I also concur! You are very knowledgable, and this top-down format REALLY highlights that. I have been going through some of your older content now and enjoying it. Make content that allows that knowledge to shine. Don't be afraid to go detail oriented on us, it's why many of us are here.
Y'know now that you said it I totally agree, I didn't make the comparison because different kind of game but yup, now I can't stop thinking about it... send help
How did you reach hostages without being caught. Hostages are almost always in the same room and to get there you have got to encounter at least 1 enemy
Guys I'm hosting a CQB event in Ground Branch for my channel members on January 2nd. I'm also giving away 4 copies of the game to channel members. Want in? Click the join button and jump in the discord to enter.
That was awesome! Honestly, having to adapt your plan to unforeseen circumstances was always my favorite part of doorkickers 1, and now 2. I do love seeing the way others (ESPECIALLY you my friend) think about their strategies and tackle these tough situations :)
I know you don’t like talking about your military experience but I haven’t heard someone say “isolation and containment” since I’ve been in as well. Maybe DM me I’m just curious
@Bryan Ott I had no idea you could get that. Does a request like that let you see if they’ve ever actually deployed? Or does it go down to show CIB/CAB or C devices too? There’s some senior NCO’s in my unit who were stuck on rear D when I went to Iraq/Syria that told all our new dicks about the crazy shit they got in that was “much more insane than what we went through.” God I’d love to wipe that smirk off their faces
@Bryan Ott you filed a FoIA request on someone? (who's identity you presumably don't know) Im more than a little confused on what your trying to achieve. Care to elaborate?
Damn, that hostage room situation was very challenging. Think your guy up top could've survived if he didn't extend as far out as he did (or at least not at the speed at which he did it). You can also use clear commands, that way they'll hold if they take contact and will only continue once the threat is no longer visible or neutralized. That way you could've just peeked your corner slightly and continued periodically once safe. But I do however understand the dynamic and fast approach. Enjoyed the episode once again, you're killing it with this series!
"I don't want my hostages to get dead." CPG, Circa 2020. XD Nice video, man. Really enjoyable. And besides that, i don't know if you noticed, but one of your guys did have a wall charge left.
I could be wrong, but I'm pretty sure he needed a slap charge, unless full wall breaches can be used on regular doors...with hostages behind. At least, thats what I thought when that happened, feel free to correct me.
finally I can watch all your videos , caugt up with em and am now ahead of your videos :D This one was actually really fun. Got it on my second try (messed up go codes) .... but got lucky with an enemy frag ^^ Looking forward for more. So far all the tipps I could gather from your videos helping a ton. Finding and forcing the L , avoid funnel, hold and "play" angles. thanks.
For anyone doing this mission, you can get grenades over the wall separating the first open space in the lower left and the back courtyard. I used this on my playthrough. You can also gain a huge advantage by wall charging through there into the back courtyard and getting two barrels on the hole.
Honestly for that casualty I think it would be fair to put the blame on the game rather than yourself. On that locked door you used the crowbar thing instead of the hammer, so your entry was way too late compared to what your plan was. The guy that died would at least have a chance if the entry was done the way you had in mind at first by causing the tango that killed him to get distracted or giving you the option to peek slower than you did. Overall, really enjoyed watching it! Great stuff!
Got this game solely because of your channel. Love it, but I’m having some trouble chaining actions together off of go codes and where to put what go codes when. A tutorial on the basics of what activates when go codes are pushed and how to put them before / after actions would be really appreciated.
Simply put, the operator will immediately halt on a waypoint with a Go Code. If you put the Go Code on an action such as opening a door or throwing a grenade, your operator will walk to that waypoint but won't carry out the action before you call the Go Code. The two kinds of breaching charges are the exceptions: if you put a Go Code on the charge planting waypoint, your operator will approach and plant the charge, then wait for you to call the Go Code to detonate the charge and continue the plan.
Smoke can be great for negating those long unknown sightlines at the end. So glad they added it in this sequel! If it was iron-man, I would have smoked the window spaces, secured the hostages, then (hopefully) left before the smoke cleared. Great run though
I appreciate your commitment to having rear security in the spawn areas but threats never come from beyond the map. Might be best to assume that rear security is already covered by elements who are off camera.
