wall charge the bathroom, fight from a two pronged assault, working angles on the courtyard, while locking down courtyard fighters and fighting from the gate with a SAW gunner and a grenadier two-man. There are no 'civilians' in this place. people that are here are associated with the insurgents. If they don't have weapons, round em up. otherwise, put em in the dirt with the others.
I think everyone's experience of this map is: 1st run: I'm gonna try and play this tactical, there might be civilians, don't know where the HVT is, going to minimize use of explosives and just let my boys work. 2nd run: Carpet bomb the courtyard. Handhelds for days, underslung banging, I want that courtyard to be missing 4 inches of topsoil before I step through that gate.
Nope I assumed based upon typical DK2 stuff. The sandbags were hardened emplacements without civvies. Blew a hole in the wall to kill anyone in the first one and fragged the rest.
I don't think that grated door should ever be considered a viable entry to the courtyard... CP used camera and smokes and it still looked like an insanely bad position to be and stay in.
@@ControlledPairsGaming I try to go explosive as much as I can, it fits my play style of ‘loud and proud’ very well, especially since I give all my operators Mk17’s for that .308 powah.
@@lightbenderga2017 yo same! I even back them up with the G22 cuz I don't see anything better balance wise (the 45s are powerful but have too little capacity for my liking)
I only just found this channel, and I gotta say I am loving your content. Been binge watching your Door Kickers 2 videos. Great editing practices. Good placement of your speedups and keeping the flow of entertainment. A suggestion I have that could add more value to your videos would be adding the acronyms you frequently use on screen with a tight definition. You are clearly knowledgeable and I love the explanations. A visual que would be an asset while you talk about it. Just a suggestion! Like I said. Loving the content.
I'm reasonably sure the devs would be taking notes on your map analysis phase when designing maps. I'd never have thought to look at the contents of rooms.
Well done. A good watch. I'm happy to've seen this! I'll give this a rewatch as well in a day or two to see if I can pick up more for it. Happy to binge these and enjoy them- thanks for making them CPG.
I agree! They'd need to add bullet penetration to the game. Many factors to consider: frame walls vs mass walls, deflection off shallow angles, the effectiveness of different rounds, etc. I think each soldier should be able to do suppressive fire, but I'd allow you can set the rate of fire (sustained, rapid, or cyclic), and the shooter will always prefer to shoot at presented targets, and additionally making machine gunners scary by shooting long bursts at area targets. 2 240 gunners in a SBF, put on rapid, talking the guns, would be terrifying for the enemy. Especially since those larger 7.62 rounds would be punching through cover that was stopping 5.56.
@@civilprotectionunit8145 well let's say that just like the enemies sometimes start supressing a door that just opened, now they would also have a chance to start supressing a closed door if they heard fighting in the room behind it and since their shots will pierce said door well, no spy cam for you
Great overview of CQC tactics. Door Kickers is such an underrated game not only is it fun but I have been using it to illustrate how to properly clear rooms for my friends who have picked up RoN and have no clue about tactical shooters. Great video again.
32:12 That moment when a hostage is willing to body block a fatal funnel for you... Also, man I reallly enjoy these longer videos, on pretty much any game you play. Granted the map kinda designates a lot of how long you spend.
I cannot express how much I HATE the idea of that one bigass map-long fatal funnel on the bottom of the map after the explosive breach. Not only is it a map-long bullet magnet, it's also pretty much your main corridor of movement.
Another great video! Certainly didn't even feel like it almost an hour long, the time just flew by. Side note...ordered one of your patches the other day, it's going on my gear bag as soon as it arrives
"You know, he ought to just throw that door open just to clear that room completely. Door Kickers be crazy sometimes." Aaaand there's a hostile in the dead space.
I pretty much did the same room clearance, but i didnt use the front gate I blew through the wall south of it, had long guns as a blocking force for the open court yard (x3 M16/SCAR; smokes and frags) and CQB carbines for room clearing (mk18, 11.5' SCAR both suppressed; Frag/bang). worked like a charm 3 star
This one was super challenging. Eventually I tried going through the wall at the southwest corner into the bathroom with frags and smoke over the wall into the front of the courtyard. Clear the first room hard and set up in the window to let the enemy feed themselves into the funnel.
Have to say, amazing stuff you do, one question though, what were the songs you used in the replay at the end? (Not gonna lie, the second one is my favorite). Thanks
Me and my friends did 2 player coop for this one. It was hella challenging but fun. Got the 3 starts eventually but that courtyard man is a death zone.
