Door Kickers 2

Door Kickers 2

United States Armed Forces
153 Comments
meanjune 11 Oct @ 12:51am 
Could you make a ROK mod? Willing to help
Chad di Urbino  [author] 29 Sep @ 9:40am 
sorry. i saw that bug report few days ago but i can't fix that because i'm busy these day. i'll fix that. thanks.
Doctos 24 Sep @ 4:38am 
The HEDP M320 for the US Army grenadier has a description error by the way
Doctos 22 Sep @ 6:23am 
It still gives an annoying camo mismatch, maybe a flat tan without a cover?
Chad di Urbino  [author] 21 Sep @ 3:52am 
IHPS isn't use Woodland. It only uses OCP(Modern US Army Camo).
And i don't think USMC regulars using camo cover for high cut helmet 🤔
Doctos 21 Sep @ 2:16am 
Also please add camo variants of the high cut helmet for USMC
Doctos 21 Sep @ 1:21am 
the IHPS helmet only has woodland camo but you cant change the Army's uniform to match
Chad di Urbino  [author] 20 Sep @ 10:40am 
Just ARES is OP. Thank.
therealgigachadthelegend 20 Sep @ 10:37am 
i beg
therealgigachadthelegend 20 Sep @ 10:37am 
can you please upgrade the guns for force recon. They struggle to hit targets from 100m away when vanilla and ARES units do just fine. Shouldnt force recon have REECE rifles? The m27 acts like garbage. Also at 80m and 70m too. Plz do smth Chad i beg.
Elkybam 18 Sep @ 3:07am 
Small suggestion: M16A2 should have a faster ready time than the M16A4 so that its not a direct downgrade to the latter.
Chad di Urbino  [author] 17 Sep @ 9:55pm 
I'll consider about that 🤔
Dragon-77D9 17 Sep @ 2:14pm 
I'm assuming updates are likely unlikely, but I would appreciate being able to equip my Marines with suppressors (since a lot of Marines now have them), as well as be able to equip all of the M27's with the SCO scopes, since that's their newest standard. I still absolutely love the mod though, genuinely great work
Chad di Urbino  [author] 9 Sep @ 1:43pm 
@LEBRON. With the exception of Force Recon, Squads have both lower lows and higher highs than Rangers. However, Doctrine can significantly offset lower highs.
ax23 9 Sep @ 11:03am 
@Cinderfox I had the same issue until I actually bought something, many things are unlocked for more than one role, like vests or sidearms. And I feel like these units are the best for long campaigns so you should be soon swimming in BH anyway.
Cinderfox 9 Sep @ 10:25am 
Everything that costs battle honours should cost half of what it does in stars. 10 battle honours for a pistol is fucking insane.
さようなら 9 Sep @ 2:08am 
I have a question. Is the Army Rifle squad (or just any other squad here) intentionally made to be less proficient compared to the base games Ranger squad? Since these are regular infantry and not Army Rangers. Or are these squads basically no different from the Ranger squad at a base stat level? Because I'd imagine the main appeal for the mod would be the added difficulty, since these aren't expert CQB 1 tapping SF guys.
NeedsMoreDakka 11 Aug @ 8:38pm 
Hi, feedback - troopers nearly always respond very slowly and get out-shot by enemy, recommend minor buffs?

I would also like more (well, ANY) wall breaching gear, and shotguns/smgs to help with indoor maps
Alicaso 31 Jul @ 3:55am 
only thing i actually wanted was to put the carry handle on th m4s and m16s for the rangers, because its blasphemous to not have the carry handle on them. i just replaced all the base game files and models with yours and it works a charm. thanks for that!
Chad di Urbino  [author] 30 Jul @ 9:54pm 
Already ARES Rangers have great gear options, so i'm not inspired by this. :steamsad:
Alicaso 29 Jul @ 6:17pm 
even if not i did find that i can just replace the ingame files with your mods files and it works just fine (visually anyways).
Alicaso 29 Jul @ 5:58pm 
any chance you could add the guns and gear from this mod to the regular rangers? i love the look of all of them, but i prefer the simplicty of the basegame rangers. youve already done it for the nowherakis.
141operator 5 Jul @ 12:06am 
i edit this mod file(doctrines) so i played but they have not biggest bomb(that is in rangers gear)
so next ver is bigger bomb at the army,marine,recons gear
Chad di Urbino  [author] 29 Jun @ 9:48pm 
Just like in vanilla NWS, they are limited to 1 doctrine point per level instead of 2 due to constraints in training time and budget. Personally, I prefer the current state that emphasizes selection and focus. :steamhappy:

/

Some classes are restricted from using NVGs to avoid forced use of NVG scopes or being employed merely as extra riflemen. :steamsad:
141operator 27 Jun @ 10:18pm 
It's very good mod but doctrines are very few in number
abnercostas045 26 Jun @ 5:40pm 
love the mod but the weapons squad and forward observer in the army rifles unit not having night vision equipable it’s outrageous to me, other than that its perfect.
Chad di Urbino  [author] 7 May @ 9:03pm 
@ax23 / i glad you enjoyed my mod. and about CAS, It's not easy for me to add it because I need the help of another modder to implement the visual elements of the CAS. :steamsad:
Actually, I've already seen the review you wrote and deleted. I'm glad the misunderstanding about BH cost has been resolved. :steamhappy:

