Explaining Essential CQB Tactics in Door Kickers 2: Task Force North
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- Опубликовано: 11 сен 2024
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A minute of silence for the insurgent who got blown to pink mist when the gate charge was detonated
I was like, are we just not going to talk about that? xD
Literally came down to drop a comment on that. I mean, Jesus Christ, the wall shot absolutely fragged him XD
Can we have some Fs in the chat😔
25:37 attention to detail, the yellow guy lower his rifle to avoid flagging his fellows while they are passing
Better than 10th mountain, aye?
Also helps you see if your operator is going to be able to shoot an enemy or not.
As a former assistant rangemaster at Camp Melakwa, I can honestly say I have seen actual boy scouts less inept than 10th mountain.
26:40 The shooting from crouching is because the mechanic is: crouch for full cover until the enemy is reloading, then stand up and shoot the reloading enemy
don't panic, just...
go dynamic 🎵
lead with a bang 🎵
violence of action 🎵
bring your stack back🎵
get cross coverage 🎵
clear from external 🎵
fight from thresholds 🎵
pull security deep 🎵
make an L 🎵
collapse your sector 🎵
clear the dead space 🎵
and always go with drummer 😎💕
Drummer must have a mad stack on his chest by now.
This is exactly why I pedantly decided to create a "COMMO-jargon" in the NHT discord server, as the immersion in gaming comes also from the use of US jargon, at least for me I can't resist it.
@@DNH17 What's NHT?
@@MrNight-dg1ug nht is no HUD team, the initiative I launched 3 years ago focused at the time on operation kingslayer. But also an immersion laboratory Sharing ideas suggestions and our time to play not only the best quality experiences in shooters but also in other games where we can dive in enhacing story, strategt, tactics, enjoying it as a wild ride. It s a grouo for players that have already seen a lot and need extra effort to enjoy playing...
I’m so glad I found this channel this is the content I’ve wanted to watch for so long CQB doctrine is a very interesting topic
This
Ya arm chair tactics...
COIN doctrine is pretty interesting too, but not as sexy, and is more of a long game
38:21 He just bounced that nade of a window and it went 10m
Kobe
I saw it too. Mad Bouncing skills it seems.
@@ControlledPairsGaming ngl thought you wrote "cope", and had to check if it really was you saying that, or an imposter.
I really hope they make the option to play super hardcore where you can only see the outside structure of the building, not the walls inside it. It would so cool to see you play that
Not sure how I would play it as I'd be unable to trace entry paths.
@@ControlledPairsGaming it would certainly require some more advanced pathing options. Even some basic stuff like multiple ranked paths the AI should attempt to follow in order (ie try to go right but if there is a wall follow that wall up) or adding the ability to have go codes tied to a team member completing a task/reaching a destination/an event happening (ie move as soon as the flash pops) could do a lot for making that kind of thing possible. Idk how difficult optional paths would be but go codes being tied to other events shouldn't be too bad idt.
@@ControlledPairsGaming
That's the thing, I guess you would have to peek from the entries to get a sketch of how the room is and plan from there.
@@ControlledPairsGaming Make the interior plans look like hand-drawn schematics, like a pre-mission sketch of how the layout is *supposed* to be from your intelligence. And then make it sometimes be inaccurate...not a lot of the time, but sometimes. That should strike a nice balance between good planning and improvising on the fly.
@@Darwinist kind of like be one in dk 1
I hope they put out the replay function soon. It is going to be so satisfying to go back and watch the full plan executed smoothly in real time.
I would doubt some of the smaller map replays could make for some great short video type content to highlight specific concepts too.
I’ve surprised how much about CQC I’ve learned from playing competitive tactical shooters like CS. Things like “speed, surprise, and violence of action” are core concepts on team play. You execute a site together as fast as you can without telegraphing beforehand which site will be the target. Then, when you execute the site, you do it as quickly and avoid long gunfights with using multiple different entry points and use as much equipment as you can to give your team the advantage in every fight.
Also, things like fighting from the threshold, fatal funnels, staying as far away from the corner as you can, and holding angles to keep everything secure. I guess it makes sense because it’s the same basic setup. You have a team of guys trying to take or hold a position using firearms, teamwork, and explosives.
Obviously, there are a ton of differences too, but the basics of CQC stay the same.
17:10 "Where I grew up as battledrill 6"
We found one of the terminators. Does lava still kill them?
