Door Kickers 2

Door Kickers 2

PMC squad
104 Comments
Pixy_PixY_JL 13 Jul @ 8:11pm 
@Pilzquadrat
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).
Pilzquadrat  [author] 13 Jul @ 2:46pm 
Thank you for your feedback guys
@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.
Pixy_PixY_JL 11 Jul @ 11:11am 
Good mod, fun to play with.

Only thing I'd suggest is to increase all members basic mobility by 1 to reach the same level with Rangers.
Dragorm 8 Jul @ 5:49pm 
One thing I couldn't understand is about the operations written on the doctrine page. What does giving points to those really do?

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.
Pilzquadrat  [author] 7 Jul @ 2:43pm 
Nice work with the translation. Glad you enjoy it.
Krutogorec 7 Jul @ 7:10am 
Отличный мод, очень понравился. Если кому-то нужен русский перевод (делал для себя), то вот https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3519171723
Mini-Brick 21 May @ 4:37am 
Yeah I agree about the QRF guys getting more gear, I understand they are not the main part of the mod, but they are sexy
Pilzquadrat  [author] 13 May @ 12:10pm 
There are some plans for further distinction between the QRF teams in terms of guns&gear, but those are still rough ideas in development, and I am unsure how far I wanna go down that route. If you got specific ideas or suggestions for it feel free to drop em in the Feedback&Suggestions thread.
CallMeCroin 11 May @ 5:27pm 
Any plans on adding additional weapons and gear for the QRF fellows?
Dumb Cat 2 May @ 5:48am 
I figured it out, I had to equip it
Pilzquadrat  [author] 2 May @ 12:32am 
You can throw a green smoke grenade to designate the AO (in the action wheel, when the little bird is selected in Nomad's loadout)
Dumb Cat 1 May @ 8:46pm 
How do you use the AH-6?
Pilzquadrat  [author] 17 Apr @ 3:02pm 
Latest update added a high cut FAST helmet option for contractors and a proper model for the next-gen helmet. Have fun :)
Locked In Alien 17 Apr @ 1:29pm 
cool
Pilzquadrat  [author] 17 Apr @ 2:15am 
@locked in Alien Currently they have no ingame bonuses, they are required to unlock the related field skill doctrine nodes, as (head, eyes) said. To me, this is a nice way to put a bit of lore into the unit, but also a way of balancing/slowing doctrine progress.
Pilzquadrat  [author] 17 Apr @ 2:13am 
@spackmania The Assault Planning doctrine in PMC mod has 2 effects: 1. It makes operators prioritize suicide bombers as threats and eliminate them first. 2. It increases move/turn speed when a rifle is equipped and in ready state. I am using the vanilla node description which isn't very clear, and vanilla assauölt planning currently does nothing iirc. Maybe I should adapt the description for clarification.
Bomb List: YOU! 16 Apr @ 9:22pm 
They unlock the doctrines below them
vvv
Locked In Alien 16 Apr @ 7:52pm 
What do the top doctrines do? the flavor text is nice but unsure what game effects they have
Mania 13 Apr @ 12:25pm 
Hello,
thanks for this mod. Can you explain what the doctrine assault planning does? I cant figure it out.

Thanks in advance
Pilzquadrat  [author] 1 Apr @ 2:18pm 
Thanks for the input and positive feedback. Currently they use mostly rapid double taps on rifles, with speed increasing the closer the threat is. I think that suits them pretty good and could be considered their "innate doctrine firemode" if you will. It might be worth to develop separate firemodes for Ghosts down the road.
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.
Bloodeye 30 Mar @ 5:56pm 
More of a question but could double as a suggestion: What kind of firing modes do the PMCs/Ghosts use? (if any)

