Door Kickers 2 - CIA Update

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 31

  • @medit_69
    @medit_69 3 ปีที่แล้ว +22

    I think if they add the option of add supressor to pistols or more SMG's than the MP5 will be more entertainment, i like so much this update!

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว +6

      The removal of the suppressed pistol is surprising, but I guess they thought it would be too easy with the current dynamics to use and undercover + SD pistol? I think they are trying to make all maps playable both loud or silent, which cannot be achieved.

    • @medit_69
      @medit_69 3 ปีที่แล้ว +3

      @@japlet8784 maybe if the supressors do less damage to make it more fair, will be so cool do missions with absolute stealth

    • @rambo-cambo3581
      @rambo-cambo3581 3 ปีที่แล้ว +1

      As good as a suppressed pistol would be - there's clearly a balance thing here
      You can't take an MP5 SD with more equipment for example
      The VSS as well? Pistols are too much

    • @rambo-cambo3581
      @rambo-cambo3581 3 ปีที่แล้ว

      @@japlet8784 op for CIA - you still get it for rangers

    • @jean-michelmusli5669
      @jean-michelmusli5669 3 ปีที่แล้ว +2

      Even with a supressor and subsonic bullets you aren’t really stealth, the sound of the shots and the reloading of the guns makes a lot of noises, i hope that they balance the stealth system so its more realistic.
      Irl the insurgents would know that you are here but with surprise and sometimes the cover of dark you can do as much damage as a stealthy boi, and even more by spreading general confusion.
      Lets hope they add that in the next updates.

  • @Haren94
    @Haren94 3 ปีที่แล้ว +4

    When I attempted the Snatch and Grab mission they enemy would be alerted with "They are here" as soon as the smoke screen appeared. Very surprised they didn't do that in your playthrough. The enemies would also magically be alerted of the operator's presence if they dropped their stealth when in the same room as the enemy, even when staying behind them.

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว +6

      When throwing smoke, make sure that no enemies are inside the white area (the smoke radius). Enemies inside will sound the alarm. Outside, they are just suspicious.
      About switching from stealth to loud, I think that doesn't make noise in itself, but notice the enemies have a red circle around them where they will detect you if you are close enough, even if behind them. So when leaving stealth, you can't be too close to them.

  • @gavins9846
    @gavins9846 3 ปีที่แล้ว +6

    Damn using the market as cover for your undercovers was cool

  • @therealgsicht
    @therealgsicht 3 ปีที่แล้ว +4

    Brilliant! It never occured to me to use semi-covert operators as bait.

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว +2

      I guess that's how you get undercover achievement here, but I haven't yet

  • @japlet8784
    @japlet8784  3 ปีที่แล้ว +7

    My comments on the update:
    1. The use of RPG/AT4 to blast walls from a distance adds some new possibilities to existing maps.
    2. Stealth play has been expanded, but I think still needs some work. We could have other mission types like gathering intel, which are less combat intensive, in order to exploit more the undercover play style. For stealth killing missions like 'Market Day', the combination of staying undetected and random enemy patrols makes the situation frustrating and not much fun. I think in these cases we should have either more real-time intel on the enemy positions to react accordingly, or more predictable patrols.
    3. The reduction of grenade range and adding inaccuracy to launchers seem as positive changes to me. Just one problem, how do you counter now an enemy blind firing behind cover that is beyond the reach of grenades? I would ask for a reduction in accuracy in blind fire.

    • @robertsmall1657
      @robertsmall1657 3 ปีที่แล้ว +5

      Blind fire accuracy is ridiculous. Way too accurate.

    • @arguy3297
      @arguy3297 3 ปีที่แล้ว +4

      I believe the silenced pistol is still there for the rangers. I read on a different video the devs plan on suppressors being an attachment for weapons in a future update. I salivate at the thought of a suppressed MK18

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว

      @@arguy3297 Yes, the Rangers equipment has not changed, except for the new AT4 and the removal of the lockpick. Suppressors for other weapon types would be cool and more realistic, but I think the current AI is not smart enough to fight against a full suppressed team. They are very dumb at understanding the battlefield layout and organizing themselves.

    • @Foxhound_J
      @Foxhound_J 3 ปีที่แล้ว +1

      @@japlet8784 i think if they just make the sound reduction range for larger caliber weapons more than the mp5 maybe like 10m instead of 3.5 that could be a balanced start to the introduction of the attachment

    • @kingsix2000
      @kingsix2000 3 ปีที่แล้ว

      @@arguy3297 I did make a mod for a suppressed Mk18 in the 0.7 version. It was pretty sweet. It was not that difficult, but getting the bitmaps and all to work I had to learn how to use Gimp as an image processing app.
      Now the challenge is to find out how to get the gui to add troopers when I try to expand the CIA faction with an additional troop type

  • @actualteddybear891
    @actualteddybear891 3 ปีที่แล้ว

    Pretty dope work.

  • @cretzer1113
    @cretzer1113 3 ปีที่แล้ว

    How did you get the red ghosts to move? in my game they were stuck in place even when moving.
    the only explainable thing I can come up with is maybe you cheated by the dev mode ctrl + f (in replay mode the red ghosts do move in CTRL + F mode)

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว

      Ah, keen observer. I rarely use dev mode, but in this map I was very annoyed about the random patrols so I turned it on. This was before the last update with the silenced pistol for undercover. My approach would be different now.

  • @bigboymaruko
    @bigboymaruko 3 ปีที่แล้ว

    how do you get your undercover operators to draw their weapons?

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว +3

      You use the same command as when switching primary weapon and pistol

    • @bigboymaruko
      @bigboymaruko 3 ปีที่แล้ว

      @@japlet8784 Thanks!

  • @brandonmutton6840
    @brandonmutton6840 3 ปีที่แล้ว +2

    really hate this update. the stealth aspect is almost non existent. even with this new shit 22 pistol and covert operatives

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว +2

      Making a stealth game is really another concept from CQB, so maybe the devs don't want to go too much into that. I think few maps are designed to be played full stealth, and even those are lacking in some features to make it more fun. I think much of the problem is the map design. You can check out my stealth map if you want another playstyle: steamcommunity.com/sharedfiles/filedetails/?id=2617337869

    • @brandonmutton6840
      @brandonmutton6840 3 ปีที่แล้ว

      @@japlet8784 agreed and cheers bro appreciate the input

    • @Keilnoth
      @Keilnoth 3 ปีที่แล้ว +1

      @@japlet8784 I don't hate the update, but I think they should not go the stealth way. What's fun is to blow stuff and program plans with good tactics and strategies. I am not really into sneaking behind lines of sight, hiding bodies or whatever. Otherwise, I'd play Splinter Cell. Their strategy planner need a lot of attention in my opinion. Sometimes it's even difficult to select the proper troop, or trigger the action in the right sequence. Do you know if they published some sort of roadmap?

    • @japlet8784
      @japlet8784  3 ปีที่แล้ว

      @@Keilnoth Yeah, maybe there are too few devs to support two different playstyles. You can search the steam forums, there are some features there they are planning to add, like nightvision, but not a clear roadmap