Door Kickers

Door Kickers

99 ratings
Realism Mod (Barrel Lengths, AP Rounds and more!)
   
Award
Favorite
Favorited
Unfavorite
Equipment: Weapons
File Size
Posted
Updated
11.174 MB
11 Sep, 2016 @ 5:03pm
5 Aug, 2017 @ 8:10am
12 Change Notes ( view )

Subscribe to download
Realism Mod (Barrel Lengths, AP Rounds and more!)

Description
MOD VERSION 0.6

Basic - Adds new rifles and armour that have more realistic statistics such as length, accuracy, stopping power and armour penetration. It also offers different selections of the same rifle with different barrel lengths, and some rifles have an option for Armour piercing ammunition. It removes all stock rifles, shotguns and pistols in place of modified weapons.

Breakdown -

New Rifles

MP5A2, A4, SD5 - Barrels 5.7", Stopping Power 12, Rounds Per Second 13, Armour Piercing 4
MP5A3, A5, SD6, K-PDW - Barrels 5.7", 8.9", SP 12, RPS 13, AP 4 Foldable Stock

M4A1 - Barrels 10.5", SP 13, RPS 15, AP 5
M4A1SD - Barrels 10.5", SP 12, RPS 15, AP 4
MK18 Mod 0 - Barrels 10.5", SP 13, RPS 15, AP 5
MK18 Mod 0 SD - Barrels 10.5", SP 12, RPS 15, AP 4
AR15 - Barrels 14.5", 20", SP 13-14, RPS 4, AP 5

HK416 - Barrels 10.5", 14.5", 20", SP 13-14, RPS 15, AP 5
HK416SD - Barrels 10.5", SP 12, RPS 15, AP 4

HK417 - Barrels 12", 16", 20", SP 16-17, RPS 10, AP 5
HK417SD - Barrels 12", SP 14, RPS 10, AP 4

MK16 - Barrels 10", 14", 18", SP 13-14, RPS 10, AP 5 Foldable Stock
MK16SD - Barrels 10", SP 12, RPS 10, AP4 Foldable Stock

MK17 - Barrels 12", 16", 20" SP 16-17, RPS 10, AP 5 Foldable Stock
MK17 - Barrels 12", SP 15, RPS 10, AP 4 Foldable Stock

Galil ACE 21/22 - Barrels 8.5", 13.1", SP 13, RPS 11, AP 5

AUG - Barrels 16", 20", SP 13-14, RPS 12, AP 5
AUG Para - Barrels 16", SP 12, RPS 12, AP 4

ACR - Barrels 10.5", 14.5", 18.5", SP 15 -16, RPS 13, AP 5

Foldable Stocks - Weapons that come with foldable stocks as standard recieve a shorter total length when it comes to moving round inside buildings. However, any rounds fired at 3 metres or less will be percieved as being fired with stocks folded. This gives an accuracy loss, which only gets worse the more shots are fired, and to compensate for this the point blank range shots will fire a maximum of 6 shots. Shots above 7 metres are taken with normal accuracy stats for stocked weapons. Use them wisely, as if they enter a room with multiple hostiles, or hostages, the lack of accuracy will likely cost either your officer's or a hostage's life.

Rifle Calibre - As you can probably tell, the weapons are pretty similar in damage and AP. This is because the mod relies on caliber and barrel length to work out damage, i feel it gives the weapons more realistic character. 5.56 caliber weapons do less damage than 7.62 caliber weapons. However, 7.62 rounds give more recoil than 5.56 rounds so bursts or full auto fire have bigger groupings. These are reflected in the mod, 5.56 caliber are generally more accurate in automatic, but it may take more shots to take down that target. Caliber also slightly impacts movement speed, but only noticibly if your racing your officers.

Silencers (SD) - Silencers work better when you use subsonic ammunition with them, which prevents the bullet from breaking the speed of sound as it leaves the barrel and creating a loud SNAP noise. I am assuming that our stealth officers want all the stealth they can get, so their weapons' stats reflect subsonic ammunition. They have a lower AP value, as the slower speed rounds have a harder time to penetrate armour. Even when running AP rounds in SD weapons, dont expect to take down a juggernaut easily.

Armour Piercing Rounds - CQB Variants of rifles have the option to take AP rounds (only CQB rifles because otherwise there would be an unholy amount of guns/variants to sift through) which will drastically improve your kill power on armoured units. But they also have draw backs. Their actual stopping power is reduced, despite the increase in penetration. These bullets are designed to go straight through things, which means they will enter one side of your target and pass straight out the other. Without a sure headshot, these rounds will most likely not stop an unarmoured target in 1 shot (but most of them can kill a juggernaut in 3-4 shots). Normal ammunition is much better for killing people due to their design to cause maximum injury by often breaking up on impact. Unless you are expecting heavy armoured resistance, i would not reccommend AP rounds be taken that more than 25% of your team.

