xml myself anyways.
Chad di Urbino  [author] 25 Apr @ 3:19pm 
I didn't modified XP table after the official release so that could not happen.
Because of they're using Ranger's XP Table, so they grow slowly. and I created a new Engineer Squad yesterday and it was normal. :steamsad:
Locked In Alien 25 Apr @ 1:37pm 
Recent update makes Army Rifles take AGES to level up as a squad, just my opinion. Otherwise been enjoying the content and regular updates!
Locked In Alien 21 Apr @ 6:44pm 
Makes sense, it's more for flavor basically.
Chad di Urbino  [author] 21 Apr @ 5:00pm 
@Apocalypse Marine Assaulter's Bangalore torpedo is work like Wall charge. And in Army's case, they haven.t
Chad di Urbino  [author] 21 Apr @ 4:59pm 
It can't be used during engage. It's only useful when moving without engage.
Actually it's useless, just like some of the other toys this mod has lol. I just wanted to get the Engineer to use Mine sweeper.
Locked In Alien 21 Apr @ 2:22pm 
How do you use the mine detector in practice? Ive been trying to make use of it but having a tough time the guy with it tends to get shot lol
Apocalypse 21 Apr @ 10:10am 
Great mod! Thanks for your efforts.

I really like how you get to use quite a few units per map, and the Squad structure. Much more immersive.

Is there any way we could get breaching charges for the US Army and USMC factions?
Chad di Urbino  [author] 20 Apr @ 5:11pm 
Mine device : when trooper using it, that trooper can boost another trooper on it's behind.
Thermal Device : it's just NVG.

I deploy them according to the irl structure possible rather than efficient play. So they basically have Fireteam units in priority and SL or Attachment can be added is possible.
For Force recon, make sure to include Team Leader or Assistant TL, and deploy the rest as necessary.
Th3DankDuck 20 Apr @ 2:45pm 
Love the mod, but I have to ask. What is the mine clearing device meant to be used for, and the thermal device?

Also, how do you recommend playing? I get you can use a loooot of troops, but to some extent they don't feel too impactfull. I know its not the point, but how do you use em?
Locked In Alien 20 Apr @ 9:35am 
I totally understand why you don't want to add demo to army, i respect it. Honestly I just tuck someone in the corner and breach with the rocket launcher and hope I dont die. As you say it's only 1 or 2 maps anyways. Thank you for adding so much content to the game
Chad di Urbino  [author] 20 Apr @ 8:15am 
no problem :steamhappy:
Fenton 20 Apr @ 8:14am 
@Chad Di Urbino im a retard thank you!!!
Chad di Urbino  [author] 20 Apr @ 8:13am 
US army doesn't camo option. they're pattern are belong to what they armor weared.
Fenton 20 Apr @ 8:07am 
When i have trooper toolbox running i can change USMC but no US army rifle camo patterns?
Chad di Urbino  [author] 20 Apr @ 7:53am 
You have to use Trooper Toolbox together to use them.
Draxtyl 20 Apr @ 5:41am 
Real quick question. Do you know how to change Force Recon and other marines to woodland camoflauge? Only the helmets change and the camo/rolled sleeve stuff ain't there anymore
Chad di Urbino  [author] 20 Apr @ 4:02am 
Also, there is no chance that Army Rifles will get Demolition, purely because I don't like it.
I know exactly what RMG map you are talking about. But that map doesn't spawn as many enemies as I thought. I don't think Army Rifles should have Demolition for that map.
Chad di Urbino  [author] 20 Apr @ 4:00am 
Created a discussion about Rapid fire and Surgical shooting. My opinions and intentions are written here and you guys can free to refute them.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3268087449/603028051930973668/
Locked In Alien 19 Apr @ 11:24pm 
Alright sounds good. Consider putting some sort of breaching tool on army rifles, simply because they sometimes get stuck deploying on rmg/maps that start you behind a solid wall up close, where AT4 breach would be suicide due to splash distance. I understand why army rifles has no demo/breach charge due to their flavor, but I've gotten stuck on a few maps for this reason. Hope you understand and sorry to be a bother.
Chad di Urbino  [author] 19 Apr @ 9:51pm 
Those doctrines are work as i intended. someone had an opinion about that just before, I'll sort it out and let you know later.
Locked In Alien 19 Apr @ 9:49pm 
Cool. Looking forward to it. I've been testing all the doctrines and they seem to work great. Done a tour of duty with marines and army. Did you ever get a chance to look at the code for surgical shooting doctrine/close combat burst fire for marines?
Chad di Urbino  [author] 19 Apr @ 9:40pm 
and marine assaulter will get battering ram.
Chad di Urbino  [author] 19 Apr @ 9:40pm 
At first, I added Top-down attack variation because it's cool.

To tell you the difference between the two, Direct-attack can hit the enemy faster and Top-attack has a very high penetration stat. It's not very useful in Vanilla, but it's useful when dealing with the armored vehicles added by mod. Like the T-72 Tank that added by the NGF Asset pack.