Thats not really always the case my dude, i'm not gonna do any spoilers here but dropped rear sec once on a large map reckoning noone would come and all of my troops were anihilated by an enemy group from behind
We desperately need a playthrough on Maniacs mansion! It's so hard and i would love to see what you to with it! Keep up the good work! Love the series!
I think a bit of smoke to cover the windows and any other courtyard facing breach would have been a lot of protection. Also a Markman might also have been usefull to clear those enemies in the distance with lower risk.
Going in that room with 2 huge windows is the worse idea. Live that room for later. Clear the entire building but that one. Then prepare a couple on top. a couple to plast the south wall and a couple entering that room (with an addition of 1 flash + pieing since that room is dangerous ... I never played this game but I play DK1 since some time and I mean I watch you and have "some experience". dominating that room with 2 windows will allow major advantage later but first u need to access that big cache area with breach north and south. Indeed u do so. love your suggestions and to game designers for more realism.. i really want to play a game that is realistic not cheap stuff... Well said keep feeding them good ideas.
is there a replay system that allows you to watch all of your actions back in realtime? if so it woukd be super cool to see that at the end of the video
Love these door kickers vids. One bit of criticism: sometimes you do things that you say you wouldn’t do real world but you do it in the game (like standing close to the breaching charges). I think it would be more interesting if u did EVERYTHING according to to real world tactics. (I’m still going to watch and 👍 all of them weather or not you take my suggestion)😁
Just to add my own five cents to the question. There simply are things that cannot be done due to game limitations. However, as CPG mentioned in his video, he wishes that he devs might add some more depth to certain game elements (like door/wall breaches having a backblast that might fatally injure combatants behind them) which I do agree on.
I like your videos very much, though I have a few issues with the execution of the rescue. Multiple times the operators threw flashbangs while exposed to enemy fire, when they'd be of more use putting more barrels down range. You can always throw the banger after those initial tangos are down if you want to stun anyone hiding out of sight. Once the man doing the pieing was walking across the guy providing him security (when he pied the room you initially assumed to contain hostages). That is dangerous as he could get into a crossfire from his colleague and the enemies. The last issue isn't really a mistake, just a difference in approach - I found it useful to utilize two operators to clear the top left room from the outside via a window after the first courtyard has been cleared. Gives you a pincered approach towards the hall at the top later, and six men are a bit crowded there anyways.
The issue was always that top door that opened directly into courtyard, you always needed someone dedicated to it, but it was completely useless to you. It was impossible to safely clear the courtyard, because the combatants in the courtyard have really good angles on the door and have more cover than people in the hostage room. At least that's my problem with the level, I can't 3 star it!
Sometimes my rangers just look at the enemy with full ammo and don’t even shoot, it’s so annoying, whenever they just stare for long enough for the enemy to turn around and get lucky critical hits
@@maxgould2461 well if that were the case then I wouldn’t be able to walk in the room, or get shot at. It’s probably just a glitch in processing the fact that they gotta shoot, idk though.
Question: Why, around 8:35, did you place Ochre at the left wall (west) if he is supposed to cover where you came from? He can't see the threats that could threaten Green at the right/eastern wall. With two known, spread out entry points behind you, what's the protocol for securing both as best you can in general?
One missing thing was: throwing a flash above the wall (if the game allows to and doesn't "roof top" the wall to the infine towards the sky, however more flashes should have been thrown. At least a second, and when you reached that door you should have avoided giving yourself up, this is an error that can be done often (but surely avoided if one just sees what is the FUTURE panning\ sector of view of the future position taken and checks it with the UNSEEN areas. Like this one can avoid to "raise the dust". With flashes this could have been a cake walk. wonderful mission design by devs though. Looking forward to use this game... but They must add more stuff like bullets going through protections (just make stuff not protecting unless they can do create through wall traveling happen, despite many will start to cry saying walls in houses do block bullets ... it's absolutely not true. So I hope this and other punishing stuff like blue on blue and damage from wall and door explosions does exist. The show Six that was stupidly canceled because hurted american propaganda, being too good at being realistic and well written, also had a episode showing how is important the job of the charge setting member, as if few grams of more powder or a different mix is used, it can cause the failure and death of all the team for different reasons (also because fragments of the iron door can project if a charge is too strong or wrongly chosen or put). I wish devs could also reach this level of depth: knowing what door you have in intel and allow player to choose the proper charges (or at least in game always allow the player to chose between different charge mixes). You got what I mean.
