Door Kickers 2

Door Kickers 2

277 ratings
Tier One Expanded
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
7.920 MB
2 Mar @ 11:47pm
23 May @ 3:58am
26 Change Notes ( view )

Subscribe to download
Tier One Expanded

In 1 collection by Lurkkin
Lurkkin's DK2 Modlist (READ DESCRIPTION).
12 items
Description
An extension to the Tier One Overhaul Mod by Miller & maintained by Fluffy and Sly. Patches/rebalances select equipment from MARSOC by Briz onto Tier One Rangers and DEVGRU, adds a secondary weapon slot Breaching Shotgun thanks to Alex5120, adds additional doctrine trees for DEVGRU & Rangers, expands squad size, allows more deployments & more.

PLEASE READ UNTIL CHANGE LIST:
You will get a conflict warning when activating this mod. In order to get the new doctrine tree to work properly, I had to completely overwrite T1's unit.xml, which results in this warning. You can safely ignore it.

Load Order:
Simply activate this mod & the game will automatically activate MARSOC & Tier One, in the proper order, as well (this mod loading after just for reference).

I load all other mods AFTER these (unless the other mod specifies it should be loaded at the top, like In-Game Camo Selector).

Camo Selector Patch:
Click Here for Camo-Selector Patch (READ BEFORE INSTALLING)

Highly Recommended Additional Mods (click for link)
Infinite Range Blue FOV Indicator by Rake

Vivid Paths by Lukewarm Coffee
Adds more colors for Troopers so you don't get repeat colors with 8-10+ units.

Going In Blind Rake5000 Edition
OR
Going In Blind: Blueprint Edition
GIB but keeps structures (interior & exterior walls) visible. Hides locks until you path to it.

Change List:
A full change list can be viewed by clicking here or in the discussion section.

Notable Changes:
-ALL FLASHBANGS NOW EFFECT ALLIES.
(Including 9-Bangers for first detonation, Go-Codes sync pushes after 1st bang.)
-Ranger's helmet model in-game now varies with selected helmet.
-Secondary Weapon Slot Breaching Shotgun now available (thanks to Alex5120).
-Secondary Weapon Slot MK18 for Marksman.

Changes to DEVGRU and Tier One Rangers:
-Supply costs halved for all units (50 standard units, 100 for Black Ops/Undercover).
-Doubled the size of DEVGRU for better campaign compatibility (22 total units).
-DEVGRU/Rangers have access to a few CIA & SWAT doctrines. Available through toggle button.
-Doctrine Points per Squad Level Increased from 2 -> 3.
-NSWG now has 10 ranks, same as vanilla units (XP cap per unit lower from 208,000 to 150,000). This is lower than standard Tier One DEVGRU but still higher than Rangers.

Tier One Overhaul Equipment changes to DEVGRU and Tier One Rangers:
-Concealment Modifiers re-balanced (only effects DEVGRU Undercovers & Black Ops).
-Quad-Nods (GPNVGs) added to all Ranger/DEVGRU Units.
-Lockpick Machine restricted to Operators for Rangers.
-Added M4 & SCAR variant Grenade Launchers to DEVGRU support & black ops.

Additional Credits:

Big thank you to the following:

20190611, creator of Hostage Rescue Team, for allowing me to use their Medkit assets.

Chad di Urbino, creator of United States Armed Forces, for allowing me to use their Bayonet assets.
Popular Discussions View All (3)
4
10 Mar @ 12:30am
Suggestions:
Lurkkin
2
14 May @ 10:20pm
PINNED: Full Change List:
Lurkkin
2
3 May @ 9:52pm
Bug Reports:
Lurkkin
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.