Of course, there are very few maps that use armored vehicle, so we don't have a chance to use them yet.
Locked In Alien 19 Apr @ 9:36pm 
Also I agree hammer/ram for marines would be fitting
Locked In Alien 19 Apr @ 9:35pm 
Really been enjoying all your mods. All squads have a nice flavor difference with doctrines. What is the main difference in practice between the top down javelin and direct? Since there isnt really enemy armor in the game when/why would you use the top down javelin over the direct?
DjLumi 18 Apr @ 5:26pm 
Fair fair, dynamic hammer would be good!
Chad di Urbino  [author] 18 Apr @ 1:07am 
Oh, I just needed something like Dynamic Hammer, that would be nice. And for Explosives, marines actually has a lot of options, but I decided to limit them on purpose because design.
DjLumi 18 Apr @ 12:47am 
I'm pretty sure the Marines used rams during fallujah, I believe most troops in a given unit also had C2 charges as well
Chad di Urbino  [author] 17 Apr @ 9:52pm 
@DjLumi Is there another suitable option for them to use? For Demolition Charge, I intentionally left it out.
Chad di Urbino  [author] 17 Apr @ 9:51pm 
@jonexhd First of all, I apologize for using a little bit of an extreme sentence yesterday. I was so tired.
I'm getting confused whether what we're talking about now is about surgical shooting or close combat ability. I'll take enough time to read it later and then answer.
DjLumi 17 Apr @ 6:40pm 
I'm sorta surprised the Marines doesn't have more breaching options. Would be nice but not 100% needed
jonexhd 17 Apr @ 10:10am 
I can understand that the idea of these skills is to reflect marine's expertise in marksmanship, but it really looks like that marines trained a lot in shooting and get a downgrade in CQB. (LOL) Maybe consider making a new attack type with a little faster semi shots in close range?
jonexhd 17 Apr @ 9:23am 
<AttackTypes>
<AttackType name="Rangers_CarbineAutoFire" rangeMeters="4.5" disabled="true"/>
<AttackType name="Rangers_RapidFire" rangeMeters="7"/>
<AttackType name="Rangers_UnregBurstFire" rangeMeters="7" disabled="true"/>
This is Ranger's attack type. After activating Close Range Burst, rangers will do BurstFire or AutoFire (12-14 rounds per second according to the ammo type) within 7m instead of the slower RapidFire (which shoots 7 rounds per second).

As for USAF marines, after activating Surgical Shooting for force recon or activating Rapid Fire for marine rifle squad, marines will do the 7 rps RapidFire instead of the original AutoFire or BurstFire. This looks very much like a negative optimization, So my question is, is this by design or just a mistake?
Chad di Urbino  [author] 17 Apr @ 5:55am 
If you think this doctrine stat are meaningless, please take a look at Rangers' and compare them. I will not accept any groundless refutation.
Chad di Urbino  [author] 17 Apr @ 5:54am 
The only doctrine that can ignore Bodyarmor is the CIA's doctrine and Marine Rifles and Force Recon don't use it. 🤷
Chad di Urbino  [author] 17 Apr @ 5:53am 
<Node name="USAF_Marines_Surgical_Shooting" nameUI="@USAF_Marines_Surgical_Shooting_name" description="@USAF_Marines_Surgical_Shooting_desc" texturePrefix="data/textures/gui/doctrines/doctrine_surgical_shooting">
<AttackTypeModifier target="rifle" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="rifle_bayonet" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle_bayonet" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle_bayonet" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
Chad di Urbino  [author] 17 Apr @ 5:53am 
<AttackTypeModifier target="dmr" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="dmr" minRange="7" maxRange="15"
coverReductionMin="10" coverReductionMax="10"
/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25"
coverReductionMin="10" coverReductionMax="10"
/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50"
coverReductionMin="10" coverReductionMax="10"
/>
Chad di Urbino  [author] 17 Apr @ 5:53am 
<Node name="USAF_Recon_SurgicalShooting" nameUI="@USAF_Recon_Surgical_Shooting_name" description="@USAF_Recon_Surgical_Shooting_desc" texturePrefix="data/textures/gui/doctrines/doctrine_surgical_shooting">
<Enable name="Rangers_RapidFire"/>
<Enable name="Rangers_RapidFireMed"/>
<Enable name="Recon_RapidFireLong_USAF"/>
<AttackTypeModifier target="rifle" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="rifle" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="rifle_ubgl_USAF" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
Chad di Urbino  [author] 17 Apr @ 5:53am 
<AttackTypeModifier target="rifle_ubgl_USAF" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="rifle_ubgl_USAF" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
<AttackTypeModifier target="dmr" minRange="1" maxRange="15" accuracyAdd="25" critChanceAdd="20"/>
<AttackTypeModifier target="dmr" minRange="15" maxRange="25" accuracyAdd="20" critChanceAdd="10"/>
<AttackTypeModifier target="dmr" minRange="25" maxRange="50" accuracyAdd="10" critChanceAdd="4"/>
</Node>
jonexhd 17 Apr @ 3:16am 
Did some more testing, the Surgical Shooting doctrine of the marine units (including Force Recon) makes the operators shoot very slow triple taps, which makes them basically impossible to face any enemy with bodyarmor in close range. Also it didn't show the higher kill chance as the text said.