Door Kickers 2

Door Kickers 2

Door Kickers: Nowhere to survive
89 Comments
Shlzc 23 Jul @ 12:03am 
I think the flamethrower needs to be buffed, I think the weapon should be the best solution for indoor small space and mass horde. But the effect could not fulfill my expect. Aiming speed of flamethrower is too slow, while i think the small pipe of it should not be so clumsy. Zombies been lit will start to wandering aimlessly, always disturb squads' target selection. Napalm split in close contact can easily damage allies, even operator himself.
The flamethrower should be buffed in its aiming and firing speed, burning spread and burning effect. Some kind of fire-proof suit is also required. Zombies burning should deceased much faster , and weak zombies lose their mobility as soon as they are been hit by fire directly. Fire split should also leave a fan-shaped burning area for better crowd control ability.
More mobility punishment can be accepted, as long as flamethrowers can have expected power.(translated text, may course confusion, sorry~)
Sasha Pines (no brain) 6 Jul @ 4:08am 
but i mean 90 % of those map is playable so it better than nothing
Chad di Urbino  [author] 6 Jul @ 3:41am 
This mod don't work well with generic maps. You should playing campaign.
Sasha Pines (no brain) 6 Jul @ 3:37am 
some map are pretty much un playable raptor down have zombie at the start cant be shoot , new haven market you instantly lose
reven29 5 Jul @ 5:37pm 
quick question is there any way we could get your HRU unit as a separate download so we could play with them outside the zombie mod as well if not oh well but i wouldnt mind trying them against some other guys with guns (plus committing war crimes with a flamethrower sounds fun)
Chad di Urbino  [author] 3 Jul @ 2:51pm 
Nah. Report issue is always welcome!:steamhappy:
Dr. Hugh Jass DFA 3 Jul @ 10:54am 
Haha sorry if that came across picky. Having a blast with this mod right now!
Chad di Urbino  [author] 2 Jul @ 4:36pm 
i'll fix that :steamsad:
Dr. Hugh Jass DFA 2 Jul @ 11:40am 
Not a biggie but the Vector SEEMS to be intended to be a .45 but in actuality it looks like a 9mm description (both unsuppressed and suppressed)
DejaVu 23 Jun @ 4:21am 
how to activate this
Chad di Urbino  [author] 29 Apr @ 3:19pm 
Sadly i have to give up that because of some reason :steamsad:
R-0 29 Apr @ 12:17pm 
Add camo to the unit please, my favorite mod :steamhappy:
Chad di Urbino  [author] 16 Apr @ 7:28am 
There won't be a total nerf on them. I think they're at a affordable level. But why Executor gets nerf is because sometimes they don't.
Louis 16 Apr @ 4:02am 
Huh, so weapons with silencers don't provoke Bens to attack hostages? Interesting remark, I haven't checked it!
In the vanilla, executioners seem to rampage even if they see a dead ally, or if they notice special forces.

Please, don't nerf zombies, have pity on the alternatively living opponents! Better make some of them fast but durable, like now, and some - heavily armored, like the current riot police, but classic slow. :)
Chad di Urbino  [author] 15 Apr @ 10:16am 
The only way to don't stimulate them is using a suppressor.
Also, I'm thinking of drastically reducing their movement speed in the next patch because sometimes player can't cope with them. That might help.
Louis 15 Apr @ 10:12am 
Amazing mod but I have some issues...

Huge building in the hood, more than 200 Z-nicks, 3 hostages, day mission.
No matter what I do some Buisnesslike Ben takes a notice and rushes killing hostages. It's simply impossible to reach and save them, due to dense rooms and Operator Olivers decloaking my agents.

Does this mission meant to be possible?
Chad di Urbino  [author] 3 Apr @ 5:42am 
I have no complaints about making Addon, thank you and you can continue.
Takeshi, made in Mom 3 Apr @ 4:03am 
Hi, Expanded Shotgun Breaching Plus supports your shotgun, but you would not be happy about some of them.
So I wrote a warning; is it OK for you? Or should I comment them out?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454673734
If you find a bug or overlook, please tell me.
Chad di Urbino  [author] 31 Mar @ 6:08am 
This is mod is not dead yet, just i have no time for modding now :steamsad:
The duck 31 Mar @ 2:22am 
I like this mod :steamthumbsup:Hopefully it won't stop updating like the zombie mods of other games
Laughing Man 21 Mar @ 12:53pm 
Yes, it was exactly that map. No rush, no stress :) Again, great mod, so much fun.

