Due to personal differences with Nexus, and their handling on modern day modding as a whole, i will be uploading all updates to this thing i made to steam workshop, starting as of the 10th of February, 2025, also known as 1.0 launch day for the game. I will also upload the launch day version here, and no further updates will be posted to nexus. a link to the mod on steam workshop will be posted and stickied.
either way, have fun with this. i have been making a big update a long time now with the behind the scenes moddng beta, so expect some good stuff to come day one :D
Hey author! If you see this- then know that I really appreciate you cleaning up the language in your otherwise really cool mod. The Iraq war (which gets called Nowheraki in DK2) was an immense tragedy for all parties involved. The US launched that war on false accusations and a lot of the guys you fight in the game are really just defending their homeland. Sure, elements of ISIS are there, but they didn't even exist until the US destabilized the entire region in the name of fighting terror.
So once again, thank you for cleaning up the rhetoric in your mod. I really enjoyed playing it (especially how u can make the units OP to fight against ARES units). And I'm sorry about your mother. I hope she gets better.
If you are consider adding more weapons, you can ask Dboy for some of the asset in IOV (AIM unit especially), there are tons of old school long gun as well as short gun. Will be glad to see more weird non-standard issued weapons.
could you add more assault rifles, like surplus g3's, m16a1-2, m14 for marksman and maybe assaults, and others, bc it feels a bit weird only having ak's and m4's for assaults rifles
not sure what happened but it seems that there is no option to switch the gun back to version without silencer, like you only have one option for all the time that you only switch to have a silencer. This can be fix by reselect the whole weapon but looks weird from my end.
Got some thought on class from recent update So I rn notice you assign heavy armor for weapons guys which make the swat team a bit more rus. However I find it weird for the design of frontline/close range class from your design both assault and breacher can be seen as the frontline trooper, consider about man power and tense of firepower. However they both seems to serve a bit close range/CQB but doesn't push it to the limit. Like, breacher have heavy armor with explosive that make it like a breaching and clear duty, but they lack of smg or short barrel weapon compare with Assault. Assault have more SMG/bullpup/Sheild but they are short of heavy armor for close range battle. It will be great to have assault heavy armor that you can take smg with heavy armor at the same time. Otherwise you can only pick firepower (smg) or defensive (shield) when you send assult to pointman duty. And yet breaching don't have short gun for room cleaning as well. Right now its more like a spear or shield issue. But CQB unit might need both of them. ---- By the way, The advanced extended vest have a better speed penalty compare with basic vest. I suggest give it a nerf as it provide larger protection range and it will be weird to have less penalty when more protection on them.
I think you might want to improve the guard time for the FAL. I don't play a lot of long range map with it yet but it usually react slower than grunt enemy which leads to badly wounded with my man. A little bit improve will be helpful. In fact, the vanilla game of Mk17 LB is actually 250 in guard time. I am not saying buff it to be like ranger but you do take them as an option for assault unit, then those weapon should be expected in close range right? At least that's how BOPE work. A bit improve for better FAL will be welcome. I figure the major problem is the FAL serve as a DMR weapon so there's aim time in attacktype. Maybe consider about split them into different version? better FAL for regular officer, better DMR for sniper, DMR for deputy. By the way, any chance of bring extra Molotov or incendiary throwable for actual officer?
thank you verfy much for the honest feedback and suggestion on how to resolve an issue. i duno if i am going to make different versions, since each ould need to be coded, graphics ect, and i, in all honesty, and ususally to lazy to. howsever, handling time will be edited, since i agree, guard and handling seems a bit sluggish. i was using the fal from base game stats as basis, except the reload times which i tweaked. ill see fi i can imrpove handling and guard times. no pormioses other than that ill try. thanks for trying this thing out to give an honest informational feedback btw.
just uploaded a new version with such changes. if i may ask, can you give me your thoughts on the new times ect in this version if you are able to and willing. regardless, hope you enjoy
Yeah just have a try for it. And as I do think. It might just give a stats of MK17 but more guardtime and such but change the attack type to carbine instead of DMR. I do think the problem might come with the attack type and such. FAL should be a bit more hard to control, compare with MK17 I believe but I also saw video clip like Brazil Cop auto suppress others. So I would said the best case is give an extra DMR rifle for sniper but give a carbine attack type for FAL? I didn't check about the attack type of FAL in vanilla tho.
29 comments
https://steamcommunity.com/sharedfiles/filedetails/?id=3264593082
Nexus will not get a final upload. Further updates will be via workshop, for convivence and due to personal issues i have with nexus.
I hope people have fun! :D
AGAIN, link to updated version is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3264593082
either way, have fun with this. i have been making a big update a long time now with the behind the scenes moddng beta, so expect some good stuff to come day one :D
So once again, thank you for cleaning up the rhetoric in your mod. I really enjoyed playing it (especially how u can make the units OP to fight against ARES units). And I'm sorry about your mother. I hope she gets better.
So I rn notice you assign heavy armor for weapons guys which make the swat team a bit more rus. However I find it weird for the design of frontline/close range class
from your design both assault and breacher can be seen as the frontline trooper, consider about man power and tense of firepower. However they both seems to serve a bit close range/CQB but doesn't push it to the limit.
Like, breacher have heavy armor with explosive that make it like a breaching and clear duty, but they lack of smg or short barrel weapon compare with Assault. Assault have more SMG/bullpup/Sheild but they are short of heavy armor for close range battle. It will be great to have assault heavy armor that you can take smg with heavy armor at the same time. Otherwise you can only pick firepower (smg) or defensive (shield) when you send assult to pointman duty. And yet breaching don't have short gun for room cleaning as well.
Right now its more like a spear or shield issue. But CQB unit might need both of them.
----
By the way,
The advanced extended vest have a better speed penalty compare with basic vest. I suggest give it a nerf as it provide larger protection range and it will be weird to have less penalty when more protection on them.
A little bit improve will be helpful. In fact, the vanilla game of Mk17 LB is actually 250 in guard time. I am not saying buff it to be like ranger but you do take them as an option for assault unit, then those weapon should be expected in close range right? At least that's how BOPE work.
A bit improve for better FAL will be welcome.
I figure the major problem is the FAL serve as a DMR weapon so there's aim time in attacktype. Maybe consider about split them into different version? better FAL for regular officer, better DMR for sniper, DMR for deputy.
By the way, any chance of bring extra Molotov or incendiary throwable for actual officer?
So I would said the best case is give an extra DMR rifle for sniper but give a carbine attack type for FAL? I didn't check about the attack type of FAL in vanilla tho.
Great job!