This has to be the Hardest Map in Door Kickers 2: Task Force North | Toll Takers
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Got one star after like 3 hours
Relatable.
much easier as coop, bring rangers down the road slowly with CIA securing the upper compound
@@rancorusia you can do that?!
Dude yes
Feeling great now, about how I chose to tackle this one. Made some similar decisions. Tell you one thing, though. I saw that gate up north and immediately thought, I'm gonna have a bit of standoff from that position. Don't try to punch a hornet's nest, right? Then I told my hostages to run for the exit just as my battle position got destroyed by the counterattack. 🙃
Loving this series! Hope we see some undercover action soon though. 😉
I hope you plan on continuing this series for a while, by far the most enjoyable playthrough for me
No plans to end it anytime soon.
@@ControlledPairsGaming loving it man. Keep it up!
Agreed.
The first 2 rangers need to be named after the OGs
I wholeheartly agree.
Drummer and Fili. Gangsters to the front
Peanut, anyone?
Still waiting for a retry of embassy assault. Wonder if it's more fun with friends? Hhmmm. Wonder if anyone else would wanna see that series?
*wink wink nudge nudge*
@@JJoJam We could never forget peanut!
24:37 that guy would've complete the whole mission on his own if he was drummer
Hell, if it was Drummer, he'd only need his trusty knife with bipod attachment.
Miss drummer
When tasked with doing "impossible" missions it pays to have 1-2 guys with silenced weapons taking out perimeter guards so you can get closer before going loud. Basically such a mission would be tasked to Delta Force and not Rangers, but since we only got Rangers and CIA so far you got to work with what you have.
Isn't delta force and rangers basically the same?
Especially not to rookie rangers like these. Irl they would send in Delta Force or SEALs for sure.
@@farafyn2770 No, to my knowledge rangers are more like crack soldiers extremely proficient in combat and what not. Delta force are specialists of the highest order, in which they do their ops as stealthily as possible. They were responsible for both killing Osama bin Laden and getting out alive without alerting the Iranians. Though regardless, pretty sure Delta force took on Osama with a lot more guys than Controlled pairs had with this. No way you’re clearing all of this and securing the hostages without additional support.
@@darkest_eclipse8271 pretty sure that the SEALs killed Bin Laden
Delta would be sent forsure, but the rangers would be right behind them holding security. I hope they add delta soon it would be great.
So idk if you've heard, but I picked this up recently and it turns out "PAIRS" is one of the names the game can pick for a ranger. Pretty cool I thought. So anyway you generated as my best grenadier lmao
Wait seriously!??? That's so awesome!
The heck is pairs?
@@ItszaGemar It's the channel you're watching xd
Took me about 2 hours before I managed to get a 3 star on this map. Carpet bombing the executioner is the strat.
One thing about the executioners is that there are three conditions that can be met before they start executing: If they *directly* see a trooper, if they *directly* see one of their own go down, or if the timer runs out. Make all the noise you want around them, but don’t let them see anything.
Good to know!
I cleaned out the guys in the road and the whole compound using a sniper and 2 assaulters with silenced MP5s without anyone one moving by the main group. I’m surprised CP didn’t use silenced weapons
@@curtmartin2129 i killed the 2 guys at the roadblock with mp5sd then had maybe 3 guys down and the rest are tasked to clear the compound. 2 guys assaulted the bunker next to the hostage and were able to get a flank shot onto the executioner. after that 3 guys in the compound pushed and killed the other executioner in the top house.
then i was able to hit the guys in the open from 3 sides.
