Door Kickers 2

Door Kickers 2

Special Air Service
79 Comments
Aklis  [author] 2 Jul @ 12:44pm 
I wasn't planning on doing that, no.
Happycowmam 1 Jul @ 9:47pm 
Have you thought about adding kit that would the trooper look like "retro" SAS operators? (pre 2000s), Embassy siege like.
Aklis  [author] 28 Jun @ 12:52pm 
Having gone straight into a multiple week hardcore campaign from a completely reset save for playtesting, I can vouch for the fact that it is doable, even though you WILL lose guys. It gets better as you unlock doctrines. Grenades help, and you can carry five of them (or more if you've got the EGLM).
Laughing Man 28 Jun @ 11:12am 
That sort of makes sense, regarding the balancing. Troops were fresh, no doctrines unlocked.

To be fair, by the time you've made it through SAS selection, you're already a swinging dick, so I kinda expected even 'basic' troops to be better than average soldiers, never mind poorly trained militia. I play hardcore campaign, so it's hard to recreate anything, but the three runs I tried from fresh, I was consistently out gunned. I suspected the HRT mod was a bit over tuned, those guys barely miss, so it's probably just the disparity that makes it so jarring and unexpected, likely a few grenades will even the odds a bit. until I can get some doctrines unlocked. Cheers for the response.
Aklis  [author] 28 Jun @ 11:00am 
Laughing Man: What are your doctrines like? The mod is balanced for actually having unlocked doctrines, unlike base game Rangers who get immensely OP when fully doctrined out.

Sorry to hear your guys died. Have you tried recreating it to see whether it was just a freak accident?
Laughing Man 28 Jun @ 10:14am 
Not great experience with this mod, for 'Special' forces, they seem to trade very badly with 3rd world, half trained, poorly equipped opponents.

Just had one 'poorly organised local militia' drop 3 SAS units. I breached with a wall charge, enemy was stunned, SAS started firing (all 3) hit exactly jack shit then the enemy un-stuns and wipes all three.

SAS? Really? Saturdays and Sundays, perhaps lol

Compared to playing with the MARSOC or HRT mods, these units seem green and low standard.
julian.bennett7 28 Jun @ 12:30am 
I agree, SASR Would be great
Mozzie 18 Jun @ 3:50pm 
Love mod need make other Special Air Service SASR Australian
Aklis  [author] 26 May @ 6:25pm 
AP rounds for defeating Level 3 armour are available for the L119A2, SACTARASS and Maximi. These are enough to put holes in Bodyguards. I'm not planning on adding ADVAP rounds as those are antithetical to what SSI is supposed to represent. Still, exploding them usually works.
Frost 26 May @ 3:32am 
Have you thought about adding AP rounds?

Playing missions with heavy presence of PMCs and enemy SF are brutal partly because the SAS don't seem to have access to any AP rounds.
Tigris the FUN-gineer 24 May @ 8:07pm 
@Aklis Thanks for the fix! Much appreciated.
Aklis  [author] 24 May @ 12:17pm 
A trooper can have five grenades at once, or eight if you use a grenade launcher.
Valiant-Horizon 24 May @ 4:29am 
Can you double the grenade count... I don't like that there's only one.
Mad_Rat 23 May @ 4:06am 
Yep. something like this. Bit of a pity. though. MP5 is good for room clearance.
Aklis  [author] 22 May @ 12:59pm 
Mad_Rat: It's from an earlier version. The SAS unit originally had access to the L91A1, but I removed it around the time E Squadron was added.

I'm guessing you have had this particular unit for quite some time? Basically, if he had it before I removed it from the mod, he will still have it because that's stored in the unit save file. If you equip another weapon, you won't be able to re-add the L91A1 (which is intentional).
Mad_Rat 22 May @ 10:39am 
I have a weird thing with guy having MP5 in non-covert squadron, but I can't pick it for anyone else.
Aklis  [author] 18 May @ 3:37pm 
Tigris: It should be fixed now.
sopmod720 16 May @ 5:30am 
it's just my thought, trying to help this mod, you may dismiss it without considering me. it's just a thought.
sopmod720 16 May @ 5:28am 
recommendation : making one sas trooper cost two manpower to deploy, the reward is sas soldiers being killing machine - much deadlier than rangers. of course, this can be used in other teams of mods. I recommend this because there are a lot of mods that decreases deploy cost, but no mod has "one man costing more to deploy" mechanisms for now.
Tigris the FUN-gineer 15 May @ 10:05pm 
Additional bug issue: I don't know if it's this mod or IGCS (they're the only mods I have installed) but the "Persuade to reveal closeby enemies" seems to be broken. I only suspect IGCS because it also breaks the little button to always show danger areas for stealthing.
Aklis  [author] 11 May @ 1:50pm 
Technically, there is no boathouse at Hereford.
ChimpskyBRC 10 May @ 5:11pm 
So, what color is the boathouse at Hereford?
Zachtan 1 May @ 3:41pm 
@Aklis : An alternative would be to have an alternate version for trooper toolbox that removes the IGCS dependency, but keep the IGCS dependency for the main version?
Tigris the FUN-gineer 1 May @ 2:29pm 
@Aklis: Thanks! I like how you hid the concealment upgrades behind the clothing changes and stuff, good way to do progression. I dig the E Squad so far, I personally liked playing CIA most in unmodded DK2 so a SIS version with explosive breaching and some more squaddies is *chefs kiss*. I do wish the SIS Protection team had the standard 2x grenades per slot that the CIA get, but--I understand wanting to limit the nade spam, especially for the standard SAS troop squad.
Aklis  [author] 1 May @ 12:50pm 
Tigris: Good catch. I did some last minute changes and I evidently didn't playtest it properly.
Tigris the FUN-gineer 1 May @ 10:20am 
Re: my previous comment, I'm assuming that the Transition and Controlled Pairs nodes in the Doctrine tree are not working due to a WIP issue (I just noticed how fresh the mod is), so no biggie. I've tested it across two squadrons just ranking them up real quick on an XP Farm map just to be sure, and those nodes are definitely not selectable at the moment. I tried looking to see if I could modify the .xmls myself to fix it but looking at them made me cross-eyed.

