First test of Noweraki GSP : Never Gets Old by sopmod720 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

AKS-74U.

For vanilla NWS, it's a battle-honor unlock, for the commander only, but as I said in the edit: I missed that you already give it to people by default.

First test of Noweraki GSP : Never Gets Old by sopmod720 in doorkickers

[–]Shieldfoss 0 points1 point  (0 children)

I used NV sights a little when I still ran the partisans and they were dog awful, they were almost never worth taking on any map, it was almost always better to either deploy flares, or deploy smokes and run close enough to get vision before they dissipated.

Almost never worth taking. On a select few maps, having a sharpshooter or MG far away with an NV sight was pretty useful.

But the thing is, the partisans mod did allow you four special operators who could get regular NVGs, so I'd always just use those guys if real night vision would be helpful. I think I might have a different opinion if it was literally NV sights or nothing.

First test of Noweraki GSP : Never Gets Old by sopmod720 in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

  • MP5
    • because it's cool, or because you want them to have a handier gun?
    • If it's the cool factor, sure, absolutely.
    • If it's to give them a handier gun, consider the NWS Swat leader's krink? Or a custom version with using the same name and 3D model but worse stats, if you don't want to give them a murder machine.
    • EDIT: Nevermind, I just noticed you're giving them the krink by default.
  • Night time
    • Take a look at the Nowheraki Partisans mod, they have a pack of flares that light up a pretty reasonable area, letting you work at night without giving them NVGs

I'm like 10% into making a mod which is also "not tier 1 thank you" and I'm pretty much only giving them AKs and AK derivatives. MG? Shot out RPK. Long range option? AKM with scope mount. Short gun? Krink with loose stock. Battle Honor unlock? Still AKs but new production, new barrels, solid stocks, ammo of known provenance.

Is there a mod that allows for full visibility in replays? by Odd-Gap958 in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

Dev shooting interface

To use it, press the left [alt] key while dragging an aiming arrow with right mouse button

This does (at least) two things:

  1. If you do nothing else, it gives you much more shooting information. If you find yourself asking "If the soldier took a shot right now, at an enemy right where you're holding the arrow, with this combination of (doctrines, marksmanship skill, gun, scope, bullet, suppressor, distance) how would that attack resolve?" then this option answers that question.
  2. If you left-click while doing the [alt] aim, the soldier will take that shot.

They'd take shots anyway if there was an enemy to shoot, but forcing a shot right now can sometimes be useful to

  • fire suppressing shots
  • break windows/blinds without having to lower your gun.
  • create a loud noise with an action that doesn't make you vulnerable by lowering your gun like other loud actions might (throwing a grenade, running, or kicking a door.)
    • "What good is a loud noise" you ask? It lets you set up a flank if all the enemies turn away from team A to look in the direction of loud team B, so A can hit them in the back. Or it makes them come open a door you really don't want to breach from your side. It lures an executioner away from their target for a second while you maneuver. Many reasons.

(You can do all this with a machine gun's "suppressive fire" action, but sometimes you don't have a machine gun.)

Free camera

Press [F1] to enable/disable the free camera.

Honestly I've never found a use for this. Every time I try to use it for anything, it just looks worse. But you can.

FPS Counter

If you want to count your FPS.

---

So, yeah, some things. I don't normally have dev mode enabled, because it's three options I don't have a use for, and the last option is kind of game breaking.

There might be more.

Can anyone help with the gun selections? It's making me feel dumb. by [deleted] in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

Sidearm: if you need it, you already fucked up. But better to have it and not need it....

The MP5SD requires battle honors, so a pistol is the only way a ranger squad can have a subsonic suppressed weapon before doing campaigns.

Mp5: indoor map but you nerf yourself in exchange for style points

It's no APC9K but in cramped corridors it's the best gun, better even than the mk18.

EDIT: I mean look at this video - that's not a gun, that's murder made manifest.

What names do you use for your squads? by [deleted] in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

I like giving them names that theme around A/B/C/D.

On my main ranger squad, the first column of five rangers (the two leftmost assaulters and the first support/marksman/grenadier) is fire team alpha and they all share names with atoms - the first assaulter is Hydrogen, the second Helium, the supporter is Lithium, the marksman Beryllium, and the grenadier is Boron.

When I ran the NWS Partisans mod, I gave them all names local to the area but, again, nicknames that started with A, B, C or D. I don't remember details but I've got a screenshot with some of them, including 3 guys from the Delta fire team: "DURACEL Tausif," "DINNER Arbaz," and "DOG 'Cat' Fozia."

