Now I don't know anything at all about real life military shooting and tactics .... but the guy being used for demonstration (not the guy talking but the guy being demonstrated with) has incredible footwork and movements lmao
True that, that's Jason Ransome. Footwork makes a huge difference. If you want to know more about Jason and Jared from OTG: www.oriontraininggroup.com/about
Thank you! OTG are doing a fantastic job with their educational videos. I'm very thankful to them and enjoy showing how those tactics translate in Door Kickers 2.
Premium content. The next step is to make operators understand the concept of "sector". If they see a threat, they all focus on it, each forgetting their own sector. Just a word of advice: don't get too sucked into DK, it has nothing to do with the real world. Exceptional work :)
Running the rabbit in a center fed room could work to a certain extent if the 2nd man would snap into the opposite corner instead. For loose reference: "CELL CQB 2022 - Moment from a class" by project gecko Second 0:48
ruclips.net/video/f41CdcPWk3c/видео.html Thank you for your thought and I see what you mean. What I see in the example you mention is #1 going to the opening to the right that he considers the biggest risk. #2 covers his back from the door frame and as he sees that there is no work, he transitions to cover the hallway until #1 is done. I see the similarities, but I probably wouldn't call that RTR. Running straight into a center fed to RTR would expose the runner to many angles, block lines of fire for his buddies and make it difficult for him to bail out or to be retrieved if he went down. So I think in most cases there's more cons than pros to RTR in a center fed.
Running the rabbit in a center fed can be done with 4 people. It requires a center check be done first so that the right and left side of the room can then be isolated. You then split your 4 men into two pairs, each pair running the rabbit on one side of the room. Again, the main benefit here is getting more guns on target faster, but this approach comes with more concerns as the presence of thresholds and windows in the room can quickly make the prioritization of dead space suboptimal
I think it's important to note that this is only if you aren't sure of a hostile in that area, if you know there is you can simply into the corner or use hand helds
Not sure what you mean 'simply into the corner', this sentence no verb. Regarding grenades: I mention them at the end, watch the full video. ;) But what if you're not sure if there is also a civilian, or explosive material? No frags then. What if you're out of grenades? They are not always an option. When you know there is a threat in the corner, you're still better off running the rabbit, making it a 2on1 gunfight and presenting a moving target that draws attention away from the threshold, rather than trying to 1on1 a shooter who has the angle on you, or even running straight at them, making it easier for them to shoot you with every step.
Haha, happy to see you want more! I'm working on it as we speak. First I could not decide which topic to cover next, then I decided and the scope got out of hand, and then life got in the way ... I'm hoping to make good progress over the weekend. Don't want to make a promise when it's gonna be ready for release though.
Fragging or banging the room will result in 100% success at clearing that particular threat in the room when running the rabbit. We flood the room with more than two operators to account for variables
@@Rake5k btw I frag everything all of the time because it’s hilarious, also I’ve taken a strong liking to the UAV strike in the BPRE mod. It’s amazing.
PS there is a time and place for homewrecker galore of course! We are sure there are no civvies and no explosive material? I think I got just the right unlisted video for you! ruclips.net/video/-20v10C8dC4/видео.html
10:10 DK2 doesn't simulate overpenetration and has pretty basic hitbox mechanics (as would be expected of a 2,5D game), that's why having both men in the line of fire in the first 2 seconds of "pushing" maneuver has no relevance. Your buddy is a perfect bullet sponge. Following from that, you can actually make use of "push" with shield-bearing characters.
Correct! Thank you for pointing it out and for adding the hint about shields. I mentioned a bit about how exposure works in DK2 in the breakdown of my 2 man Green Berets CQB run: ruclips.net/video/w3y1c2Jlc3k/видео.html
Hey there, how should you know when to go Dynamic or Deliberate during any level? It gets confusing when I try to do deliberate clearance during HVI grabs, and they end up escaping for some reason. Then I go dynamic, and I end up losing Assaulters.
It's a fluid concept and kinda difficult to answer adequately in a comment. The more dynamic you go, the faster and riskier it gets. You can't save a hostage when your team is dead. The more deliberate you go, the slower and safer things tend to be. But you can't disarm a bomb after the timer has run out. For HVT abductions, check the map for escape points before you begin. You wanna get there quickly or block them off. Everything else can be done very deliberately, unless there are other aspects that demand speed.
Interesting idea, thank you for the suggestion. Regarding stacking, I've already explained some aspects in the previous episode about doors. What specifically would you like me to cover in more detail?
in ready or not the door always opens away from you one of the thing that has always annoyed me about the game (edit) great vid ill definitely be returning
1:19 Did anyone notice the TACTICAL GOODEST BOY tho?
From my experience "Yes" you can get a clean entry I've done it and I'm confident enough to Run the Rabbit.
Now I don't know anything at all about real life military shooting and tactics .... but the guy being used for demonstration (not the guy talking but the guy being demonstrated with) has incredible footwork and movements lmao
True that, that's Jason Ransome. Footwork makes a huge difference. If you want to know more about Jason and Jared from OTG: www.oriontraininggroup.com/about
Thanks! I was able to implement this into my plays and saw it pay off right away! Really cool that it translates well to this game.
I didn't miss it ;D
Great content once again!
Welcome back! :D And thank you!
Did you try these tactics in No Plan B? (I'm the dev) I'm curious to know how close the results would be 🤔
This series is damn good. Great videos. Deserve way more views
dang this is exactly what I've been looking for, good shit bro
Wonderful!
Your video reconstructs an already existing informative video and provides a visually superior image.