Good mod so far, appreciate the new voices and the apparent leaning towards balance. First mod I downloaded (along with IGCS) because I wasn't looking for any mods that would throw the balance way off.
Aklis  [author] 1 May @ 9:57am 
AndoArgyll: I'm skeptical towards that for two reasons. Limiting it to the A2s provides another reason for choosing those over the A1s, or unlocking the SACTARASS/7.62 machine guns.

The long A1 also doesn't seem to be very common in the wild, and when it does appear in photos, it is usually in combination with the grenade launcher.

So while I appreciate the input, I think I'm going to refrain from doing so.
Tigris the FUN-gineer 1 May @ 9:41am 
The E Squad's Transition and Controlled Pairs nodes are unselectable, and Priority Bombers unlocks not after those nodes are selected, but after Room Clearing Drills 2 is selected on the other side.
AndoArgyll 1 May @ 8:28am 
Would you consider adding the SFWs without UGLs back in?
Aklis  [author] 1 May @ 8:04am 
Zachtan: My bad, that only seems to work if you have a local (i.e. non-Workshop) version of the mod. I'm going to remove the dependency for now.
Zachtan 30 Apr @ 10:39pm 
How do you manually disable IGCS without also disabling SAS? Because the in-game mod manager doesn't allow SAS to be enabled without first enabling IGCS and disabling IGCS automatically disables SAS.
Aklis  [author] 30 Apr @ 7:10pm 
Zachtan: IGCS can be bypassed by manually disabling it after enabling the mod.

I am reluctant to not make it a dependency because the ability to change camo is an integral part of the mod, and although TT lets you do that, I suspect more people would simply miss it because they did not read the description.
Zachtan 30 Apr @ 5:46pm 
Any chance you could disable the hard requirement for IGCS, for those of us using Trooper Toolbox instead?
sopmod720 29 Apr @ 4:24am 
thanks for the answer.
Boston 28 Apr @ 10:34pm 
Thats completely understandable, thank you for considering it.
Aklis  [author] 28 Apr @ 11:49am 
The original MCX is not impossible, though I struggle to figure out how it would fit into what I currently think is a very well balanced list of firearms. The Spear LT is unfortunately outside of the scope that I'm interested in.

As for custom 3D models, that is unfortunately well beyond my skills—the mods you mention are the gold standard for DK2 modding for a reason. Should someone volunteer to make models for me without the hassle of needing to chase people for permissions I would absolutely consider it, but it is not a priority for me.
Boston 27 Apr @ 12:42pm 
request to add some more modern equipment as well like the MCX and Spear LT.

As well as maybe separate squads for different eras later on down the road. Could be siiiiiick - especially if time is taken to create custom 3D models, this mod could become an absolute piece of gold similar to TF Toro or Helljumpers
Aklis  [author] 26 Apr @ 9:52am 
sopmod720: You only get spotted when you get a primary weapon if you're not disguised properly. Proper disguises are locked behind BH to symbolise your troopers getting better acquainted with the local culture as they gain experience.

You can wear turban, dishdashah and shemagh and still openly carry an AKMS.
sopmod720 24 Apr @ 3:57pm 
this can than be used as a base for a doctrine, half for stealth and psitol. half for open cambat. since only half is devoted to open combat. people will be rewarded for using mixed tactics
sopmod720 24 Apr @ 3:23pm 
(and you make a difference from CIA who suffer from having no room for flexibility) to explain more. since CIA is always divided in to two classes that has different playstyle. you always linger between stealth and loud. and suffer in loud missions since you have to push undercover to open combat to shore up manpower. but if you have one class. you can go full stealth pistol mode or full open combat mode,
sopmod720 24 Apr @ 3:16pm 
and I found using the pistol very fun to use. even in CIA you don't use pistol because of MP5K and other smgs. so I found this a very unique exxperince I've never had
sopmod720 24 Apr @ 3:13pm 
The new unit works well and the concept of pistol whipping hijab woman is very unique. but why don't we... merge the two classes? I found that when you get a primary weapon, you get spotted anyway.

Is you merge the classes, there is more diffrence from and flexibilty that CIA dont have. the balance should be simple and won't change much. no primary is stealth. having primary is going loud. this way you can use your manpower in more flexible way.(especially in campaign). and you make a diffrence from CIA who suffer from having no room for flexibility
Commander "Jacque" Bleu 23 Apr @ 12:17pm 
Great mod! Why doesn't copy/paste work for rifle and pistol loadouts? It works for equipment but not weapons.
Boston 21 Apr @ 5:23pm 
this mod is awesome, you going to continue development? This could be the SAS counterpart to ARES with some more content
rachelleconnolly4 21 Apr @ 8:53am 
This is a fantastic mod
ozzieduke64 21 Apr @ 12:20am 
Never mind. Got it mate
ozzieduke64 21 Apr @ 12:07am 
Do i need to reinstall to get E squadron. I still only have 4 patrols. Sorry if it is a dumb question. I have just come across from consoles. Not to smart with mods. Love it by the way. Thanks mate
Erikir284 15 Apr @ 11:20am 
Definitely a good start.
PotatoShark 13 Apr @ 5:04am 
no, not sure why?