@@echo3568 I think he's actually talking about a mode where you don't see anything that you haven't already revealed with your operators. In this map as an example, you wouldn't start the mission with a layout of anything but the street.
Those night maps are so good it feels so cool to turn off the lights then clear rooms after rooms with suppressor and flashbangs, it reminds me of the raid in zero dark thirty.
The cinematic replay truly was a flawless raid. Incredible to watch and representative of how in tune SF teams are when working in challenging environments like this.
@@emm4rmstrong Clearing the entire compound isnt the objective. They're evidently in an enemy-controlled territory where the hostiles feel safe enough to publicly display built-up fortifications. So the scenario appears to be an operator-tier nightraid to grab and HVT and go, not to secure the entire area as that requires significantly more ment to do long-term. From what I've seen, they covered all threat-avenues of approach for the movement of their men, got the target, and faded away as the counterattack was only just arriving. From my few weeks learning CQB under a certain SFG, this seemed pretty much textbook. The objective wasn't to clear all rooms or to secure the compound - which is just what most people assume by default to be the objective when they think 'room clearing', but it's not always the goal unless youre actually going house-to-house and street-by-street to secure a neighborhood. There is the gamified optional objective of killing all terrorists, but Pairs made the choice not to go for it, it frankly in this scenario that wouldn't make much sense as an optional objective. Not without another platoon of men to secure the perimeter streets and buy time at least. If you're open for a counterattack, you aren't wasting time hunting down every last man. Edit: I've just realized the 'replay' seems to have multiple runs, i never actually bothered to watch the replay as the planning was what interested me.
@@HonorableAssassins Except the uncleared bathroom left a potential threat avenue, to the rear of both his assualt team and his rear security. If there was a hostile agent in that room, they would have been able to approach and engage members of his team from blind angles. When he moved the assualt team from the building that threat avenue had approaches on both his rear security by flanking the man in the driveway, or attacking the assualt team from the read when they where breaching, as no man was actively watching their rear. Heck when the 2 team members in that room move to assist with the bedroom across the hell they both face to open a door leading to a secured hall, leaving to unsecured door unobserved and to their rear. Edit: and know I realize what you meant by the "multiple" runs in the replay. It doesn't it's a single replay when he secured both HVTs, and what my original comment is directed towards.
The two HVTs thing threw me off the first time I played it too. I was kind of disappointed that grabbing the first HVT was so easy, then I thought the game was bugged when I extracted him and it didn't end, then I looked at the name and the two compounds and felt like a dumbass for not noticing. They should change the mission description for Abductions to indicate there could be multiple HVTs to grab now, or add a voiceline when you extract the first HVT like "One is secure, Second unsecured" Anyway, I love the environmental storytelling in the Deck of Cards missions. One of the pair of Eights just hired some fancy security guards and kept his fancy house pristine, and the other rounded up his insurgent buddies and turned his house into a fortress complete with VBIEDs and a swimming pool full of trash. Ten of Clubs has a police car in his yard, maybe he's working with corrupt cops or killed some and stole their vehicle, it seems like the King of Spades guy defected and has the insurgents trying to whack him, Jack of Hearts is pretty obviously loaded since he can afford an entire level of a luxury apartment block to himself so he's probably a funder/backer and not a frontline insurgent commander and so on. Awesome stuff.
Didn't have 40 mins for this today so I skipped straight to the replay and it was great! Putting the chapters in the video and spending that bit more time on making the replay more cinematic really pays off for people like me who can't watch the entire sequence end-to-end. Thanks!
This map is legit so good it feels tangible like it could be a real place in no small part due to the outside prop work with how the streets and stuff are set up it really ads alot, also the way you aproach the compoumd before breach instead of starting at the breach goes a long way to and I love it when maps do that
@@johanstrau5016 Yeah, you only need the full team when trying for the time limit and clearing both houses simultaneously. Otherwise, four guys plus two DMRs covering the street is plenty.
That 2nd playback was probably my favorite so far! Very good content, I really dig your commentary and pre-mission analysis. It is usually spot-on what to expect.
"This is a place where they feel safe from the police or anyone else... so I expect counterattack and reinforcements from" (identifies both places that reinforcements come from on this map!)
31:02 ”Would y‘all stop that nonsense?" Funny line. Anyway, love the video. Explaining all the methodology makes it a ton more engaging as seeing whether or not you can pull it off and seeing how you improvise and adapt according to the situation is fun, if that makes sense. Keep up the good work either way. Your videos are always interesting.
