Door Kickers 2

Door Kickers 2

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Rifle Squad
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Content Type: Equipment
File Size
Posted
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32.352 MB
30 Nov, 2024 @ 12:18am
22 Feb @ 10:45pm
6 Change Notes ( view )

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Rifle Squad

Description
A full weapons overhaul of the vanilla Ranger squad with emphasis on authentic rifles and optics, along with extensively rebalanced gear selection.


Rifle Squad is for players who prefer a more authentic approach to a unit closely based on the 75th Ranger Regiment.

Along with an equipment overhaul, this mod also offers 3 distinct "eras" of historical progression through the regiment - naturally unlocking gear will take you on a path from the early-2000s all the way to modern time.

COMPATIBILITY:
Rifle Squad is not compatible with any mod that directly edits or adds items to the vanilla Ranger unit, such as IOV and Tier One Overhaul.

HOW TO PLAY:
Subscribe to this workshop item, then boot up DK2. Navigate to the "Mod Manager" icon on the bottom right of the main menu. Click the Rifle Squad item to enable the mod.

Lastly, create a new Ranger squad. Enjoy!
39 Comments
ZEAL Cloaker 14 hours ago 
this mod isn't compatible with the in-game camo selector
therealgigachadthelegend 3 Oct @ 12:56pm 
PLEASE i beg allow this mod to edit ares rangers
PHANTOM795 9 Jul @ 4:19pm 
Before one of the updates, a regular soldier was counted as half a soldier due to lacking skill—I’m not sure why that was changed. But realistically, the American military would never attack someone holding two hostages and backed by over 25 soldiers with five guys only. If you're looking for a mod that provides a solid rifle squad experience, this isn't the right place.
therealgigachadthelegend 7 Jun @ 12:40pm 
This would had been awesome if these guns and attachments were usable with ares as well
player114514 30 May @ 6:56am 
still no Assaulters' UGRI autofire even with right doctrine points :<
Orion401 26 Apr @ 8:21pm 
Burst fire for URG-I, URG-I short, M7 is still not working.

Went into the shooting range and tested the weapons with 2 squads, one with the close/medium burst fire doctrine, and one without. There was no noticeable difference in the guns' firing patterns.

On the other hand, the burst fire for the BLOCK II GLSSC seems to be working, since there is a noticeable difference when the burst fire doctrine is active. I assume this is how all guns' firing pattern should look like when burst fire doctrine is active.

I've attached a google drive link containing clips of all 4 guns from my testing, with and without the burst fire doctrine active.

https://drive.google.com/drive/folders/1ixIPg-HH7W4zlq-Zks4A1dWANpKoM96-?usp=sharing

My discord is notorion401, contact me there if you've got further questions.
Locked In Alien 20 Apr @ 1:16pm 
i agree with a previous commentator mp7 is a bit too much of a laser
player114514 25 Mar @ 10:44am 
Okay,I wish DK2's devs won't see this comment
you made a lot of gun models better than devs do.
Devs' gun models are fine, it's just one thing, the dev version of URGI lack flashlight and laser models. I know these two attachments do not really function, but they are the beauty of AR rifle Christmas tree.

One last thing, operators shoot with URGI less rapid compared with the original version, I don't know if it's meant to be like this or just for game balance
Chemical_Reactions 19 Mar @ 12:57pm 
my game has crashed on several occasions when using the law, not sure if the same would happen with the vanillla launcher as i havent used that one. Playing on mac.
Don'tknowwhattoput 17 Mar @ 1:13am 
the M7 is a little too accurate and OP...