27:43 the hostage can, in fact, have a little bit of wall charge as a treat. Red is kill zone, orange is injure, blue radius is just stun (flashbangs and similar). Injured hostages do not fail the mission, only dead ones.
This game is awesome. It would really be awesome for them to add a tutorial. Just a dedicated mission for teaching players all the functions. You're videos made me build a PC just for games like this.
So looking at 6:00, Green's death right here looks like bad luck plus him being underleveled. He gets off an initial shot which *should* give him the advantage against the insurgent but since he was moving it impacted his aiming speed so he didn't get off a second shot, and he likely has low Assault Shooting so he was further hampered. The insurgent was able to get up his weapon and start shooting from a stable position, and get off multiple rounds to suppress Green and kill him. If you'd had Green pie the door itself instead of entering the room he would have likely spotted the insurgent and gotten off multiple shots to drop him since he'd be moving less.
I only started watching this kind of content recently in october, started with those huge Arma situations but this video really stood out to me. Only realised today after setting up my PC and buying DK2 how easy Karma makes this game look.
I think in these super-close spaces it would make your life way easier if you vary up your weapon choices, since this game does model weapon lengths and swivel speed. The universal range of the URGI doesn't do you much good if you're doing all your shooting within 10 meters anyway, and LMGs in this game tend to be better for dug-in fights - You'd get way better mileage out of SMGs or super-compact carbines. It might even be worth going to pistols, in certain scenarios. From personal experience, I also had a way better time once I made a conscious effort to limit my use of the "pie" function. The main problem with it is, you need to be very mindful to cancel it every time you move forward, and you also need to keep barrel clearance in mind when using it - If you have a guy up against a wall at a 90-degree corner and you want him to peek out, if you set the "pie point" at the end of the hallway, your guy will rub his face against the wall, which puts his gun down, then step out, and have a delay while pulling his gun back up. You can avoid this by having him step back from the wall first, but if that's not an option, it's usually better to point him parallel to the wall he's covering behind, draw a path for him walk out normally, and only start the pie command (or just use a single "Look this way" arrow) at the point of the path where he's out of cover. That way, he turns the barrel of the gun around the corner instead of dropping the gun and pulling it up again, which is usually a few precious split seconds faster.
very solid advice. i absolutely love the surprisingly vast choice of guns in this game. while watching karma is fun, it sometimes gets on my nerves when he casually deploys an entire company to a map where originally you should have at most 8 people, all with the same old standard loadout preset. just curious, got any examples for maps where going pistols over primary is beneficial? the only time i've ever gotten use out of pistols is some of the CIA missions, unless those are what you had in mind.
I have a PvP idea. The Map has a blue and red team start area. You create a "no pause" scenario to clear the map from both the red and blue sides. Upload scenarios to be joined with opposite side scenarios. Click play and let the plans run their course against each other. Team with the least damage, after the play ends wins. Basically playing two "no pause" scenarios against each other from opposite starting points. What do you think?
Under Users\%yourUser%\Appdata\Local\KillHouseGames\DoorKickers2 you can edit the options.xml file with any text editor and change keepDeadBodies from false to true. That way bodies dont despawn.
Karmakut your great at these kind of games great but I hope you see this as it’s an important bit of advice, when it comes to breaches I’ve noticed you don’t use both doors on a double door, this changes a lot when it comes to cqb you have a great angle of attack with both double doors it’s good to spilt the stack on a double I’ve done some of these irl it’s it’s got a lot of advantages to have both open 6:52 you would of seen this enemy with both doors preventing loss of a squadie with also good sight to hallway
Yes, I just bought this game after binging your playlist and looking at some cool mods. Love your content, please do more Doorkickers 2 though, the playlist is lacking bulk for me to binge ;)
Karmakut please in your game you are developing. Allow pickup and use of enemy weapons. I find it wild that you can be almost on bingo and take out a couple of dudes and not use thier weapons and ammo
The one in the condo... wall charges or rockets since there are no friendlies. Wall charge on the living room wall skips all the other side rooms and whatnot to the main bedroom with the 2nd bomb...
Love your content Karmakut 👍 especially your Door Kickers 2 vids. ... So was there a reason you didn't just rocket or frag everything and everybody in that condo simulation? When the briefing said to use speed AND violence to succeed, that's what I thought you were gonna do. Just curious.
In "Amateur Hour", as soon as i saw the row of windows on the east wall, I would commit to breach on the south facing wall close to the south-east corner, and would absolutely blow the wall at the end of the corridor at 22:00
A lead dev stated that the only things left to do for 1.0 launch are to record and implement new voices. So, imho, if is not this month until 19 Dec when Winter Steam Sale start, could be some time in January 2025.