These vids are awesome!! Any chance you could slip the after action video in after you’ve completed the missions. It would be awesome to see the whole plan in real time after you went through all the effort of planning it.
Could you have breached through the the wall seperating the two courtyards to take out the long threats sacrificing the deep rooms to eliminate threats from an odd angle?
Real time always seems to work if a single plan isn't working at all. Although i hate pausing because i would get a star less. But if its too much. I tend to pause but i try to play in real time as much as possible. The game doesn't take in account for the time your troops are throwing grenades. So i try to strategize as much as possible in that time.
Hi, I’ve noticed that in your initial plan in 0:46 you’ve planned to take 2 operators to take a peek of the top left room, but abolished it as in the final operation. Maybe I missed the explanation for this in the video but may I ask why for that decision? When I was playing DK1 I always thought if I could isolate and neutralize the enemies at different positions on the map at the first phase, it would be easier to commence the next phase, and it would be even better (from my experience though) to attack simultaneously from different angles because the operators can cross the window on top left after neutralizing the threat, and then wall charged the hallway. Is that because such decision would be too dangerous for only two men?
At 7:28 your rear guard into a bad spot IMO. A bad guy could move in and shoot one of the right door guards without your rear guard being able to engage him.
hey how do you maintain the angle of fire indicated by the blue dashed line? i only manage to get the short yellow line which rapidly gets replaced with the trooper's movement direction in longer queued actions
I don't remember what the doctrine says, but cross coverage is a great thing. Basically, it's easier to see into the doorway/room that's opposite to you, and you can more easily manuever your gun to engage targets in that door way than you would having to corner peek the one that's closest to you. I'm sure there's a couple of other reasons that I've forgotten
My general rule is cross until the barrel is at the threshold, transition when the handheld is going in, then go dynamic. I don't think there is an "always right" answer, as long as everyone is trained and rehearsed.
Quick question: When you entered the room with the hostages, why didn't you set a wall charge at the garage door to flank the enemies with two guys? Is there a down-side to that plan or did you just overlook that you still had wall charges?
Out of curiosity, what made you suspect that the hostages were held in the top right room. From the terrorist pov, I would rather the hostages be in a room with plenty of coverage from my side, ie, the room with the big windows.
I just a civilian, but wouldn't this game be perfect for evaluating a soldier's CQB knowledge and reaction? It just has to be a developer's version and that's very simple.
When you talk "L"'s, is it formed from the direction of your facing, or in relation to the room layout, is there inverted L's or anything? Are you making L's in relation to north/south? I realise the static map layout probably makes a difference.
Cool yep. Just trying to figure out the difference between hard coded doctrine and sound advice, if ya get me. I'm a civilian risk assessor so I'm interested in how you make these choices and how tight procedures are... and everything basically. Thanks :) It's worth mentioning I get a real sense of your risk assessments via the game when you start getting really concerned when the risk is clear cut to you. "This is exceptionally dangerous" and so forth. Helps a lot to get the feel for what you're thinking.
I just started playing this game and I just speed through every map without planning which got most of my troops killed. Lol, now watching this, I’m gonna start planning. Btw, how do you assign different waypoint colors for each soldiers?
