Mortars and aircraft both rely on line of sight in game, otherwise you could clear buildings off the map without actually putting your team in any danger.
Seems pretty weird considering the entire point of motars is to engage the enemy at a safe range without putting anyone in danger, but i guess it does make for better gameplay lol
Its a engine limitation. As it stands modders have no way to make call ins like that not rely on LOS. Basically the modders made a projectile that does zero damage act as the deal that calls in the mortars or air strike@@dr.wheezy3787
@@dr.wheezy3787 Yeah, it looks weird, but it is a mod, not a feature of a game right? so since it goes into a special item slot my guess is that the way the mod was made was simply to use mechanics of a granade or rocket louncher and modify the "outcome blast and damage area" so i gues that it is similiar "logic" as is it to bring only 8 guys to the mission of this scale :D
Real life requires LOS of some kind, otherwise your zeroing 'best guess' grid coordinates to your artillery. These mortars are clearly off the AO so you can't just give them 'Those guys over there' as accurate fire orders. Plus the mortar icon was still on your HQ when he made the order, so yeah he gave perfect location drop on his head.
i saw some comments about how the fire support is LOS-based so i thought i'd clear it up further :> fire support in ARES (including mortars and airstrikes) is LOS-based bc it works like an RPG internally :b you'd have your PLT leader/sarge or JTAC aim and shoot an invisible projectile at the target, then it summons the explosions after a delay so you can call in fire support from any distance, but you can't have objects between your trooper and the target that block line of sight smokes don't count, so you can just pop a smoke, get in the cloud, call in support, then retreat into cover and wait for impact but fire support can also be called in via thrown grenades (that's how IOV's fire support works) it's mostly the same thing as with the RPG method tho; once the grenade makes impact, the explosions will be summoned after a delay so you can call in fire support even if there's an obstacle (like a wall) in the way, but you're now limited in range bc thrown grenades have a hard cap on their maximum throw distance, and it can't be edited thru modding rn :/
You're channel is what got me into door kickers and I played it like a crack addiction for awhile and had to take a break......... I'm getting back into it again today. Game just scratched an itch I've been looking for....like chess with bullets
Karma, keep it up with the DK2 content. I've not been able to game very often, and you were my first real RoN and Arma3 youtuber I ever watched way back in the day. To answer your question about which button controls the "fire at will" command, it is "shift +F." You could also experiment with the "Go codes" (originally binded to 1234 buttons for ABCD) for delayed/synced breaches. One thing I'd also recommend is to try using the Ctrl+LMB for "movement synchronization" (basically, it makes your troops speed the same as the slowest trooper in the stack. Believe me, it's useful). There are a couple of 9 banger mods, but there is one that doesn't actually stun the enemy 9 times (it just flashes the screen, lol), but the other one works as intended. Personal preference, but have you thought of trying the weapons unleashed mod? It makes it to where every operator has access to every gun/armour in the game. I think it should be that way, adds for more customization options. Sorry for the long paragraph. Like i said, ive been watching you for a long time but recently ive only been able to keep up withyour DK2 videos as my mobile machine wont let me run RoN or Arma (watching the videos just puts me in the mood to play). Keep it up, and if you want someone to play this with, try Controlled Pairs Gaming. A DK2 collab would definitely be fun to watch.
I remember clearing this one and over and over I would always lose one man breaching the bunker in the middle of the map. I finally managed to beat it using the PMC mod. Two of the medium-range shooters on the western side of the bus, two men breaching the middle bunker, and the remaining four clearing the buildings, setting a breach charge north of the big group of enemies on the far eastern side of the map, and then everyone going loud at the same time and hitting the middle at the same time.
Seeing how your guys see so well in the dark, I realize that the Nowheraki forces I've been playing with don't have night vision equipment. Aouch. That's why it was so hard. Also, you can be a lot more confident in the enemies not seeing you in the dark.
I love your Door Kickers 2 videos, they got me into this game. It is the most wonderful, fun, frustrating piece of shit game of all time lol Aside: 4, maybe 5 non-bot comments out of 14. Holy shit youtube has a problem.
there are modded 9 bangers for the CAG and MARSOC factions, although just specific units get them..also there are glow sticks to indicate cleared rooms in that same mod
I hear Commandos is coming out this year 2024, like in 1 or 2 months. I'll have to finish kicking these doors and then go to my childhood game! Hope you'll make videos of old Commando also.
Ok thank you for the great long video on door kickers don’t get me wrong no hate I love controllers pairs and he specializes in explaining every little thing but I can never find good door kickers videos that’s isn’t broken down every second for an hours on end so thank you for the great door kickers video please bring more
Mortars in the game gave to have line of sight. Your selected location did not have clear line of sight. I have used them and they do work. Try it again and work it out.
Yeah this one was tricky when I first ran it. Overall, working around the the cliffside & working the buildings with a 6 man, you use two for rear security and clear the bunker with a 4 man, 2 man clears the bottom standalone truck and holds until bunker is clear. They move up to the bus once cleared, wait for the builders up top to be cleared and the 6 man to work their way all the way around and pin the final squad watching the hostages. And boom, perfect run and most times quiet too.