Barrel Length - Barrel length will bring an extra tactical piece to the table. Shorter barrels (10-12") are good for going through small tight spaces, but will lack the accuracy for longer shots. Longer barrels (20"+) will excel over med - long distance, but suffer heavily in tight spaces. There is also a middle ground of 14-16" Barrels that offer both pluses and minuses, but depending on the scenario, you should consider the range of your weapons.

The spreadsheet in the images section shows the results of 8 "shooting range" sessions between different HK416 and HK417 variants, at a range of ~45 metres. I wouldn't expect many sitautions to reach this distance, but it is to show the difference in barrel lengths and how important it is to choose the right length for the officer's role. Barrel length also impact how your officers will shoot, with a longer barrel they will take fewer, more carefully placed shots, as they are more likely to hit the target, whereas an officer with a shorter barrel will fire controlled bursts to make up for the lack of long range accuracy.

Shotgun Special Ammunition - The majority of shotguns have the option to take specialist ammunition. These rounds will offer more specialised uses for the shotguns, which makes them both useful and dangerous to use. Flechettes increase spread to increase chances to hit, slugs give high powered hits against armoured targets. Choose your Ammunition wisely.

Armour - I have added 3 new armours, the 6094 plate carrier, the Jumper Plate Carrier, and the Improved Modular Tactical Vest. Each one has advantages and disadvantages, and each can be loaded with either Level III or Level IV armour. Level IV armour is designed to stop Armour piercing rounds but is heavier.

Rifle Shield - Along the timeline all countries have experimented with armour that protects the shooter while aiming - the rifle shield. While not yet really in the hands of law enforcement, it adds a nice bit of flavour to the gear selection box. Can only be used by the Assaulter.

Breacher shotgun - The breacher shotgun can now be taken as a secondary by Assaulters, allowing for a powerful secondary, and a useful door breaching tool. Swap in and swap out time for the secondary version of the breacher are much higher than the primary, mainly because its carried accross the officers back and takes a second to bring round/put back again. Great for changing roles quickly, bad at providing an emergency weapon.

Please let me know how you guys get on with this, whats overpowered, whats underpowered, what you like and what you dont like, and ill be back soon with the next update!
Popular Discussions View All (1)
39
3 Mar, 2020 @ 2:12pm
Weapons you want added
The 111th Guardsman
53 Comments
TheJournier 7 Mar, 2020 @ 6:51am 
@reaper if it tweaks weapons in anyway... it will likely be incompatible.
ThatGuy 5 Mar, 2020 @ 5:58am 
does this work with door kickers 1.5 mod?
TheJournier 3 Mar, 2020 @ 2:42pm 
all cops should be using speed loaders with revolvers. Yes the revolver loads slower than autoloader (mag. guns), but faster than 1 bullet at a time. Firing speed should also be slower, remember the 44 mag has high recoil for a pistol (most law enforcement officers don't use 44 mag and it isn't standard issue).

45, 9mm should definitely be faster shooters than 44 magnum. 44 magnum in this game feels overpowered in all the wrong ways. Underpowered where it shouldn't be, 1 bullet reload.

I'd take 1 notch for shooting speed at least. This gun doesn't handle as easily as smaller caliber weapons. I maneuvers better than a rifle, but the recoil makes it a bad choice gun in many cases.

44 magnum and 9mm should have similar accuracy and better than 45 acp. Smgs should have slightly better accuracy still. However all riffles should all have better accuracy than pistols. The only disadvantage rifles have is the maneuverability and weight penalty.
JoneslyKoch 16 Jan, 2020 @ 8:43am 
Damn nice work out there
牛 批, 吹 爆
gorps 27 Aug, 2019 @ 9:40pm 
Short barrels dont influence accuracy irl, just velocity. Theoretically short barrels are more rigid so they should be more accurate :p
CptXile 27 Jul, 2019 @ 3:54pm 
This is a great mod, it's a shame it hasn't been updated in awhile but it's still fun
smigzisoverlord 18 Nov, 2018 @ 5:32pm 
11-14 inch barrels you dont really lose accuracy until 100 yards, depends on the weapon of course
Petellius 17 Jun, 2018 @ 3:04am 
For whatever reason I cannot download the mod, not sure if anyone else has this problem
Just a can of Dr. Pepper 24 May, 2018 @ 8:08pm 
Okay will do
The 111th Guardsman  [author] 24 May, 2018 @ 7:30pm 
Depends on what kind of mods your using, to be honest it is just best if you test it and report back for other people to know if they work or not :)