Door Kickers

Door Kickers

179 ratings
Details of the best Weapons
By Marbur
Weapons, armor piercing, damage calculation and more.
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Intro
The graphic informations about weapons in the game are not precise and some are incorrect. Example: For the 1911 is maximum damage and maximum fire rate displayed, but the Magnum 44 has more damage and the Shadow Pistol has one shot more per second. I assume the reason for this is, that the devs did forget to recalibrate the graphic display, after inserting new weapons.
The 1911 is still a very good weapon, but not as outstanding as displayed.
Another drawback of this bar graph style is you can't really compare the different categories (Pistols, Assault-Rifles, Silenced-Rifles and Shotguns).
Mobility does not influence aiming time. In this game the aiming time belongs not directly to the weapon, it's in the attached attack types (more Infos in chapter Attack Types).
The informations are from the actual XML-files (version 1.0.9.) in the folder Steam\steamapps\common\DoorKickers\data\object_library.

Legend for weapon datas
Spread= accuracy / spread at 10 meters, this value is modified by nearly every attack type
AP = Armor piercing
RPS = fire rate / Rounds fired per second, but this value is overwriten by most attack types
Da= stopping power / Damage (see chapter Damage Calculation for more infos)
Up= maneuverability / Time needed for moving up the weapon in milliseconds
Mag = Bullets in one magazine
Noise= Range of the shot sound in meters
Pel = Number of pellets (only shotguns, because it's 1 for all other fire arms).
1H: One handed. The different values for the Shield class.
Secondary Weapons (pistols and revolvers)
The classes Pointman, Assault, Breacher and Stealth can all use most of the secondary weapons.
The Shield class can use only some of them and than they have small differences in the data (one handed weapons= 1H).
Your first class Pointman and the Shield class have no primary weapon.

Some good secondary weapons:
Weapon
Details
Spread= 0.3, AP= 4, RPS= 6.0, Da= 10,
Up= 100, Mag= 17, Noise = 20.
1H: Up= 250
This is the starting weapon and is not really precise.
Spread= 0.15, AP= 4, RPS= 5.8, Da= 10,
Up= 100, Mag= 15, Noise = 20.
1H: Up= 250
Spread= 0.15, AP= 4, RPS= 4.0, Da= 13,
Up= 110, Mag= 6, Noise= 30
1H: Up= 250
Only for Pointman or Shield. The 1H version gets less downsized by attack types than most other 1H weapons, that makes it great for the Shield class.
Spread= 0.05, AP= 999, RPS= 1.5, Da= 0,
Up= 50, Mag= 1, Noise= 3
1H: Up= 250
The Tazer is only for the shield class a weapon, for all others it's belongs to equipment. A good alternative to silenced pistols, but with a 7m range limit. It disables every target for 10 sec.
Not available for Shield class.
Spread= 0.2, AP= 2, RPS= 6.0, Da= 12,
Up= 100, Mag= 7, Noise= 20.
The 1911 has a small magazine, but is very effective against unarmored targets in close range.
Spread= 0.13, AP= 3, RPS= 7.0, Da= 10,
Up= 100, Mag= 18, Noise= 20.
Fast and precise.
Spread= 0.15, AP= 5, RPS= 6.0, Da= 9,
Up= 100, Mag= 20, Noise = 20.
Low damage, but the only pistol with armor piercing level 5.
Spread= 0.11, AP= 2, RPS= 5.0, Da= 12,
Up= 130, Mag= 12, Noise = 6.
Good silenced weapon.
Spread= 0.3, AP= 2, RPS= 0.8, Da= 12,
Up= 150, Mag= 5, Noise= 1.5.
Silenced weapon with lowest noise range.
The two doctrines Double Tap and Mozambique are a must have and your first priority. This two doctrines make secondary weapons deadly, but they work only in the range from 1.5m up to 8m.
Over 15m secondary weapons are not a good choice and the 1H versions for the Shield class are even more downsized by their own attack types.
Assault Rifles
Assault-Rifles are the primary weapons of the Assault class. The game talks in some descriptions about SMG and rifles like they are different classes, but there is no class SMG, only a class rifle.