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!
Pilzquadrat  [author] 24 Mar @ 1:04pm 
I had a look and there's no real way the mod could be made compatible from my side. The mod author would have to replace my files when you load his mod (it's what he does with vanilla rifles).
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.
Zackery-Attackery 24 Mar @ 11:13am 
Love this mod so far! Any chance this could be made compatible with the 'Suppressing fire for all primaries' mod? Also are the glow sticks just for role playing purposes, or do they do something?
Pilzquadrat  [author] 24 Mar @ 9:05am 
Did it work before? Please post some details in the bug report thread or find me on the dk2 discord mod discussion channel
Ice 24 Mar @ 12:49am 
they also dont appear for me anymore
zachweidmark 22 Mar @ 10:03pm 
does anyone else have issues with the "ghosts" part of the squad? They do not appear for me when i go into a mission or just look at the squad through the menu.
Pilzquadrat  [author] 22 Mar @ 3:20pm 
Today, PMC squad has reached 10000 concurrent subscribers. A big THANK YOU to every single one for your support :)
Pilzquadrat  [author] 15 Mar @ 12:09pm 
Seems there is an issue with ongoing Tour of Duty type campaigns indeed. I'm investigating if there's an easy fix.
In the meantime, you could either manually update your squad information in the campaign.xml, or delete the squad from the squads screen.
pieman99 15 Mar @ 10:38am 
Mate I have the same issue as Lt. Whisky. I was in a campaign and it was working fine Thursday but Friday when I tried to continue, the game crashed and it deactivated the mod. I reactivated the mod and tried again.....same results. I see your reply and I will say that I would use the "Ghosts" folks to fill squads out and several of them got "promotions"......
Pilzquadrat  [author] 14 Mar @ 11:24am 
@Lt. Whiskey I tried to replicate this, but it works fine for me. I started a The Krak campaign with an old version of PMC mod, finished one map with the Ghosts, then deactivated the mod and loaded the new version. I could continue the campagin just fine. Ingame, the Ghost classes were bugged out due to being outdated, but I could just continue playing with Contractors, or abort campaign without issues. No crashes occured.
If you're on discord, could you send me the CrashDump file via the dk2 #mod_discussion channel?
Lt. Whisky 14 Mar @ 9:58am 
Yesterday was working fine, but today started crashing when trying to load into a previous campaign save with the PMC's. Loading or trying to delete the save crashes the game. Everything else regarding them works fine though.
IrgenPacer 9 Mar @ 10:58am 
Really Good Mod !
Pilzquadrat  [author] 4 Mar @ 10:59am 
It's not very complicated, but too much to exlain here. Best to find the dk2 discord and ask around in the mod_discussion channel. They are pretty helpful
impulse 3 Mar @ 6:33pm 
i love your mod. is there a tutorial you can direct me to that teaches me how to add more weapon options for the ghost units? possibly from other mods even. thank you for all the work you have done. ps i could not get the discord link to work.
Jackson Stone 1 Mar @ 3:42pm 
Where is the discord link?
Pilzquadrat  [author] 1 Mar @ 9:45am 
I did, if you can't get it to work with the info supplied there go to discord mod chat
Jackson Stone 1 Mar @ 7:00am 
Hey you never answered in the "I dont see the squad" discussion
Pilzquadrat  [author] 28 Feb @ 2:06pm 
You can find the changelog in the changelog tab of this workshop entry
Mini-Brick 28 Feb @ 1:51pm 
when you update the game could you please put a change log in the description
Gun DMc 28 Feb @ 1:28pm 
That makes sense! Thanks, Pilz!
Pilzquadrat  [author] 28 Feb @ 12:07pm 
New content update! See Changelog :)
Pilzquadrat  [author] 27 Feb @ 11:40pm 
The nodes in bottom section are unlocked when you activate the corresponding "operation" node in the upper section. There's no mission progress attached to it, I just use that for additional flavor (as there aren't many places where you can add squad flavor).
Gun DMc 27 Feb @ 3:27pm 
Love the mod, but I'm a bit confused about the doctrine tree. How do you progress past the second row in the bottom section? They appear to be locked behind certain "Operations", but I don't see anywhere in missions or campaign to complete those operations?
SOAP 27 Feb @ 9:53am 
listen me mr developer of this mod , pmcs have lot of guns wich are personalised , gear too please spread your poor gun options for squad
Jack Kellar 26 Feb @ 4:55pm 
Your sound effects are absolutely ridiculous. I love them. You should make a separate mod just for them imo.
Pilzquadrat  [author] 25 Feb @ 4:15pm 
I'll think about it. I might upgrade and differentiate their kit a bit, but I don't want to shift focus too much. Basically if you need a wall breach, you'd get Weaver or Oz as the explosive specialists. A hammer seems ok. There was also a shield request lately which I could see on Ghosts maybe.
zadd389 25 Feb @ 2:39pm 
yeah thats true i wish that they could take a wall charge or a hammer once they make a certain rank
Pilzquadrat  [author] 25 Feb @ 2:25pm 
Yeah, Ghosts might be limited in equipment choices, but are still very capable in themselves, they're not militia types. I have cleared most maps with just Ghosts no problem. So they'd better stay at 1 deploy cost indeed ;)
zadd389 25 Feb @ 2:00pm 
could the ghosts maybe less then 1 deploy point sounds kinda stupid so dont really worry about it