Did you serve? I know nothing about CQB so I don’t know if you speak from experience or if you are just very well educated on the subject. Really awesome content btw
I don't know why, but I prefer the first one. It gave me goosebumps, nervous, punchy when playing it. While doorkicker 2 hmm, I think the atmosphere is not as dibble as the first one. And I think doorkicker is better with 2d style, or semi 3d? Idk, just my opinion
They’ve recently added random maps to the mix so if you enjoy being able to customize before each map then it has a large amount of replay ability. If you aren’t someone whose focused on getting 3 star on every mission you can easily tinker around with loadouts and classes for each mission. Also helps a lot with the new material that is coming out.
“No plan survives first contact with the enemy” -Helmuth von Moltke the Elder
Grenades Suck - me in single plans
@@ControlledPairsGaming Flashbangs?- me responding to you
.. unless your plan is to have first contact with the enemy
This is like the growlingsidewinder for infantry and I love it!
You have no idea how much I appreciate that comparison.
@@ControlledPairsGaming It's well deserved, your videos are outstanding, and very educational
I also concur! You are very knowledgable, and this top-down format REALLY highlights that. I have been going through some of your older content now and enjoying it. Make content that allows that knowledge to shine. Don't be afraid to go detail oriented on us, it's why many of us are here.
Y'know now that you said it I totally agree, I didn't make the comparison because different kind of game but yup, now I can't stop thinking about it... send help
Accurate
You had a different mindset approaching this. I did it as silent as I could so the bad guys didn’t even knew that I was there
How did you reach hostages without being caught. Hostages are almost always in the same room and to get there you have got to encounter at least 1 enemy
@@dogukantaytuglu I didn’t go completely silent, that’s impossible, but they noticed very late that I was there
@@dogukantaytuglu You’d be surprised How much of this game can be done without raising alarm
@@Pluto-og5nh the hostage exchange at the bridge has a challenge to not trigger the alarm. That one is… challenging…
@@kristofferjohansson3768 it's all right. just use suppressed guns. People have even done that mission with Fergie only
"i dont want my hostages to get dead" lol
I don't even have this game and I still watch these videos. I find that they even help me withy my COD play.
More dynamic planning over single plans. Environment is always changing and the need to adapt is always there.
All day!
Contemporaneous planning gang.
I'm addicted to these
Guys I'm hosting a CQB event in Ground Branch for my channel members on January 2nd. I'm also giving away 4 copies of the game to channel members. Want in? Click the join button and jump in the discord to enter.
I feel like after binge watching like 5 of these vids me n the bois could easily breach some trap lords house
Using the L key, you can put the game into slow motion
How did I not know this?? XD
I like your funny words magic man
That was awesome! Honestly, having to adapt your plan to unforeseen circumstances was always my favorite part of doorkickers 1, and now 2. I do love seeing the way others (ESPECIALLY you my friend) think about their strategies and tackle these tough situations :)
Thanks so much!
I know you don’t like talking about your military experience but I haven’t heard someone say “isolation and containment” since I’ve been in as well. Maybe DM me I’m just curious
Oh I've been watching your content from a far, my dude. I'll ping you on discord.
@@ControlledPairsGaming that's awesome XD
@Bryan Ott No way you're a real person lmao
@Bryan Ott I had no idea you could get that. Does a request like that let you see if they’ve ever actually deployed? Or does it go down to show CIB/CAB or C devices too? There’s some senior NCO’s in my unit who were stuck on rear D when I went to Iraq/Syria that told all our new dicks about the crazy shit they got in that was “much more insane than what we went through.” God I’d love to wipe that smirk off their faces
@Bryan Ott you filed a FoIA request on someone? (who's identity you presumably don't know) Im more than a little confused on what your trying to achieve. Care to elaborate?
Damn you really have a tactical mind. I cant even play without checking each room with that spy camera thing
Damn, that hostage room situation was very challenging. Think your guy up top could've survived if he didn't extend as far out as he did (or at least not at the speed at which he did it). You can also use clear commands, that way they'll hold if they take contact and will only continue once the threat is no longer visible or neutralized. That way you could've just peeked your corner slightly and continued periodically once safe. But I do however understand the dynamic and fast approach. Enjoyed the episode once again, you're killing it with this series!
