Check the links in the description. Maps can be easily downloaded throughsteam workshop. Mods are downloaded from Nexusmods.com and extracted to the "mods" folder in the DK2 file where the rest of your steam-steamapps-commom files are at.
if you weren't aware, you can actually put the door charge and the flashbang to the same go-code so when the charge is activated and grenade is thrown, in the new update the operators will actually wait for the grenade to go off before moving on their path which can save you from having to awkwardly time their entry
Also, when manually opening a door, you can have one guy prepare a flashbang, open the door and then immediately throw. Just pick the flashbang in the menu where you can choose between kicking or gently opening
This mod is so fun for hostage rescues, especially if you set enemy count to max, the speed you need to keep the hostages alive is insane in those situations
Your videos always bring a smile on my face! So glad to see you play this way, with the added suspense of the fog of war in randomly generated maps. It's become my favorite way to play, and should be an official game mode/option. Would be great to have outside areas visible like before and only inside spaces blacked out. Lots of new possibilities, especially if mission builders control fog of war individually.
Man this is good. I feel like going in blind should be an option without any mods, but hey at least they allow full mod support! I suppose it is still slightly flawed that when you prep a bang or nade you can at least see the interior layout as far as walls and doorways but... eh
I understand how you feel about the nades. Unfortunately, I don't know how exactly I could remove the throwable GUI elements so that it would not reveal the layout of the room...
i'm really surprised that the fog of war aspect isn't part of the base game. it seems like it would be! I guess blacking out the map doesn't mean much since the rooms stay the same, but if there was ever a procedural MOUT killhouse that compiled rooms together randomly then this would be awesome
There is a procedural map system that allows you some options for the size & mission type, and even some degree of control over how many enemies are present
The easiest way I’ve found to control who goes #1 through the door is elongating the path before the door for the rest of the stack. Stretch #2 and 3 so they have a further distance to cover. Anyone past that are already far enough you can send them normally.
Paris, try the new move mode. When drawing a path for 2 operataros and of course for the next ones, hold down the left ctrl, then the whole squad will adjust the speed to the slowest or first in the line
I recommend using the Realistic Rangers mod as it's compatible with Tier One and let's you have about a platoons worth of Rangers + supporting elements
Ive been waiting on this one for awhile. I hope you do more missions with going in blind it seems like it would be a very good teaching tool. I always play more carefully and tactically when i have it on because its hard to know whether you are entering a giant room or jusr a closet. I would like to see what you can really do with it.
It would be cool if they made the background black as well imo. It would make it a lot more vague in terms of the shape of the room you're going to enter, but probably not super realistic I guess. Realistically you would probably know the shape/size of the building by looking at it from the outside and not be totally clueless as to what you're going into
Somethings definitely different about how these guys move here they use to jus flow right thru each other like ghosts but now their actually sequencing and squad mates are actual hard obstacles? It's definitely realistic n makes u have to take sequencing way more seriously now and because of it that first room clearing was botched. There as no reason for that number one man to end up going thru that door last but jus because number 2 happened to be closer to the door he ended up going first and 3 and 4 right on his heel causing number 1 to end up being the last man lol... brutal Takeaway? Make sure your number one man is actually the closest guy to the door frame on the split stack otherwise your gonna get shwacked
I find it easiest to coordinate split stacks by sending one side first and waiting until everyone is actually through the door before sending the other side. Yes its a bit more tedious but it pretty much guarantees problems like this don't happen
I would like to see an update where once the enemy is aware they dig in and cover those entryways. You should be running into lots of blind firing and grenades being tossed at you through those doorways.
with the first room, it wasnt the flashbang. the guy you wanted as pointman clipped on the door and the team just blocked him. if you staggered their movement by a little bit, it would have been cleaner.
Weird audio bug I noticed on one of your other videos as well, if you start the vid at 7:30 right about when you say JR there is a super loud click/zap noise that happens on both my headphones and my speakers.
I would like to formally apologise for watching way too many of your videos but not be subscribed. You populate my home page so much I assumed I was a subscriber. But apparently not. So I have corrected that issue by hitting that subscribe button and thank you for your content and many hours of entertainment over the past year I’ve come across your videos
I'm glad I opened your eyes to the modding scene with Tier One 🤣 In all seriousness though, great content as always. I'd suggest trying the 7th SF; it's similar to SWAT in the sense that it's SF mixed with ANA, it's pretty good. Not Tier One balanced, though, even though it's compatible.