9:56 why not have 1 or 2 ops use silenced pistols when quiet/time permits, while your lead man and some others keep their rifles? Never have troops go in blind with just a silenced pistol to use, but if their backs are turning you've got time, why not just take them out that way?
thats actually smart ive never thought about that
Or just a silenced primary. (Don’t know if doorkickers still allows that after the new update
@@skyperez5279 Eh well the only suppressed primary is the MP5SD which lacks at range and damage compared to stuff like the m4, so if you need long range capabilities but will also run into some situations where stealth is needed i think its a good option to keep a suppressed pistol
I used that first bunker near the bus as a staging point for attack. I came in through the back door to the north instead of bringing my guys anywhere near that bus and that tunnel has straight line of sight to where the hostages are as well as the executioner.
That is what I was thinking
After I cleared the whole north side of the map my assault team was positioned in the bunker, I had two DMRs outside who I moved down to eliminate the machine gunners and enemies beyond the bunker while my assault team pushed into the bunker and cleared the front of the bus to secure the hostages.
Not watched the vid yet but I finally managed 3 stars on this last night after about 4 hours of trial and error. I sent a 2 man marksman team to the south to cover while my 6 man element of assaulters with the MP5SD methodically swept the compound. I didn’t raise the alarm until everything north of the gun bunker and wall was cleared, the the pair of DMRs made the outside work trivial, no hostages lost.
I definitely feel like this is the "intended" method. It's just so insanely irresponsible that I couldn't bring myself to do it lol.
@@ControlledPairsGaming oh for sure, I left the hostages at their mercy for almost 6 minutes of in game time before I went loud. A plan no command would approve in the real world. This was after I found that there were more hostages on the map but no countdown on the executioner realising so as long as I kept things quiet I had all the time in the world. Plenty of surprise and violence of action but very little speed.
Really enjoyed the video, keep it up! Any thoughts of a coop play through with another DK2 TH-camr? Rangers + CIA together brings a plethora of new ways to tackle the missions.
Also really looking forward to more CC2 content on your channel as it has taken over a lot of my gaming time and would love to see how you approach the campaign as someone with military experience.
@@fenriders7008 Totally, I use suppressed weapons almost constantly. I breached that bunker overlooking the hostages, whilst a small force assaulted from the road. Only got 2 stars, but will be giving it another go now.
I wonder how you and your buddies would do things in GTFO. Just curious since it seems tactics change up when your enemy is something similar to zombies. Keep up the good work.
did some SCP Pandemic not long ago. Good times.
There aren't any tactics in that game, you just shoot the zombies and pray to God you'll have enough ammo
Love the DK2 series. On this map, I had 3 rangers (silenced) completely clear the compound before violently and explosively attacking the +20 hostiles on the road from the three available approaches. It is possible to clear that compound without taking a single shot to blow your cover.
I definitely feel the pain of having unseasoned shooters after the update. I went ahead and replayed some of the easier campaigns and that really helped.
I cheated 😅 downloaded an exp farm map on the workshop and got 5,600 exp for the rangers every 20 seconds
Yeah, this mission went to hell for me, especially when I went around to that bus...
yuuuup. Painful playthough ahha.
@@ControlledPairsGaming When your boys turned that corner, all I could think of was John Marston.
Wiped the squad, wiped most of the gear too and all the stars left, did keep the stars on the level... So.. Yeah. At least for me the CIA update sucked.
I get that. Early access game blues. Hopefully good in the long run.
@@ControlledPairsGaming I know. :) I've done quite a bit of pre-, alpha and beta testing. I've been truly amazed and impressed how amazing quality this game has been. At 0.8 level of readiness I would expect a truly buggy mess. This wipe for me is the only bug I've encountered.
Yeah, I'm sad because all of my assaulters were maxed out
You can farm stars and XP with random mission generator.
It awards stars and XP same as campaign missions, and you can steamroll through those in minutes with Mk17 CQB, frags and wall charges. EZ money.
Took me 1 hour and a half, but I was able to 3 star this mission first try thanks to your commentary. If anyone's curious I'd recommend bringing at least 2 marksmen and playing very passive after you've secured the first group of hostages.