Thanks man!
don't know, if this has been already mentioned, but I love how this has go-code planning phases, just like back on the first Rainbow Six
"I don't want my hostages to get dead." CPG, Circa 2020. XD
Nice video, man. Really enjoyable. And besides that, i don't know if you noticed, but one of your guys did have a wall charge left.
Lol put it on a poster.
I could be wrong, but I'm pretty sure he needed a slap charge, unless full wall breaches can be used on regular doors...with hostages behind. At least, thats what I thought when that happened, feel free to correct me.
This is the best tactical candy on TH-cam!
Keep up the great work!
nom
I’m going dynamic all the time, that’s why there’s only 2 operatives that’s alive at the end of the mission
Nice video as always! Love seeing you struggle with the more difficult maps :)
The struggle is real!
finally I can watch all your videos , caugt up with em and am now ahead of your videos :D
This one was actually really fun. Got it on my second try (messed up go codes) .... but got lucky with an enemy frag ^^
Looking forward for more.
So far all the tipps I could gather from your videos helping a ton. Finding and forcing the L , avoid funnel, hold and "play" angles. thanks.
Glad you like them!
For anyone doing this mission, you can get grenades over the wall separating the first open space in the lower left and the back courtyard. I used this on my playthrough. You can also gain a huge advantage by wall charging through there into the back courtyard and getting two barrels on the hole.
I’m so happy I found your channel. I am loving your content and an super interested in the games you play
Glad you enjoy it!
I just purchased the game due to your vids. And it is sooo awesome! Love it. By far better than DK1.
i played this map with 2 silenced soldiers just went into the hostage room smoked the windows and walked back out peacefully with the hostages
Honestly for that casualty I think it would be fair to put the blame on the game rather than yourself. On that locked door you used the crowbar thing instead of the hammer, so your entry was way too late compared to what your plan was. The guy that died would at least have a chance if the entry was done the way you had in mind at first by causing the tango that killed him to get distracted or giving you the option to peek slower than you did.
Overall, really enjoyed watching it! Great stuff!
Thanks man!
Got this game solely because of your channel. Love it, but I’m having some trouble chaining actions together off of go codes and where to put what go codes when. A tutorial on the basics of what activates when go codes are pushed and how to put them before / after actions would be really appreciated.
Simply put, the operator will immediately halt on a waypoint with a Go Code. If you put the Go Code on an action such as opening a door or throwing a grenade, your operator will walk to that waypoint but won't carry out the action before you call the Go Code. The two kinds of breaching charges are the exceptions: if you put a Go Code on the charge planting waypoint, your operator will approach and plant the charge, then wait for you to call the Go Code to detonate the charge and continue the plan.
Thanks, man
@@abuyousef6224 I wish they would put that in writing in the game. That makes much more sense now.
Smoke can be great for negating those long unknown sightlines at the end. So glad they added it in this sequel! If it was iron-man, I would have smoked the window spaces, secured the hostages, then (hopefully) left before the smoke cleared. Great run though
I appreciate your commitment to having rear security in the spawn areas but threats never come from beyond the map. Might be best to assume that rear security is already covered by elements who are off camera.
Yeah, as you saw later on I essentially conceded that.
@@ControlledPairsGaming that’s me jumping the gun then sorry, haven’t finished the video yet
@@beltempest4448 I almost did the same, saw it later XD
Thats not really always the case my dude, i'm not gonna do any spoilers here but dropped rear sec once on a large map reckoning noone would come and all of my troops were anihilated by an enemy group from behind
@@friedrichjaeger367 what!? Didn’t know that. Well I stand corrected.
We desperately need a playthrough on Maniacs mansion! It's so hard and i would love to see what you to with it!
Keep up the good work! Love the series!
I think a bit of smoke to cover the windows and any other courtyard facing breach would have been a lot of protection. Also a Markman might also have been usefull to clear those enemies in the distance with lower risk.
Going in that room with 2 huge windows is the worse idea. Live that room for later. Clear the entire building but that one.
Then prepare a couple on top. a couple to plast the south wall and a couple entering that room (with an addition of 1 flash + pieing since that room is dangerous ...