Does the Going In Blind mod have different settings? Presumably on a target like this, you'd have some sort of ISR that would let you see at least the exterior, even if there was no time for full IPB on the structures
You HAVE to play the OP 3EE missions by DrManHatten. These missions are insane! 24 OPERATORS. They will MELT your brain. I have only finished the first 3/8, and I've been working on them for a week.
I’m amazed there have been mods adding more…idk, “exotic” factions. American, British, continental European, that’s expected. But cool shit like eastern euro factions would be nice, or some SF shit from other places.
"Who developed this map is an absolute sadist" You are talking about a cold war era bunker, intentionally designed to be hard to breach "safely" for the breaching parties :)
They have the original door kickers in the play store. I play it a bunch. Controls aren't as smooth obviously because it's a tap screen instead of a dynamic mouse control. Still fun though especially for a mobile game.
Mortars and aircraft both rely on line of sight in game, otherwise you could clear buildings off the map without actually putting your team in any danger.
Seems pretty weird considering the entire point of motars is to engage the enemy at a safe range without putting anyone in danger, but i guess it does make for better gameplay lol
Its a engine limitation. As it stands modders have no way to make call ins like that not rely on LOS. Basically the modders made a projectile that does zero damage act as the deal that calls in the mortars or air strike@@dr.wheezy3787
@@dr.wheezy3787 Yeah, it looks weird, but it is a mod, not a feature of a game right? so since it goes into a special item slot my guess is that the way the mod was made was simply to use mechanics of a granade or rocket louncher and modify the "outcome blast and damage area" so i gues that it is similiar "logic" as is it to bring only 8 guys to the mission of this scale :D
Real life requires LOS of some kind, otherwise your zeroing 'best guess' grid coordinates to your artillery. These mortars are clearly off the AO so you can't just give them 'Those guys over there' as accurate fire orders.
Plus the mortar icon was still on your HQ when he made the order, so yeah he gave perfect location drop on his head.
Well thats why you have mortars in real life but if the devs think like this i aint sayng nun
Okay the short mortars made this scenario much more realistic. 😰
I'd imagine that something always goes unexpectedly pear-shaped. 🤨
When the mortars kept falling I was laughing so hard 😂 amazing
The audacity to say an A10 Thunderbolt 2 is too heavy of an offensive weapon for hostage rescue 😡😡
I was NOT expecting the Insurgency Sandstorm voicelines, but a welcome addition nonetheless
i saw some comments about how the fire support is LOS-based
so i thought i'd clear it up further :>
fire support in ARES (including mortars and airstrikes) is LOS-based bc it works like an RPG internally :b
you'd have your PLT leader/sarge or JTAC aim and shoot an invisible projectile at the target, then it summons the explosions after a delay
so you can call in fire support from any distance, but you can't have objects between your trooper and the target that block line of sight
smokes don't count, so you can just pop a smoke, get in the cloud, call in support, then retreat into cover and wait for impact
but fire support can also be called in via thrown grenades (that's how IOV's fire support works)
it's mostly the same thing as with the RPG method tho; once the grenade makes impact, the explosions will be summoned after a delay
so you can call in fire support even if there's an obstacle (like a wall) in the way, but you're now limited in range
bc thrown grenades have a hard cap on their maximum throw distance, and it can't be edited thru modding rn :/
You're channel is what got me into door kickers and I played it like a crack addiction for awhile and had to take a break......... I'm getting back into it again today.
Game just scratched an itch I've been looking for....like chess with bullets
Karma, keep it up with the DK2 content. I've not been able to game very often, and you were my first real RoN and Arma3 youtuber I ever watched way back in the day.
To answer your question about which button controls the "fire at will" command, it is "shift +F." You could also experiment with the "Go codes" (originally binded to 1234 buttons for ABCD) for delayed/synced breaches. One thing I'd also recommend is to try using the Ctrl+LMB for "movement synchronization" (basically, it makes your troops speed the same as the slowest trooper in the stack. Believe me, it's useful).
There are a couple of 9 banger mods, but there is one that doesn't actually stun the enemy 9 times (it just flashes the screen, lol), but the other one works as intended.
Personal preference, but have you thought of trying the weapons unleashed mod? It makes it to where every operator has access to every gun/armour in the game. I think it should be that way, adds for more customization options.
Sorry for the long paragraph. Like i said, ive been watching you for a long time but recently ive only been able to keep up withyour DK2 videos as my mobile machine wont let me run RoN or Arma (watching the videos just puts me in the mood to play).
Keep it up, and if you want someone to play this with, try Controlled Pairs Gaming. A DK2 collab would definitely be fun to watch.
This is by far my favorite level
I love watching you play this game more please!!
I've been watching your DK 2 stuff for a while now. This upload came as a surprise!
