Door Kickers 2

Door Kickers 2

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1.146 MB
20 Jul @ 5:53am
22 Jul @ 5:47am
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Description
I originally wanted to update the mod, but for some reason the update kept failing, so I re-released it. This version primarily ​​further increases the fire rate of pump-action shotguns​​, now firing at ​​2.5 rounds per second​​ at close range. At slightly longer ranges, it reduces to ​​2 rounds per second​​ and ​​1.5 rounds per second​​. However, pump-action shotguns used by ​​Tango-class enemies​​ remain capped at ​​1.5 rounds per second​​ across all distances.
(This change introduces a bug: when limiting shotgun fire rates at medium-to-long ranges, units will ​​cycle the pump-action forend rapidly​​ (as if firing at close range) after shooting while moving, ​​but the actual fire rate lags behind the animation​​. I only know two imperfect solutions:
1.Set medium/long-range fire rates to match close-range speeds (2.5 rounds/sec).
2.Apply uniformly slower fire rates across all ranges.)

This mod adds full-auto firing capabilities to certain weapons, enhances the firing speed for all vanilla units (including enemy units) in semi-auto mode, grants full-auto firing or increased effective range to specific units, and introduces equipment previously unavailable to certain units.

​​Features:​​

Attacktypes:

After upgrading shooting doctrine skills, NWS units no longer switch to ​​semi-automatic fire​​ at close range. Instead, they gain enhanced ​​full-auto firing​​ and ​​burst fire​​ capabilities at medium range.

CIA units can now perform burst fire at mid-range. All units fire more rounds during close-range full-auto, reducing instances where they stop shooting prematurely after failing to eliminate targets (especially common for CIA, as they lack Rangers' instant-kill potential). CIA combat effectiveness should now be significantly improved.

SSI special forces and FAL-equipped units can now use full-auto firing.

All shotguns and specific bolt-action rifle units fire faster (2.5 rounds/sec instead of 1), including pump-action and semi-auto variants. Semi-auto shotguns now fire consecutively at much higher speeds.

Semi-automatic fire for all weapons (including pistols) has shorter intervals. ​​DoubleTap pistol shots​​ have near-zero delay between rounds, maintaining pressure even if targets survive. Pistol long-range aiming speed ​​has been increased​​, so they ​​no longer​​ lag behind enemy iron-sight rifles in aiming speed as before.

CIA and NWS long-range accuracy improved (still below Rangers, but no longer losing engagements against veteran enemies). Extreme-range hit probability and general long-range aiming speed enhanced.

LMGs now aim faster in CQC; your units won’t aim "like turtles" with GPMGs. Heavy-caliber GPMGs (e.g., MG338) remain slow at long range without deployed bipods. To balance aiming buffs, MG338 fire rate is reduced—typically firing ​​precision single shots​​ without bipods—but accuracy is slightly improved.

All primary weapons can perform suppression fire (secondaries unmodified). Weapons can now break barricaded windows via suppression—​​caution: avoid civilian casualties. Confirm targets before firing.​​
Note: Full-auto capability still requires doctrine skill upgrades for applicable units.

Snipers outside the map will also have a chambered round. However, since snipers only reload after expending all rounds, only the first magazine gains this extra round. The suppression value of snipers has been reduced from 15 to 3, preventing situations where veterans would cower in fear after just two shots. While .338 rounds are powerful, they shouldn’t be that terrifying (though this scenario rarely occurs unless snipers fire indiscriminately).

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​​Equipment​​

Added full-auto firing to weapons previously incapable (e.g., M14EBR, SCAR20, FAL, and select medium/small-caliber weapons used in ​​Semi-Automatic Fire by default).

Enhanced suppression for heavy-caliber weapons (e.g., MK17), which previously lacked the 1.2x–1.3x suppression multiplier of full-power cartridges.

Added the previously unavailable Holosight 3x optic for most compatible rifles (untested on designated marksman rifles; model compatibility issues may persist).

Rangers’ grenadiers can now use assault rifles and equip CIA’s M320 GL separately, avoiding heavy rifle-mounted launchers. To carry both breaching charges and a GL.

Replace sidearm slot with GL (reduces speed/agility), or
Equip GL in both secondary and support slots (untested for bugs; impractical in most scenarios).

CIA Black Ops can now carry breaching charges (replaces ghillie cloak; charges increase visibility).
Slightly increased lethal radius for explosives (e.g., frag grenades, GLs: ~2m → 2.5m).

Smoke grenade duration extended to 20 seconds.
CIA undercover operatives can now use MP7s.

Crowbars are great for prying doors open. Sometimes you can't avoid having your troops breach a door through its "Fatal Funnel​" but they can crouch and use the crowbar while teammates provide cover fire from behind. While this doesn't guarantee full protection, it can eliminate one or two enemies attempting to attack the vulnerable operator during prying.
However, when operating solo, prying isn't ideal. If an enemy hides in a locked bathroom and charges out while you're drawing a crowbar or breaching shotgun, retaliation becomes impossible. Conversely, delivering a powerful kick from the door's side to blast it open and stun enemies behind it resolves the situation instantly.
Therefore, I've added the "FeetOfSteel" ability to all units. This feature can be selected in the equipment slot where crowbars are equipped. Now every unit—not just SWATMilitia—can kick locked doors open.
When selecting "FeetOfSteel" equipment in the interface, two or more identical options may appear. Simply choose any one—the door-kicking effect remains identical regardless of selection.
As for situations where enemy fire is too intense for teammates to protect the operator, or when a solo operator is trapped in the ​​"Fatal Funnel"​​ while kicking a door and unable to immediately aim and return fire, it is recommended to either use ​​breaching charges​​ or ​​temporarily retreat​​.

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This mod modifies the doctrine skill trees, equipment for most vanilla units, and vanilla attack types, so it may conflict with other mods that alter these files.

Due to extensive changes, unforeseen issues may exist. Refinements will be made through ongoing testing.

Enhanced aim speed for SSI and SWATLeader
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3530004195

Slightly increased the aim speed for SSI and SWATLeader.
I was concerned this change might affect game balance, so I've released it separately.