Door Kickers 2

Door Kickers 2

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Rangers Doctrine Guide (v1.07)
By Jin
A comprehensive breakdown of every node in the Rangers Doctrine updated for v1.07. No recommendations, just the data.
   
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Handguns
Nodes apply to all secondary weapons

Short Range Drills (1)
Range 1-7m
Aim Time -50/-100, Reset Time -20, Accuracy +50

Medium Range Drills (2)
Range 7-15m
Aim Time -50/-50, Reset Time -20, Accuracy +20

Controlled Pairs (2)
Enables Controlled Pair shooting with 9mm and .45 pistols
Range 1.5-4m
Reset Time -25, Accuracy +10, Rounds/s +0.05, Critical +5
Range 4-8m
Reset Time -25, Accuracy +5, Rounds/s +0.25, Critical +5

Shot Placement (1)
Range 1-7m
Accuracy +20, Critical +20

Fast Reload (1)
Reload Time -250, Reload Empty Time -450

Transition (1)
Enables auto-switch to secondary on empty
Pistols
Change-in Time -250, Change-out Time -100, Ready Time -20

Suppressed Shooting (1)
M9 Suppressed
Accuracy +10

M9 Suppressed Aimed Fire
Aim Time 0/-150, Rounds/s +0.2, Follow-up Shot Accuracy +5, Critical +10

M9 Suppressed Long Aimed Fire
Aim Time -150/-75, Rounds/s +0.2, Follow-up Shot Accuracy +2, Critical +8

Enables Pistol Aimed Fire Long M9 Suppressed "ImpAcc"
An attack-type used beyond 25m
Rifles
Short Range Drills (1)
Rifles and DMRs
Range 0-7m
Aim Time -50/-100, Reset Time -100

Shotguns
Range 0-7m
Aim Time -50/-100, Reset Time -50

Short Range Burst (2)
Enables the following Attacks:
  • Burst Fire
  • Carbine Auto Fire / Carbine Auto Fire Heavy
  • Unregulated Burst Fire / Unregulated Burst Heavy
  • URGI Carbine Auto Fire
  • SMG Auto Fire / SMG Burst Fire

Rifles
Range 1.5-4m
Reset Time -25, Accuracy +10, Critical +5
Range 4-8m
Reset Time -25, Accuracy +5, Critical +5

Room Clearing Drills (2)
When attacking multiple targets, your unit can switch to follow-up targets faster if they are near the previous target (replacing Aim Time with Reset Time for their initial attack). This can happen when the distance between targets meets a certain "Closeness" requirement. The formula for this to occur is: (Distance to New Target) * (Closeness) = (Maximum Distance between Old Target and New Target) i.e. If you have one node of Room Clearing Drills granting 20% Closeness, and a new target is at 6m, the previous target must have been within 1.2m of the new one (6m * 0.2). Having both nodes of Room Clearing Drills means the distance between targets can be up to 2.4m (6m * 0.4).

Rifles
Range 0-7m
Closeness +20

Medium Range Drills (1)
Rifles and DMRs
Range 7-15m
Aim Time -100/-200, Reset Time -100, Accuracy +50

Shotguns
Range 7-15m
Aim Time -100/-100

Medium Range Burst (4)
Enables the following attacks:
  • Burst Fire Medium
  • Unregulated Burst Fire Medium/Heavy Medium
  • URGI Carbine Auto Fire
  • SMG Burst Fire Long

Rifles
Range 7-15m
Reset Time -25, Accuracy +10, Critical +5

Surgical Shooting (2)
Rifles and DMRs
Range 1-15m
Accuracy +25, Critical +20
Range 15-25
Accuracy +20, Critical +10
Range 25-50
Accuracy +10, Critical +4

Obscured Targets (2)
Rifles and DMRs
Range 0-7m
Target Cover -15/-10
Range 7-15m
Target Cover -10/-5
Range 15-25m
Target Cover -5/0


Barricade Shooting (1)
Equipment Modifier Cover +15

Rifles (from Cover)
Range 0-7m
Follow-up Shot Accuracy +3
Range 7-25m
Accuracy +10, Follow-up Shot Accuracy +2
Range 25-999m
Accuracy +15, Follow-up Shot Accuracy +1