Some good rifles:
Weapon
Details
Spread= 0.15, AP= 4, RPS= 13 , Da= 11,
Up= 250, Mag= 30, Noise= 20
The starting rifle.
Spread= 0.15, AP= 5, RPS= 15, Da= 10,
Up= 230, Mag= 50, Noise= 20
Spread= 0.1, AP= 5, RPS= 15.8, Da= 9,
Up= 250, Mag= 40, Noise= 20
In this game (but not in the real world) it has the same spread as the MK17.
Spread= 0.1, AP= 5, RPS= 6, Da= 13,
Up= 350, Mag= 30, Noise= 20
Spread= 0.1, AP= 5, RPS= 6, Da= 13,
Up= 250, Mag= 30, Noise= 20
Spread= 0.1, AP= 5, RPS= 4.5, Da= 14,
Up= 450, Mag= 20, Noise= 30
Only weapon for the player with max damage.
Spread= 0.08, AP= 5, RPS= 6, Da= 13,
Up= 250, Mag= 20, Noise= 20
The fire arm with the lowest spread.
The two SMGs P90 and MP7 are the best allrounder weapons in the game, under 15m they are firing fast with bursts (3-7m) and rapid fire (7-15m). Over 30m the long range rifles are better.
M4, SAR-18 and Bren A1 are effective in long range (15 - 60m).
For extra long range (> 60 m) the MK 17 and Bren A1 are the best weapons.
Silenced Rifles
The primary weapons of the stealth class.
Some good silenced rifles:
Weapon
Details
Spread= 0.17, AP= 4, RPS= 13, Da= 11,
Up= 320, Mag= 30, Noise= 10
The starting weapon.
Spread= 0.23, AP= 2, RPS= 13, Da= 10,
Up= 300, Mag= 30, Noise= 2.5
The SMG with the lowest noise.
Spread= 0.12, AP= 5, RPS= 6, Da= 12,
Up= 400, Mag= 30, Noise= 13
The only silenced long range rifle, but very noisy for a silenced weapon.
Spread= 0.18, AP= 5, RPS= 15, Da= 10,
Up= 280, Mag= 50, Noise= 10
It has a little bit more spread than the unsilenced version.
Spread= 0.1, AP= 5, RPS= 15.8, Da= 9,
Up= 320, Mag= 40, Noise= 4
Very quiet.
Spread= 0.21, AP= 4, RPS= 5, Da= 13,
Up= 350, Mag=30, Noise= 3.5
Very quiet and high damage.
The Honey Badger is my favorite in this category.
Shotguns
Shotguns are the primary weapon of the Breacher class. Shotguns are the only weapons which can attack small groups of enemies, because every shot consists of more than one pellet.

Some good shotguns:
Weapon
Details
Spread= 0.4, AP= 4, RPS= 1.45, Da= 7, Pel= 8,
Up= 450, Mag= 8, Noise= 20.
A slow starting shotgun.
Spread= 0,5, AP= 4, RPS= 4.5, Da= 7, Pel= 8,
Up= 450, Mag= 5, Noise= 20
My favorite shotgun in the game.
Spread= 0,6, AP= 4, RPS= 4.5, Da= 7, Pel= 8,
Up= 350, Mag= 7, Noise= 20
It seems very similar compared to the JCS, but over 8m it gets more spread increase from its attack types. Its deadly rapid fire range is closer 0 - 8m.
Spread= 0.5, AP= 4, RPS= 3.5, Da= 7, Pel= 7,
Up= 350, Mag= 6, Noise= 10.
The only silenced shotgun and it can be used by the Stealth class.
JCS and Six 12 are with deadly rapid fire from 1.5m up to 10m, over 30m all shotguns are useless.
Damage and Piercing Calculation
Damage calculation is a litte bit different compared to other games.
There are serval dices rolled to calculate the final damage.

Armor Piercing
An armor piercing check is succesfull for the attacker if the pericing level is higher than the armor protection level. A positve check lets the damage be unchanged and a failed armor piercing check results in reducing the actual damage to 1.
4 and 5 are the protection levels of armors or shields the player gets access to.
5 is the best armor piercing level of the weapons the player can get, only the enemy has access to the MP9 with an armor piercing level of 6.