Im not a fan of this mod. The game’s pause mechanic is meant to simulate what your rangers will be doing in real time. For example, when performing “battle drill six” the operators will see the layout of the room as soon as they enter and address it accordingly. This mod just makes performing “battle drill six” more clunky.
Is not a mod. Right click on Start button and click Run and type this: %localappdata%\KillHouseGames\DoorKickers2 . Open options.xml file with notepad and modify keepDeadBodies="false" to keepDeadBodies="true"
buddy. i respectfully disagree with your room clearing! (at least the first room lol) yellow should stay put and hold what he's got, then the rest of the team flow in. only when the room is secure can they stack on another door. LEAVING BLUE IN FRONT OF A DOOR?? WHAT THE HELL edit: see what happened? if this was real world the mission would be a catastrophic fail. rule of thumb: never leave soldiers in front of doors; always have them off set (45 degree angle works best) and use your whole team! as i said, yellow had a great position clearing a good portion of the room, thats great, you have three free soldiers to get that dead space then. i dont know what your background is, you sound really knowledgeable but in the infantry we do things differently.
He is an Army Ranger. So pretty sure he knows his shit. As for infantry vs Special Operations, everyone has their own way of doing it. If it works, its right. Also, this is a game, and you can only do so much because of the limitations of it.
How do u download mods to dk2? I wanna try this!
Check the links in the description. Maps can be easily downloaded throughsteam workshop. Mods are downloaded from Nexusmods.com and extracted to the "mods" folder in the DK2 file where the rest of your steam-steamapps-commom files are at.
@@ControlledPairsGaming Ty, I've tried this before and couldn't seem to get it to work but I'll try again
@@ControlledPairsGaming Do mods work with co-op?
Yes, but all players each need to have the mod installed for Co-op play.
If anyone is having issues right now, Nexus mods is currently having website / server issues, so you may need to wait a few hours and try again.
if you weren't aware, you can actually put the door charge and the flashbang to the same go-code so when the charge is activated and grenade is thrown, in the new update the operators will actually wait for the grenade to go off before moving on their path which can save you from having to awkwardly time their entry
Also, when manually opening a door, you can have one guy prepare a flashbang, open the door and then immediately throw. Just pick the flashbang in the menu where you can choose between kicking or gently opening
@@McMxxCiV That leaves the 1 man exposed upon opening the door, theres a reason we have the 2/3 man deploy the flash
@@barry2147 Fair enough. I was thinking of situations where you need to clear rooms with one man, because of casualties or limited operators
"Battle Drill Sick" ... does that involve skateboards & blink-182? If so, I'm keen lmao
New shirt design?
Snowboard instead for alpine environments. But yes it's a radical specialist technique for "running the rabbit".
"Battle drill sick" sums it up pretty nicely 2:53
This mod is so fun for hostage rescues, especially if you set enemy count to max, the speed you need to keep the hostages alive is insane in those situations
Let’s goooo! Hope you are enjoying DK2 mods papa Pairs, because we have more incoming!
They're soooooo gooooooooooooood
Word of advice, for better synchronisation put a wait till clear on the breacher or the second stack in a split stack.
How do you do that?
@@tearstoneactual9773 little thumbs up symbol, it’s next to the go codes.
That kinda sucks that aiming the flashbang still gives away the layout in the shadows, but still a nice mod to have!
Your videos always bring a smile on my face! So glad to see you play this way, with the added suspense of the fog of war in randomly generated maps. It's become my favorite way to play, and should be an official game mode/option.
Would be great to have outside areas visible like before and only inside spaces blacked out. Lots of new possibilities, especially if mission builders control fog of war individually.
I was just thinking the same thing. As in, you have some satellite imaging but no intel on the house. Either way its a great idea as is!
Man this is good. I feel like going in blind should be an option without any mods, but hey at least they allow full mod support! I suppose it is still slightly flawed that when you prep a bang or nade you can at least see the interior layout as far as walls and doorways but... eh
It was an option in Doorkickers 1
I understand how you feel about the nades. Unfortunately, I don't know how exactly I could remove the throwable GUI elements so that it would not reveal the layout of the room...