I went with two 4 man assault teams for this. Did a simo breach on both houses with two marksmen watching the road. Had wounded but everyone made it out
This map really makes you feel like a genius honestly. Did a complete clear of the first building, got the HVT out, then breached the backyard and cleared the second building from back to front, all with marksman support to cover the road for the reinforcement teams.
Honestly, I did a 2-man covering element and a 6-man assault element. Cleared one at a time. Pair of machine gunners covering the road. They must have gotten damn near 40-50 kills between them by the end.
Yup, also the best way to beat the time limit, as it's rather tight. I'd say too tight to do it sequentially, but then some speed runner will probably prove me wrong ^^
Grabbed this through your game store a few months back. This is a fantastic game to play and set down for a while. Every time I come back it's somehow better than before.
I'm hooked on these videos about this game! Your knowledge and explanation on CQB tactics makes it so much more intriguing and enjoyable to watch good thing you made plenty of them! Binge watching incoming
been away for a bit but this video has me pumped to get back into DK2, great work man. the map design is super good and the cinematic replay was flawless indeed
I do love the replay feature when a guy like you is playing so you can see the flow. That complete run looked so perfect from my perspective, that the only thing I noticed was the barrel over a threshold right near the end (nothing the player can really do about that). Really liked how you changed it up and went direct for the power once the patrol opened up access. If only you could mix the teams and have an SAD guy come and pick the lock.
That's some top notch security right there, an entire squad of murder incarnate can waltz right in the front door and be at the guy before anyone knows anything is going on.
lol same thing happened me to forgot there would be a second target, lost one guy going in the second driveway i think a few wall breaches into the garage would be ideal, there are reinforcements so i put a dmr and lmg on the car by the first small gate worked out perfectly
I did this map few weeks ago. Let's see how CP approaches this. I brought DRMs for external security. Did not use wall breaches. Update: CPs initial into compound same, however, my team used standoff near external wall (lower internal light illumination of external infil). Final: Nice first run. Second evolution was well done!
One of the updates we could use is to make the guys to open the large gates only enough for the men to pass through, or let the player decide how wide they want the gates to open. The guys always just swing open the gates which breaks the immersion a bit.
That was an awesome clear. I would have tried to lockpick the garage door and quietly enter there. There is a route to the fusebox from the garage. The most direct route is often the best way as it preserves your elements stamina and will to fight. By achieving an early objective you solidify in your troops mind that there is something worth fighting for, and you've already done -some- of the work. It triggers a completionist tendency without our minds; "why stop now? We've already gotten this far." The fusebox room is also a great ambush point. Hit the lights then backup into the doorway, when they come running to turn the lights back on you've got a pseudo-barricaded shooter ready to react.
@@ControlledPairsGaming Deciding whether to roll with a Ranger squad or a CIA team often feels like the single most impactful choice in this game now, at least to me.
Have you heard of the "S.O.D. Direct Action" series of user maps made by Ganjirah in the Steam Workshop? I've played a few, and boy, are they tough and intense. His maps feel like full blown warzones, and feel a little too real. For example, in the second map you have to fight out of an IED initiated, L shaped ambush with blocker elements to your rear. Features of his maps seem to be, enemy reinforcements from off-map, high enemy force levels and firepower, tricky terrain that punishes careless movements. I'm wondering if your analysis and real life tactics could be instructional in how to handle Ganjirah's very complex and lethal battlefields.
There are 2 HVT’s on this mission, briefing could be more explicit but you have to go through the other installation as well. I went with an explosive breach through the wall in the backyard of the first building followed by a four man team. I left a sniper and a gunner on the car right outside the first building awaiting counter attack, and it went pretty flawless
@@TheCoolCucumber That’s what u get with an Alpha stage game lol but it’s still too cool just how much creative freedom you actually get to approach an objective
yes, that would be pretty cool. Right now it's very hard to create a believable ship map in the editor. A trainyard map would also be pretty interesting. I just want more assets in the editor :D
There was a pretty good map in the original doorkickers that too place at a dock, and involved clearing a (very small) freighter as well as a couple of warehouses being used to traffic narcotics. One of my favorite maps from that game, in fact. But a larger cargo container is going to involve too many different vertical levels to work easily in this type of game--I can't imagine how you'd simultaneously keep track of who could see you from the deck versus who could see you from the top of the stacks versus who could see you from the bridge.
The replay was a primer on how fucking scary it must be to go up against USSF. Not only are you gonna die, you're never going to get the chance to fight back before you die.