Injuries
Every injury adds +1 damage for the next damage rolls.

Normal Damage Calculation
Step 1: Shots can miss a target. The accuracy depends on marksmanship of the shooter, skilled doctrines, spread of the weapon and used attack type of the weapon.
If the bullet misses = no damage and end of damage calculation.
Step 2: Cover stops 50% of the incoming bullets.
If the bullet is stopped by cover = no damage and end of damage calculation.
Step 3: Only if a shield is equipped or a teammate with shield gives cover. A dice is rolled whether or not the shield is hit by the bullet.
If the shield is hit and armor piercing level of the bullet isn't greater than the protection level of the shield, than the damage is reduced to 1 and jump to step 5.
Step 4: Only if an armor is equiped. A dice is rolled to see if the bullet hits the armor.
If the armor is hit and the armor piercing level of the bullet isn't greater than the protection level of the armor, than the damage is reduced to 1.
Step 5: Adding +1 to the damage for every injury.
Step 6: The damage dice is rolled with the probabilities from the actual damage and damage_table.xml.
Damage
% no harm
% injure
% kill
Weapon
1-5
90
10
0
6
80
19
1
7
30
70
0
Typical for shotgun pellets
8
20
80
0
9
10
80
10
FS AP, Mp7
10
0
67
33
P90, Mp5Sd3, Shadow P, VP-9, G17
11
0
55
45
Mp5A3
12
0
45
55
HK416D10, 1911, Mark 23, Vet P
13
0
35
65
M4, SAR-18, BrenA1, Honey Badger, Mag44
14
0
0
100
MK 17
Amor Vests
Vests have for front, side and rear different covering percentage and different armor level.
Classes:
  1. Pointman
  2. Assault
  3. Breacher
  4. Stealth
  5. Shield
Covering percentage, armor level
Name
Front
Side
Rear
Classes
No Armor
0
0
0
5
Low Threat Armor
40, 4
20, 4
40, 4
1, 2, 3, 4, 5
Front Plate Only
40, 5
20, 4
40, 4
1, 2, 3, 4
Raider Vest
40, 5
0
40, 5
1, 2, 3, 4, 5
Assaulter Vest
40, 5
20, 4
40, 5
1, 2, 3, 4, 5
Extended Protection
60, 5
30, 5
45, 5
1, 2, 3, 4, 5
A covering of 40% means, only 40% of the bullets are hitting the armor and starting a piercing check, 60% are direct hits.
Against armored enemies: The pistol headshot from the doctrine Mozambique ignores armor.

There is a guide about influence of armor to tactics:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=458653086
Attack Types
Every weapon has serval attack types it can do and for fun similar weapons don't need to have the same attack types. This attack types influence precision (spread), the time to aim and possible following up shots. Every attack type has a min and a max range where it can work.
The special pistol attacks Double Tap and Mozambique work only in the short distance (1.5m - 8m).
Being in a good distance for the used weapon is a key element of doorkickers.

AM = Accuracy modifier for the base accuracy of the weapon (spreadAt10Meters). 100 is exactly the weapon's base accuracy and 50% means the spread is doubled.
AimTime = Aiming time in ms. ~ = average
AS = Possible additional shots with lower aiming time and different precision. R = rapid fire, continuously shooting.