Really awesome gameplay Controlledpairs! I'd love to see you play more VR and door kickers 2 man!
i'm really surprised that the fog of war aspect isn't part of the base game. it seems like it would be! I guess blacking out the map doesn't mean much since the rooms stay the same, but if there was ever a procedural MOUT killhouse that compiled rooms together randomly then this would be awesome
There is a procedural map system that allows you some options for the size & mission type, and even some degree of control over how many enemies are present
The highlight at the end is always the best part.
Thank you very much for trying out the mod! ^_^ I hope this influences the devs to finally implement a more complete version of this feature.
Any progress on fixing the windows/doors bug? Would love to use the mod but its unuseable currently
@@barry2147 Try reinstalling and using the mod again and reply back if it has worked.
I used your code and have had a blast.
The easiest way I’ve found to control who goes #1 through the door is elongating the path before the door for the rest of the stack. Stretch #2 and 3 so they have a further distance to cover. Anyone past that are already far enough you can send them normally.
I remember I posted a comment suggesting something like this a while back. It's cool to see it come to life.
Actually mad asf that this man isn’t at 100k subs, there’s no way he’s too good at what he does. Love you Controlled Pairs
Oh it’s here! Freaking awesome. Been waiting for this for a long time
Let’s gooo! I’ve been catching up on all your vids lately and now a new door kickers vid is perfect.
"Battle Drill Sick" sounds like a dope t-shirt to wear to parties
I would love to see the 7th group mod featured on this channel. Having partner force and SOF is quite a fun mix
Paris, try the new move mode. When drawing a path for 2 operataros and of course for the next ones, hold down the left ctrl, then the whole squad will adjust the speed to the slowest or first in the line
I recommend using the Realistic Rangers mod as it's compatible with Tier One and let's you have about a platoons worth of Rangers + supporting elements
Yes! This is exactly what I was waiting for!
Unbelievably accurate CQB tactics. Insane
After watching a bunch of your DK2 content I've finally understand cqb a bit more and I've gotten way better in these type of games.
Ive been waiting on this one for awhile. I hope you do more missions with going in blind it seems like it would be a very good teaching tool. I always play more carefully and tactically when i have it on because its hard to know whether you are entering a giant room or jusr a closet. I would like to see what you can really do with it.
It would be cool if they made the background black as well imo. It would make it a lot more vague in terms of the shape of the room you're going to enter, but probably not super realistic I guess. Realistically you would probably know the shape/size of the building by looking at it from the outside and not be totally clueless as to what you're going into
This was actually a really cool breakdown of CQB. It felt like an online university lecture on how to kick doors.
Somethings definitely different about how these guys move here they use to jus flow right thru each other like ghosts but now their actually sequencing and squad mates are actual hard obstacles?
It's definitely realistic n makes u have to take sequencing way more seriously now and because of it that first room clearing was botched.
There as no reason for that number one man to end up going thru that door last but jus because number 2 happened to be closer to the door he ended up going first and 3 and 4 right on his heel causing number 1 to end up being the last man lol... brutal
Takeaway? Make sure your number one man is actually the closest guy to the door frame on the split stack otherwise your gonna get shwacked
I find it easiest to coordinate split stacks by sending one side first and waiting until everyone is actually through the door before sending the other side. Yes its a bit more tedious but it pretty much guarantees problems like this don't happen
Class is in session
I just got this game and have been playing the whole game this way. so challenging.
Have you seen the June update trailer for Ready or Not? It’s looking good
Looks insanely good
I would like to see an update where once the enemy is aware they dig in and cover those entryways. You should be running into lots of blind firing and grenades being tossed at you through those doorways.
Totally agree. You see it sometimes but it's the exception not the rule.
Sick! FoW aspect notches up each room evolution!! Noice.
with the first room, it wasnt the flashbang. the guy you wanted as pointman clipped on the door and the team just blocked him. if you staggered their movement by a little bit, it would have been cleaner.
Yeah, you really gotta send one side at a time in these situations if you dont wanna use go codes.
Also, smoke crack
Weird audio bug I noticed on one of your other videos as well, if you start the vid at 7:30 right about when you say JR there is a super loud click/zap noise that happens on both my headphones and my speakers.
Yeah. Caught that too. I apologize. I think it was a rendering issue in Davinci. I'll do some research and see what's causing it.
@@ControlledPairsGaming No worries, just figure I'd say something! Great videos I've been binging this series since I found it.