Great video, as always! One question though: How do you make everyone go loud/silent at the same time? I know there is a bind for it, but i haven't figured it out yet, and it's annoying to do it manually for every trooper
This map is very cool bc it is sort of teahing me how the being spotted mechanics work. I always figured it was based on sound like if you hit bangers it would alert everyone and you'd get "They're here!". Evidenty that is NOT the case. Still trying to figure out how the hell the 1:40 run works... im guessing it is killing everyone very quickly but idk how to do it that fast bc it seems that if the alarm is sounded then the game counts the incoming troops as needing to be neutralized even if they are still on count down to be spawned...
Love the explanations you provide and the pre mission analysis of the layout of the map but how did you make it so the bodies don't dissappear after you drop the baddies?
you don't even need a mod, just Open this file in Notepad: %LOCALAPPDATA%\KillHouseGames\DoorKickers2\options.xml. Find keepDeadBodies and set to “true”
Funny little thing about acronyms. You don't have to put the "s" at the end to signify plurality. The "s" is actually at the end of the word "Targets," so HVT could stand for "High Value Targets." Maybe the creators were playing a word game with you? xD
I chose to liberate the place and blew up the wall on the right for the first compound then went to the other opening of the wall on the bottom and blew that one up too
this might sound dumb but is that Pie tool he use a Mod? i've looking for it in the settings and I don't see it's keybinds, so is it a mod, i've been dying to know this couple of weeks ;-;
Someone needs to make a fog of war mod asap
Yesss that would be amazing
A what?
@@elanaibaKHG from the modern warfare campaign
That would be dope.
@@echo3568 I think he's actually talking about a mode where you don't see anything that you haven't already revealed with your operators. In this map as an example, you wouldn't start the mission with a layout of anything but the street.
Those night maps are so good it feels so cool to turn off the lights then clear rooms after rooms with suppressor and flashbangs, it reminds me of the raid in zero dark thirty.
The cinematic replay truly was a flawless raid. Incredible to watch and representative of how in tune SF teams are when working in challenging environments like this.
Flawless save for the room he failed to clear in the first compound. Left one of the bathrooms unopened which made the entire rear area unsecured.
@@emm4rmstrong Clearing the entire compound isnt the objective. They're evidently in an enemy-controlled territory where the hostiles feel safe enough to publicly display built-up fortifications. So the scenario appears to be an operator-tier nightraid to grab and HVT and go, not to secure the entire area as that requires significantly more ment to do long-term. From what I've seen, they covered all threat-avenues of approach for the movement of their men, got the target, and faded away as the counterattack was only just arriving.
From my few weeks learning CQB under a certain SFG, this seemed pretty much textbook. The objective wasn't to clear all rooms or to secure the compound - which is just what most people assume by default to be the objective when they think 'room clearing', but it's not always the goal unless youre actually going house-to-house and street-by-street to secure a neighborhood. There is the gamified optional objective of killing all terrorists, but Pairs made the choice not to go for it, it frankly in this scenario that wouldn't make much sense as an optional objective. Not without another platoon of men to secure the perimeter streets and buy time at least. If you're open for a counterattack, you aren't wasting time hunting down every last man.
Edit: I've just realized the 'replay' seems to have multiple runs, i never actually bothered to watch the replay as the planning was what interested me.
@@HonorableAssassins Except the uncleared bathroom left a potential threat avenue, to the rear of both his assualt team and his rear security. If there was a hostile agent in that room, they would have been able to approach and engage members of his team from blind angles. When he moved the assualt team from the building that threat avenue had approaches on both his rear security by flanking the man in the driveway, or attacking the assualt team from the read when they where breaching, as no man was actively watching their rear. Heck when the 2 team members in that room move to assist with the bedroom across the hell they both face to open a door leading to a secured hall, leaving to unsecured door unobserved and to their rear.
Edit: and know I realize what you meant by the "multiple" runs in the replay. It doesn't it's a single replay when he secured both HVTs, and what my original comment is directed towards.
The two HVTs thing threw me off the first time I played it too. I was kind of disappointed that grabbing the first HVT was so easy, then I thought the game was bugged when I extracted him and it didn't end, then I looked at the name and the two compounds and felt like a dumbass for not noticing. They should change the mission description for Abductions to indicate there could be multiple HVTs to grab now, or add a voiceline when you extract the first HVT like "One is secure, Second unsecured"
Anyway, I love the environmental storytelling in the Deck of Cards missions. One of the pair of Eights just hired some fancy security guards and kept his fancy house pristine, and the other rounded up his insurgent buddies and turned his house into a fortress complete with VBIEDs and a swimming pool full of trash. Ten of Clubs has a police car in his yard, maybe he's working with corrupt cops or killed some and stole their vehicle, it seems like the King of Spades guy defected and has the insurgents trying to whack him, Jack of Hearts is pretty obviously loaded since he can afford an entire level of a luxury apartment block to himself so he's probably a funder/backer and not a frontline insurgent commander and so on. Awesome stuff.