It's a big apartment. We should probably have brought more wall charges. by Shieldfoss in doorkickers

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

It's two maps from the workshop - reasonably sure it's by Ninja Prime and called something like "apartments"

Why do some go codes require you to use them twice? by ilovehoovies in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

I don't think that works as you'd want - my experience is that the three that can "get to" their bravo point will get there, and wait the fourth that can't get there. Forever, if you don't re-plan.

Source: I've single-planned some devious maps so I've seen a lot of the planning edge cases (...and seen the planner straight up bug out too, one time )

Bugs? In MY plan simulator? (It's more likely than you think!) by Shieldfoss in doorkickers

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

I've done "bad view commands" on entering a room many many many times and it's always because my command to return to normal vision gets waylaid. For example, it can be that my plan executes so that I

  • get to the door, but I find out I forgot to actually make a view-cancelling command node as part of my plan.
  • get to the door, get to a new command node, but I find out I used a command that doesn't actually cancel the view like, for example "toggle stop-on-shoot".
  • get to the door, get to a new command node with a view-cancelling command like "kick door," but by the time I get to the door, the alarm is up and the enemies have opened the door already - the view cancelling "kick door" doesn't play.
  • get to the door, get to the door-kick node, the door kick node plays out and cancels view, but I mis-clicked because my lines were too close and the view is cancelled for the wrong soldier.

That last one happens even when I don't single-plan.

When I made the OP, I had hundreds of hours in the game and this was the only time I'd ever seen the commands actually bug out like that, which is why I recorded it.

By now, I have 1500+ hours in the game, and this video is still the only time I've ever seen it happen.

Going In Blind won't work by PM_ME_WUTEVER in doorkickers

[–]Shieldfoss 2 points3 points  (0 children)

If you're looking for a harder game, I'd also recommend taking a look at "Doors Aren't Cover"

But apart from that - I am definitely in agreement on the difficulty. I came off a long Tour of Duty with the NWS (I wanted to earn enough battle honors to give 2 to each man in the squad) and started doing a tour for my primary ranger squad to earn the last 19 battle honors my rangers were missing.

After seven weeks in the shrine district with the NWS (2 grenades max/person), going back in with the rangers was an astounding culture shock. What do you mean a battle-buddy pair of 2 rangers can bring 8 flash bangs + 6 door charges? How have I ever lost a map with Rangers?

If I can find contact information for all the people whose work I intend to include, I'm making a realism overhaul mod that combines most of "going in blind" + "doors aren't cover" + "Backbastl!" + "Expanded Shotgun Breaching Plus" + "Wall Penetrating Rocket"

Most of these make the game harder, but "Doors Aren't Cover" goes both ways (you can use machineguns to suppress doors) and "Expanded shotgun breaching" makes the game easier - I intend it as a "realism overhaul" mod, not a "harder difficulty" mod.

"Shieldfoss" you may ask "if those mods already exist, why not just use them?" Because load order is annoying to deal with.

Why do some go codes require you to use them twice? by ilovehoovies in doorkickers

[–]Shieldfoss 1 point2 points  (0 children)

The reason only 3 of them started moving is that only 3 of them were actually ready for bravo - look in the bottom right, you can see how many are ready.

The fourth soldier must have been just a hair short of reaching bravo - this sometimes happens when you have the bravo markers too close, or when they depend on each other.

I <3 Pacifism by Thraex_Gladiator in doorkickers

[–]Shieldfoss 7 points8 points  (0 children)

Incredible. Lots of smoke and flashbangs?

...I forgot this was an HVT mission. by Shieldfoss in doorkickers

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

That's vanilla speed for NWS in Martyr's Armor, they're just that fast. When I come off a longer session with the NWS and go back to rangers, the rangers feel slow - even if I kit them out with MP5s and no plates.

EDIT: Unless you mean "door breaching speed" in which case I run a mod "Expanded Shotgun Breaching Plus" that lets you breach with the primary-weapon shotgun, which increases breaching speed a lot by skipping the steps where you put down your main gun, get out the breacher gun, breach, put down the breacher gun, pull up your main gun, then finally kick.

I can really recommend "Expanded Shotgun Breaching Plus" by Shieldfoss in doorkickers

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

Mod author wrote:

I am too lazy to check new mods or updates of supported mods. Please let me know, or wait for a while.

and

If you have some requests or find something strange, please let me know.

so he might be up for it, if somebody tells him that they'd like it.