Playing this game gives me a nes appreciation for how bad the RoN team AIs are at maneuvering lol. Had one stand right in front of a breach today when I had my team form up
This makes me curious if Door Kickers may at some point in the future get some sort of a "defensive" mode, in which the player would defend a facility with or without an HVI in it or move an HVI through a hostile environment. Or basically any sort of gameplay where you get stormed by AI instead of storming a location the AI is defending.
Damn this game gets complicated fast. When you sped up the edit going into the kitchen jawn and suddenly it was a spiderweb of lines…. Checked out the game on steam and than subbed lol
This was a feature in the first Door Kickers (assuming you didn't already know). The only problem was once you played a map, the FoW didn't matter. It was an interesting concept at the very least, but only "effective" when you did a randomly generated map. Even then you could still see the walls and doors, just not the furniture and interior. Worst of all, as you drew paths you'd be stopped by invisible objects within the FoW, which unfortunately gave you a form of sonar-esque scouting. The game seems built around the idea of building and running a plan, either piece by piece or one massive coordination. That at least requires you to know information about the floor plan. Although they've embraced the "Real Time" playstyle through their inclusion of achievements that require you to not pause, I'm not sure a full FoW works in a game like this. After all, how do you draw paths for your operators if you don't know where you can step? It'd be a constant pause-fest as you are blocked, forced to redraw, and blocked again by things that appear from the fog. It'd be realistic given you were able to react in a more 1-to-1 movement system (think a typical FPS), but abhorrently clunky with predetermined maps and predrawn pathing. Just my two cents.
@@Toothless150 they could've just had it so that you could only draw a path where an operator has looked to reveal the map. The game would need to be played in slow motion with L to keep operators moving all the time around corners. Either that or you'd have to pie every door first so you could see into the room and have a sense of where to go.
Flash short, mid and long then post 2 guys to swat down enemies one by one as they are exposed and try coming towards you, once clear work your corners until the entire courtyard is clear then celebrate with whoever is still alive
went broke and my subscription ended literally broke :/ upgrading next month bro even if its nothing a few dollars ill still support you when i can :) keep it up
Download Opera GX for free: mtchm.de/uegxy
wall charge the bathroom, fight from a two pronged assault, working angles on the courtyard, while locking down courtyard fighters and fighting from the gate with a SAW gunner and a grenadier two-man. There are no 'civilians' in this place. people that are here are associated with the insurgents. If they don't have weapons, round em up. otherwise, put em in the dirt with the others.
I think everyone's experience of this map is:
1st run: I'm gonna try and play this tactical, there might be civilians, don't know where the HVT is, going to minimize use of explosives and just let my boys work.
2nd run: Carpet bomb the courtyard. Handhelds for days, underslung banging, I want that courtyard to be missing 4 inches of topsoil before I step through that gate.
Nope I assumed based upon typical DK2 stuff. The sandbags were hardened emplacements without civvies. Blew a hole in the wall to kill anyone in the first one and fragged the rest.
i went though the toilet smelled terrible blowing up all that shit but it worked
I went hard with explosives through the bottom of the map.
Figured the top would be a WW1 no man’s land.
@JB Ong i'm still kill a man on toilet sir but i respect your committment
I skipped that fatal funnel and blew a hole through the wall, completely avoided the whole outside fiasco
I don't think that grated door should ever be considered a viable entry to the courtyard... CP used camera and smokes and it still looked like an insanely bad position to be and stay in.
Tbh I just thought you couldn't go explosive through that big ass wall
@@ControlledPairsGaming I try to go explosive as much as I can, it fits my play style of ‘loud and proud’ very well, especially since I give all my operators Mk17’s for that .308 powah.
@@lightbenderga2017 yo same! I even back them up with the G22 cuz I don't see anything better balance wise (the 45s are powerful but have too little capacity for my liking)
I did the same thing
Whenever it's a particularly long video I expect to watch it in chunks but end up watching it one sitting because it's so engaging
Big love ♥️
First thing I thought when I saw the map was 'WALL CHARGE'.
Edit: CPG totally left the hostage to fend for himself LOL.
Fun fact in the new update you can put suppressors on the grenadier weapons and a couple of the belt feds
Honestly I stopped playing bc they didn’t have this, thanks for letting me know. will play it RFN
@@thenoob7728 how often are you going quiet with those?!
@@BisexualPlagueDoctor you don't understand the effectiveness of laying down suppressive fire with a suppressed 200 round MG.
@@nosnibormailliw7226 I feel like they’d hear the impacts though lmao
@@BisexualPlagueDoctor they kind of do they'll go to investigate and just walk out into the open and die
I only just found this channel, and I gotta say I am loving your content. Been binge watching your Door Kickers 2 videos.
Great editing practices. Good placement of your speedups and keeping the flow of entertainment.
