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What I've notice is:
With all doctrines needed, Operator like TIG in this mod will have 1 less mobility bar than Rangers Assault class with same equipment.
Such as this: XM7SUP w/ LVPO1-8 + Pistol + Flashbang + Frag + Wall breach charge + NG helmet w/ NVG + All-around ESAPI
Rangers will have 6 mobility bar.
TIG will only have 5.
The difference of this 1 mobility bar will cause is: it will be much more difficult to fulfill those "At least 8 mobility needs" spawn point.
Rangers with equipment set mentioned above only need to unload the "Wall breach charge" and change the "All-around ESAPI" to "Raid Vest / Lv 4" to reach 8 mobility bar.
But TIG would only have 7 at the same condition.
Regularly, not a problem, but in missions like Campaign Chaturanga's last mission or "Forest Spirit" in "Extreme Rescue 2", all spawn point need 8+mobility bar...
Mod's operator will have a huge disadvantage(either no helmet or downgrade firepower).
@Dragorm The operations doctrines are my way to put a little flavor and background story (there's not much room for that in the game), and also are used to slow down doctrine progession for balance reasons (you need to unlock the operation doctrine node to gain access to the respective field skill doctrines). I didn't want another rangers on crack.
About guns, I decided to give some unique/special guns to every operator or class to help distinguish them in their roles, but didn't want to bloat the equipment selection with too much redundancy. I think they got a solid choice of guns per operator, but understand you'd like to see more carbines and rifles. I agree CQB is where DK2 shines, though.
@Pixy_PixY_JL All operators have a slightly higher base mobility and slightly higher minimum move speed compared to rangers, so they should be at least on par, given loadout. I'll check the stats again to confirm and fix if there's an issue indeed.
Only thing I'd suggest is to increase all members basic mobility by 1 to reach the same level with Rangers.
I love unit mods with different groups attached to the squad. Good work on that.
I got to say that I especially loved the fact that we can have NVGs with a cap. IDK how realistic it is, but it is certainly cool to have.
I find it lacking about having new weapons. HK416, MCX, and URG-I are the only three I am interested in. I am skipping over snipers, lmgs etc. In my opinion, long range weapons aren't suited to DK2.
vvv
thanks for this mod. Can you explain what the doctrine assault planning does? I cant figure it out.
Thanks in advance
I feel pretty content with how they fire, so I won't change their basic firing modes via doctrine. There are some doctrines, especially in the hostage rescue tree, that increase accuracy, aim time, target switching etc.
In the vanilla rangers, CIA, etc. trees there're these firemodes you unlock which improve or sometimes just changes their gun performance.
Maybe something worth looking into for doctrines or just innate differences between PMC's & Ghosts? Or give them the effects of said doctrines right off the bat, etc.
I like your design philosophy around the doctrines (x% is just lame) so this made me wonder. Anyway awesome mod!
There's a script that comes with the mod that is supposed to work on mods, but I did not try it. I do think manual supression on rifles is super useful (like they do it on ARES), I might add it to some rifles or for some operators, preferrably via doctrine (but doctrines are quite limited in what they can do).
Yeah, glow sticks are just for roleplaying and fun, thhey have (almost) no effect on the game, this is also why I moved them to an always active slot that does not compete with grenades etc.
In the meantime, you could either manually update your squad information in the campaign.xml, or delete the squad from the squads screen.
If you're on discord, could you send me the CrashDump file via the dk2 #mod_discussion channel?
@Jackson Stone