A list only for some long and medium range attack types and some of their values (more details in firearm_attacktypes.xml)
Attack Type
Range m
AimTime
AM
AS
Weapons
SWAT_ShieldRevolverAimedFire44
1.5 - 10
~500
60%
1H: Mag44
SWAT_ShieldRevolverAimedFireLong44
10 - 20
~1400
30%
1H: Mag44
SWAT_ShieldRevolverAimedFireLongXX44
20 - 9999
2000
20%
1H: Mag44
SWAT_ShieldPistolAimedFire
1.5 -10
~600
50%
1H: G17 , VP-9, P226
SWAT_ShieldPistolAimedFireLong
10 - 20
~1400
15%
1H: G17 , VP-9, P226
SWAT_ShieldPistolAimedFireLongXX
20 - 9999
2000
10%
1H: G17 , VP-9, P226
SWAT_PistolAimedFire
8 - 15
~600
80%
1
G17, VP-9, P226
SWAT_PistolAimedFireLong
15 - 30
~950
30%
G17, VP-9, P226
SWAT_PistolAimedFireLongXX
30 - 9999
1100
30%
G17, VP-9, P226
SWAT_PumpAimedFire
1.5 - 10
~450
100%
R
JCS, M590, Six12
SWAT_PumpAimedFireLong
10 - 30
~850
50%
JCS, M590, Six12
SWAT_PumpAimedFireLongXX
30 - 9999
1100
30%
JCS, M590, Six12
SWAT_SMGRapidFire
7 - 15
~575
35%
1+R
Mp5A3, Mp5SD3
SWAT_SMGAimedFire
15 - 30
~550
90%
1
Mp5A3, Mp5SD3
SWAT_SMGAimedFireLong
30 - 50
~750
70%
Mp5A3, Mp5SD3
SWAT_SMGAimedFireLongXX
50 - 9999
900
70%
Mp5A3, Mp5SD3
SWAT_MP7RapidFire
7 - 15
~550
35%
1+R
P90, Mp7
SWAT_MP7AimedFire
15 - 30
~550
90%
1
P90, Mp7
SWAT_MP7AimedFireLong
30 - 60
~750
90%
P90, Mp7
SWAT_MP7AimedFireLongXX
60 - 9999
900
80%
P90, Mp7
SWAT_RapidFire
3 - 7
450
35%
1+R
M4, SAR 18, HK416
SWAT_RapidFireMed
7 - 15
~575
40%
1+R
M4, SAR 18, HK416, Honey Badger
SWAT_CarbineAimedFire
15 - 60
~800
90%
1
M4, SAR 18, HK416
SWAT_CarbineAimedFireXX
60 - 9999
900
80%
M4, SAR 18, HK416
SWAT_762RapidFireMed
7 - 15
650
50%
1
MK17
SWAT_762AimedFire
15 - 100
~825
90%
MK17
SWAT_762AimedFireXX
100 - 9999
900
90%
MK17
SWAT_BrenRapidFireMed
7 - 15
~625
30%
1+R
BrenA1
SWAT_BrenAimedFire
15 - 60
~825
95%
1
BrenA1
SWAT_BrenAimedFireXX
60 - 9999
900
90%
BrenA1
WildBurstLongXX
40 - 9999
1100
100%
5
Enemy: Mac-10 SMG

Pistols are not made for long range battles and as you can see the 1H versions for the Shield class are even more downsized by their own attack types.
Silenced weapons use normally the same attack types as the non silenced versions.
In short range are many attack types with bursts or rapid fire.

Question on weapons (attack types)
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/458604254474166545/

Comment
The damage calculation was'nt complicated enough so the devs implemented attack types to disturbe the players even more and to hide bonuses for the enemy.
I hope they make it less complicated in Doorkickers 2.
Some Thoughts on Classes for Starter
After reaching team level 4, 8, 12 and 16 you get access to new classes.

Pointman
It is your first class and it has no primary weapon.
This makes them run faster, but it doesn't make them aim or shoot faster!
The two doctrines Double Tap and Mozambique are a must have and your first priority. This two doctrines make secondary weapons deadly, but they work only in the range from 1.5m up to 8m.
First new gear: 1911 (5 stars) and Assaulter Vest (10 stars). As long as you don't have the Stealth class you can help yourself with the silent Tazer and Mark23-SD.
Late game: Useful when speed is needed, than reduce the armor weight with the Raider Vest.
The classes Assaulter, Breacher and Stealth are as good at shooting with secondary weapons as the Pointmann class.

Assaulter
In short it's a Pointmann with an additional primary weapon. The already unlocked 1911 and Assaulter Vest suit this class.
First new gear: Buy the P90 (15 stars) its good for short and middle range and for longer distances the M4 (6 stars) it's an inexpensive and good long range weapon. If movement speed is not needed always prefer the Assault class over the Pointman class and switch weapon as needed.
Late game: The Bren A1 is a great weapon for very long distances.

Breacher
With the doctrine One Shot Breach they are the fastest door unlocker in the game and great against near grouped enemies.
First new gear: The JCS (Joint Combat Shotgun) (15 stars) is a quantum leap.

