Door Kickers 2

Door Kickers 2

Door Kickers 2 Workshop
Unlimited gameplay via our in-game mission editor and extensive game moddability.
Dev Plz Implement Enemies with WESTERN Guns!
As I suggested at "OFFICIAL: Suggestions for DK2",
Mission creators would be happy if they could give western guns to enemies,
and so would I if I could play those missions!

I made the stub and test map so you can download them from Nexus Mods
https://www.nexusmods.com/doorkickers2/mods/238
I also made the movies about how to spawn my guys and test runs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2994053882
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2997888793
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3007191321
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3011137795

If interested, please leave a comment such as:
"Thumbs UP!"
"Thumbs UP, but I have a complaint about balancing / contents issue..."
"Thumbs DOWN!"
"Thumbs DOWN, because it could make balancing issue / confliction with mods for enemies..."
(I prefer suggestions or bug reports at Nexus Mods, but I will read there and here.)


Why?
For a contextual reason, western guns would be good for missions such as:
Friendly forces rebelled or deserted.
Enemies captured or smuggled western guns.
Missions inspired by cinemas or dramas out of Nowheraki .

For gamy reason, armor piercing MP7, hard punch of shotguns or 1911 etc. would be exciting.


How?
By NERFED rangers' guns etc.
Friendly guns' crit chance tends to be much higher than enemies', so they should be severely nerfed.
Poorly trained enemies (Grunt Insurgent or Veteran Insurgent) should take penalty for accuracy and aim time.
I made 3 trained level such as Expert (Ranger or Foreign advisor), Veteran, and Noob,
by making chimeras and mimics of Rangers' / Enemies' guns, ammo, attack types.


Who?
I do, but appreciate your help.


When?
Not urgent.
I have concerns about balancing issue.
Dev should have other priorities.


Where?
Here or at Nexus Mods.
Last edited by Takeshi, made in Mom; 28 Jul, 2023 @ 5:43am
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Showing 1-4 of 4 comments
What?
Guns in the main file (BOLD is added with v.0.4.0):
Dev's stub APC9K Sup FAdvsior
MP5A: Balanced Noob, Balanced Veteran, Spray & Pray Expert
MP7: Balanced Noob, Balanced Veteran, Spray Expert
M4: Balanced2 Noob, Balanced2 Veteran, Balanced Expert
M16A4: Tap Fire Noob, Tap Veteran, Tap Expert
Mk17STD: Veteran, Expert
M249 NWS: Veteran
M110A1: Expert (I don't like this but better than M14EBR)
M500 Shotgun: Noob, Veteran, Expert
M9 Pistol: Noob, Veteran, Expert
G2240 Pistol: Noob, Veteran, Expert
1911 Pistol: Noob, Veteran, Expert
Frag Grenade + MP5A Balanced Veteran
AT4 Disposable + MP5A Balanced Noob
(AT4 is NOT reloadable unlike RPG-7)
Executioner MP5A Balanced Noob

Guns in an option file (Tier 2):
MP5A: Tap Noob, Tap Veteran, Tap Expert, Spray Noob, Spray Veteran
MP7: Tap Noob, Tap Veteran, Tap Expert, Spray Noob, Spray Veteran
M4: Tap Noob, Tap Veteran, Tap Expert, Spray Noob, Spray Veteran, Spray Expert, Balanced Noob, Balanced Veteran
M16A4: Spray Noob, Spray Veteran, Spray Expert
M14EBR: Expert

I am not sure about how AI uses grenades, bazookas, or executes, but they seem to work ;)

New Balanced M4 stop full auto at 7m, then start tap fire up to 15m.
Tap fire at medium range had 10% acc and 5% crit bonus, and now has additional 5% crit (total of 10%).
(Otherwise M4 is very similar with MP5 :p )

Balanced variants shoot by full auto at short and medium range, and semi auto at long range,
which is similar with Foreign Advisor or my Spray & Pray Expert,
or like a cross between Rangers / my Tap Fire guys and
Grunt / Veteran Insurgent / my Spray & Pray Noob or Veteran.

I think Mk17STD is a semi-marksman-rifle and M16A4 is a quarter one,
so I made them shoot by Tap Fire.

My thoughts
I referred vanilla enemy guns and "Nowheraki Ground Force - as enemy" enemy guns (Thank you Uberchad68),
so now many guns' damage is as weak as theirs.
1911 and the shotgun would be surprisingly strong as an enemy gun, but I intended so.
In DK1 pistol guys could kill my troopers and shotgun guys were slow but fearsome, so I miss them.
1911 seems OP, so weaker pistols (G2240 or M9) would be better.
I am not sure about the shotgun, because it is difficult to use.

DMRs have little raison d'être,
because they don't have AP ammo like Dragunov,
and my Mk17 or Dev's FAL has high crit chance.

Please tell me your thoughts!
Last edited by Takeshi, made in Mom; 20 Jul, 2023 @ 7:13am
Reserved
You would be handsome guy but busy to play new games.
If you are handsomer and have 2 minutes, I don't ask you to watch my movies,
but please leave a comment such as "I want new toys too!".

If you are much handsomer and have 10 minutes, please watch my movies (2+1 minutes),
and leave a comment such as "Guns seems OP!."
Now 25+10 guys watched my movies.
Thank you much handsomer guys!

If you are the handsomest and have 1 hour, please test my stub from Nexus Mods.
Now 9 guys tested my stub and gave me an endorsement (Thumbs-UP).
Thank you the handsomest guys!

This project is NOT urgent one so I will not make you hurry,
but your thoughts are always welcome.
When you have spare time and motivation, please help me.
Thank you handsome guys!
Last edited by Takeshi, made in Mom; 13 Jul, 2023 @ 9:47am
Now I made a test map which handsome guys can play,
and polished the stub as far as I can.

To be honest I am not confident about balancing issue,
because I am a noob of custom maps and enemy guns.
Are decent guns OK? (MP5A, M4, M16A4, Mk17STD, M249 NWS, M9, G2240)
Are spicy guns acceptable? (MP7, M500, 1911)
Please tell me your thoughts!
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