It took me like 3-4 hours to 3-star this one with innumerable restarts. Here’s the general strategy I used:
- 1 silenced mp5 with subsonic ammo, this kept the alert from happening when taking out the closest two. I used an mp5, but a silenced pistol ought to work, too.
- then move two or more assaulters down while hugging the cliff face
- wait until the executioner moves off camera to the north, then toss a blind grenade over the rocks to take him out. Once the executioner is gone, you can take all the time you want to knockout the emplacements, etc. on the south side of the map.
- to the north, you just have to move through the gate together, and if you keep 1-2 units holding the fairgrounds in the center, no one can move between buildings. If no one can move between buildings, then you have less to worry about because I think the executioner starts in a different building. Clear each building, one at a time, and you should be able to save the hostage.
haha, I breezed through three stars on this map after only three tries (first was busted due to forgetting a go code when tossing smoke, second was finding out the hard way they had an executioner next to the hostages).
Meanwhile I can't even finish Bridge Assault with one star lmao.
you should mod your DK2 with the first person camera modes. really makes gameplay captures A LOT cooler
Please, bring Drummer back, I will cry
I knowwwwwww. I know. It hurts.
@@ControlledPairsGaming The members idea is great! Throw in Drummer as well, and it’s even better! Who wouldn’t wanna work beside him?
Dont forget philly that dude was deadly
I liked peanut
Drummer and Fili have rotated home at the end of their tours, let the poor guys rest!
Cant wait to pick up this game.... I played Doorkickers OG to death lol
You'll dig it.
Task Force North is better than the original, same features of the old, added features, Steam workshop user generated levels (well over 300). What are you doing still reading this> Go buy it! So cheap for SO much entertainment value.
@@sopwithpuppy hahaha I know, I know... but I just bought Deathloop AND the Mosquito module for DCS so im already in dangerous territory with the gf lol... I can probably sneak it in next month
One of my buddies grabbed some ammo from ammoman a day before your code went out, thats a bummer.
Hey all good! Glad people trust them to deliver quality ammo
Into the Mouth of Hell We March by Trivium would be, like, the perfect background music for the initial attempts…
On second thought, the same for the successful attempt as well.
tbh this was one of more normal/easy missions for me. there are some other missions that I really gave up on few times, but this one I did with 3 stars in 1st try. I just pushed towards the hostages with all units (I didnt notice the passage to the north-west of the compound), then I got as much clear shots as possible and I cleared bus area and freed hostages. After that was easy just pushing through bunker and compound entrance with few teams.
Brother, this intro/commercial was amazing, I'm super pumped for the rest of the video now. :) Nice skills btw! Semper fidelis
Keep up the great work! Love this series
🤙
Totally going to buy this off your store soon. But I'm sure this'll be one of those games you watch someone play that looks smooth as heck until you start to play and fuck it all up lol
This map is actually rather easy if you do it with the CIA. (2x Undercover with Pistol + Grenade, 1x BlackOp with MP5SD + Camera, 1x BlackOp with VSS). Scout the base with the Undercovers, and use the BlackOps to clear each area after identifying the enemies (If you're impatient, single guys can just be shot from behind by the Undercovers, and isolated rooms can get a grenade dropped in them) This leaves the lower, open part, but that only contains one Executioner. Snipe him with the VSS from the Bunker, and pick off the other enemies at your leisure.
The counterattack can either be ambushed when they spawn, or avoided and dealt with later.
Executioners only activate when you expose compromise yourself to them, not being compromised as a whole.
Being a human that loves weaponry and tactics, both CQC and broader platoon level movements, this game and this channel fill the need for that mental exercise. As well as the range:) good work CP
Making the best of a bad situation is all we can do bro. This one kicked my nuts pretty hard too
It was a gnarly one for sure
Everyone: Car
ControlledPairs, educated man: Mobility platform.
This speak never ceases to entertain.
