With this update comes the ability for all units to close doors. It's especially good for delaying enemy flanks as well as alerting players when they do
A note: the interaction point for closing doors is at the door itself, not the open doorframe. I spent a bunch of time walking back and forth through doorways trying to find the interact node
@@agentiq007 can confirm, 1911 is a one hit kill most of the time, very reliable. Only downside is its single stack mag so you only get 7+1 but with 2 operators they should be able to cover one another during reloads. That .45 ACP hits like a truck and sounds like one too, 1911 is a great gun
@@YourPalKindred the private security is a problem tho, but those assholes laugh at everything but snipers (they will die to other 7.62 guns and to .45 APC but they'll probably mess you up before that)
@@agentiq007 from my own testing on EXP farm maps and regular maps, the Gucci Glock holds its own vs the Mk24 and 1911, especially when slightly longer shots are needed (hallways mostly). It definitely beats the other 9mms, performing more like the G22.
Even though it's a top down game, it's set in a 3D environment with details that are quite impressive, like how the characters lean when moving sideways, or the way Abu's coat ripples in the breeze.
I didn't realize undercover guys could go covert again after engaging targets. Knowing that, them and the integrally suppressed pistol is probably a powerful combo in the right circumstances.
Don’t forget it doesn’t work if they are injured! The enemy can spot the blood stains on their clothing! Also, you lose your disguise if you’re standing too close to another operative whose been compromised!
if you are on a red zone you are spotted immediatly, if you are in a yellow zone, you can get compromised (it gets yellow if there has been shooting, explosions or death)
@@vaclavjebavy5118 They start with only pistols as an option, if they'll be able to pick up any dropped gun it doesn't matter what their stats are it's still an AK instead of a Glock.
@@pubcollize your undercover guys can bring AKs and still be covert, but i actually prefer pistols couse you can bring nades long with them and still be stealthy. But picking up a LMG or a sniper rifle would be pretty op
Actually there is a way to get rid of curtains from a safe distance. Fragmentation-based handhelds. Stingers in this game have a huge radius breaking windows and curtains if they detonate close enough.
I was really struggling with the CIA ops at first. But once you get the hang of them (and they get that juicy experience) its a fun challenge for some intense Hollywood scenarios. This was fun to watch! I did this mission with two fully armed operatives and went in "silently" guns blazing. It was a blast. Lol
The reason your guy got injured in the fight in the kitchen was because you'd ordered him to turn to clear the corner, and he got to that point without having finished killing the guy in front of him. You need to micro your guys' sight lines in this game.
Did this with 2 black ops CIA equipped with MP5SDs and managed to stay quiet the whole time, felt really cool. Love this new mechanic and hope they expand on it some more
12:46 if you get to close (represented by the yellow zone) you'll become suspecious. nades and gunshots also create those zones. This mechanic was added pretty recently, to prevent some realy ridiculous situations from happening, its not super realistic but its pretty well balanced. Before you could do some crazy crap, for example the shitshow of a mission that is toll takes was even more of a shit show couse you could just pick the insurgents of one by one, posibly without them being able to fire a shot
I love the CIA and they've made some great improvements to stealth since the faction released, but the MP5SD6 is a terrible gun in Door Kickers 2 in every circumstance I've used it.
it's not so bad if you've got somebody with a bigger rifle to back it up once the firefight starts, but I'd rather give them a loud rifle and a hushpuppy side arm any day
MP5SD is great man, idk what everyone is saying. I've used it for many missions without a single casualty and it's perfect for stealth, since the VSS is a bit too long and takes a while to aim. Regular MP5 and SD have carried me through many CQB missions
MP5SD is hilariously good for quiet assassinations because of the extremely short sound detection range. The way the game works is flat out if they arent in the sound range, they dont react to it. This spoofs the AI hard. The AI gets very dumb when you kill people a room over with suppressed SMGs.
For the purpose it was designed for its perfect. (For now) someone mentioned the devs want to configure suppressors as attachments instead of silenced weapons variants. It would be great to be able to have a silenced Mk18.
I want a speed control on my guys as well. Like sometimes I want them to pie something off nice and slow. Not too hard to accomplish in big areas, but cramped ones like where Sam went down would be super useful. It would also be cool to see guys choke up on their weapons to prevent flagging around corners or lowering their weapons in tight spaces too. And all those little tactical things could be used to differentiate the training levels of enemy forces too. Veterans may try to pie corners while conscripts just walk in, etc.
@@ControlledPairsGaming ad's legit value, or adds legit value? I'm not sure how to interpret that, although I'm going to hazard a guess that both are correct.
You can have your undercover agents go back into concealment and use them to scout ahead of your black ops guys! Also try closing a door if to at least give you audio warning of a flank you don't have the manpower to cover. G19 is the bees knees!
Lol watching you go through the same thought process I went through to beat this level is insane. I think I had the same conversation with myself verbatim when deciding that the poncho is a false efficiency.
I've always liked my neomag, esp for accessing a spare magpul/glock 21rd'er. Funny you should mention the Sidecar, I've been really enjoying my new one the past few weeks; drawing the spare from 11'o clock is much more efficient than back pocket/neomag.