🔥
This channel has helped me cope with life lately. Life has been pretty hard on me but watching this game has let me drift off for a couple minutes after work. Keep up the awesome videos!
The way the crouching mechanic works is that they take cover until the person shooting at them runs out of ammo, then they stand and shoot them.
Dude i really want cpg to do a live stream, i would love to see him play in real time.
Yeah that would push his views a lot but streaming is a bad monster... i kinda hate it.. it takes gaming to a profession somehow... I love his easy going but super deep take that his experience allows. In a few minutes or many minutes he actually can do stuff I always wanted to do or find...
He dared and he will be successful.
This is very interesting. I've always wanted to learn more about CQC with some sort of visual guide, rather than reading through a long set of dense terminology.
If you want it from a first person perspective as well, guides for “How to Play Counter Strike” end up being just CQC doctrine. While terminology is different, plus not everything in CS applies to real CQC and not everything in CQC applies to CS; the core concepts end up basically same.
4:05 ok but what are those ways I need to know! (if I had to guess, ladders?) I'm super happy you're doing this kind of video, wanted to see something like it for a long time!
I'm deliberately vague where it's required 🙂
They've got fallout-style stealth suits. Shhh, don't tell anyone though. Tis a s e c r e t.
If it's an internal or external compound, ladders are always an option.
bolt cutters, thermite pen, hydraulic rams to pry doorjams apart, hydraulic cutters (jaws of life), crowbar, sledge hammer, acetylene torch, angle grinder, breacher shotgun (12ga shot shell loaded with sawdust mix to reduce collateral).
And lock picking is an option in real life, its just a skill that most don't practice, some of the quicker lockpicking options are: bump keys, master keys (most commercial buildings keep a key outside in a fire box so fireman can get in), lock bypass's, padlock shims, electric pick guns (basically a bump key but faster), drilling the lock, freezing with liquid nitrogen then hitting with hammer to shatter the lock, cartridge fired nail gun to break the lock (See Lockpicking Lawyers videos, its awesome).
that's just what i can think of off the top of my head, and of course you could just hop the fence if you haven't skipped leg day.
@@purplepenguin43 ... he said quiet ways
I always enjoy these videos where you take the time to explain what you're doing and how you're thinking. Since I've started watching this playlist, I've noticed myself fighting from thresholds a lot more, and pieing off open breaches in a similar manner to you.
Thanks for the series, and thanks for helping me subconsciously up my game. You're a true bro, Pairs.
A door kickers game where you control a squadron of medeival knights breaching a castle. Mostly sword combat with ranged implements such as bows and crossbows being used sparingly, if at all.
That's called Dragon Age Origins
@@ClockworkAnomaly man of culture right here. Too bad they didn't keep the crpg approach in the sequels.
Thank you for the instruction. I learned alot. The guidance can be applied to a number of serious CQB first person shooters as long as the team works methodically and does Rambo it
Super educational video once again, thanks for sharing!
Man I always learn so much from CPG I love these. Also I always notice the huge difference between experienced person and me with no CQB experience.
You're a good teacher. I'm sure I would have made a mess of this game if I hadn't watched you first. Your lessons are sticking for sure.
Just a hint, bangers and grenades will bounce if thrown hard enough against wall, allowing you to clear the centre of the room while staying in cover. Keep up the good work
Thanks CPG- this is definitely something I can use. I didn't know to flow my breachers in alternating fashion for instance, and it was good to see and hear you explain the logic behind checking the center/most of the room while moving, and how to angle people to clear as much as possible as fast as possible and not get breachers shot in the back or the side. Shooting through the furniture makes a good point, too! I hadn't thought about that in games/IRL.
When you say 'lead by fires' does that mean either a force outside the building or inside the building shooting into a room through walls? I have to ask, how do people not shoot either people inside the building on your side, or shoot people outside the building who are pulling your security? A mental map of the area to know where your bullets are going? If so, what about risk of ricochet and fragmentation?
I love the focus on tactical realism. Keep it up, this was awesome.
Great videos man. Really interesting listening to your process. Found you today. Really like your replay critique video! Keep up the good work
Hey welcome! Appreciate your support. Glad you're here!
You are telling the story of tactical of this game and making a huge service to this company, not just you and in general, it's been great finding out about you... I also watched your 8 years ago videos and introduction of your channel, it's just amazing to see what is your story not just as a creator, but it's cool to see that tactical is what many people wanna live and experience and yea, learn about. Games have a power and many people do not exploit it.