You can also change the profile pictures of each of the rangers. Using that and XP farm levels you could pretty much get your entire og squad back
Grabbed a copy from your game store the other night :) happy to support the channel
I ran this map with 2 assaulters with suppressed MP5s, 2 with M4s, 2 Grenadiers, a support and a marksman. I went quiet for as long as possible, once the battle for that bus kicked off everything went down hill quick. Lost both M4s and a Grenadier but saved all 6 hostages at the bus. The second wave of enemies caught one of my MP5s isolated, so I was down to 1 MP5, 1 Grenadier, 1 support, and 1 Marksman to clear all the Northern buildings. It went really well until I got cocky on the last building thinking it was only enemies in there and I had already rescued all the hostages. I went in loud and slow, blowing up the wall with an AT4 before I even had assaulters in position to move in, and an executioner killed the last hostage in the back room just out of sight. Definitely a more challenging map to 3 star, especially with using low level operators since the update wipe.
Rookies 2: Attack of The Dumbasses
The sequel of the original rookies.
This will become easier when they add silenced M4s etc. But for now, I used 2 rangers with mp5sd and 2 rangers with silenced pistols to clear the top part, escort in a fire team from the north and sync an assault with the other fire team from the south on the hostage area. Easier said than done but I got 2 stars after 3hrs of trial and error.
19:57 if you say that a specific trooper will die then he won’t, that’s why you always loose all your troops, you thought that they would eventually survive.
Big logical brain moment.
Fairly easy to get three stars:
- use silenced weapons on all but two (use m4 with 4x) members
- clear bunker first
- When bunker is clear, place c4 on large door towards MG nest next to hostages. Have the m4 guys ready and blow door as soon as the executioner is on camera.
- Clear map clockwise
I sneaked through the northern gate, cleared the bunker with silenced weapons and breached the bunker door with explosives to directly engage the executioners with small arms. Secured the compound long from west to east with silenced DMR and and LMG to counter attacks from north.
This one took a bit for me. I tried brute force and direct approach. Wasn’t working the way I wanted and was getting very frustrated. Had 2 snipers, 2 MG, and 4 assault. I let one sniper hold long on the approach to the visible hostages. The other sniper and MG led to the compound and screened smoke and threw frags on the emplaced positions. While under smoke, one MG and one assault held the road, the rest held the door. One MG and the other sniper held long through the door. They cleared ‘Broadway’ before I moved the assault element through. Split them into pairs to hold the bunker and clear the buildings. Did a combined breach on the gate and bunker. Sniper covering an angle through the gate from the last house. Moved one MG back to the other sniper and crept up on the bus. Held the second MG at the door covering long on the road in case of a QRF raid (saved a Delta for suppressing fire). Sniper moved around the bus and serviced targets of opportunity. Assaulters, after clearing the bunker, fragged the fighting position in two spots. One shooter covered the hostages. A couple of tweaks to the plan, and I was able to prevent anyone approaching the hostages and eliminate the tangos.
After a lot of trial and error, I think silenced MP5s are the way to go on this mission. You can clear basically the entire top compound before the "alarm" gets raised. I also put a wall charge on the door to the bunker and blew it when the executioner stepped in range. After that, ironically it's slow and steady. Not really realistic that *only* the executioner shoots hostages, but I'll take my 3 stars and run.
I litterally looked at the map for 5 seconds when it's first released and i said "Nope! Not going to fall for this trick, KHG." I did not play, didn't even try, and probably won't try untill we get suppressors for larger caliber weapons. Can't watch my troops getting slaughtered like that. This is a map that you need an entire platoon. You need snipers on high grounds, drone surveilance, and even precision airstrikes.
As much as I love the old team, I think you should keep the new squad names, adds a little personality with the relatively silent soldiers
Not being funny but seeing someone as good as you get their arse kicked but coming back and learning from it is great :)
Haha all good!
