破门而入2:北方特遣队

破门而入2:北方特遣队

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PMC squad
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328.068 MB
2 月 10 日 上午 5:22
9 月 17 日 下午 1:52
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PMC squad

描述
Introduces a PMC squad, consisting of 12 individual, specialized contractors and a backup quick reaction force to Nowheraki

Private military contractors, mainly ex SOCOM and SAD veterans, focused on hostage rescue and exfiltration tasks.

Mod features

Features:
  • 12 individual, specialized contractors with unique gear and skills
  • Ghosts QRF to lock down large areas or assist contractors
  • Custom individual portraits
  • Drone strikes (MQ-9 Reaper)
  • Helicopter CAS (AH-6 Little bird)
  • Undercover and ambush mechanics
  • Intel specialist
  • Combat medic
  • Custom doctrine tree
  • Ballistic shields
  • Native camo selector/trooper toolbox support: 3 Outfit options available (Casual outfit, Kryptek Nomad combat uniform, all black combat uniform)

Operator list:
  • Nomad: Squad leader / CQB / medium range support / CAS
  • Midas: Designated marksman / overwatch
  • Tanto: CQB / Door kicking / Infiltration
  • Silva: CQB / Door kicking / Infiltration
  • Tig: Assault / CQB / Medium range
  • Rone: Assault / CQB / Medium range
  • Vegas: Assault / CQB / Medium range
  • Oz: Breaching / explosives specialist
  • Weaver: Heavy weapons / explosives specialist
  • Holt: Covert operations / Infiltration / fire support
  • Maya: Intel / Interrogation / Drone strike
  • Kestrel: Medic / fire support
  • Ghosts: Paramilitary troops for large scale operations support.

What if your Ghosts QRF squad is broken?
Update 1.3.0 introduced a lot of changes to Ghosts classes over and under the surface. If you find your Ghosts QRF not working anymore, you either need to just create a new squad, or if you want to keep the old troopers, edit roster.xml in a relatively easy fix I described here (post#9):
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3424830508/783166492943366601/

Credits:
  • MSFMiller for the T1O guns used in this mod and the doubletap attacktypes I based some of my own on
  • DBoy for the IoV guns and attachments used in this mod and the bolt action attacktypes
  • DPS for the cobra sight
  • Anthony for the camo selector mod and doctrine xml assistance
  • Briz for the oakleys orange/black and GPNVGs
  • TAC22 for the basecap/peltor textures and improved model
  • Levantera for the AH6 little bird, MQ9 reaper, medic bags, MK43, GPNVG UI images,, Evo3 model and UI
  • Sly for trooper toolbox
  • Fluffy for xml assistance
  • Uberchad for NG-IHPS model and base textures
  • Everybody playing and enjoying this mod, providing valuable feedback, reporting bugs. Thank you.
热门讨论 查看全部(3)
17
10 月 3 日 上午 11:38
Bug Reports
Pilzquadrat
15
5 月 18 日 下午 5:28
Feedback & Suggestions
Pilzquadrat
6
3 月 22 日 上午 9:26
I dont see the Squad
Jackson Stone
112 条留言
Pilzquadrat  [作者] 10 月 7 日 上午 5:57 
Well all the mod airstrikes are pretty OP from that point of view. I think it is balanced out by limited usecase, as most maps are relatively small and the AoE is quite large. I also made Maya aim on target for 4s with her designator to add a bit of risk to using it. But yeah tbh the UAV strike might even look cooler with a 1/1 charge basic, 2/2 charges with doctrine upgrade. I'll think about it.
WillBlack 10 月 6 日 上午 8:36 
Its not 6 UAV strikes a bit TOO op?
Pilzquadrat  [作者] 9 月 10 日 上午 11:27 
Haha nice trick :D
Pixy_PixY_JL 9 月 10 日 上午 10:01 
Well, I've found a way to simply give all units an extra mobility bars.
Just add +10 moveSpeedModifierPercent to Chemlight...
Everything just looks fine, and no one will ever notice hahahaha
Pilzquadrat  [作者] 9 月 10 日 上午 7:03 
I thought the same, but after the fix of the xm7 Supp, even with extra conditioning on rangers I ended up with the same 7 mobility bars for both guys, with
XM7 Supp
1-8 LPVO
Pistol
NextGen Helmet w/ dual/quad NVG
Raid Vest LVL4
2xfrag 2x frag
3x frag
Pixy_PixY_JL 9 月 10 日 上午 1:29 
@Pilzquadrat The differ might caused by the Rangers have an Elite Squadron Doctrine "Extra Conditioning", which said: "improving movement and maneuvering with heavy weapons." I'm not sure about how it works.
Pilzquadrat  [作者] 9 月 9 日 上午 5:42 
New small update dropped! As always, thanks for your input, guys. have fun!
@Krestofu latest update added boltcutters and dynamic hammer to the Ghosts rifle element. I've also added a MP5K secondary tzo the shield element as a battlehonor unlock.
@Pixy_PixY_JL I've been looking into the issue and fixed a too high mobility penalty for the XM7 suppressed specifically. I couldn't replicate the issue in general though, as a ranger had the same 7 mobility as TIG had with the 1-8 LPVO. I'd advise to use the 1-6x LPVO instead if you need 8 mobility with that specific loadout.
Krestofu 8 月 13 日 上午 7:09 
Awesome mod! My only comment is that I think the 4 non PMC group elements, QRF, should have access to wire cutters and the breaching hammer in the equipment. Sending dudes in with no equipment feels kinda bad and would let me bring more interesting gear with the PMC troops.
Pixy_PixY_JL 7 月 13 日 下午 8:11 
@Pilzquadrat
What I've notice is:
With all doctrines needed, Operator like TIG in this mod will have 1 less mobility bar than Rangers Assault class with same equipment.
Such as this: XM7SUP w/ LVPO1-8 + Pistol + Flashbang + Frag + Wall breach charge + NG helmet w/ NVG + All-around ESAPI
Rangers will have 6 mobility bar.
TIG will only have 5.

The difference of this 1 mobility bar will cause is: it will be much more difficult to fulfill those "At least 8 mobility needs" spawn point.

Rangers with equipment set mentioned above only need to unload the "Wall breach charge" and change the "All-around ESAPI" to "Raid Vest / Lv 4" to reach 8 mobility bar.
But TIG would only have 7 at the same condition.

Regularly, not a problem, but in missions like Campaign Chaturanga's last mission or "Forest Spirit" in "Extreme Rescue 2", all spawn point need 8+mobility bar...
Mod's operator will have a huge disadvantage(either no helmet or downgrade firepower).
Pilzquadrat  [作者] 7 月 13 日 下午 2:46 
Thank you for your feedback guys
@Dragorm The operations doctrines are my way to put a little flavor and background story (there's not much room for that in the game), and also are used to slow down doctrine progession for balance reasons (you need to unlock the operation doctrine node to gain access to the respective field skill doctrines). I didn't want another rangers on crack.
About guns, I decided to give some unique/special guns to every operator or class to help distinguish them in their roles, but didn't want to bloat the equipment selection with too much redundancy. I think they got a solid choice of guns per operator, but understand you'd like to see more carbines and rifles. I agree CQB is where DK2 shines, though.

@Pixy_PixY_JL All operators have a slightly higher base mobility and slightly higher minimum move speed compared to rangers, so they should be at least on par, given loadout. I'll check the stats again to confirm and fix if there's an issue indeed.