Didn't have 40 mins for this today so I skipped straight to the replay and it was great! Putting the chapters in the video and spending that bit more time on making the replay more cinematic really pays off for people like me who can't watch the entire sequence end-to-end. Thanks!
Replay was actually an entirely different playthrough
This map is legit so good it feels tangible like it could be a real place in no small part due to the outside prop work with how the streets and stuff are set up it really ads alot, also the way you aproach the compoumd before breach instead of starting at the breach goes a long way to and I love it when maps do that
The game doesn't outright tell you, but there is a second HVI in the other compound, and a lot more to the map.
Somebody didn't watch the whole video before commenting
@@piparkucinawow Somebody doesn't know how to spell whole.
@@timothydexter4027 someone tapped the space bar twice
@@echo3568 simbpdy 4gotr teh .
@@TARKnTARKER Somebody once told me
In my playthrough I put two 240s the two cars, they did pretty well holding both streets, and I kept 1 M110 by the mrap. Clean run too
I did it with 4 assault guys and 4 dmr
@@johanstrau5016 Yeah, you only need the full team when trying for the time limit and clearing both houses simultaneously. Otherwise, four guys plus two DMRs covering the street is plenty.
That 2nd playback was probably my favorite so far! Very good content, I really dig your commentary and pre-mission analysis. It is usually spot-on what to expect.
Make sure you put NVGs on everyone. Might get tricky when some guys have and some don’t especially when an area looks clear but actually isn’t
Got some forward observations vibes going in that replay at the end.
🤙
always forward
"This is a place where they feel safe from the police or anyone else... so I expect counterattack and reinforcements from"
(identifies both places that reinforcements come from on this map!)
31:02 ”Would y‘all stop that nonsense?" Funny line. Anyway, love the video. Explaining all the methodology makes it a ton more engaging as seeing whether or not you can pull it off and seeing how you improvise and adapt according to the situation is fun, if that makes sense. Keep up the good work either way. Your videos are always interesting.
This is probably one of the best maps in the game honestly. I had so much fun with this mission
That replay was amazing dude, felt like something out of a movie
I went with two 4 man assault teams for this. Did a simo breach on both houses with two marksmen watching the road. Had wounded but everyone made it out
Heh, I did the exact same thing. Honestly seems like the best method
This map really makes you feel like a genius honestly.
Did a complete clear of the first building, got the HVT out, then breached the backyard and cleared the second building from back to front, all with marksman support to cover the road for the reinforcement teams.
@@kirbyis4ever oh yeah. Something about having multiple targets and the neighborhood feel of the maps is just 👌
Honestly, I did a 2-man covering element and a 6-man assault element. Cleared one at a time.
Pair of machine gunners covering the road. They must have gotten damn near 40-50 kills between them by the end.
Yup, also the best way to beat the time limit, as it's rather tight. I'd say too tight to do it sequentially, but then some speed runner will probably prove me wrong ^^
Grabbed this through your game store a few months back. This is a fantastic game to play and set down for a while. Every time I come back it's somehow better than before.
I'm hooked on these videos about this game! Your knowledge and explanation on CQB tactics makes it so much more intriguing and enjoyable to watch good thing you made plenty of them! Binge watching incoming
been away for a bit but this video has me pumped to get back into DK2, great work man.
the map design is super good and the cinematic replay was flawless indeed
I do love the replay feature when a guy like you is playing so you can see the flow.
That complete run looked so perfect from my perspective, that the only thing I noticed was the barrel over a threshold right near the end (nothing the player can really do about that).
Really liked how you changed it up and went direct for the power once the patrol opened up access.
If only you could mix the teams and have an SAD guy come and pick the lock.
They should have joint operations maps
My entire body convulsed when the first shots were loud.
The entire plan went chaotic right about there.
Ditto.... I was like "Whelp, that was not expected.... aaaaaaallllllriiiiighty then!"
This is one of my favorite maps. Have replayed it several times with both Rangers and CIA.