Thank God for you, I thought my headset was busted
crosshin thresholds was a real struggle on this one ahah
I would like to formally apologise for watching way too many of your videos but not be subscribed. You populate my home page so much I assumed I was a subscriber. But apparently not. So I have corrected that issue by hitting that subscribe button and thank you for your content and many hours of entertainment over the past year I’ve come across your videos
Big love! Thanks for being here.
Should honestly be a vanilla option, but it is nice that someone made it.
I hope you get the 100k man. I enjoy your videos.
I'm glad I opened your eyes to the modding scene with Tier One 🤣
In all seriousness though, great content as always.
I'd suggest trying the 7th SF; it's similar to SWAT in the sense that it's SF mixed with ANA, it's pretty good.
Not Tier One balanced, though, even though it's compatible.
Looks pretty fun I gotta try this someday.
Awesome mod! This should be as a game mode in the main game!
The normal top view is definably better for replays in my opinion.
Much better gameplay with this mod though !
This is how the game should be played, now just need to add friendly fire and door penatration
12:36 Didn't expect the bad guys would have teleporters! Must be some new Russian tech
Very well done
Controlled 'bout to have to pull out a Door Kickers loan
Finally!
Ah, good. Fog of war is finally here. I’m interested to see how you do without the usual Godlike intel.
I think Battle Drill Sick is it’s new name from now on
Oh man. Now this is scary!
That "pie" mark looks like a slice of pizza
Cool fog of war mod. Good shit👍
This looks fun!
Head goon sent me to your channel from KILLWAGER
If you have a 4 man team, is splitting it into 2 buddy teams to cover more ground a viable tactic?
wow! now the 'going in blind' mod separates the men from the boys.
nice
7:33 ow
Can you do a video on how to get the tier one overhaul. I tried recently and was not able to figure out how to install it.
Im not a fan of this mod. The game’s pause mechanic is meant to simulate what your rangers will be doing in real time. For example, when performing “battle drill six” the operators will see the layout of the room as soon as they enter and address it accordingly. This mod just makes performing “battle drill six” more clunky.
Use the thumbs up helps orient the stack better
Great content!!!
at 10:34 is a weird audio glitch.
How do you get the close up third person shots in the mission replay?
Developer mode 1st person camera
how did you get inf stars?
how to set up FPV replay?
What mod for the bodies tos stay?
Is not a mod. Right click on Start button and click Run and type this: %localappdata%\KillHouseGames\DoorKickers2 . Open options.xml file with notepad and modify keepDeadBodies="false" to keepDeadBodies="true"
@@Lucidrom ah, thank you man!
Any sound glitches from time to time to anyone?
What's with the sound screeches at times?
Unfortunately a bad tender that I didn't catch till after upload
@@ControlledPairsGaming Made it through, but my ears hurt from it.
Interesting mod; glad you checked it out.
Coolio.
Subscribe, CP is an amazing content creator. No regrets!
How do you do the replay?
Film it in multiple angles then cut it in post. I use the dev first person camera for the indoor shots.
buddy. i respectfully disagree with your room clearing! (at least the first room lol)
yellow should stay put and hold what he's got, then the rest of the team flow in.
only when the room is secure can they stack on another door.
LEAVING BLUE IN FRONT OF A DOOR?? WHAT THE HELL
edit: see what happened? if this was real world the mission would be a catastrophic fail.
rule of thumb: never leave soldiers in front of doors; always have them off set (45 degree angle works best)
and use your whole team! as i said, yellow had a great position clearing a good portion of the room, thats great, you have three free soldiers to get that dead space then.
i dont know what your background is, you sound really knowledgeable but in the infantry we do things differently.
🤣
He is an Army Ranger. So pretty sure he knows his shit. As for infantry vs Special Operations, everyone has their own way of doing it. If it works, its right. Also, this is a game, and you can only do so much because of the limitations of it.
Nice video, but the game volume is way way way too loud. Even with weak laptop speakers I got concerned that my family would wake up when they shot.
So you’re saying you shouldn’t sit out in the hallway for 75 min?
Can you tell me how to download door kickers 2 in android pls.
What mod do you use for the corner pie command? I can't find anything like it
Hold shift. It's stock.
@@ControlledPairsGaming oof now I feel dumb. Thanks lol
War crimes
Du Amateur