Going the north way and making a huge racket for whatever reason doesn't set off the south executioner until you pop the door to the machine gun nest. I don't think it's currently possible to more than 1-star this map if you go the south path, which in my opinion is the only logical approach. Successfully retrieving those hostages with no losses is doable. Kill the first two guards with suppressed weapons. Two guns hold the north path from the guards' cover. Grenades over the rocks to kill the machine gun positions and stun the executioner while rifles kill the other two guards. Peek around the rocks with a sniper and machine gunner, plus a grenade launcher if needed, to turn the corridor in front of the hostages into a kill zone. All the bad guys near the hostages are dead within 2 seconds of the first bang. Advance assaulters around the bus and dominate all sight lines to the hostages. Collect the hostages and start moving in to secure the facility and... the executioner in the northeast building decides that it's time to kill his pet hostage even though you're on the far side of the map and he hasn't seen you, because you triggered his go condition somehow. 1 star.
I did well. I had 2 covering that second battle position you set up but one of them was a sniper covering that entire lane through the door. Then 4 guys assaulted through the inside hitting MG position from the inside with 2 guys joining the assault through your main route out attack, no casualties but then .... the reinforcements showed up from the NW road, lol.
Saw how long the video was and thought you were going to ace it.
Good to see that you had the same issues as the rest of us!
Managed it with a covert team... eventually
I did this one second try with the cia, first one was me blowing up myself with a rocket inside that bunker. But it’s actually super easy if you use an undercover agent with nothing but a pistol to scout ahead. I would then use the other 3 to clear what was behind him with mp5s and a VSS which was fairly simple since I knew exactly where each enemy would be.
5:23 2 cameras livestreaming, 2 TV screens, think it makes more sense that its a way to check if everything getting recorded is right
You can sneak the bunker complex with silenced pistols, after that you shoot the executioner and the hostages there are fine. Small group of terrorists attack from the north after a while, keep a dude on them. Get the heavy machinegun (shooting norma magnum rounds) it absolutely wrecks the tangos in open spaces.
This was really fun to watch! And i would love to see channel member names ingame! Id join just for that alone. Semper fi!
I think you might enjoy playing Heat Signature. It's not really realistic, but it's like a sci-fi version of door kickers and I'd love to see you apply your experience to it. The combat system has a lot of depth that might lend itself well to your playstyle.
I love heat signature too, and the old Hitman blood and money
Somehow, this was one of the easiest for me. I had a 3 man team with MP5SD for clearing the first two enemies, the out door enemies in the north, and then the bunker. i had a few marksmen ready on a go code for the south/long shots, and two M4GL for security while my MP5 guys did work. On a go code, the door to the bunker opened and my marksmen got in place. squirters that came in from the north were handled by M4gl and everyone else was cleaned out by the marksmen and a few well placed grenades.
The RMR on the glock in the safariland 63-54 DO was a nice touch made good stuff
When I ran it I sent my guys on the actual path not the grass for the North Western fighting position and they didn’t get compromised, may have a factor, I’ll run it a couple times to see
Would love to see how you would handle a nonviolent extremist group lmao
I’m loving this series, your analysis is invaluable.
You should let your longest members or high level patrons pick the names instead of just naming them after those people.
New to your channel, but have enjoying watching all your older Vid’s.. awesome content - appreciate you bro.. thank you!
Man. This is one of those maps that was made 10x easier by the addition of suppressors for the rangers.
I'm curious what your OCOKA process would look like with deeper SR approach. Would your coa decision chain have been longer with more reconnaissance Intel gathered?
I don't think this is the hardest map in DK2. Here's my strategy:
2 marksman & 6 assault. 1 marksman & 1 assault go down south to secure a position aiming at bunker & bus south side. rest of the team head up north & quietly go through the compound, without bangs or charges. my advance through the compound was very slow, i cut all power & i mostly wait till they're outdoor & shoot them in the dark to prevent anyone from firing at us (unsuppressed). leave 3 assaults covering at the north gate, pointing at north road, compound & bunker entrance. the rest will be 1 marksman 2 assaults, they come out from east gate, clear out the east roadblock silently, then position toward the bus north side. here the final showdown begins.
i tossed smoke on the hostages & banged the bunker and where enemy bunched up, cleared bunker & executioners first, then the rest of them. some of them returned fire & we got hit, but no one died so far. some of the crew climbed through the bunker & cleared it with bangs. then they climb back out to free hostages.