Yup, night maps with fuse boxes are SO MUCH FUN with the CIA Blackops, especially solo. Brings back those Splinter Cell memories.
That's some top notch security right there, an entire squad of murder incarnate can waltz right in the front door and be at the guy before anyone knows anything is going on.
Wow... Man the replay was dope, nice gameplay nice editing
You know it's going to be a good day when your favorite RUclipsr post
That replay was sick
lol same thing happened me to forgot there would be a second target, lost one guy going in the second driveway i think a few wall breaches into the garage would be ideal, there are reinforcements so i put a dmr and lmg on the car by the first small gate worked out perfectly
This is one of the best Door Kickers map made so far
"If you have to exit under duress, at least do it violently." 🙏 Lol
I did this map few weeks ago. Let's see how CP approaches this. I brought DRMs for external security. Did not use wall breaches.
Update: CPs initial into compound same, however, my team used standoff near external wall (lower internal light illumination of external infil).
Final: Nice first run. Second evolution was well done!
Fuck, that replay was cleaner than... something that's really clean, I guess. Fucken top notch 🤙
One of the updates we could use is to make the guys to open the large gates only enough for the men to pass through, or let the player decide how wide they want the gates to open. The guys always just swing open the gates which breaks the immersion a bit.
That would be a cool little detail to add.
I love your door kickers 2 videos
That was an awesome clear.
I would have tried to lockpick the garage door and quietly enter there. There is a route to the fusebox from the garage. The most direct route is often the best way as it preserves your elements stamina and will to fight. By achieving an early objective you solidify in your troops mind that there is something worth fighting for, and you've already done -some- of the work. It triggers a completionist tendency without our minds; "why stop now? We've already gotten this far." The fusebox room is also a great ambush point. Hit the lights then backup into the doorway, when they come running to turn the lights back on you've got a pseudo-barricaded shooter ready to react.
Can't pick locks with Rangers, or I would have.
@@ControlledPairsGaming Deciding whether to roll with a Ranger squad or a CIA team often feels like the single most impactful choice in this game now, at least to me.
The replay at the end was the coolest thing ever
Damn that replay music got me freestylin like I am in my early 20s again.
The cameras are useful for making more effective breaching and clearing plans since you know the enemy positions and the types of enemies in a room
Another great vid like always. I still wish they'd add ladders or something similar to be able to get over external walls and stay quiet
Always nice to see your videos! Looking forward to this ep....
This is probably my favorite video on this game
Thank you!
Smooth run with that replay in the end!
That gangster trap replay, though. 👏🏻👌🏻
That replay is amazing
Very nice planning! I feel like I'm in a SF SWAT Unit, It's amazing!
Have you heard of the "S.O.D. Direct Action" series of user maps made by Ganjirah in the Steam Workshop? I've played a few, and boy, are they tough and intense. His maps feel like full blown warzones, and feel a little too real. For example, in the second map you have to fight out of an IED initiated, L shaped ambush with blocker elements to your rear. Features of his maps seem to be, enemy reinforcements from off-map, high enemy force levels and firepower, tricky terrain that punishes careless movements.
I'm wondering if your analysis and real life tactics could be instructional in how to handle Ganjirah's very complex and lethal battlefields.
There are 2 HVT’s on this mission, briefing could be more explicit but you have to go through the other installation as well. I went with an explosive breach through the wall in the backyard of the first building followed by a four man team. I left a sniper and a gunner on the car right outside the first building awaiting counter attack, and it went pretty flawless
@@TheCoolCucumber That’s what u get with an Alpha stage game lol but it’s still too cool just how much creative freedom you actually get to approach an objective
If you left click on a ranger while holding down Shift, they will hold in place :)
Correct
I really think they should add a ship map like a container that would be really cool and close quarters
yes, that would be pretty cool. Right now it's very hard to create a believable ship map in the editor. A trainyard map would also be pretty interesting.
I just want more assets in the editor :D
There was a pretty good map in the original doorkickers that too place at a dock, and involved clearing a (very small) freighter as well as a couple of warehouses being used to traffic narcotics. One of my favorite maps from that game, in fact. But a larger cargo container is going to involve too many different vertical levels to work easily in this type of game--I can't imagine how you'd simultaneously keep track of who could see you from the deck versus who could see you from the top of the stacks versus who could see you from the bridge.
BAD ASS REPLAY!!!!
A couple of missions you've done videos for have been updated with NV and fuseboxes
The replay was a primer on how fucking scary it must be to go up against USSF. Not only are you gonna die, you're never going to get the chance to fight back before you die.