"im gonna drop chocolate to get this guy!"
hell yeah
Hearing the voice lines of the US Forces from Insurgency was such a vibe haha
I remember clearing this one and over and over I would always lose one man breaching the bunker in the middle of the map. I finally managed to beat it using the PMC mod. Two of the medium-range shooters on the western side of the bus, two men breaching the middle bunker, and the remaining four clearing the buildings, setting a breach charge north of the big group of enemies on the far eastern side of the map, and then everyone going loud at the same time and hitting the middle at the same time.
you comitted a cardinal sin and said 'repeat' over the radio, so the mortar teams had to punish your FAO's roflmao
Seeing how your guys see so well in the dark, I realize that the Nowheraki forces I've been playing with don't have night vision equipment.
Aouch. That's why it was so hard.
Also, you can be a lot more confident in the enemies not seeing you in the dark.
Would love to see more of this game
38:55 PAUSE Hol up waitaminute
29:17 - I believe you can just 'nade in front of the door, for it to swing open or be destroyed.
This is one of the best maps in DK2
Let’s Goooo 💯 more doors kickers
18:55 "Mistakes Were Made."
Shocked you and Pairs hadn't done a Going in Blind run.
Has this ever happened before IRL? Live broadcast interrupted by a rescue-team? Memri TV would never be the same.
i think it did but it wasnt on tv it was online most of broad cast like this are made online
Turn based pvp on this? What do you think? Possible? This is giving me commando nostalgia vibes. Love it and the content
shared turns might work, both teams plan for the next 10-20 seconds and then it shifts to a battle phase
There isnt even a campaign mode, long way off pvp
This gives me original xcom ufo defense vibes.👍
As a casual player, I was very proud of myself when I one starred this insane map
I love your Door Kickers 2 videos, they got me into this game. It is the most wonderful, fun, frustrating piece of shit game of all time lol
Aside: 4, maybe 5 non-bot comments out of 14. Holy shit youtube has a problem.
Was this a Live stream? If not, you definitely should. I would watch it live on a Friday and Saturday night
Glorious
DANGER CLOSE
Moose got inverted
there are modded 9 bangers for the CAG and MARSOC factions, although just specific units get them..also there are glow sticks to indicate cleared rooms in that same mod
I hear Commandos is coming out this year 2024, like in 1 or 2 months. I'll have to finish kicking these doors and then go to my childhood game! Hope you'll make videos of old Commando also.
Ok thank you for the great long video on door kickers don’t get me wrong no hate I love controllers pairs and he specializes in explaining every little thing but I can never find good door kickers videos that’s isn’t broken down every second for an hours on end so thank you for the great door kickers video please bring more
46:09 I thought you didn't grab air support?
Mortars in the game gave to have line of sight. Your selected location did not have clear line of sight. I have used them and they do work. Try it again and work it out.
Submitted title for DeArrow: Clearing a massive Soviet bunker in Door Kickers 2
Reason: Sensational
Thumbnail: 18:05
I would first go up to the gate at beginning just to see how that situation looked like.
Yeah this one was tricky when I first ran it. Overall, working around the the cliffside & working the buildings with a 6 man, you use two for rear security and clear the bunker with a 4 man, 2 man clears the bottom standalone truck and holds until bunker is clear. They move up to the bus once cleared, wait for the builders up top to be cleared and the 6 man to work their way all the way around and pin the final squad watching the hostages. And boom, perfect run and most times quiet too.
do you have mods that effect game play, my guys don't seem to maintain the aim angle I give them when they move?
wardaddy karmakut
Does the Going In Blind mod have different settings? Presumably on a target like this, you'd have some sort of ISR that would let you see at least the exterior, even if there was no time for full IPB on the structures
You HAVE to play the OP 3EE missions by DrManHatten. These missions are insane! 24 OPERATORS. They will MELT your brain. I have only finished the first 3/8, and I've been working on them for a week.
wish i can make maps for this game
How do you get airstikes?
Hey Karmakut, how do you manipulate how the deployed troops meter works? whenever I try to deploy the L.T it costs two slots
why does the reload voice line sound exactly like the insurgency sandstorm voice acting
definitely some insurgency voice line in here
what's the modlist- beside the first mods hes talking about? i feel like theres more
Why do I feel like Ive watched this before.
I’m amazed there have been mods adding more…idk, “exotic” factions. American, British, continental European, that’s expected. But cool shit like eastern euro factions would be nice, or some SF shit from other places.
Where do you get the mods?
PS this mission is annoying, snipers are useful.
I would love for you to try my missions I've made
Operation snowlands
Operation hacksaw
I am making many more aswell
what mods he use?
You need a LOS to the target for the mortars.
"Who developed this map is an absolute sadist"
You are talking about a cold war era bunker, intentionally designed to be hard to breach "safely" for the breaching parties :)
Bro's got some bot attention down here in the comments 😂
Bot
I need this in my pocket man, no news regarding pocket version yet?
Door kickers 1 is on Google play store (maybe Apple, too.) It's not quite the same, but the basics are there.
They have the original door kickers in the play store. I play it a bunch. Controls aren't as smooth obviously because it's a tap screen instead of a dynamic mouse control. Still fun though especially for a mobile game.
@@yukoncornelius73 ya I have played it, dk2 looks fun more
@@MithrandirGaming oh without a doubt
play with the IOV mod
W
Is this new updates?
I made this map with a single plan, i Lost a Lot of hours in this
Hello
First
30 seconds 0 views bro fell off