Door Kickers 2

Door Kickers 2

Task Force Toro
 This topic has been pinned, so it's probably important
Levan  [developer] 27 Feb @ 7:08am
Improvements & Suggestions
Pretty much what the title says, tell me what you think about the units, what would you make to improve them, if something is too good or directly unusable, etc.
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Showing 1-9 of 9 comments
Ryuk 12 Mar @ 2:07pm 
The EZAPAC Reconocimiento section cannot equip the Chambergo Hat, as do the FGNE victor team snipers, and the MOE Sierra Snipers. Could they get access to it or a similar patrol/recon non-helmet headwear option, since they are long range/recon focused?
Levan  [developer] 12 Mar @ 2:29pm 
Originally posted by Ryuk:
The EZAPAC Reconocimiento section cannot equip the Chambergo Hat, as do the FGNE victor team snipers, and the MOE Sierra Snipers. Could they get access to it or a similar patrol/recon non-helmet headwear option, since they are long range/recon focused?

Oops, that wasn't intentional, they should have access to the Chocochip Chambergo. I'll check what's wrong with them! Thanks for the report, although unintentional lol
Gollum.co 12 Apr @ 10:43am 
The M107a1 AMR is Semi-auto not bolt-action could you update it to reflect that?

Also for MOE could you give the direct action guy's mp7s two suppressor options one being the larger mags and the other being suppressors?

Thanks

source: https://barrett.net/products/firearms/m107a1/
Levan  [developer] 12 Apr @ 10:23pm 
Originally posted by Gollum.co:
The M107a1 AMR is Semi-auto not bolt-action could you update it to reflect that?

Also for MOE could you give the direct action guy's mp7s two suppressor options one being the larger mags and the other being suppressors?

Thanks

source: https://barrett.net/products/firearms/m107a1/

Hi there, I know the M107 is a semi-auto gun, it was a problem of copy-pasting the M95 stats, it has been fixed in this patch, thanks for the report!

About the suggestion: No. jumping from suppressor to suppressor is a very hacky method and looks horrendous. It was done on purpose because of how OP the MP7 was (and still is), so it was a way to nerf it. If you want 30-40 rounders, the EZAPAC unit has them.
Not really a suggestion or improvement idea, just haven't seen any other person ask about the purpose of the coloured smoke grenades.

Marine infantry team leader, RTO and sergeants all get some type of coloured smoke grenades but I never found them necessary to call in mortar strikes. Are they needed for the M109 or the airstrikes?
Levan  [developer] 16 Jun @ 4:32pm 
Originally posted by Gangstalker:
Not really a suggestion or improvement idea, just haven't seen any other person ask about the purpose of the coloured smoke grenades.

Marine infantry team leader, RTO and sergeants all get some type of coloured smoke grenades but I never found them necessary to call in mortar strikes. Are they needed for the M109 or the airstrikes?

Not really, the use of the colored smokes is exactly the same as regular smoke, with the only inconvenience of being a much smaller radius (it lasts more tho), as a way to simulate the colored smoke not being as good as the classic grenades.

I was experimenting with them way, way back in the day (it's one of the first things I did for the mod) and discovered you can actually change the color of the smoke (and basically any kind of effect), I thought it was cool, and left it, haha, that's all the story behind them.

If you have any doubt or suggestion, feel free to ask! :)
This is neither a suggestion, but I just wanna ask why does the BRIMAR TEAR appear to have a longer aim time or reaction time compared to the other units in the mod (especially with med to long range with HK416A5 & red dot/3x); I wonder is this valid or just my sensory bias?

If so, I'm curious that shouldn't the TEAR be getting an in-game performance similar to the your Fallschirmjäger mod? Despite neither of them are Tier One Spec-Ops, but they are elite infantry or arguably one of the best marine units on earth in terms of individual performance.
Levan  [developer] 15 Jul @ 8:49am 
Originally posted by A L P H A:
This is neither a suggestion, but I just wanna ask why does the BRIMAR TEAR appear to have a longer aim time or reaction time compared to the other units in the mod (especially with med to long range with HK416A5 & red dot/3x); I wonder is this valid or just my sensory bias?

If so, I'm curious that shouldn't the TEAR be getting an in-game performance similar to the your Fallschirmjäger mod? Despite neither of them are Tier One Spec-Ops, but they are elite infantry or arguably one of the best marine units on earth in terms of individual performance.

It is totally in your head, haha. If you take them to any of the multiple range maps that there is in the Workshop, you can check by yourself: hold the right click while selecting an unit (like you do to order them to look at some direction) then, press alt, and whererever you have the cursor, the game will show you a small tooltip with the information of aim time, attack type used, critic chance, armor piercing, etc, etc.

For your case in particular, the 416A5 with Micro Red Dot and Magnifier, is actually way faster than any of the other units, to the point of reaching the 100ms mark at some distances.

You might be thinking it isn't as fast because the BRIMAR G36E's have an integral 3x scope already attached, so when you compare both guns, the G36 "looks" faster, because the 416 only has the irons equipped.

I hope this has solved your doubt, if you have any other question, feel free to ask :)
A L P H A 15 Jul @ 10:46pm 
I've done exactly what you told me and found something interesting, not sure if it's just on my end.
From 0-6m the aim time is 228, 6-13m is 289 (these two are fixed, non-linear); from that above it goes from 289-464 from 13-15m, and suddenly it drops to liner starting from 30+ from 15m+.

I'm currently using the fire stream line doctrine with scope advantage, maneuver & fire, spotting shot, mass fires, and all the traditions selected. With the HK416A5, Micro Red Dot and Magnifier, SS109 and Suppressed.

This is probably why the reason I'm having difficulties dealing with SSIs when using TEAR since they usually have close range aim time within 100 and heavy armor. Still, your mode is extraordinary and very well made. :)
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