The 75th Rangers mod greatly reduces the cost of each Ranger. The mod is designed around bringing huge amounts of guys onto a mission, so the Rangers each cost 1/4 of a "man." It's very overpowered but also very fun.
That "OOH!" at 03:26 is some kind of sound that I never expected to hear from him... You lost my whole respect as a cold blooded commander that you forged throughout your Arma 3 and Squad videos....
Entertaining video but your game mechacs are a bit annoying sometimes. Please make sure your operators aren't walking around having random directions all the time.
27:43 the hostage can, in fact, have a little bit of wall charge as a treat.
Red is kill zone, orange is injure, blue radius is just stun (flashbangs and similar). Injured hostages do not fail the mission, only dead ones.
8:08 I love the genuine hesitation on the decision on whther to fire a rocket in the house across the room to destroy the barricaded shooter 😅
44:10 You can feel that rage coming through the screen xD
Bit of a heated gamer moment.
Loving this series. We need more of this!!!
fun fact : dudes with higher field skills stat can defuse bombs and use breaching tools quicker. you can check their stats on the loadout screen
6:26 I hate when highly trained US Special operations walks into an essentially untrained 17 year old who picked up an AK last night
This game is awesome. It would really be awesome for them to add a tutorial. Just a dedicated mission for teaching players all the functions. You're videos made me build a PC just for games like this.
the first missions have video tutorials for the basic functions
Yeah, those are helpful but could be better if used in game @eagon89
A lot of missions have a challenges like do it all alone or in short time limit. Etc. That's where head starts get itchy with question - how ?
Fyi yes there are
Literally same
So looking at 6:00, Green's death right here looks like bad luck plus him being underleveled. He gets off an initial shot which *should* give him the advantage against the insurgent but since he was moving it impacted his aiming speed so he didn't get off a second shot, and he likely has low Assault Shooting so he was further hampered. The insurgent was able to get up his weapon and start shooting from a stable position, and get off multiple rounds to suppress Green and kill him.
If you'd had Green pie the door itself instead of entering the room he would have likely spotted the insurgent and gotten off multiple shots to drop him since he'd be moving less.
I only started watching this kind of content recently in october, started with those huge Arma situations but this video really stood out to me. Only realised today after setting up my PC and buying DK2 how easy Karma makes this game look.
I think in these super-close spaces it would make your life way easier if you vary up your weapon choices, since this game does model weapon lengths and swivel speed. The universal range of the URGI doesn't do you much good if you're doing all your shooting within 10 meters anyway, and LMGs in this game tend to be better for dug-in fights - You'd get way better mileage out of SMGs or super-compact carbines. It might even be worth going to pistols, in certain scenarios.
From personal experience, I also had a way better time once I made a conscious effort to limit my use of the "pie" function. The main problem with it is, you need to be very mindful to cancel it every time you move forward, and you also need to keep barrel clearance in mind when using it - If you have a guy up against a wall at a 90-degree corner and you want him to peek out, if you set the "pie point" at the end of the hallway, your guy will rub his face against the wall, which puts his gun down, then step out, and have a delay while pulling his gun back up. You can avoid this by having him step back from the wall first, but if that's not an option, it's usually better to point him parallel to the wall he's covering behind, draw a path for him walk out normally, and only start the pie command (or just use a single "Look this way" arrow) at the point of the path where he's out of cover. That way, he turns the barrel of the gun around the corner instead of dropping the gun and pulling it up again, which is usually a few precious split seconds faster.
very solid advice. i absolutely love the surprisingly vast choice of guns in this game. while watching karma is fun, it sometimes gets on my nerves when he casually deploys an entire company to a map where originally you should have at most 8 people, all with the same old standard loadout preset. just curious, got any examples for maps where going pistols over primary is beneficial? the only time i've ever gotten use out of pistols is some of the CIA missions, unless those are what you had in mind.
I was screaming SHIFT + F the entire first part of the video lol
I have a PvP idea. The Map has a blue and red team start area. You create a "no pause" scenario to clear the map from both the red and blue sides. Upload scenarios to be joined with opposite side scenarios. Click play and let the plans run their course against each other. Team with the least damage, after the play ends wins. Basically playing two "no pause" scenarios against each other from opposite starting points. What do you think?
tbh i think a btd pvp would be better.
6:17 what a beautiful voice crack😭😭
Hopefully their major update comes out this year. Just glad they didn't abandon
Tier one overhaul has navy seals
For a brief moment I thought I was watching 'Controlled Pairs Gaming' 😂
Love your DoorKickers videos!