Back to what you do it feels somebody from real deal came to the game or have a NPC that talks to us... this is amazing and I always wanted to play like this and have people that are open to discuss not just play. Immerse not think that it's a game.. at least for a few minutes.
Living this series! I’ve bought the game and I’ve watched every one of these you’ve made so far.
As a civi aspiring to serve in my country's military this video was so much educational and entertaining as well. Thank you cpg!
Excellent content. I love that this is a small map. Good to learn the basics as opposed to huge complicated maps
I fudging love this where have u been. I watched all these hours on bs tactics now I found the real one. You explain it perfect
Interestingly you take a lot of concern to use the real-life tactics, but seem to ignore some game-specific simplifications - which need to be taken into account, if you assume to do the real-life tactics. Because in real life the operators wouldn't do that and instinctively corrected themselves; but in the game, you have to micromanage it.
Since Door Kickers 1, a very important aspect of operational tactics was “considering the barrel length”. Obviously you don't use Mk 18 for long range engagements; but also you don't take Mk 17 Long Barrel for a CQB operation. Because, in mechanics of this game, when you come too close to the wall, the operator will lower the barrel. In real life, the operator would likely re-maneuver himself slightly, to keep the barrel at the direction of potential targets, but in Door Kickers, you have to consider that yourself. Raising the barrel again to shoot takes those extra milliseconds, so it's another of those things you had to micromanage in Door Kickers to be more effective. Ammo in each gun, and "standing in the angle so the barrel is still raised" - those tiny game-specific nuances.
For example, it seems like around 9:38-9:41, Bacon (“orange guy”) moves by the corner, and that's exactly what happens - his gun is blocked by the wall and he slightly lowers it during moving; so it would worth turn him a little more counter-clockwise. He is not that useful anyway at that point, cause if you have a look at the field of view (fog of war; darkened map, lightened map) you see he doesn't see anything from that point, and doesn't even see the open door; all the visible area is revealed by the “cyan guy” alone.
Oh, early video access, how I missed you!
Welcome back, fam
The button hook seems like it would be the slightly better method since it naturally sweeps most of the room immediately, then 2 man comes in and sweeps the final blind spot immediately and is positioned between 1 man and is squared off towards the final corner.
Is there anything specific that makes you prefer the other or is it just how you learned and are familiar with?
Love how informative your vids are, thanks for sharing your knowledge
For 4:35, unless they changed it. When you want to hold security over someone working on a door. I found I was able to have the door man crouch, and then do the door action.
Which allowed the security to hold a safer angle and shoot over the door man.'s head. I dunno if thats still a thing or if im just mistaken but give it a try.
You took this game to another level! most informative video about cqb on yt! thank You CPG!
Lots of great knowledge in this video. Really enjoy these play throughs. These randomly generated maps are always nuts, and really fun. Keep up the great content, brother!
-R
38:22 I can imagine the AI of your guy throwing that grenade thinking,
*Yes master, I will go there and throw the nade, however I can see you forgot to have me turn around so I will throw it through myself!
Everyones favorite video game combat instructor.
Whole channel is underrated
I really love the tactical thinking, the mentality and the teamwork that is suggested (in this viedo because it's a game) for this sort of operation. I can see why this needs a lot of training because it really needs to become force of habit to improve the quality of snap decisions. At the same time probably some natural human tendencies must be retrained for the sake of the group? That sort of trust and moving as one must be a very special experience indeed.
That battle drill 6 explanation was amazing. Huge fan of your work man
Clear and to the point as always! Keep up the high quality content!
I love how you expended all your flashes without realizing it in the first building, then said "fuck it, we'll just frag the second building to the ground" because you couldn't safely enter.
Oh, and a tip: when an enemy is behind a piece of cover and pulling the good 'ol ISIS shitter (blindfiring) you can hit them at a 4~5 meter distance.
So at close range, you have the ability to counter it directly even if you're exposed. You lost your chance when you had your operators crouch, but I hope it helps in the future!
If I could have only have one game, it would be a Raven Shield remake with this planning system. Great video as always Pairs!
I had an absolute blast watching this.
Really good stuff. I am also going through door kickers and some of those new bomb defusal levels are crazy! Ur gonna love those Pairs!
