Door Kickers 2

Door Kickers 2

Tier One Expanded
38 Comments
Lurkkin  [author] 14 Jul @ 1:19pm 
@ToxMagic! (Part 2)

I have been working on a solution to this, essentially re-balancing everything (damage, crit rate, reaction/aim times) so that it takes 2-4 bullets to kill an enemy with WAY LOWER crit rates & reaction times returned to the realm of "physically possible". I also increased the chance to flinch when being shot to compensate (longer TTK but much more likely to flinch when shot)

I had sort of set it aside as I was waiting for KHS to clarify if DK2 was "done" or still receiving updates. I have the majority of this done, at least for Assault Rifles, so I will go ahead and get working on that again since you're not the first person to mention it to me

It'll be released as a separate sub-mod as I don't want to FORCE everyone using this mod to use all of the balance changes, especially as I will be playtesting/tweaking the changes per feedback I receive on it

It'll likely just be Rifles, DMRs, and Support weapons initially and I will work on updating SMGs/Pistols after
Lurkkin  [author] 14 Jul @ 1:14pm 
@ToxMagic! (Part 1)

Couple things.

A- You're 100% correct, Vanilla Rangers have the same issue & Tier One's aiming styles are slightly stronger than Vanilla on top of that. However this mod isn't the "source" of said issue.

B - The "Challenge Doctrine" (right now it's only the crit rate debuff) was my "quick fix" for this. It decreases crit rate by 50% for all player units/guns when activated. Your crit rate will go from ~90-98% depending on range to ~40-50% for maxed out troops/doctrines.

C - Obviously that's not an IDEAL solution as it makes Marksman feel slightly useless and for people using mods that give enemies class IV armor, can make them feel like bullet sponges if you don't have AP ammo equipped. It also doesn't solve the aim/reaction time issue.
ToxMagic! 13 Jul @ 9:13pm 
hey man this mod looks great but i think they are a lil too much ninja, often one of the operator will kill 3 insurgents in less than a second, could you change it for something a lil bit not too much jhon wick ?
Lurkkin  [author] 19 Jun @ 2:17am 
@sopmod720, I'd assume so. IIRC transition enables automatic swapping to secondary and gives a small transition speed buff. It should stack with any other buffs to transition speed.

In regards to deploy costs, you can just edit the supply cost to 100 for all units in the Unit.xml.

But I'd honestly suggest just enforcing that limit on yourself if you haven't messed with the game/mod files before. That way you don't have to make the change everytime this mod gets updated and remove the risk of changing something else on accident.
Lurkkin  [author] 19 Jun @ 2:14am 
@HatedSovietLion - Yeah they don't currently work for DEVGRU BlackOps and Undercover. It's mentioned in the Camo Selector Submod description.

TLDR the models for stealth units are different than the model used for all other units. I had issues with it when I made the submod and frankly it also causes some UI issues for the poncho even when it does work. So I left it out and am not sure if I'll get around to fixing it as the poncho UI bug is something that, to my knowledge, is beyond modders ability to fix.
HatedSovietLion 15 Jun @ 11:45am 
And all the scarves, beards, scarves&beards seem to not be appearing? Maybe the NSWG or whatever just don't have all those camo options? If not, any chance they'll come to it in future?
HatedSovietLion 15 Jun @ 11:26am 
Do the NSWG Black Ops not have as many camos as the others? Is that on purpose? Or should I ask in the camo selector Tier 1 mod.

It's just weird that the assault classes in NSWG group have plaid shirts and PMC gear and camos, but the Black Ops unit only has medic/corpsman camo and nothing else
sopmod720 14 Jun @ 5:04pm 
and, can I do some simple modding to get deploy cost to be 1 for each man? I like challenge and small squad action
sopmod720 14 Jun @ 5:03pm 
does the "transition" doctrine works with "quick draw" for faster pistol drawing from main weapon? it will be cool to draw the pistol and kill the bad guys within seconds
Lurkkin  [author] 8 May @ 12:28am 
@joebrandonramirez -

I appreciate it man. This has definitely been a learning experience (first time modding), but still got stuff in the works.
joebrandonramirez 7 May @ 2:26pm 
@Lurkkin

Damn, Well I appreciate you responding back to me and I really love this mod, especially DEVGRU so good job man and keep making this mod better.
Lurkkin  [author] 3 May @ 9:39pm 
@joebrandonramirez -

You're going to have to ask someone with more talent than me. That would require doing a bunch of things that are completely outside my knowledge to do.
joebrandonramirez 3 May @ 2:53pm 
Can you please make Mexican Special Forces?
Lurkkin  [author] 2 May @ 8:49am 
@Locked In Alien -

I appreciate it man, still got some big stuff on the drawing board, but I wanted to use this update to get everything organized/labeled for future updates & add a couple new features in the meantime.

Camo-selector is still on the to-do list & I'm working on a completely new squad so I can make more drastic changes for people looking for a more challenging experience.