I support you from Japan.
Thank you! OTG are doing a fantastic job with their educational videos. I'm very thankful to them and enjoy showing how those tactics translate in Door Kickers 2.
Premium content.
The next step is to make operators understand the concept of "sector". If they see a threat, they all focus on it, each forgetting their own sector.
Just a word of advice: don't get too sucked into DK, it has nothing to do with the real world.
Exceptional work :)
Subscribed! Your video is truly amazing! Wait for your next episode.
Very awesome way of teaching this stuff. Well done. Sub earned.
great video man
Running the rabbit in a center fed room could work to a certain extent if the 2nd man would snap into the opposite corner instead.
For loose reference:
"CELL CQB 2022 - Moment from a class" by project gecko
Second 0:48
ruclips.net/video/f41CdcPWk3c/видео.html
Thank you for your thought and I see what you mean. What I see in the example you mention is #1 going to the opening to the right that he considers the biggest risk. #2 covers his back from the door frame and as he sees that there is no work, he transitions to cover the hallway until #1 is done.
I see the similarities, but I probably wouldn't call that RTR.
Running straight into a center fed to RTR would expose the runner to many angles, block lines of fire for his buddies and make it difficult for him to bail out or to be retrieved if he went down. So I think in most cases there's more cons than pros to RTR in a center fed.
Running the rabbit in a center fed can be done with 4 people. It requires a center check be done first so that the right and left side of the room can then be isolated. You then split your 4 men into two pairs, each pair running the rabbit on one side of the room. Again, the main benefit here is getting more guns on target faster, but this approach comes with more concerns as the presence of thresholds and windows in the room can quickly make the prioritization of dead space suboptimal
I think it's important to note that this is only if you aren't sure of a hostile in that area, if you know there is you can simply into the corner or use hand helds
Not sure what you mean 'simply into the corner', this sentence no verb. Regarding grenades: I mention them at the end, watch the full video. ;) But what if you're not sure if there is also a civilian, or explosive material? No frags then. What if you're out of grenades? They are not always an option. When you know there is a threat in the corner, you're still better off running the rabbit, making it a 2on1 gunfight and presenting a moving target that draws attention away from the threshold, rather than trying to 1on1 a shooter who has the angle on you, or even running straight at them, making it easier for them to shoot you with every step.
That was so sweet of you to mention my comment to you! Another great video dude! Can't wait to see you grow! :D
Fourth episode of DK2 Micro Tactics when??
Haha, happy to see you want more! I'm working on it as we speak. First I could not decide which topic to cover next, then I decided and the scope got out of hand, and then life got in the way ... I'm hoping to make good progress over the weekend. Don't want to make a promise when it's gonna be ready for release though.
Nice video!!, i usually tell my operators to jiggle peak those corners lmao
up next: THE TACTICAL JIGGLE PEAK!
Fragging or banging the room will result in 100% success at clearing that particular threat in the room when running the rabbit. We flood the room with more than two operators to account for variables
@@beltempest4448 I might do an episode on when and why to use grenades. You know what to do if you don't want to miss it. 😉
@@Rake5k good pitch, sold
@@Rake5k btw I frag everything all of the time because it’s hilarious, also I’ve taken a strong liking to the UAV strike in the BPRE mod. It’s amazing.
@@beltempest4448 so I have good news and bad news, sir. The good news is, we no longer have a hostage situation...
When in doubt, frag out.
"I have good and bad news, sir. The good news is, we no longer have a hostage situation..."
PS there is a time and place for homewrecker galore of course! We are sure there are no civvies and no explosive material? I think I got just the right unlisted video for you! ruclips.net/video/-20v10C8dC4/видео.html
Banger love this shit thank you
Glad you like it, welcome to the channel!
I enjoy this content
welcome to the show!
10:10 DK2 doesn't simulate overpenetration and has pretty basic hitbox mechanics (as would be expected of a 2,5D game), that's why having both men in the line of fire in the first 2 seconds of "pushing" maneuver has no relevance. Your buddy is a perfect bullet sponge.
Following from that, you can actually make use of "push" with shield-bearing characters.
Correct! Thank you for pointing it out and for adding the hint about shields. I mentioned a bit about how exposure works in DK2 in the breakdown of my 2 man Green Berets CQB run: ruclips.net/video/w3y1c2Jlc3k/видео.html
Hey there, how should you know when to go Dynamic or Deliberate during any level? It gets confusing when I try to do deliberate clearance during HVI grabs, and they end up escaping for some reason. Then I go dynamic, and I end up losing Assaulters.
It's a fluid concept and kinda difficult to answer adequately in a comment.
The more dynamic you go, the faster and riskier it gets. You can't save a hostage when your team is dead. The more deliberate you go, the slower and safer things tend to be. But you can't disarm a bomb after the timer has run out.
For HVT abductions, check the map for escape points before you begin. You wanna get there quickly or block them off. Everything else can be done very deliberately, unless there are other aspects that demand speed.
@Rake5k Alright, I'll keep those points in mind. Thanks very much, mate.
talk about stacking up next please
Interesting idea, thank you for the suggestion. Regarding stacking, I've already explained some aspects in the previous episode about doors. What specifically would you like me to cover in more detail?
AI does not shoot enemies in hard corners first
in ready or not the door always opens away from you one of the thing that has always annoyed me about the game
(edit) great vid ill definitely be returning
Oh wait really? Haven't played it for a while. Thanks for pointing it out!
yeah... it makes everything a bit weird @@Rake5k
Rabbit is always better in DK2.