26:15 one of the door kickers 2 mechanic issues.If enemy pull off this kind of tactic this close range,you can always pinpoint their hand or gun.If no,1squad member suppress enemy with volley of fire,1 will try to peek and eliminate that enemy,others keep security of unknown threat.
Your dudes must be so happy that they finally got to use those wall charges💥
💥
Dude watching you play and using tactics is inspirational for my future games/airsoft (also thank you for you're Service
In battledrill6 ...What happens when the lead encounters a situation where he needs to retreat. Is that even an option once the GO is given?
If the decision is to go dynamic, everyone is getting in that room. A lot of units will use a pro-word to trigger an immediate evacuation in case of the worst, though.
@@ControlledPairsGaming I would be interested in hearing more on this if you come across a scenario to explain. I know you wouldn’t want a traffic jam, trip, fall, in a fatal funnel. Love the videos, keep up the good work.
@@robd2456 An example would be loss of structural integrity. If the building was about to collapse. This can happen for several reasons such as internal explosive breaching, grenades and so on. A pro word might be something like "avalanche". The team hears the call and bails. Escape or exit routes should already be planned for in regards to direct action. To keep it simple, the way you came in is a way to get out.
Thanks @@ryean1_aus
I think if the devs put a call out system for the personnel (calling out major threats like barricaded shooters) it would so helpful
23:20. Solo clear, good example there of force diffusion and priorities of work.
One of my previous 1SGs was a former Green Beret, and he told us "Never sprint! You can walk through the most heavily guarded house in the world and kill every mother fucker in there"
29:35. Good example of a blocker blocking the angle of exposure.
I'm pretty certain that I'm the only one who does counter-terrorism with a bunch of guys running through the door and firing a MK48
MK48's go through walls. #SprayandPray
This might sound crazy or stupid but this confirmed I have solid instincts for CQB doctrine, at least in video games, I find myself subconsciously following most of these ideals.
My favorite episode so far man, love the channel
Entry at 22:00 was just smooth af
Or, as an old guy that did this stuff. The number one man is always right.
That "barricade shooter" bit was actually an issue of you exposing your operator- his body is in the threshold (of the window) but he's watching too far left to be looking into the window. That said, insurgents do suppress.
There's a few other times I noticed you messing up some angles- like the guy covering the alley, he was exposed to his left. If your operators didn't go through the breach, he would've likely been killed.
Oh
@@ControlledPairsGaming "Oh" lmfao
The same thing happens to me a lot too, it's easier to notice mistakes just watching, not to mention you consider outside elements for the purpose of "teaching" CQB tactics, like covering that alley you/the enemy couldn't enter.
Let's say you have a full stack and there's a building "across the street" from the doorway you're breaching. First man is covering the doorway, second long and wide, etc. Your first man is going to be exposed before second man actually sees the enemy. This was a far bigger issue in DK1, but in DK2 they seem to delay before immediately stopping after seeing Mr. Exposed, hopefully enough to allow 2-man to hit him.
All that, whereas a second man IRL would be more effective/efficient.
Fascinating vid! Always interesting to hear you explain tactics!
Another Door Kickers 2 video! YES!
Regarding realism: I heard that if one throws nades in a indoor space a thick cloud of smoke would raise for quite some time, also several minutes if not hours and it would be hard to clearly watch, so this is ok in the game but nades indoor as far as what I heard are not something that one throws if a team is committing to breach that space. The realistic thing is that you did not breach but nade it. So it's still realistic even if that tango from the bath maybe would have not been soo easy to spot after a nade explosion.
Cool that you cover the fundamentals again!
Love this series just a guess from the lingo you use and how different units call the things with different names though. Were you in the 75th RR?
I got this game after watching you play. I love it!!!
Thank you for the CONTENT SO MCUH!!!
Just picked up this game because of your awesome content. Enjoy the nexus.gg kickback! Thanks for the vids.
Perfect explanation… been looking for a video to teach me how to do all this!!
amazing way to clear the final zone. You think way ahead of the enemy by external clearing
Love these videos, can't wait to see even more.
Nice explanation dude. I'm definitively applying this to T hunt in R6S
how come no ones worried about the hole you entered through? no one kept security on that, someone could have come from the left corner of the map and shot you through your own hole. love the content man. i learn something everytime i watch a vid
When in the hallway orange fired from knee when enemy was reloading I caught the animation of orange went into a ready stance and fired off one shot I've been playing door kickers since launch and I'm very happy to report this they now fire from crouched position it seems they do this when they have the advantage like enemy reloading
33:55 is the flash really necessary? I thought door breach had stun effect too
Rather have it and not need it than need it and not have it.
If i would say it is not need at all,because of the furniture blocking the breacher from standing near a wall.Their position is bad (in real life),they are exposed to the enemy in the room and they are most probably pointing their gun at the door.If u try and replay ,look carefully.The flash goes off way too late after the first squad member was exposed and banging in front of your teammates without cover is super risky(ofc considering this game machenic, it is 100%safe because u can see the indicator of flash range). conclution,in this specific situation, it is better to have the 2nd guy pointing his gun up,ready to engage the guy right behind the door instead of banging first.
If u need to clear deeper,then this time throw a flash.
Well look again there was a 3rd person guarding the window,not breaching the room but in great danger,if someone spray bullets towards them it could be a triple kill.ofc luckily it didnt happen.
How do you make your operators fixate on one point with that pizza slice? Is that a mod or just something i am not aware of?
Hold down the SHIFT key when you are moving their vision cone.
The pieing symbol is actually a slice of pie. XD
He didn't fire from the knee he stood up after he was injured.
I'd love to know what you did in the military.
Amazing videos as always! Controlled Pairs, I challenge you to take on the Vantage Point mission. Its impossible to get a clean run. At least for me.
Don't forget the GROM shirt. When you use it you will find a player that will be like: Poland???
i usually chuck grenades over the wall
i replace nades with frag and stingers during hostage rescues
wonderful knowladge, thank you!
What are those other ways of entering quietly? Climbing over walls?
I know it's a bit late and I'm by no means an expert, but I've seen local law enforcement use a silent hydraulic press to simply crack the doorframe open and then they can open the door without needing to unlock it.
Not sure if that's what he was referring to, but it's an option.
@@SalmiakSter how silent is it? Wouldn't the cracking of the doorframe make a bit of noise?
I'm honestly not sure. I assume the doorframe would make noise, but definitely less noise than an explosion or a battering ram.
AI team in door kickers gets pointman syndrome really bad especially if they get shot at, instead of focusing on there sector they’ll drop it and turn around, try to kill bad guys and wind up getting shot in the back. I hope they fix it
Can you explain what the mechanics of double arrow is (Time 36.56 min)
Thanks for great content💪
what's the seed for this map or better question how did you obtain the seed and apply it?
I seen this seed a few times now and want to try it.
Just great. Really excellent. Thank you.
What is your background exactly? I've been curious since starting this series
He refuses to say. It's a veteran thing. A lot don't like to get anything even attention for being a vet
@@y.vinitsky6452did he say he was a vet?
Underrated youtuber
Speed element is essentially maintaining momentum throughout. Not rushing.
Speed =/= Tempo, which is what you described. Speed means going as fast as possible from the moment you are exposed to the threat until the threat is dead while maintaining doctrinal integrity and without outrunning your brain's ability to process information.
This makes me open my notebook and take notes
Two words: Persistent bodies.
(23min) What are your thoughts about threaths coming from the alleyway down left?
Hey man, I can't seem to get that seed to load for me. I get the same "Obj Steel Wand" mission title, but each size of map is different than what you played here. Any ideas on how I might give this specific seed a try myself? Maybe it's just been too long and the seed has changed or something.
You should rank all of the cqb games you play. I want to get one bit I don’t want to spend my money on all of them and it’s hard to tell the difference between all the games considering I don’t have them
How do you do that directional line thingy with a slice of pizza on the end which makes the operator always look at that direction ?
Very Informative. I did learn a lot.
15:50 I'd have kept covering that room from the window, and wall breached the next room to the left. But that's just me. 😁
Super useful video, thanks a lot !
The cover system seems to be way too ambiguous in this game (at least as of watching this vid), I've seen other games (like Xcom) use a little shield icon for locations that provide cover to telegraph to the player the cover status. Seems like this game would benefit from something like that, though I feel that as this game isn't bound to a grid like Xcom, placing a shield icon above their head or even in the little popup box with their name and loadout details.
There is a little bar that appears on the right side of the characters. Still not super intuitive tho.
@@ControlledPairsGaming Is that something that has been added since this vid was recorded? Because even rewatching at 0.5 speed, I can't seen any indication of cover. Games like this really should be more overt with their indicators. Ambiguous design, just fights against tactical decision making, as it did in this vid.