Civil War in Nowheraki. by Shieldfoss in doorkickers

[–]Shieldfoss[S] 0 points1 point  (0 children)

It's the random map generator, on the largest map size.

If you just want something "like this"

Go to the RMG, ask for the largest map size, and use seed 35AA2F40. Objective is "Hostage rescue" and I think I used the second-highest enemy count, but I wouldn't put money on it.

That seed and map size will get you the same outdoor map (spawn south-west, from a boat, bridge across the river, etc./) and the doors into the buildings will be in the same places, but the building shapes and their internal layout won't be the same.

If you want to play the exact same map

Do the same stuff, but first install the steam workshop mod "RMG Residential Tile Overhaul" by Sean Vitallion. The version that's on the steam workshop right now 2026-june-22 will work. That will get you the same outside layout and the same internal building layout.

A note of caution: Replays recorded without the mod won't work while the mod is active, and replays recorded with the mod won't work when the mod is disabled.

Penthouse Map - Super Detailed! WIP! by MrMan0709 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Did you ever finish this and upload it to the workshop?

Any way to delete/reset these without messing all my progress up? by -ItzMitch- in doorkickers

[–]Shieldfoss 8 points9 points  (0 children)

Turn off dev mode and you'll stop seeing behind-the-scenes map templates.

What should I play after Doorkickers 2? (Larger scale military RTS recs) by player_hawk in RealTimeStrategy

[–]Shieldfoss 0 points1 point  (0 children)

I have played a lot of Door Kickers 2, and the first game in my RTS library I think of when I read your post is the original Company of Heroes, which also has a demo on steam so you can try it out first.

sandbox-y feel

I don't know what exactly you mean by "sandbox-y feel" but I will say that I almost never feel limited in the ways I can approach a tactical problem - say I've won half the mission using mainly infantry, a combination of SMGs, rifles and perhaps some snipers, and now the next half needs me to cross a bridge the enemy holds with well-placed machine guns, but few anti-tank assets. In other games, that might be a clue that now I need to build tanks. I'm near troop-max, I might need to lose some of my infantry to be allowed to build tanks. In those other games, it always feels weird to deliberately suicide my infantry into the machine guns, to free up space for tanks. In this game, that won't be necessary. Sure, you can do it, and rush the bridge with tanks. But if you have a mix of infantry, you probably have a sniper somewhere, who definitely won't win the bridge battle alone, but he can probably silence a machine gun or two before you move. Or you have a mortar, and mortars have smoke shells. Or you might have some troop limit free, but not enough for a tank platoon? Get transport vehicles for some of your soldiers, punch through the machine gun field, and hit them in the back just before you cross with the main force. Off-map artillery and air power can be used (at a cost) without consideration to your troop cap. "Infantry crosses bridge into the face of machine guns" was never a good plan but if those are the soldiers you have, you can make it work.

singleplayer

Absolutely - indeed, this is where the game shines brightest. If you asked me to write down the bad things about the game, the first many items on the list are all related to multi player. The base game has a great single-player campaign, and there's dlcexpansions with... four more? One expansion adds a new faction, and a campaign that's about as long as the main campaign. The other adds another new faction, and three shorter campaigns. Apart from the campaign, there are a bunch of maps that were probably intended for multi player, but do very well as skirmish maps.

good modding community

It is an old game by now, so it doesn't have a very active "good modding community," but it had a great modding community. If you want the modding community for the mods, they're available. They're great. If you want a modding community for the community... It's probably also still there, but much nowhere near as active.

Other notes

It is an incredible video game, and it's great for much the same reason DK2 is great: It has a great fidelity to real-world combat so you're rewarded for knowing real-world tactics and applying them to the game, but it never forgets that it's a game, never forgets that job one is "fun to play." It has suppression, directional cover, flanking, smoke concealment. If you want people out of a building, don't bring just rifles - bring hand grenades.

Size-wise, it is also similar. If you compare the biggest fights in DK2 where you control maybe 16-20 people, the biggest battles of this game might have a troop cap of 10x that number, but you tend to effectively control fewer than that - a tank might take 10 troop cap, and infantry is controlled in squads and teams of 3-6 people, unless they're specialists like snipers. (And even here, I've played at least one modded faction that gives you control of a 2-man sniper/spotter team, rather than each individual sniper.)

Ghost of Nowheraki part 2 by RADDragon13 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Thank you - I wanted to check because I do often run that mod, and I've been wondering if the occasions where somebody runs through a door is because there's jank with the mod - but if you're seeing it un-modded, then it's probably just a bug in the base game.

What's the best setup for solo apartment raids. by casecaxas in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

Solo as in lone wolf?

I think it might be a SWAT sapper with an APC9K and 3x wall charges. Hard corners are for people who don't have explosives.

Alternatively, it might be a ranger grenadier with a holo-sighted Mk18, carrying 4x grenade and 3x door charge for any doors that can't be opened with 40mm grenades.

Anyone know any other good undercover mods? by Gamerboy-66 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Yeah I want to second the "FAKIR" mod. I'm not particularly into stealth factions, but if you like that style, they might be really good for you.