I used MARSOC's JTAC to level the place, the zombies came attack from over there , if there's no over there left to attack from.
Chad di Urbino  [author] 21 Mar @ 11:06am 
That would have happened in the factory theme map. That happens when too many enemies start moving.
I had some idea for solve this, but i don't have enough time for working and test about them.
You can still use Suppress Fire and GL to get through them. Or you can avoid Factory map as much as possible. I'm sorry, but please bear with me until the next patch. :steamsad:
Laughing Man 21 Mar @ 9:06am 
Sorry for multi posting (no editing available)

It seems there are invisible enemies, some are coming into no-NVG sight range as shown, but some, once they run through dark areas, stay invisible.

I've played the campaign with two other unit mods and haven't seen this (maybe just lucky) it's only happening with the Hazard response guys. I'll go back to other units to see if I can replicate.

Other teams are 'British Infantry Platoon' and '22SAS v0.95'
I've done 4 rotations with each and never seen this bug, I'm just on my 1st rotation with Hazard guys.
Laughing Man 21 Mar @ 8:57am 
I looked more closely, on the open night mission, the NVGs aren't working at all. The UI shows them as equipped, but they don't function.
Laughing Man 21 Mar @ 8:37am 
There's a weird bug I've encountered on some night missions. Playing as Hazard team, in mostly lit apartment, my operators are showing limited sight range in the fully lit areas (no NOD equipped)

Then later on a fully dark outdoor mission with good sight lines, NODs equipped, the zombies were turning red (in open ground) when running at me and killing my shooters in melee with no reaction from my team after they turned red. Only had this in one map so far (that was this obvious, at least). Having lots of fun with the mod, elimination missions are a very fun way to speed level my teams :) Many thanks for your efforts.
Ramirezdu16 17 Mar @ 8:14pm 
I figured out how to disable it, I will see myself how bad it is
Chad di Urbino  [author] 17 Mar @ 8:12pm 
Nah. That's very hilarious so big problem.
Ramirezdu16 17 Mar @ 7:27pm 
yeah, I figured it was probably the reason why, but its not a big deal, i can clear them and keep the gun for myself (on big maps with 400 zombies, its not much more efforts)
Chad di Urbino  [author] 17 Mar @ 6:42pm 
Because.... if you can use dshk, zombie also can use dshk...
Ramirezdu16 17 Mar @ 4:47pm 
the mod is great, but i can no longer use the dshk machineguns, in one of the rare instance where it would actually be useful :(
Rino-Actual 11 Mar @ 7:48pm 
the best horror mod I ever played since man of war zombie mod
Chad di Urbino  [author] 9 Mar @ 9:01pm 
in the almost cases they have no more reinforcement. just they are too many.
Mondo 9 Mar @ 8:28pm 
Does this mod constantly spawn zombies? I can't beat a TOD because the zombies are endless.
dskdev 8 Mar @ 12:40pm 
damn these zombies are kicking my ass
Vanta 8 Mar @ 11:58am 
M26 MASS and M870 MCS can't door breach it seems, but it sounds like according to the description they're supposed to be able to
jonexhd 8 Mar @ 6:56am 
Basically every map with this mod is a survival map.
Boooble 7 Mar @ 9:52am 
im curious will you ever make like a survival map or like a campaign for this mod?
Chad di Urbino  [author] 7 Mar @ 7:42am 
thanks :steamhappy:
jonexhd 7 Mar @ 7:41am 
By the way, nice work with the aiming stance. Very cool.
Chad di Urbino  [author] 7 Mar @ 7:40am 
My temporary loadmap to weapon:

M870 MCS, can use Slug shell(under 25m, 100% crit)
AA-12 / FRAG-12 ammunition
AR-57
HK416D10
RPK-16 30rds mag
Mk.14 MGL Flashbang round
M202 Flash Launcher (can't reload)

may some weapons are not included because of modder's lazy
jonexhd 7 Mar @ 7:37am 
Could you add some more weapons? Especially some weapons that are specially modified for HRU use (Rifles with dual/drum mags for example).
Chad di Urbino  [author] 7 Mar @ 6:41am 
They are kill zombies and rescue civilians in nowhere city. not rebels and hostages in nowheraki.
SuperMaxLightningBall 7 Mar @ 6:20am 
Could you make a separate mod for the playable unit of this mod?
Chad di Urbino  [author] 6 Mar @ 4:23pm 
You must enable this mod in in-game mod selector
Messive Kent 6 Mar @ 10:10am 
I've subscribed to the mod but nothing has changed - enemies same as before; am I missing something?
Chad di Urbino  [author] 6 Mar @ 8:44am 
I glad to you're enjoying my mod :steamhappy:
Garry :з 6 Mar @ 8:35am 
Alrighty :3
Amazing mod btw
Chad di Urbino  [author] 6 Mar @ 8:24am 
No. It'll remain as overhaul.
Garry :з 6 Mar @ 7:22am 
Will there be a "asset pack" mod like for your NGF mod?
Chad di Urbino  [author] 4 Mar @ 8:32am 
There's no exist sheet for that yet.