HOWEVER, while i'm freeing hostages, a squad of enemy reinforcements appeared from the north road & jumped my north security, i wasn't looking there. he was overwhelmed & shot dead. since the compound & bunker was cleared, i shifted the rest of the north gate security guys to hold the gate, while the majority of my people move upwards to flank the enemies. meanwhile, my marksman are pulling security on east road, slowly retreating with everyone.
in the end we made it out with 1 assault casualty, 2 stars. but it really took me a lot of time to do it & the replay was like 8 minutes long lol
Know I'm a bit late. But it might be possible to get your squad fully leveled through xml editing. I can help if you want to go that route
Assult through the house and attack from the MG nest? Drones strike? Really interesting to watch this playthrough!
So, unless you're playing with a buddy who's bringing a leveled CIA team with VSS's and MP5SDs, you need all your rangers to run silenced M9 as secondary. You quietly murk the patrol on the road, detach a pair to deal with north-west inroad checkpoint and secure northern gate, crawl your rangers along the northern edge of the road, cheeze MG nest' LOS with smoke, set up your guys around the bus and send it.
Open with a volley of grenades to blow up MG nest, flash the executioners and cut off the crowd down west with smoke and LMG suppressive fire. If you get all hostages behind the bus before reinforcements are on you, you're home free. Set them to auto-run for exit, regroup and sweep the base at your leisure.
You'd be a bad ass if it didn't sound like the coast guard was keeping your balls above water.
I luckily brought 2 Suppressed M9, took out the first 2 guys then the next 2 by the truck and bus silently as well. Set up some smoke for the LMGS and went to town.
i just started to play the game, i didnt know this was hard, i just went in using silencers, after positioning and pressing F all executioners got down in instant
I find Doorkickers becomes far more difficult when trying to play on larger maps with larger platoons, which I guess "technically" should be less dangerous than CQB in real life a little. I love the four-man house clearing levels but avoid the larger ones I think because there's just so much to keep track of! Plus prolonged gunfights are really hard in this game, you can really have people pop in and out of cover without a lot of micromanaging. You can tell the game was originally designed with the rapid action of CQB in mind first.
Commenting so that I remember to watch this later. Looking forward to seeing how well or how poorly this goes 👍
Edit; holy fucking shit bro. If Pairs had that much trouble, I'm pretty much fucked. Bye bye & rip in advance to my Rangers
This one is tough. I managed to save the hostages in front of the bus via surgical grenade spam (what could be more tactical) to take out the executioner.
I be interested to see if you went stealth with a team (maybe 3 or 4 guys with MP5s or silenced handguns) and approached the hostages from the north instead of trying to come at them from the south west.
i'm late to comment but i had a good run. on the bottom part, i stacked my rangers up to the rock wall that keeps them out of sight of the bunker/very exposed and populated road, and i just had a marksman peel around keeping their back to the far back rock wall. they basically just picked off every single enemy on that road (including the executioner who walked into the line of fire). when i was ready, i just threw a few smokes ahead of the hostages, HE'd the bunker, got everyone into a forward facing position, and just had one guy run up and let every hostage go.
however, i never actually finished it as my game crashed halfway through :(
That's a confident shooter right there, firing that close to your equipment. 🤣
The whole HAW-MAW-LAW AI they’ve implemented needs work. Your assaulter was literally walking in circles around an enemy who was shooting another assaulter in a sprint. The algorithm is trying to prioritize the nearest assaulter, but instead both aren’t firing their weapons at all, and they’re choosing suicide lol. That was chaos, but fun to watch.
