Door Kickers 2

Door Kickers 2

IOV MOD : Main Pack
 This topic has been pinned, so it's probably important
gunworld  [developer] 28 Feb @ 7:07pm
IOV communication and bug reports【IOV的沟通和BUG报告讨论贴】
I appreciate everyone's enthusiasm, and since there is so much to communicate and exchange, it's not convenient to discuss it in the message area, so I've created this post as the main body of communication.
由于大家的热情讨论,再在讨论区中交流就很不方便了,所以我专门建了这个贴子,以后的沟通和BUG通知都可以发这里,我@人也方便。
Last edited by gunworld; 28 Feb @ 9:56pm
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Showing 1-15 of 39 comments
gunworld  [developer] 28 Feb @ 7:35pm 
Note: that the TF Ranger is still in WIP, so there will still be many tweaks. Ex I making RBA model today.
While I have said that the reason for releasing the WIP status squads early was so that RETRO DELTA players wouldn't need to recreate squads in the future, it seems likely now that the final version of TF Ranger will require situations where squads will need to be recreated, as it's possible that I may be able to tweak the structure of the Ranger Chalk based on the feedback from some of the players.
Retro Delta, however, is determined not to require any further re-creation, as its troop structure is already well established, and future improvements will be mostly about adding new equipment and balance tweaks. Some of you veteran players may have noticed that I've changed the year of the OTC COURSE/EXPERIMENT from 2003 to 2004, so maybe you can guess what new equipment I'll be adding to them.

注意:游骑兵特遣队仍处于开发中,因此仍会有许多调整。比如今天我就在制作RBA防弹衣的模型。
虽然我之前说过提早公布这个开发状态中的单位的原因是为了让老学校三角洲的玩家将来不需要重新创建小队,但现在看来,游骑兵特遣队的最终版本很可能会出现需要重新创建小队的情况,因为我有可能会根据一些玩家的反馈意见来调整这个单位的成员结构。
不过,老学校三角洲肯定是不需要再重新创建,因为它的部队结构已经非常完整,已经预留了多个兵种,所以将来的调整主要是增加新装备和平衡性调整。有些老学校三角洲的老玩家可能w会发现我将试训大队的年限从2003年改到2004年,有些人也许会猜到我将会为他们添加哪件新武器。
Last edited by gunworld; 28 Feb @ 10:00pm
Sleg 7 Mar @ 12:53am 
Is it deliberate that many factions become almost completely bulletproof from the front with Combat Stance? With 4 levels, even IIIA vests become nearly totally impenetrable from front-facing fire, with that 40% increase to coverage and extra 2 levels of penetration.

If it's deliberate, that's fine, just wondering if it is.
gunworld  [developer] 7 Mar @ 3:40am 
Originally posted by Sleg:
Is it deliberate that many factions become almost completely bulletproof from the front with Combat Stance? With 4 levels, even IIIA vests become nearly totally impenetrable from front-facing fire, with that 40% increase to coverage and extra 2 levels of penetration.

If it's deliberate, that's fine, just wondering if it is.

Since DK2 differs from DK1, where enemies predominantly use AK rifles, body armor below Level III has become practically obsolete in combat. However, for old-school squad, equipping them with advanced modern armor would break historical authenticity. Thus, I utilize the Combat Stance mechanic to boost their survivability as a workaround. For factions already equipped with cutting-edge armor, applying this doctrine would further imbalance gameplay. Therefore, I selectively implement this mechanic based on faction context.
Originally posted by Sleg:
Is it deliberate that many factions become almost completely bulletproof from the front with Combat Stance? With 4 levels, even IIIA vests become nearly totally impenetrable from front-facing fire, with that 40% increase to coverage and extra 2 levels of penetration.

If it's deliberate, that's fine, just wondering if it is.

long story short, Combat Stance is intend to be a buff on armor.
You will get extra cover range and bulletproof level with Combat Stance, like 90 degree armor compare with 45 degree. Make sense right? a high train operator know how to keep himself safe.
But giving 2 extra level might be a issue, are you suggesting it's too powerful like need a nerf or something?
gunworld  [developer] 7 Mar @ 5:17am 
Additionally, I did not increase their bulletproof levels by two tiers—only by one tier, which elevates Level IIIA body armor to Level III.
Fokka 7 Mar @ 8:54am 
RGO and RGN grenades english name broke btw
Sleg 7 Mar @ 11:14am 
Originally posted by gunworld:
Additionally, I did not increase their bulletproof levels by two tiers—only by one tier, which elevates Level IIIA body armor to Level III.

Huh? Maybe it varies from faction to faction, but Delta Force has 4 levels of it, which, at +5 protection per level, is 20, hence 2 tiers.