I don't like the idea of re-balancing anything vanilla or Standard Tier One as I know a lot of people using this mod likely just want access to the "more everything" it provides. So adding a new squad will give me a way to make said changes without effecting anyone who just wants more of what Tier One provides.

As always, let me know if anything isn't working, but I tested this one more than I typically do before pushing the update, so hopefully it should be good.
Locked In Alien 2 May @ 7:30am 
fire update
Lurkkin  [author] 29 Apr @ 5:11pm 
@Locked in Alien, aight update. Camos are gonna take longer than I thought it would.

TLDR - Tier Ones human models are not built for IGCS and because I want to maintain the option use those for people not using IGCS or TT, I have to mess with the models which is something I have to learn how to do.

Just don't want to rush it and completely break something/etc.

That said, as sort of a baby step, I have most of an update done that I plan to release sometime this week.

Among other changes, Rangers will no longer have the vanilla static helmets with this update (changing with the actual helmet you pick) & the hat will actually render in game for them as well (been dreading someone noticing choosing hats on rangers actually renders the hat sticking through their helmets for awhile now).
Locked In Alien 26 Apr @ 9:33pm 
no rush, on your own time. Thank you for the hard work
Lurkkin  [author] 26 Apr @ 9:28pm 
@Locked in Alien - Yeah screw it, I'll get it done. Not promising it'll be tonight, but I'm working on it right now.
Locked In Alien 26 Apr @ 1:50am 
any chance for camo selector
swarmofotters 10 Apr @ 4:31pm 
Lurkkin: Can confirm everything seems to now be working as expected on my end - thanks for the quick fix (and your work on the mod in general)!
Lurkkin  [author] 10 Apr @ 11:23am 
@swarmofotters Thank you for bringing this to my attention, not sure why this was happening as the game typically views all "Explosive Charges" (wallshot/slap/slap kit) as one category, but I went ahead and bound the 2x wallshot to all breachable surfaces individually and it appears to have fixed the problem.

If I missed something, please let me know what level and surface (window/door/gate/etc) the issue is occurring on.
swarmofotters 10 Apr @ 3:10am 
The 2x wall charge no longer seems to work for me (the icon in the trooper overview is bugged, and the menu for placing it doesn't show). I suspect part of the issue might be that it's missing an entities binding to walls, doors, etc., but I'm not sure.
Pc_Сat 9 Apr @ 1:47am 
:goldvein:Just wanna to thank you for mod and for amazing updates. Doctrine switch button is genius!
Lurkkin  [author] 9 Apr @ 12:45am 
@July Joe, I'm willing to look into it.
HELL-SWEEPER 8 Apr @ 11:33pm 
Can you please do the DEVGRU compatible to camouflage selector, please please🙏 🙏 🙏
Bleinz 11 Mar @ 8:29am 
Great mod! I have customized it further on my end to add a few things more, maybe you'd like to consider those too:
- Gas masks from HRT
- Shields from HRT to Support devgroup
- Radial saw to Support
- Fast wallbreach to Support
DontFeedTrolls 8 Mar @ 5:18am 
Pls add the turnique. It safed my ass so many times.
Lurkkin  [author] 3 Mar @ 11:25am 
Good to hear, I had the same problem earlier myself.
jonexhd 3 Mar @ 11:16am 
@Lurkkin thanks for the reply. Problems solved, just another workshop update failure.
Lurkkin  [author] 3 Mar @ 11:14am 
Hey Jonexhd, I double checked the GPNVGs and they're working fine on my end. Could be an update issue or load order issue (if this mod is set to load before T1, for example, I'm not sure they will properly bind because the equipment files being used are in the T1 Main Mod).

With regards to the G19X & APC9, this mod does not touch those files, but they're loading fine on my end as well.
Fluffy 3 Mar @ 11:11am 
No prob :lilith_whoa:
jonexhd 3 Mar @ 11:08am 
Yep. Re-described the mods and problems perfectly solved. Thank you for the support @Fluffy !
Fluffy 3 Mar @ 10:56am 
Steam does have a bad habit of not updating things, restarting Steam and/or validating the game is a sure fire way to update normally
jonexhd 3 Mar @ 10:54am 
I disabled all mods but the necessary 4 mods and the problem is still there. I'll try re-describe them for steam to properly update them.
Fluffy 3 Mar @ 10:27am 
It's from Neither, I'm loading this fine, my NSWDG have the GPNVGs and I don't have missing Icons for either of those weapons either
jonexhd 3 Mar @ 10:07am 
Supporters and Sharpshooters in the NSW group cannot wear GPNVGs. Also it looks a little wield that the undercover units are wearing uniform helmets and GPNVGs.
Besides G19X suppressed and APC9 do not have their proper icons. Not sure if it's a bug from the original T1O or a bug from your mod.
Lurkkin  [author] 3 Mar @ 6:45am 
I appreciate it man. Thanks for showing me the ropes.
Fluffy 3 Mar @ 4:57am 
Fantastic mod, I'm glad someone is giving more equipment to the Tier One Squads, The author of T1 won't add anything because he stinks :lilith_heh: