You can mitigate the danger to the weak side guy in DK2 by having him as far back as possible where he can still reach the door, and then pause it as the door is swinging to have him scoot back. Then, you just have him and the strong side guy start pieing in toward the 90 from both sides. The way the guys are stacked in the demos here, they’re both over-exposed when the door swings. But your overall point is 100% right. It’s safer to have them in a single side stack to start with if you’re trying to mitigate risk as much as possible.
I appreciate you sharing your thoughts on this, thank you. You're correct that the door can be opened from a few pixels further away, which lowers the risk for the breacher. I agree! That's why I mentioned working from the narrow angle at 3:19 :) However, I want to draw your attention to this demo I quickly recorded, where the door is opened from as far away as possible: ruclips.net/video/_RCx-eaIGZM/видео.html. While it's safer, the problem remains that doors swing fast and guns come up slower. I'd like to add a few points: In the buddy setup at 5:24, the number one man is just as exposed as in the cross-cover setup at 4:58. His buddy is even more exposed. Yet, both made it safely every time. Having a buddy is much safer, even when you don't have a perfect angle. And sometimes there's just not enough space for optimal angles. Scooting back is another good point. It's possible, but it requires some finicky micro-management. Unfortunately, on single plans, you can't prevent the operator from turning away from the door while scooting back, often compressing the gun in the process. You can only make them walk backward during live play. Personally, I rarely bother and prefer to keep my gameplay a little more fluid and enjoyable, except when I have to do a solo clear and every pixel counts. To summarize: In my experience, it's both easier to play and safer to stack on the same side. The best solution is to have more operators, so you can have both cross-cover and a buddy for the breacher while working from the narrowest angle. Hope to see you again in the next episode! :)
I was having trouble putting my thumb on why opening doors was so much more dangerous in DK2 than it was IRL (though no joke, opening doors in CQB in real life is insanely dangerous too), and this finally explains it.
Very true! I actually stripped this and a few more additional topics like (the absence of) booby traps from the script to keep it a bit shorter. Love your game.
you can also open doors while crouching, and soldier behind you will fire over your head. So in a narrow corridor, should you have no breaching charge, its another option. And then swat have shields.
I love your videos and your advices, I like that you take it very seriously because I do it too, I only play in ironman mode and it hurts me a lot to lose my operators in combat
I have never found this an issue, 2 man stack to 8 man stack. It's best that your breacher always hugs the wall and tries to not show himself. How ever I did find 2 issues. 1. After you open the door your squad should near immediately go in to not expose the breacher) 2. You should attempt to space away your breacher from the door as much as possible. 3. Doors and walls are not bullet proof and if hostiles do hear you they do have the chance of suppress firing trough the door/wall.
Thank you for your comment! 1) This video is not about deliberate vs dynamic entry, so I won't go into a debate. However, I do respectfully disagree that the squad should always go in immedeately. There are excellent videos about this topic debating the pros and cons. 2) You are correct that the door can be opened from a few pixels further away, which lowers the risk for the breacher. I agree! That's why I mentioned working from the narrow angle at 3:19 :) However, I want to draw your attention to this demo I quickly recorded, where the door is opened from as far away as possible: ruclips.net/video/_RCx-eaIGZM/видео.html. While it's safer, the problem remains that doors swing fast and guns come up slower. I'd like to add a few points: In the buddy setup at 5:24, the number one man is just as exposed as in the cross-cover setup at 4:58. His buddy is even more exposed. Yet, both made it safely every time. Having a buddy is much safer in this game, even when you don't have a perfect angle. And sometimes there's just not enough space for optimal angles. 3) Doors and walls are in fact perfectly bulletproof in Door Kickers 2. I do hope this will change though.
@Rake5k I'm all about learning more about CQB or tactics of any sort I watched maybe 4 videos all taught me more about the mechanics of the game over the actual tactics still great to watch again as a refresher👌🏼
@@XUIGPROz I have a playlist with my favorite CQB training videos, you might like it: ruclips.net/p/PL2fJk7t2Po99zChazqxmDcW1UeHLIDTxA&si=F--EpAdaTFU2CHkF
I noticed that, when testing the two person split stack, the shooter with door control was holding a carbine length rifle. is there any reduction in that reaction time if the man on door control is utilizing a handgun or a weapon with a shorter LOP, like a subgun, mk18, etc? I might test this myself but I'm curious if you've experimented with that at all.
I haven't tested that, but different guns do have different 'ready' times in the game. A pistol would come up faster than the Mk18 he's using in this test. If you have a far or armored threat though, the pistol might prove ineffective. If you decide to test that, I'd be interested to hear your results.
Primarily: Project ARES. And sometimes Rainbow Six - Classic. Both look amazing. Check the description, I've put in all the mods and links for you guys.
@@khangtangduy4927 Happy to hear it! There are already plenty of videos on those things, check out my playlist "CQB Concepts Explained:" ruclips.net/p/PL2fJk7t2Po99zChazqxmDcW1UeHLIDTxA Here's a great video from OTG on slicing the pie: ruclips.net/video/eSyv1i-QqNo/видео.htmlsi=m6p4RcOCU_fTFO5r
For the tests, only Going In Blind. For regular play, see each video's description. Usually: Project ARES, Tier One Overhaul, Go Quiet and some GUI improvements you don't see in the replays.
You can mitigate the danger to the weak side guy in DK2 by having him as far back as possible where he can still reach the door, and then pause it as the door is swinging to have him scoot back. Then, you just have him and the strong side guy start pieing in toward the 90 from both sides. The way the guys are stacked in the demos here, they’re both over-exposed when the door swings. But your overall point is 100% right. It’s safer to have them in a single side stack to start with if you’re trying to mitigate risk as much as possible.
I appreciate you sharing your thoughts on this, thank you. You're correct that the door can be opened from a few pixels further away, which lowers the risk for the breacher. I agree! That's why I mentioned working from the narrow angle at 3:19 :)
However, I want to draw your attention to this demo I quickly recorded, where the door is opened from as far away as possible: ruclips.net/video/_RCx-eaIGZM/видео.html. While it's safer, the problem remains that doors swing fast and guns come up slower.
I'd like to add a few points: In the buddy setup at 5:24, the number one man is just as exposed as in the cross-cover setup at 4:58. His buddy is even more exposed. Yet, both made it safely every time. Having a buddy is much safer, even when you don't have a perfect angle. And sometimes there's just not enough space for optimal angles.
Scooting back is another good point. It's possible, but it requires some finicky micro-management. Unfortunately, on single plans, you can't prevent the operator from turning away from the door while scooting back, often compressing the gun in the process. You can only make them walk backward during live play.
Personally, I rarely bother and prefer to keep my gameplay a little more fluid and enjoyable, except when I have to do a solo clear and every pixel counts.
To summarize: In my experience, it's both easier to play and safer to stack on the same side. The best solution is to have more operators, so you can have both cross-cover and a buddy for the breacher while working from the narrowest angle.
Hope to see you again in the next episode! :)
I was having trouble putting my thumb on why opening doors was so much more dangerous in DK2 than it was IRL (though no joke, opening doors in CQB in real life is insanely dangerous too), and this finally explains it.
Thanks for the video! Also to note, in our game, unlike reality, all doors open away from the user.
Very true! I actually stripped this and a few more additional topics like (the absence of) booby traps from the script to keep it a bit shorter. Love your game.
@@Rake5kThanks!
Dude this is extremely unique content! Your editing style and voice work is very impressive!! I hope you get even more subscribers!!!
Thank you for the kind words
I really appreciate you using GiB! Seeing it used in this game in such an educational way is so amazing!
Seltener dass solche Videos aus der deutschen Community kommen, aber gefällt mir. Weiter machen.
Jawohl!
Great video. It is sad, that they did not implement this in the game. A Door Kickers 3 should consider every aspect of you video.
Really cool video, also good editing :3
These videos are awesome. Keep making them. I’m sure they will blow your channel up.
you can also open doors while crouching, and soldier behind you will fire over your head. So in a narrow corridor, should you have no breaching charge, its another option.
And then swat have shields.
@@Darushiokan love it! However, if the NR 2 stands close enough, he will shoot anyways, so the breacher doesn't have to crouch.
Great video keep em coming 🔥
early, your videos are giving me many lessons from door kickers 2
I love your videos and your advices, I like that you take it very seriously because I do it too, I only play in ironman mode and it hurts me a lot to lose my operators in combat
Super interesting! I'm glad I discovered your channel :)
Welcome aboard! It looks like you're not subscribed though, so I hope you don't miss the next episode ;)
I was waiting for this
production value 😍
thank you
I have never found this an issue, 2 man stack to 8 man stack. It's best that your breacher always hugs the wall and tries to not show himself. How ever I did find 2 issues.
1. After you open the door your squad should near immediately go in to not expose the breacher)
2. You should attempt to space away your breacher from the door as much as possible.
3. Doors and walls are not bullet proof and if hostiles do hear you they do have the chance of suppress firing trough the door/wall.
Thank you for your comment!
1) This video is not about deliberate vs dynamic entry, so I won't go into a debate. However, I do respectfully disagree that the squad should always go in immedeately. There are excellent videos about this topic debating the pros and cons.
2) You are correct that the door can be opened from a few pixels further away, which lowers the risk for the breacher. I agree! That's why I mentioned working from the narrow angle at 3:19 :)
However, I want to draw your attention to this demo I quickly recorded, where the door is opened from as far away as possible: ruclips.net/video/_RCx-eaIGZM/видео.html. While it's safer, the problem remains that doors swing fast and guns come up slower.
I'd like to add a few points: In the buddy setup at 5:24, the number one man is just as exposed as in the cross-cover setup at 4:58. His buddy is even more exposed. Yet, both made it safely every time. Having a buddy is much safer in this game, even when you don't have a perfect angle. And sometimes there's just not enough space for optimal angles.
3) Doors and walls are in fact perfectly bulletproof in Door Kickers 2. I do hope this will change though.
Right before I heard subscribe that button was already pressed
@@XUIGPROz well done, hesitation kills! 😉
@Rake5k I'm all about learning more about CQB or tactics of any sort I watched maybe 4 videos all taught me more about the mechanics of the game over the actual tactics still great to watch again as a refresher👌🏼
@@XUIGPROz I have a playlist with my favorite CQB training videos, you might like it: ruclips.net/p/PL2fJk7t2Po99zChazqxmDcW1UeHLIDTxA&si=F--EpAdaTFU2CHkF
@Rake5k thank you! Stand by for those likes as I watch on also great work on those OP videos your doing all around great work!
Noice vid
I think pistols draw a little faster after door opening, in my experience.
A pistol would come up faster than the Mk18 he's using in this test. If you have a far or armored threat though, the pistol might prove ineffective.
I noticed that, when testing the two person split stack, the shooter with door control was holding a carbine length rifle. is there any reduction in that reaction time if the man on door control is utilizing a handgun or a weapon with a shorter LOP, like a subgun, mk18, etc? I might test this myself but I'm curious if you've experimented with that at all.
I haven't tested that, but different guns do have different 'ready' times in the game. A pistol would come up faster than the Mk18 he's using in this test. If you have a far or armored threat though, the pistol might prove ineffective. If you decide to test that, I'd be interested to hear your results.
what unit mods do u use, some of those 3d models look sick
Primarily: Project ARES. And sometimes Rainbow Six - Classic. Both look amazing. Check the description, I've put in all the mods and links for you guys.
Hi, I like your video. Can you make a tutorial video how to pie?
@@khangtangduy4927 Happy to hear it! There are already plenty of videos on those things, check out my playlist "CQB Concepts Explained:" ruclips.net/p/PL2fJk7t2Po99zChazqxmDcW1UeHLIDTxA
Here's a great video from OTG on slicing the pie: ruclips.net/video/eSyv1i-QqNo/видео.htmlsi=m6p4RcOCU_fTFO5r
in america the walls are called concealment in europe they are called cover XD
@@lewiodas I get what you're saying. However they are also considered concealment in Europe. Not every wall is solid and you often can't tell.
what all mods do you use? Specifically what Uniform mods and camos?
I've added the mods and links in the description. It's mostly Project ARES and Ingame Camo Selector.
what mods do you use?
For the tests, only Going In Blind. For regular play, see each video's description. Usually: Project ARES, Tier One Overhaul, Go Quiet and some GUI improvements you don't see in the replays.