@Locked In Alien / There are actually many pieces of equipment that the engineer can use that are actually useless. I made them just for fun.
But lately, I've been using Razor Wire for againist zombie mod.
Locked In Alien 7 May @ 11:49am 
Do you have some use cases for engineer tools? I can make decent use of the sandbags/fighting position with the MG gunner but I'm having a hard time finding a good use for the barbed wire and I really like the theme of the engineer squad so I'm trying to figure the best way to use them
ax23 7 May @ 6:37am 
Was a bit overwhelmed with all the BH requirements but looks like in some cases more than 1 thing unlocks with 1 purchase so that's good. Apart from that a great mod, although wouldn't mind some CAS support if you feel like it'd be appropiate. High quality, huge amount of new stuff to play with. Can easily tell you put a ton of effort and work into it.
Chad di Urbino  [author] 6 May @ 12:40am 
not a bug. design.
Locked In Alien 3 May @ 10:06am 
US Army Rifles weapons teams/forward observer cannot equip NVGS, perhaps is intentional to encourage flare use but in case it's unintentional just letting you know.
Locked In Alien 25 Apr @ 3:30pm 
Huh, strange, probably another mod then, my mistake. I edited the value in the the xml myself anyways.
Chad di Urbino  [author] 25 Apr @ 3:19pm 
I didn't modified XP table after the official release so that could not happen.
Because of they're using Ranger's XP Table, so they grow slowly. and I created a new Engineer Squad yesterday and it was normal. :steamsad:
Locked In Alien 25 Apr @ 1:37pm 
Recent update makes Army Rifles take AGES to level up as a squad, just my opinion. Otherwise been enjoying the content and regular updates!
Locked In Alien 21 Apr @ 6:44pm 
Makes sense, it's more for flavor basically.
Chad di Urbino  [author] 21 Apr @ 5:00pm 
@Apocalypse Marine Assaulter's Bangalore torpedo is work like Wall charge. And in Army's case, they haven.t
Chad di Urbino  [author] 21 Apr @ 4:59pm 
It can't be used during engage. It's only useful when moving without engage.
Actually it's useless, just like some of the other toys this mod has lol. I just wanted to get the Engineer to use Mine sweeper.
Locked In Alien 21 Apr @ 2:22pm 
How do you use the mine detector in practice? Ive been trying to make use of it but having a tough time the guy with it tends to get shot lol
Apocalypse 21 Apr @ 10:10am 
Great mod! Thanks for your efforts.

I really like how you get to use quite a few units per map, and the Squad structure. Much more immersive.

Is there any way we could get breaching charges for the US Army and USMC factions?
Chad di Urbino  [author] 20 Apr @ 5:11pm 
Mine device : when trooper using it, that trooper can boost another trooper on it's behind.
Thermal Device : it's just NVG.

I deploy them according to the irl structure possible rather than efficient play. So they basically have Fireteam units in priority and SL or Attachment can be added is possible.
For Force recon, make sure to include Team Leader or Assistant TL, and deploy the rest as necessary.
Th3DankDuck 20 Apr @ 2:45pm 
Love the mod, but I have to ask. What is the mine clearing device meant to be used for, and the thermal device?

Also, how do you recommend playing? I get you can use a loooot of troops, but to some extent they don't feel too impactfull. I know its not the point, but how do you use em?
Locked In Alien 20 Apr @ 9:35am 
I totally understand why you don't want to add demo to army, i respect it. Honestly I just tuck someone in the corner and breach with the rocket launcher and hope I dont die. As you say it's only 1 or 2 maps anyways. Thank you for adding so much content to the game
Chad di Urbino  [author] 20 Apr @ 8:15am 
no problem :steamhappy:
Fenton 20 Apr @ 8:14am 
@Chad Di Urbino im a retard thank you!!!
Chad di Urbino  [author] 20 Apr @ 8:13am 
US army doesn't camo option. they're pattern are belong to what they armor weared.
Fenton 20 Apr @ 8:07am 
When i have trooper toolbox running i can change USMC but no US army rifle camo patterns?
Chad di Urbino  [author] 20 Apr @ 7:53am 
You have to use Trooper Toolbox together to use them.
Draxtyl 20 Apr @ 5:41am 
Real quick question. Do you know how to change Force Recon and other marines to woodland camoflauge? Only the helmets change and the camo/rolled sleeve stuff ain't there anymore
Chad di Urbino  [author] 20 Apr @ 4:02am 
Also, there is no chance that Army Rifles will get Demolition, purely because I don't like it.
I know exactly what RMG map you are talking about. But that map doesn't spawn as many enemies as I thought. I don't think Army Rifles should have Demolition for that map.
Chad di Urbino  [author] 20 Apr @ 4:00am 
Created a discussion about Rapid fire and Surgical shooting. My opinions and intentions are written here and you guys can free to refute them.

https://gtm.steamproxy.vip/workshop/filedetails/discussion/3268087449/603028051930973668/