Shield
On the one side they have additional armor from the shield, on the other side they are bad shooter, because:
1. Attack types are downsizing strongly the 1H weapons.
2. The doctrines Double Tap and Mozambique can't be used by the shield class.
Good thing: The shield protects also other team members.
Avoid shootouts on middle and long range, if you don't have a teammate firing over your shoulder!
First new gear: The Magnum 44 1H (15 stars), because it has high damage and less downsizing than most other 1H weapons. The Ironman Shield (15 stars) is the only choice.
Don't waste your stars to shields which can't block rifle calibers (bullets with armor piercing level 5)!

Stealth
This is not really a stealth game and most missions can't be totally solved in silenced, but a silent start can give you an advantage for the the big shootout. The biggest problem is to silence the enemy before he can shoot back or shout out. With the doctrin Go Silent it is possible to coordinate silent attacks. In close range the Tazer is the best choice against a single enemy.
First gear: The Honey Badger (30 stars) it's very quiet and has a high damage.

A guide about classes:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=334788424
Tipps and other infomations
If you have problems to distinguish between paths from different team members, you can choose Colored paths in the option menu.

In Doorkickers grenades can fly over the whole map with 100% precision.

In random missions you can collect every time 3 stars.

Priorities for doctrines

You get an additional doctrine point for every new team level (click to enlarge the screen shot).

Campaign
The campaign missions are unlocked at team level 6, but at least wait for team level 12. The additional doctrine points and more available classes are very helpful.
Your squad members can really die in a campaign, if you finish a mission with dead personal. They don't die, if you restart the mission as long as you are still in the mission!

Do I lose my men, if they die?
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/412448158143092659/

Others
Does mobility affect aiming speed?
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/360670708794964174/#c360671352679462832

Great game! But.... (injuries)
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/617336568085856211/#c617336568086426603

F'ing Al Pacino or something... (doctrine Mozambique)
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/618460171315310405/#c618460171327929175

... campaign 2 key witness escort duty
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/494632768632463284/

So what happened to co-op and zombies?
http://steamproxy-script.pipiskins.com/app/248610/discussions/0/458605613402271491/

A good guide about tactics:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=200580844

Not everybody starts as a perfect door kicker :)
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=366985928
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=452410411
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=367403269
14 Comments
Mario Van Peebles 9 Nov, 2022 @ 7:42am 
The universes have collided: XCOM and Door Kickers in the same post
Marbur  [author] 27 Feb, 2020 @ 1:46am 
You are right the girl is originally from XCOM. In Door Kickers itself there is no weapon technician. :sectoid:
ChinchillaTime 26 Feb, 2020 @ 5:05pm 
The image for this guide made me think I had XCOM 2 selected and it threw me thru a massive loop.
Prey 8 Jul, 2019 @ 4:08am 
One thing: Honey Badger is crap. Maybe it's buged, but have totaly no damage and Up is to high and ROF is too low.
Brettwardo 10 Jan, 2018 @ 10:36am 
Thanks
Marbur  [author] 10 Jan, 2018 @ 10:17am 
Hi Brettwardo,
I assume you refer with your question to infos in the guide like "1H versions for the Shield class are even more downsized by their own attack types"
Attack types are overriding many weapon stats, more info in the chpater "Attack Types".
Brettwardo 9 Jan, 2018 @ 12:19pm 
What do you mean that attacks are downsizing?
Marbur  [author] 24 May, 2017 @ 2:36am 
I have to admit that I prefer the Honey Badger or the Mark 23 SD over the Taser, because you have only a short time window to put handcuffs on the target. I don't know any bonus for arresting. An old discussion about arresting:

http://steamproxy-script.pipiskins.com/app/248610/discussions/0/541907867749249580/
Honorable Discharge 23 May, 2017 @ 3:52pm 
I'm curious : do you get anything by arresting people? I've been trying to play like Swat 4, by arresting people rather than killing them, do I get more XP or something?
Marbur  [author] 25 Jan, 2017 @ 1:23pm 
Be aware that because of the attached attack types RoF is only used in certain distances.