I saw how big and fortified this place was and was like damn this is gunna be a crazy raid lol then u pull it off like butta
There are 2 HVT, I found him when I played.
The map title was a hint about having two HVTs.
Sending them tax dollars downrange at the end, love it.
Hey, Pairs, can you do us a solid and link the replay music somewhere? You choose some good stuff and I cannot find the songs.
Yep, make your own doors. I like it.
I'm allways impressed that the bad guys don't have showers...
I don't have any idea how I was able to pass this mission 3 stars with Clear run Challenge in my first try, I liked this map
Amazing video
thanks!!
Great video, as always!
One question though: How do you make everyone go loud/silent at the same time? I know there is a bind for it, but i haven't figured it out yet, and it's annoying to do it manually for every trooper
Shift + F my dude
@@RedDragon0353 Thanks man
Brooo the replay was sick!
the best mission ingame
Oh yeah, just loved this mission!
Hey I like this series a lot, keep up with the great work!
Awesome music and amazing gameplay!!
i always run my units suppressed, helps keep the enemy from rushing us across the map
Smoooth .. where do you get the music from? Those FOG vibes are on point
Epidemic sound
Was that last replay no injuries too? looked clean as hell, not a single pebble left unturned
Great video man, I did kinda the same thing, headed to Exfil with single HVT and wondering why there’s no victory, 3 stars screen.
they should add an infil ladder that you can use to climb over fences or get onto roofs
This map is very cool bc it is sort of teahing me how the being spotted mechanics work. I always figured it was based on sound like if you hit bangers it would alert everyone and you'd get "They're here!". Evidenty that is NOT the case. Still trying to figure out how the hell the 1:40 run works... im guessing it is killing everyone very quickly but idk how to do it that fast bc it seems that if the alarm is sounded then the game counts the incoming troops as needing to be neutralized even if they are still on count down to be spawned...
Adding the option to use uav in this game would be awesome!
Love the explanations you provide and the pre mission analysis of the layout of the map but how did you make it so the bodies don't dissappear after you drop the baddies?
Easy mod. Worth a Google.
you don't even need a mod, just Open this file in Notepad: %LOCALAPPDATA%\KillHouseGames\DoorKickers2\options.xml. Find keepDeadBodies and set to “true”
If im not mistaken, this map actually has 2HIVs
Awessome!
Funny little thing about acronyms. You don't have to put the "s" at the end to signify plurality. The "s" is actually at the end of the word "Targets," so HVT could stand for "High Value Targets." Maybe the creators were playing a word game with you? xD
lol could be
This like a very cool game looks fun
Flawless! (except for the part where you abort the mission halfway through but we won’t talk about that)
Meh. Mission was accomplished 😂.
That replay is legit my second run, tho. I've still never taken a casualty on this map.
Perfect mission for a former Ranger officer
Never heard of her.
i missed the equipment review on this one, great video tho
What version of the game do you have? I don't have the ability to crack locks. Just breaking down the door.
39:10 the difference between "looks clear" and "is clear"
some give that mk48 gunner in the replay a medal
I would have loved to have seen the loadouts as usual too
Since this scenario seems like it may be set in a developed country, it reminds me of the issues surrounding someone like Mullah Krekar.
*17:10** A Grenade/Launcher/RPG and a Machine Gun/ner in a Corner would/could make this a Bloodbathe! LoL!*
The structure or the building should be covered or depends on the level of Intel, then the building, either full or partial visibility.
Will you make more cinematics like you did in this one I thoroughly enjoyed it
I'm sorry but really?!?!?!? No Marksman snipers to hold a LONG Open STREET?!? AND No SPy CAMERA to see if the garage is EVEN OCCUPIED?!?!?
I attempt to force realistic play. No marksman for engagements that are essentially inside 100m and no soy cameras as a personal rule.
smooth
31:00-31:10 *LOL! 😆*
I chose to liberate the place and blew up the wall on the right for the first compound then went to the other opening of the wall on the bottom and blew that one up too
This one’s tough. Gotta keep shooters on the street the whole time. I got it done but with only 2 stars. Gg
Starts at 32:20
Id love get a PMC faction in this game at some point
this might sound dumb but is that Pie tool he use a Mod?
i've looking for it in the settings and I don't see it's keybinds, so is it a mod, i've been dying to know this couple of weeks ;-;
hold shift
ohh.... you just hold shift😅 ty for responding
I hope we get some land mines or claymore
Music 34:22? clean run
Why is there no flashlight here???