I'd like to suggest the mod that makes corpses stay, rather than be replaced by the chalk outlines!
Under Users\%yourUser%\Appdata\Local\KillHouseGames\DoorKickers2 you can edit the options.xml file with any text editor and change keepDeadBodies from false to true. That way bodies dont despawn.
Karmakut your great at these kind of games great but I hope you see this as it’s an important bit of advice, when it comes to breaches I’ve noticed you don’t use both doors on a double door, this changes a lot when it comes to cqb you have a great angle of attack with both double doors it’s good to spilt the stack on a double I’ve done some of these irl it’s it’s got a lot of advantages to have both open 6:52 you would of seen this enemy with both doors preventing loss of a squadie with also good sight to hallway
Yes, I just bought this game after binging your playlist and looking at some cool mods. Love your content, please do more Doorkickers 2 though, the playlist is lacking bulk for me to binge ;)
Ahhhhh love watching you play this haha
Karmakut please in your game you are developing. Allow pickup and use of enemy weapons. I find it wild that you can be almost on bingo and take out a couple of dudes and not use thier weapons and ammo
fantastic game as alway!! would love to see you try Drone Perspective, I think it will be cool
I want a Republic/ Imperial Commando mod.
Also.. hostages aren't sausages 0:55
The one in the condo... wall charges or rockets since there are no friendlies. Wall charge on the living room wall skips all the other side rooms and whatnot to the main bedroom with the 2nd bomb...
You should try the marine raider msot mod on nexus. I like their guns and equipment better. They also have a medic.
Love your content Karmakut 👍 especially your Door Kickers 2 vids. ... So was there a reason you didn't just rocket or frag everything and everybody in that condo simulation? When the briefing said to use speed AND violence to succeed, that's what I thought you were gonna do. Just curious.
In "Amateur Hour", as soon as i saw the row of windows on the east wall, I would commit to breach on the south facing wall close to the south-east corner, and would absolutely blow the wall at the end of the corridor at 22:00
Woot! More door Kickers!
I'm gonna try doing this with ODAs now. :)
More door kickers content!!
The was the most feral f*** I’ve ever heard 😂
No matter how many times I watch....Shift-F - Takes all your guys off quiet. Being on quiet costs you reaction time.
What mods do you use? How do you get the color coordinated troops, the pizza icon and the blacked out map??
Pizza icon is base game, shift right click instead of regular right click
Dude went all batman this time hahahajjahabajshsjs
Yes
How do you deploy so many operators? I have the same team and I can't deploy as many
You have the powers of a time stopping hive mind god in charge of a team of operators, and the game will still find ways to screw you.
What mod is that for the troop squad? @karmakut
And how do you get it
Bro took a whole platoon and deployed troop is 2 how??
But hey this is a good gameplay
What mods are being used?
when will they update this game...
A lead dev stated that the only things left to do for 1.0 launch are to record and implement new voices. So, imho, if is not this month until 19 Dec when Winter Steam Sale start, could be some time in January 2025.
Using meta game knowledge could of just blown hole in the adjoining wall where the bombs were.
Oh yeah DK2!
So the AT4 could’ve been the answer… 26:45
this some marginal operation(manga) type shit
PLZ WILL U START LEAVING MAP LINKS IN DESCRIPTION!!!!!!!!!!!!!!!!
These are all in the base game.
buzzing mic when not talking. just an fyi
How are you bringing so many operators into the mission when the pop cap is 4? You brought 8?
You can change operator values in the files. I'm not smart enough to do that, but there are tutorials somewhere on RUclips.
some mods allow that, each operator counts as half instead, a mod that offers that is rebalance mod with the operator "group"
The 75th Rangers mod greatly reduces the cost of each Ranger. The mod is designed around bringing huge amounts of guys onto a mission, so the Rangers each cost 1/4 of a "man." It's very overpowered but also very fun.
@ I have the version of the 75th Rangers used in the video and it doesn’t reduce the cost of the operators.
Game name
Its in the description man...DK2
That "OOH!" at 03:26 is some kind of sound that I never expected to hear from him... You lost my whole respect as a cold blooded commander that you forged throughout your Arma 3 and Squad videos....
I'm pretty sure the voicelines are from Insurgency Sandstorm..
The rolling-T (which is just how I feel it should be spelt, I know it’s wrong) absolutely rolled that first mission :-)
LFG!
Let's gooooo!
Early Gang!!!
First?
Entertaining video but your game mechacs are a bit annoying sometimes. Please make sure your operators aren't walking around having random directions all the time.