I never played this game but I play DK1 since some time and I mean I watch you and have "some experience". dominating that room with 2 windows will allow major advantage later but first u need to access that big cache area with breach north and south. Indeed u do so.
love your suggestions and to game designers for more realism.. i really want to play a game that is realistic not cheap stuff... Well said keep feeding them good ideas.
For what it's worth I'd like you to stay dynamic. The single plan feels so... Hollywood.
Thanks for the feedback.
is there a replay system that allows you to watch all of your actions back in realtime? if so it woukd be super cool to see that at the end of the video
Not yet. Soon!
Love these door kickers vids. One bit of criticism: sometimes you do things that you say you wouldn’t do real world but you do it in the game (like standing close to the breaching charges). I think it would be more interesting if u did EVERYTHING according to to real world tactics.
(I’m still going to watch and 👍 all of them weather or not you take my suggestion)😁
Agreed. More like that from now on.
Just to add my own five cents to the question. There simply are things that cannot be done due to game limitations. However, as CPG mentioned in his video, he wishes that he devs might add some more depth to certain game elements (like door/wall breaches having a backblast that might fatally injure combatants behind them) which I do agree on.
This one took me so many attempts! But I like figuring it out on my own first then come here to "compare my answer" with the pro :D
I like your videos very much, though I have a few issues with the execution of the rescue. Multiple times the operators threw flashbangs while exposed to enemy fire, when they'd be of more use putting more barrels down range. You can always throw the banger after those initial tangos are down if you want to stun anyone hiding out of sight. Once the man doing the pieing was walking across the guy providing him security (when he pied the room you initially assumed to contain hostages). That is dangerous as he could get into a crossfire from his colleague and the enemies. The last issue isn't really a mistake, just a difference in approach - I found it useful to utilize two operators to clear the top left room from the outside via a window after the first courtyard has been cleared. Gives you a pincered approach towards the hall at the top later, and six men are a bit crowded there anyways.
Dann this channel is underrated im loving these videos!
Glad you like them!
Yooo I played the first game, absolutely loved it. But more importantly this commentary thooo, it’s awesome to listen to :()
Great video! Last one got unlucky.
Tell me about it
Ok I’m confused. This comment is 3 days old but the video came out like 40 minutes ago. Ummmm wtf?
@@jayswizzle57 channel members maybe, that's all I can think of
Everybody is a hero... behind a computer screen...
Wat
The issue was always that top door that opened directly into courtyard, you always needed someone dedicated to it, but it was completely useless to you. It was impossible to safely clear the courtyard, because the combatants in the courtyard have really good angles on the door and have more cover than people in the hostage room.
At least that's my problem with the level, I can't 3 star it!
This map was always a difficult one, especially with those windows.
RIGHT?
As soon as I got there myself I thought- Welp. This'll go terrible.
Sometimes my rangers just look at the enemy with full ammo and don’t even shoot, it’s so annoying, whenever they just stare for long enough for the enemy to turn around and get lucky critical hits
@@BisexualPlagueDoctor i think that might be due to invisible barriers. But thats just a guess.
@@maxgould2461 well if that were the case then I wouldn’t be able to walk in the room, or get shot at. It’s probably just a glitch in processing the fact that they gotta shoot, idk though.
It may have been possible to to grenade the insurgents outside and/or to breach the courtyard gates and attack them from two sides.
Push Notification gang represent 🔥
i would love to see missions like this in ground branch
That's the plan!
I think you're never going to get single plans working if you treat it as a real life scenario, but I hope to be proven wrong.
Jesus! This game is like Rainbow Six Rogue Spear from 90s!
Question: Why, around 8:35, did you place Ochre at the left wall (west) if he is supposed to cover where you came from? He can't see the threats that could threaten Green at the right/eastern wall.
With two known, spread out entry points behind you, what's the protocol for securing both as best you can in general?
I want to start seeing the full play through video at the end! Lol
All of the recent videos have it, as the feature was just added.