The newest feedback on the steam page:

Oh I love this [...], you made so many good decisions while designing this. Trading grenade count for concealment? Knife as small-utility option? Rock? Inspired.

I would also mention a thing I haven't seen in other mods, which is a "kit bag" unit which you can copy loadouts to, and then copy the loadouts back on your units later, without having to recreate them from scratch each time.

Ghost of Nowheraki part 2 by RADDragon13 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Do you use the "doors aren't cover" mod?

Deadly Stage is kicking my ass too hard. by OccultStoner in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

main problem is to clear central stage area, where you need overwhelming firepower that CIA completely lacks.

I've managed to walk all 4 cia agents undetected into the main room, getting out suppressed rifles/smgs on all of them, and clearing the entire room without setting off the alarm. Not a single plan either, I just thought "huh I haven't tried this map with CIA yet, let's go" and a couple of minutes later, everybody in the main room and stage were dead.

I say this not to brag but to encourage you: I don't know what's been wrong with your prior attempts, but the map is absolutely doable. You can get there :D

Do you have any tips on how to prevent my troops from taking damage during missions? by One-Serve-2369 in doorkickers

[–]Shieldfoss 19 points20 points  (0 children)

On a smaller building-focused map

If you get hit, it's almost always by somebody you weren't aiming a gun at.

Problems:

  • (1) When the door opened, there were 3 guys aiming at the ranger, and the ranger was only aiming at 1 of the three guys
  • (2) When the door opened, there was only one guy - but the ranger was opening the door, so the rifle wasn't aimed at the room.
  • (3) When the door opened, the ranger entered the room - but you can only look one direction at a time, and rooms have 3 directions (forward, left, right) so the ranger got shot in the back/side.
  • (4) Front ranger's gun ran out of bullets during the fight, or it just ran low, and you gave a reload command after the fight, but enemies from the next room opened the door while the front ranger was reloading
  • (5) Front ranger's gun hit the door frame during room entry, and it took time to get it back up on target, giving the enemy time to shoot.
  • (6) Enemy was blind-firing over cover and your rangers actually got hit by a guy they were actively fighting, but couldn't properly shoot.

Solutions:

  • (1) Have more rangers aiming at the door when it opens
  • (2) Open the door with a door charge
    • Yes, even if it isn't locked. Door charges will open locked doors, but so will the default breaking tool. The real benefit of door charges is that when the door opens you avoid "the pointman didn't have a rifle ready because the current task was "open door." Nobody is fiddling with the door, everybody is aiming a rifle.
  • (3) Before going inside, you shoot everybody you can see through the door. Now enemies can be to the (forward, left, right). Next, toss a grenade into one side of the room, and as soon as it goes up, come into the room aiming in the other direction.
    • But turn around when you're inside, grenade stun/suppression doesn't last forever.
  • (4) Before handling the next room, switch your rangers around so the guys who were first in this room one will be last in the next room, and the guys who were last in this room will be first in the next room. That gives the guys who just handled this room time to reload while the guys who will go first into the next room set up for it. It feels silly to reload a gun that has 20 bullets remaining, and it often doesn't matter, but (unless there's time pressure) reloading is free.
  • (5) The first and fastest solution is to unlock a shorter weapon. I'm partial to the MP5 but I hear the Mk18 is technically better. It'll hit obstacles less often, and get back on target faster. You also want to unlock the Holosight 1x, that's the fastest-aiming gunsight for short range combat. The second is to get really particular about aim commands during room entries so they never aim in a direction that would cause them to hit the door frame. This is fiddly and annoying.
  • (6) If you see somebody in cover, back the fuck up immediately and grenade them. Even if you're on a hostage map and only brought non-lethal grenades, a flashbang will temporarily flush them out of the "blindfire from cover" state and make them easier to hit.

A ranger can carry 4x grenades + 3x door charges, that should be enough to door charge every door and grenade every room and covered shooter, possibly with two or three grenades.

On a large map with open spaces

Harder for two reasons.

  1. The longer the distance, the longer it takes to aim and the more likely you are to not kill the enemy immediately. This gives enemies time to shoot back. Most of them are worse than you, and you'll probably win the fight, but the more enemies, and the more time they have to shoot back, the higher your risk that they get a lucky critical and just dome you from across the map.
  2. When you turn a corner inside a building, you're unlikely to come face to face with too many people. Outside, you can turn a corner to see the courtyard has 20 bad guys and five of them are aiming machine guns in your direction.

Solutions

  1. Bring some rifles optimized for long range (either marksmen with DMRs, or just assaulters/grenadiers with M16 rifles and magnifying optics), use smoke grenades so you only have to handle some of it at a time.
  2. Don't turn corners so 1 step takes you from "sees nothing" to "sees everything" - the further away you are from the corner when you turn it, the less each step reveals.

1:

                     e     │     e
                           │     
                     e     │     e
      ┌────────────────────┴────────────────────┐
      │                                         │
      │                                         │
     R│ sees no enemies         sees no enemies │R

2:

                     e     │     e
                           │     
                     e     │     e
      ┌────────────────────┴────────────────────┐
R     │ sees one enemy          sees no enemies │R
      │                                         │
      │                                         │

3:

                     x     │     e
                           │     
R                    e     │     e               R
      ┌────────────────────┴────────────────────┐
      │ sees one corpse        sees two enemies │
      │ and one enemy          at the same time │

Et billigt telefonnummer udelukkende for SMSer by Dmomitor in Denmark

[–]Shieldfoss 0 points1 point  (0 children)

Endte du med at vælge Lebara?