I really like your pseudo-role play take on the game...because its exactly how i played door kickers 1! Ive never really cared about score, i just played the game as i thought the police would tackle the situation, not as someone controlling the police playing a game of 5d chess to get 3 starts. Great content, earned the sub and i plan to buy the game on next sale :)
Well unfortunately it's not very real in that play style the police or Rangers IRL would probably take a platoon of dudes to clear out some of the larger maps in this game.
@@BisexualPlagueDoctor I agree but at least in a situation like this gimme 4 guys. And I'm only saying that because it leaves us having to take advantage of game mechanics.
@@BisexualPlagueDoctor yes that bit was in reference to the original comment regarding "role playing" also Pairs trys not to take advantage of the gameplay mechanics but like I'm getting at in this game you essentially have to.
Abu is the new Drummer. Clearing a level alone with some intense entangled gunfighting skills. Only Abu has more Wick about him, using only a pistol to clear an entire enemy squad
Not sure if anyone has mentioned it in the comments or if you have already learned about it but the undercover officers have two options for armour - obviously not as good as what one of the black ops officers use but it's better than nothing and doesn't affect the concealment meter - just means they can't use equipment. Great video as always :)
@@Caligari87 I mean available without players having to modify any files and potentially breaking the game because of editing the wrong thing, so technically it wasn't available in the base game.
Hey! I love your videos and I really your Door Kickers series bringing in real military tactics, in my opinion it is really cool and I love it! Your channel is amazing, I'm just surprised you're not that big. You deserve way more attention man, your content is top quality
I was pretty proud of myself when I did this level first try. I went in to the right and really abused that you could go covert everywhere except that one middle room. There was only one guy to the bottom right room which I took out and then cleared the first weapon cache. Then I sneaked with both my guys to the top rooms in the middle, taking one out in the first room but going covert in the second again. There were another 3 on the other caches which my master assassins took care. The hardest part was going to the extract. Enemies had repositioned and I couldnt leave unnoticed anymore. I just threw a flash in the big open area and ran for it. Worked. :)
the custom glock boys put enemies down quick in cqb in this game. i like to run 1 or 2 covert guys and one fully kitted backup guy with level 4 armor, a shoulder fired, and an m4
The number 1 thing I've learned from this update is that the CIA cannot use anything but a pistol. I think even at medium ranges they are the better option
Abu with the long shots reminds me of a time I went shooting with my dad as a kid. I did pretty well with the 22 he gave me and then he, having been on the pistol team in the Navy, pulled out said pistol and showed me what was what.
Hey CPG, you should try out 'The man who sold the world' on the workshop. I've been trying to break through it and I think you'd have a lot of fun with it.
I believe the CIA has different base stats where they have more aim speed, rof, and are more accurate with pistols, and have less of each with primaries. It's the converse with rangers. Not sure if the Black ops dudes follow the ranger trends or the CIA trends, but your undercover guys will out shoot aks if given opportunities to do so. Where they start to show pistol flaws despite the stats is 20+m so I usually bring the vss on my black ops for long shots, anything else is sidearm range.
Love your vide man also odd thing is that i got Henry from 9 Hole reviews in CIA at Black ops. I feel the dev team love putting the guntubers and references in game
I really wish they would include a silent takedown mechanic in the game and as for the Neomag, I might pick one up at some point but luckily for me I'm a lefty and the coin pocket on most jeans just so happens to fit my G48 mags like a glove.
I had so much trouble doing covert on that map. I would die in doorways. Seemed like I was getting in 3v1’s every time I cleared a threshold. So I went CIA with a wall breach and grenade belt and fragged every room before entering lol.
@@jamielonsdale3018 And I could say that I have a rifle with 30 rounds, fire off 15 then get into 16 round firefight. BTW, how wouold one know if they are going next into situation where you will be 1 round short? Failed logic mate. Then the question is, when you insert the second mag, will you remember how many were in the first that you just placed back into its pouch? That is not the way it is done IRL mate.
Sorry I can’t remember the name of it, but I can’t wait to see the level with all of the glass doors and the hostage rescue. That one was difficult with my CIA
Gonna have to buy doorkickers 2 now. I love the sidecar but I'm not sold on the neo mag. The magnet isn't strong enough, I've found the mag has fallen into my pocket if I'm doing anything besides casually walking. Which sucks cause it's a super cool concept, if it just held a little better I'd be all over it.
@@ControlledPairsGaming Yeah I do. Gotta be able to index it. I haven't heard many negative things about it from other people so I'm concerned maybe my magnet is weaker or something? When I sit down it's dislodged itself before, and I also dislodged it jogging a short distance. I might give it another shot and see, but it's the whole reason I got the sidecar so I could securely have a spare mag. I did also have a knife clipped into that pocket, it creating the extra space might have allowed the mag to slip easier?
@@ControlledPairsGaming Yeah, I'll definitely have to give it another shake, if it at least works in a specific type of pants I'd like the extra option. Now that I think about it I have to buy relaxed fit jeans thanks to lots of leg days. It'll probably work great with something like my duty pants that are fitted.
I like the idea of these missions, but I feel like the stealth aspect of the missions needs work. If feels less useful then it should because of the red zones that auto compromise you if you enter them. When I did these missions, I couldn’t get the CIA operatives to work for me so I just went hard and fast with my Ranger Assualters