I don’t understand the rules of engagement sometimes. Because without violence of action you lose the rest -> speed and surprise
I love this series to death, but I certainly prefer seeing you take on the semi-more realistic workshop maps that you can work with tactic/theory in mind instead of this 8 to 40 friendly to hostile ratio we've got going on here haha
Thing is most workshop maps still dont let you use that many operators, and the ones that do are usually just as ridiculous as the vanilla maps with the amount of enemies they throw at you.
@@yellowsaurus4895 that's true for quite a few of them but the one CPG did with the prisoner rescue was approaching the better side and there's certainly other maps like it.
I was playing it with someone else from the discord and we got stuck for abt an hour, loaded up the next day with a single plan 4 man squad that took the main threat, It's so complicated tho that he just laughed when he saw it
As soon as I saw the nothern field road I thought that there's propably off map reinforcements coming in.
This looks great other than I don't like that players know everything's placement before they even start.
imagine you are one of those 2 guys at the start of the level, you turn around and there are like 10 guns pointed at you
"Hey, rookies. We got a mission for ya!"
I didn't find this one to be all that bad. I didn't win on my first try, but I ended up clearing the northern part first with silenced MP5s, then collapsed on the fighting positions near the hostages last. The last bit was a bit tricky, because of all the long range fighting and half my team having MP5s, but it wasn't ridiculous.
Why didn't you flank that machinegun nest. You had their backdoor open
the night vision makes this lv so much easier... which still isn't saying much because holy shit that counter-attack is brutal if you don't post an MG in the north...
Just because it isn't realistic doesn't mean it isn't a worthwhile thought experiment. Same reason OCS asks apparently silly questions like "how would you defend against an invasion by hostile extraterrestrials?"
Valid
Was this before suppressors and night time combat?
This mission is made a lot easier if you use CIA bois Bc you can your undercover guys provide intel and specifically watch the executioner so you know when you can pick him off
No, this one is quite easy yo be honest, I'v done it with 3 stars in like 4 tries. One sniper in top gate, another two south far behind car (the one near the bus) and they absolutley clear everybody. Simultaneously team with silence weapons sneak through the bunker and breach last moment when hostages was about to get executed. On top of that just be ready for reinforcement from south, just fallback with everybody before coming close to hostages and whip them up easly from cover. After that map should be clear enough to go and rescue last hostage on far east in this tiny building quite easy.
What cartridge do you think would best serve the special operations community for the sort of close quarters combat seen on DK2? Assuming anything imaginable could be produced in sufficient quantities.
Love how this geezer tells me what the game is every bastard time
You're welcome
I think the reset was to have everyone go through the basics again. Replay all levels with your new teams and have the "new" guys become experienced war fighters again.
Let the OG's remain home on leave and have a new team step into the spotlight with new names!
Personally I would have foregone the MK18's and rolled with full M-4s or M-16s for the range and accuracy. Maybe even thrown some Mk17s in for that 308 power and accuracy. Even though a 10.5 barrel should definitely be able to make those shots IRL I'd just play the mechanics of the game to utilize that range advantage and first shot accuracy to knock out those battle positions quickly. And when are they gonna throw in suppressed m-4s or M110s in to give more variety of play. I mean a suppressed DMR would really give you a whole new dimension for you to work with.
Ammo man is nice and all, but please tell us how to get those forearms lmao
😂
I was going to comment about how easy this map was for me. But I see that I’ve only played it when the map is in night mode. Sneaky mp5sd make life nice.
I miss Drummer. At least make your 1st guy Drummer. He can be the Squad/ Platoon leader.
I think that the idea of renaming the troops is good
This looks so intense, I gotta try this level myself (and spend like 12 hours on it I guess)
This is much easier now with the night vision capability, give it another shot, I managed 3 stars after a few restarts