And 10% coverage per level, which is an additional ~40%, regardless of the tier of protection, is quite high! For example, I had an insurgent mag dump a Delta operator at point-blank range, ending up with him taking 33 shots, but only sustaining injuries bad enough that it took two days for recovery.
Last edited by Sleg; 7 Mar @ 11:18am
gunworld  [developer] 7 Mar @ 3:08pm 
Originally posted by Sleg:
Originally posted by gunworld:
Additionally, I did not increase their bulletproof levels by two tiers—only by one tier, which elevates Level IIIA body armor to Level III.

Huh? Maybe it varies from faction to faction, but Delta Force has 4 levels of it, which, at +5 protection per level, is 20, hence 2 tiers.

And 10% coverage per level, which is an additional ~40%, regardless of the tier of protection, is quite high! For example, I had an insurgent mag dump a Delta operator at point-blank range, ending up with him taking 33 shots, but only sustaining injuries bad enough that it took two days for recovery.
In 1.0, the piercingProtectionLevel was increased by a factor of 10, e.g. Level IIIA went from 4 to 40, Level III went from 5 to 50. currently the way I do it is to set the frontal piercingProtectionLevel of Delta's Level IIIA body armor to 45, and then 50 after +5 via doctrine. that is. The level is only raised by 1 instead of 2.
The 10% increase in defense area was designed with vanilla parameters in mind.
gunworld  [developer] 7 Mar @ 3:09pm 
Originally posted by Fokka:
RGO and RGN grenades english name broke btw
TKS! I will fix it near future
Sleg 7 Mar @ 9:34pm 
Originally posted by gunworld:
Originally posted by Sleg:

Huh? Maybe it varies from faction to faction, but Delta Force has 4 levels of it, which, at +5 protection per level, is 20, hence 2 tiers.

And 10% coverage per level, which is an additional ~40%, regardless of the tier of protection, is quite high! For example, I had an insurgent mag dump a Delta operator at point-blank range, ending up with him taking 33 shots, but only sustaining injuries bad enough that it took two days for recovery.
In 1.0, the piercingProtectionLevel was increased by a factor of 10, e.g. Level IIIA went from 4 to 40, Level III went from 5 to 50. currently the way I do it is to set the frontal piercingProtectionLevel of Delta's Level IIIA body armor to 45, and then 50 after +5 via doctrine. that is. The level is only raised by 1 instead of 2.
The 10% increase in defense area was designed with vanilla parameters in mind.
I understand that. But each level of a doctrine applies the entire effect per level. So with 4 levels, it's not just 45 to 50, it's 50, and then 55, 60, etc. The effect is not split between those levels, it's multiplied. The final effect of 4 levels of protection is not just +5, it's +20. 2 levels is not half, it's twice the amount specified.

Nonetheless, at this point I'm cluttering up the discussion thread! So, I apologize for pressing the issue. I'll drop it here. Apologies.
Last edited by Sleg; 7 Mar @ 9:37pm
gunworld  [developer] 8 Mar @ 3:03am 
Originally posted by Sleg:
Originally posted by gunworld:
In 1.0, the piercingProtectionLevel was increased by a factor of 10, e.g. Level IIIA went from 4 to 40, Level III went from 5 to 50. currently the way I do it is to set the frontal piercingProtectionLevel of Delta's Level IIIA body armor to 45, and then 50 after +5 via doctrine. that is. The level is only raised by 1 instead of 2.
The 10% increase in defense area was designed with vanilla parameters in mind.
I understand that. But each level of a doctrine applies the entire effect per level. So with 4 levels, it's not just 45 to 50, it's 50, and then 55, 60, etc. The effect is not split between those levels, it's multiplied. The final effect of 4 levels of protection is not just +5, it's +20. 2 levels is not half, it's twice the amount specified.

I'll check with the developer on this one to see if I'm misunderstanding how this parameter is used. If so, I will make the proper adjustments in the near future. TKS for your suggestion
gunworld  [developer] 8 Mar @ 6:48am 
@Sleg Hi, I've asked the dev team on DISCORD and according to the answer he gave:
Suppose I set the following parameters on the body armor:
<ProtectionArc degrees="90" coveragePercent="40" piercingProtectionLevel="45"/>

Then I set on the doctrine
extraProtection90="5”

When activate the doctrine, piercingProtectionLevel=45+5=50

So the way I'm currently using it should be correct it, it will make level IIIA to level III, not to level IV.
Sleg 8 Mar @ 8:43am 
Understood, and sorry for the trouble! Anything else I post will be meaningful feedback, haha
gunworld  [developer] 8 Mar @ 2:31pm 
Originally posted by Sleg:
Understood, and sorry for the trouble! Anything else I post will be meaningful feedback, haha
As a solo developer, my time and energy are limited—I can't perfect every aspect of the mod alone. Your feedback is invaluable to help polish this project. Please keep the feedback coming, and thank you for your support!:steamthumbsup:
SHADOW 9 Mar @ 8:27pm 
you can't reequip AT4 on engineers, 2 guys from a rifle squad have it when you create a unit but then there is no option to equip them again
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