A suggestion I have that could add more value to your videos would be adding the acronyms you frequently use on screen with a tight definition. You are clearly knowledgeable and I love the explanations. A visual que would be an asset while you talk about it.
Just a suggestion! Like I said. Loving the content.
QRF= quick reaction force
i.e. a group of armed individuals who show up quickly when called on
the acronyms definition would actually be a great thing. +1
the poor hostige is saved but he stands still ... alone and forgotten forever.
I'm reasonably sure the devs would be taking notes on your map analysis phase when designing maps. I'd never have thought to look at the contents of rooms.
I am 99% sure that the only reason we have a mechanic for off-map reinforcements coming in is because of Pairs
Fun fact, I actually hear your exit theme tune as I come to the end of my missions.. makes all tactical games more authentic!!
Haha love it!
Well done. A good watch. I'm happy to've seen this! I'll give this a rewatch as well in a day or two to see if I can pick up more for it. Happy to binge these and enjoy them- thanks for making them CPG.
they need to add shooting through doors as an actual thing in this game both for enemies to do and as an order for your guys
I agree! They'd need to add bullet penetration to the game. Many factors to consider: frame walls vs mass walls, deflection off shallow angles, the effectiveness of different rounds, etc. I think each soldier should be able to do suppressive fire, but I'd allow you can set the rate of fire (sustained, rapid, or cyclic), and the shooter will always prefer to shoot at presented targets, and additionally making machine gunners scary by shooting long bursts at area targets.
2 240 gunners in a SBF, put on rapid, talking the guns, would be terrifying for the enemy. Especially since those larger 7.62 rounds would be punching through cover that was stopping 5.56.
It might just make spy cam a bit too powerful
@@half.blight Would be good if the enemy were able to notice the camera and shoot through the door themselves.
@@brlbrlbrlbrl see a tiny ass dot you most likely won't see if you aren't looking for it? Yea it should be a very low chance for them to see that
@@civilprotectionunit8145 well let's say that just like the enemies sometimes start supressing a door that just opened, now they would also have a chance to start supressing a closed door if they heard fighting in the room behind it and since their shots will pierce said door well, no spy cam for you
I have a mad hangover and feel like shit so cool to have something nice to watch
Great overview of CQC tactics. Door Kickers is such an underrated game not only is it fun but I have been using it to illustrate how to properly clear rooms for my friends who have picked up RoN and have no clue about tactical shooters. Great video again.
Surely you mean underrated :D, right?
@@elanaibaKHG damn I’m dumb
As a Door Kickers dev, you had me worried there a bit :) Phew!
@@elanaibaKHG I LOVE door kickers. Great game, keep up the amazing work.
@@Musingfornoreason Thank you! :)
"You stupid sonofa..." Yep, I felt that
32:12 That moment when a hostage is willing to body block a fatal funnel for you...
Also, man I reallly enjoy these longer videos, on pretty much any game you play. Granted the map kinda designates a lot of how long you spend.
I cannot express how much I HATE the idea of that one bigass map-long fatal funnel on the bottom of the map after the explosive breach. Not only is it a map-long bullet magnet, it's also pretty much your main corridor of movement.
Another great video! Certainly didn't even feel like it almost an hour long, the time just flew by.
Side note...ordered one of your patches the other day, it's going on my gear bag as soon as it arrives
Ayye! Appreciate your support!!!
I went straight through the wall into the bottom compound, worked like a charm
"You know, he ought to just throw that door open just to clear that room completely. Door Kickers be crazy sometimes."
Aaaand there's a hostile in the dead space.
Love it when Ooyy's music start to play in CP video.
Best one so far I loved it !!
I pretty much did the same room clearance, but i didnt use the front gate I blew through the wall south of it, had long guns as a blocking force for the open court yard (x3 M16/SCAR; smokes and frags) and CQB carbines for room clearing (mk18, 11.5' SCAR both suppressed; Frag/bang). worked like a charm 3 star
Watching...(Had played this map). I breached lower wall, clearing south, and with security/overwatch north & mid
Very informative and well made video, thanks controlled pairs!
I love your content man! Wish I could play with folks that ha e the same mindset!
Join the Discord, there’s a lot of us on there
In my iteration, after clearing right ammo room, went explosive to north wall to work east perimeter
“Frag the shit out of it”… that’s the only way to be sure. 👍
This one was super challenging. Eventually I tried going through the wall at the southwest corner into the bathroom with frags and smoke over the wall into the front of the courtyard. Clear the first room hard and set up in the window to let the enemy feed themselves into the funnel.