One missing thing was: throwing a flash above the wall (if the game allows to and doesn't "roof top" the wall to the infine towards the sky, however more flashes should have been thrown. At least a second, and when you reached that door you should have avoided giving yourself up, this is an error that can be done often (but surely avoided if one just sees what is the FUTURE panning\ sector of view of the future position taken and checks it with the UNSEEN areas. Like this one can avoid to "raise the dust".
With flashes this could have been a cake walk. wonderful mission design by devs though. Looking forward to use this game... but
They must add more stuff like bullets going through protections (just make stuff not protecting unless they can do create through wall traveling happen, despite many will start to cry saying walls in houses do block bullets ... it's absolutely not true. So I hope this and other punishing stuff like blue on blue and damage from wall and door explosions does exist.
The show Six that was stupidly canceled because hurted american propaganda, being too good at being realistic and well written, also had a episode showing how is important the job of the charge setting member, as if few grams of more powder or a different mix is used, it can cause the failure and death of all the team for different reasons (also because fragments of the iron door can project if a charge is too strong or wrongly chosen or put).
I wish devs could also reach this level of depth: knowing what door you have in intel and allow player to choose the proper charges (or at least in game always allow the player to chose between different charge mixes). You got what I mean.
These vids are awesome!! Any chance you could slip the after action video in after you’ve completed the missions. It would be awesome to see the whole plan in real time after you went through all the effort of planning it.
The devs say it's a feature they're adding later into the game, it's not in yet
once you complete a mission i think it would be a cool idea for you to show the full replay with no pauses.
I do
Just found out that you can customize each character's guns by swapping their optics and such, do you ever fiddle with that?
I do. Typically not in the video tho.
Great videos. Made me buy the 1st one on mobile. Keep them coming. :)
I only play dynamic, because i actually have control over it and it allows me to fix my mistakes, or at least minimize the damage.
I crushed this on single plan pretty easily, i was quite surprised actually.
Ok John Wick 🤣
@@ControlledPairsGaming I have two runs under 45 seconds recorded, but they wouldn't win any awards for tactical realism.
Could you have breached through the the wall seperating the two courtyards to take out the long threats sacrificing the deep rooms to eliminate threats from an odd angle?
Real time always seems to work if a single plan isn't working at all. Although i hate pausing because i would get a star less. But if its too much. I tend to pause but i try to play in real time as much as possible. The game doesn't take in account for the time your troops are throwing grenades. So i try to strategize as much as possible in that time.
You completely sold me on the game
Aye!
Hi, I’ve noticed that in your initial plan in 0:46 you’ve planned to take 2 operators to take a peek of the top left room, but abolished it as in the final operation. Maybe I missed the explanation for this in the video but may I ask why for that decision? When I was playing DK1 I always thought if I could isolate and neutralize the enemies at different positions on the map at the first phase, it would be easier to commence the next phase, and it would be even better (from my experience though) to attack simultaneously from different angles because the operators can cross the window on top left after neutralizing the threat, and then wall charged the hallway. Is that because such decision would be too dangerous for only two men?
At 7:28 your rear guard into a bad spot IMO. A bad guy could move in and shoot one of the right door guards without your rear guard being able to engage him.
Yeah, agreed. Came searching for this comment...
Great catch
hey how do you maintain the angle of fire indicated by the blue dashed line? i only manage to get the short yellow line which rapidly gets replaced with the trooper's movement direction in longer queued actions
You mean how do you activate pie? If so then I got no clue.
Do both. Very different tactics and would be interesting to see
Pov: youre trying to sneak into a movie with the bois
nice job on this one
Thanks!
That was messy lol, super tough level
just curios: at 5:30, is there any advantage to having assaulters maintain cross coverage rather than having them cover the doorway closest to them?
I don't remember what the doctrine says, but cross coverage is a great thing. Basically, it's easier to see into the doorway/room that's opposite to you, and you can more easily manuever your gun to engage targets in that door way than you would having to corner peek the one that's closest to you. I'm sure there's a couple of other reasons that I've forgotten
My general rule is cross until the barrel is at the threshold, transition when the handheld is going in, then go dynamic. I don't think there is an "always right" answer, as long as everyone is trained and rehearsed.