Long Range Drills (2)
Rifles
Range 15-40m
Aim Time -200/-100, Accuracy +20
Range 40-100m
Aim Time -100/-20, Accuracy +20

Fast Reload (1)
Rifles and DMRs
Reload Time -300, Reload Empty Time -450
Support
Assault SAWs (2)
LMGs
Condition +5, Ready Time -50, Aim Time -50/-50, Accuracy +5 or +10 (based on attack-type)

Improved Suppression (1)
LMGs
Suppression Scale +0.5

Assault Marksmen (2)
DMRs: Condition +5, Ready Time -50
Range 0-7m
Aim Time -50/-100, Accuracy +15, Critical +1

Language Basics (1)
Enables Basic Language: friendly units passively disperse Civilians in a 4m radius

Support Melee (1)
Melee Stun Bonus +100

Throwables Training (1)
Grenades
Throw Time -180, Throw Time Corner -250

Self First Aid (1)
Enables Self First Aid: Injured units heal after a mission instead of after a day (Campaign)
Elite Level Squad
Extra Conditioning
Conditioning +10

Advanced Language
Enables Advanced Language (interact with Civilians to send them and others nearby to the nearest exit)

Advanced Combatives
Enables Backstabbing (there's an implicit 50% damage and 100% stun duration bonus for backstabs)

Advanced Shooting
Rifles and DMRs
Range 0-15m
Aim Time -60/50, Accuracy +10, Critical +10
Range 15-25m
Aim Time -50/-50, Accuracy +5, Critical +7
Range 25-50m
Aim Time -50/-50, Accuracy +4, Critical +5

Explosive Breaching
Explosive Charges
Change In/Out Time -80/-50, Efficiency +35

Violence of Action
Gives the following buff when a friendly unit gets a kill:
For 8 seconds, any enemy units within 7m of the friendly unit suffer Suppression Recovery -50 for 5 seconds (starting when buff expires or when outside of the 7m).
7 Comments
ϺEƳEƦ 29 Mar @ 10:59pm 
Good to know. Thank you for the clarification and for the guide:combate:
Jin  [author] 29 Mar @ 12:33pm 
They apply to the whole squad. I'd cite otherwise; I don't think there are any unit-limited upgrades in Rangers but I recall there being a few in Nowheraki SWAT.
ϺEƳEƦ 29 Mar @ 11:39am 
Just to clarify. Does the Support Melee1 and Basic Language apply to the entire squad, or just actual Support guys?
Jin  [author] 14 Mar @ 1:32am 
I'll rewrite Violence of Action with your corrections and add the rest, thanks. A few of the nodes were a little hard to decipher. I think I spend a good 20 minutes trying to rephrase Room Clearing Drills so it was easier to understand on a first reading.
alex 14 Mar @ 12:24am 
>After an enemy unit is killed, any enemy within 7m of the kill suffers -50 Suppression Recovery for 5 seconds.

this is incorrect btw
when a trooper kills an enemy, that trooper will gain an AOE buff (violent) for 8s
any enemies within 7m of the trooper will gain the ScaredShіtless debuff; 5s only really matters after the violent buff expires or when the enemy is out of the AOE radius
and enemies with ScaredShіtless gain -50 suppress recovery (this part is correct; they become easier to suppress)

also wrt other hardcoded skills:
+ self first aid causes injured troops to heal after a mission instead of after a day, during a campaign
+ basic language causes troops to passively scare off civs in a 4.0m radius (value affects radius)
+ advanced language enables an active ability: walk up to a civ to tell them and other civs in 15m radiu) to run
Jin  [author] 13 Mar @ 10:38pm 
Yup, code indicates it applies to the whole squad. And Conditioning is just a percent bonus to Move Speed and Turn Speed.
C.G Kitten 13 Mar @ 7:12pm 
Thanks for making this guide! Regarding the Elite squad Nodes does the extra conditioning apply to the entire squad?

Please would you add an explanation for what conditioning is? Currently I'm Inferring that "Extra Conditioning" Increases movement speed and potentially decrease the time taken to bring their gun up after moving away from a wall for example. But I don't know. Adding that information would be greatly appreciated, thank you!