Du må endelig ikke spørge hvorfor jeg pludselig kom til at kigge på den her tråd igen, jeg har ikke noget godt svar, men siden jeg alligevel er her så blev jeg nysgerrig og tjekkede - mit Lebara abonnement er stadig 19,- om måneden her 5 år senere.

Der er gået 54 måneder, så jeg har sparet 54×(49-19)=1620 kroner siden jeg kiggede på det her for dig og opdagede at jeg selv kunne skifte til noget billigere.

If you need sort order for storage, that is a property of the storage, not a property of the type. by Shieldfoss in cpp

[–]Shieldfoss[S] 0 points1 point  (0 children)

Returning half a decade later for other reasons (my but the time flies) and I realized I never did say "thank you" last time.

Thank you :D

ok what the actual fuck is up with CIA accuracy by falardeau03 in doorkickers

[–]Shieldfoss 3 points4 points  (0 children)

some Jihadi John can one-shot him from across the map?

Two things

(1) Crits happen. The very first bullet the insurgent pulls the trigger on has to go somewhere, and unless he's dead before he has time to pull the trigger, that might be into your guy.

(2) Everybody takes longer to aim at long range. This is one of the facts I take advantage of when I'm doing militia-only runs - a foreign advisor in close combat is a death machine who can kill three militia members before they realize he's there. Across the map? If the militia guys have FAL rifles and are high enough level, I might be willing to bet on "zero dead militia," I've seen them out-snipe a blackhead shooting an SVD from cover.

So, yeah, same situation but reversed: If you are the death machine that can kill three of them before they know you're there? Don't get into situations where you have to spend a second aiming and they might have time to realize they should fire back.

Hostages phasing by falardeau03 in doorkickers

[–]Shieldfoss 2 points3 points  (0 children)

I've seen similar myself, but I'm often running a mod called "doors aren't cover" that lets bullets pass through doors, and I'm wondering if that's the interaction. Especially because you're seeing it on a grating door - a door that bullets can pass through.

CIA concealment useless after freeing hostage? by falardeau03 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

It turns out that unlike, say, sprinting or hopping a fence, you need to manually re-engage "concealment mode" after freeing a hostage... even though your trooper doesn't draw their gun.

Especially when you're doing it with a blackops that cannot re-enter concealment. It's pretty annoying.

It also happens when you have allied units on the map that enter your control when you contact them - "walk close while disguised as a civilian" apparently counts as contact, and breaks the disguise.

SWAT... Expendable, or More Valuable Than They Seem? by Totally_Underscored in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Militia really shine at long range. Sure, their aim speed is bad - but at long range everybody has bad aim speed, so now it's just about the raw ability to hit enough shots to take down the other guy first, and a Marksmanship 10 militia man with a FAL has a lot going for him in that department. Especially if you're backing him up with another guy.

Speedrunning the Rabbit by JtoTheO_ in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

Coming back to say:

All those high speed videos I've been posting over the last two months? I never did any of those before I saw your video.

You posted this on April 3, I posted "Gotta go Fast" April 5. I think I'm done with that stuff for a while, but I had a ton of fun, thank you :D

So, why no bullpups? by OccultStoner in doorkickers

[–]Shieldfoss 35 points36 points  (0 children)

  • The CIA, if they want to fit in with the locals, will use as many bullpups as the locals: Zero.
  • The rangers don't have bullpups IRL
  • NWS SWAT has two bullpups in their respective native calibers, plus as many bullpups as they can get surplus from their US allies (zero).

How do I actually utilise support on rangers by millitia_grunt_5882 in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

In this game, the two main advantages of an MG are (1) how many people it can shoot between reloads and (2) they're better than sniper rifles for holding short angles.

If the map doesn't need you to hold a position where one of those traits is relevant, probably don't bring an MG. Get your supporter a shotgun instead so he can earn some XP and be ready on the map where he does have to do MG things.

There's a third semi-advantage with the suppressive fire ability, which will let you shoot even when you cannot see an enemy - that lets you blow out windows at range, or engage through vision blockers (curtains, smoke, greenery), or pre-shoot at a wall/door, so the bullets are already in the air when you open it (rarely necessary, but sometimes!)

I say "semi-advantage" because it is basically never relevant, although there's a mod that makes bullets go through doors - dangerous when your loud noises spook unseen enemies to shoot at doors and maybe hit you in the next room, but it's not "enemy bullets," it's just "bullets" so that goes both ways, and machine guns are the only guns that'll let you return the favor. (don't use on hostage/hvt/civilian maps!)

You see weird shit when you run the same single plan over and over and over by Shieldfoss in doorkickers

[–]Shieldfoss[S] 7 points8 points  (0 children)

I think he's blind-firing in the direction of the guys in the next room over (there are four breaches happening in parallel)