You sir, earned my sub
You should try the random maps, they’re actually very fun
How do you get coloured plan paths? Mine are the same for all people
Drinking game:
Take a shot everytime he says dynamic
Or geometry!
Quick question: When you entered the room with the hostages, why didn't you set a wall charge at the garage door to flank the enemies with two guys? Is there a down-side to that plan or did you just overlook that you still had wall charges?
He said that he had no wall charges left.
What is your military experience with room clearance drills other than books? Honest question. I find this interesting to watch. Thanks
A,B,C,D active the plans
Out of curiosity, what made you suspect that the hostages were held in the top right room. From the terrorist pov, I would rather the hostages be in a room with plenty of coverage from my side, ie, the room with the big windows.
I just a civilian, but wouldn't this game be perfect for evaluating a soldier's CQB knowledge and reaction? It just has to be a developer's version and that's very simple.
It’s not 100% accurate, I’m also just a civilian, but while this can semi evaluate, it wouldn’t be the most accurate.
Hey, poll for you OG doorkicker players- is it just me, or are most of the in game voice lines exactly the same?
I really do like this
i dun know why double wall charge on those door, one are not enough?
When you talk "L"'s, is it formed from the direction of your facing, or in relation to the room layout, is there inverted L's or anything? Are you making L's in relation to north/south? I realise the static map layout probably makes a difference.
I just mean positioning the dudes in such a way as a static target in the center of the room could be engaged from two flanks simultaneously.
Cool yep. Just trying to figure out the difference between hard coded doctrine and sound advice, if ya get me.
I'm a civilian risk assessor so I'm interested in how you make these choices and how tight procedures are... and everything basically. Thanks :)
It's worth mentioning I get a real sense of your risk assessments via the game when you start getting really concerned when the risk is clear cut to you. "This is exceptionally dangerous" and so forth. Helps a lot to get the feel for what you're thinking.
I actually blew up one hostage with a nade on my first try xd
fuze the hostage :p
you should add the full speed playthrough video at the end if you can
I just started playing this game and I just speed through every map without planning which got most of my troops killed. Lol, now watching this, I’m gonna start planning. Btw, how do you assign different waypoint colors for each soldiers?
How is it possible top Walk to Point a but target Point b?
Hold shift
Danke
Ayeeee lets go
Did you serve? I know nothing about CQB so I don’t know if you speak from experience or if you are just very well educated on the subject. Really awesome content btw
I don't know why, but I prefer the first one. It gave me goosebumps, nervous, punchy when playing it. While doorkicker 2 hmm, I think the atmosphere is not as dibble as the first one. And I think doorkicker is better with 2d style, or semi 3d? Idk, just my opinion
Great vid
Where did you learn your TTPs?
Act of Valor and Airsoft Club 🤣😉
hmm, why not have a flanking party go trogh northern window in quiet mode?
Too bad your initial single plan didn't work. Speaking of single plans, if you're still interested in No Plan B, my offer still stands ;D
Absolutely interested.
Is this game possible to be played on mac?
Just recently found your channel and I was wondering if I should get this game. It looks super interesting. I wanted some opinions of it
They’ve recently added random maps to the mix so if you enjoy being able to customize before each map then it has a large amount of replay ability.
If you aren’t someone whose focused on getting 3 star on every mission you can easily tinker around with loadouts and classes for each mission. Also helps a lot with the new material that is coming out.
sorry but... where do u have your real life tactics from ?
Just make em up
@@ControlledPairsGaming ah so you have no real life experiance ?
big ups
You're the real MVP. Appreciate your support, man.
Could you please share a little about your experience or is it all just from playing video games? I ask sincerely as I just found your videos.
@@connorhuchteman Well so was I am, it's not top secret so he could let me know in a way that the general public wouldn't understand.
Hit me up on discord, man. Just not something I get into out here.
@@ControlledPairsGaming Message sent.
Can you also post/add to the video the clear by itself, you know the full clear without the stops in one go
Basically higher graphics vodobanka
This is why we need a real rainbow six 4