8:25 lmao everybody who's played dk has had one of those moments
8:20 is great. “You stupid son of a (smash cut)”
48:10 sometimes the best tactic is to just walk in and beat the shit out of them.
Yo pairs your should do a segment where subscribers send in their gameplay from DK2 and you react/rate their tactics
If it's recorded in solid quality I'd be happy to review some
Have to say, amazing stuff you do, one question though, what were the songs you used in the replay at the end? (Not gonna lie, the second one is my favorite). Thanks
Does the video just not want to play at 43:35? It plays just normal on PC but on mobile the video stops at 43:39
Me and my friends did 2 player coop for this one. It was hella challenging but fun. Got the 3 starts eventually but that courtyard man is a death zone.
Your reactions always crack me up.
I hope they add joint ops. So you can take like 2 cia ops for scouting combined with the rangers. Might be too powerful though
You can do that in coop
@@Someone-lr6gu really that's pretty cool. But I've never played coop
Playing this game gives me a nes appreciation for how bad the RoN team AIs are at maneuvering lol. Had one stand right in front of a breach today when I had my team form up
37:02 Earn that shot!
100% - two issues in this video where dudes took really risky shots.
This makes me curious if Door Kickers may at some point in the future get some sort of a "defensive" mode, in which the player would defend a facility with or without an HVI in it or move an HVI through a hostile environment. Or basically any sort of gameplay where you get stormed by AI instead of storming a location the AI is defending.
wait did the bad guys open curtains at the beginning? ive never seen that before
Damn this game gets complicated fast. When you sped up the edit going into the kitchen jawn and suddenly it was a spiderweb of lines…. Checked out the game on steam and than subbed lol
wow..what a coincidence, I just played that mission 2 minutes ago ..
Oh hey that's me!
why didn't you clear all the rooms leading up to the HVT room? I did that and I was able to move up rear security worry free as a result
DK2 really needs a fog-of-war added so you can't plan the entire route before you even start.
This was a feature in the first Door Kickers (assuming you didn't already know). The only problem was once you played a map, the FoW didn't matter. It was an interesting concept at the very least, but only "effective" when you did a randomly generated map. Even then you could still see the walls and doors, just not the furniture and interior. Worst of all, as you drew paths you'd be stopped by invisible objects within the FoW, which unfortunately gave you a form of sonar-esque scouting.
The game seems built around the idea of building and running a plan, either piece by piece or one massive coordination. That at least requires you to know information about the floor plan. Although they've embraced the "Real Time" playstyle through their inclusion of achievements that require you to not pause, I'm not sure a full FoW works in a game like this. After all, how do you draw paths for your operators if you don't know where you can step? It'd be a constant pause-fest as you are blocked, forced to redraw, and blocked again by things that appear from the fog. It'd be realistic given you were able to react in a more 1-to-1 movement system (think a typical FPS), but abhorrently clunky with predetermined maps and predrawn pathing. Just my two cents.
@@Toothless150 thanks mate, didn't know it was in the last one, nor the obvious encounters that you mentioned. Thanks for the reply, all the best 👍
@@Toothless150 they could've just had it so that you could only draw a path where an operator has looked to reveal the map. The game would need to be played in slow motion with L to keep operators moving all the time around corners. Either that or you'd have to pie every door first so you could see into the room and have a sense of where to go.
Didn't you say you had a dynamic hammer and a breaching shotgun? How come you opened 2 doors with a regular crowbar?
Hey man love the vids. Idk if you noticed but they recently added suppressors for every weapon class. might or might not help in the future
For sure. This was recorded before the update I think
Try out intravenous
How do you keep the bodies on the ground?
Easy modification to game files. Worth a Google.
@@ControlledPairsGaming Copy, thanks.
I am extremely curious now, as to how long this video took to record?
Like 90 mins of recording and a similar amount of time to edit. And double that to render.
Flash short, mid and long then post 2 guys to swat down enemies one by one as they are exposed and try coming towards you, once clear work your corners until the entire courtyard is clear then celebrate with whoever is still alive
There isn't any update on the mobile release yet I assume?
"L" is your friend :p
Dk2 developers should add 360 degree replay feature. It'll be super cool
Concur
I found my troopers particularly dumb and slow on this map. Very frustrating!!
Does anybody know how to use the pie function?
Hold shift
I really read that as "Holy Shit".
You did a lot if smoke then bang, I always thought it bang then smoke....
Love your channel can u do more ONWARD video it's been awhile danks in advance
Hello controlled pairs.
went broke and my subscription ended literally broke :/ upgrading next month bro even if its nothing a few dollars ill still support you when i can :) keep it up
I let pairs down! I'm sorry my character was dumb
Ahhhh yes another door kickers
12mins late,noooooooo