This is Getting Difficult
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- Опубліковано 22 сер 2024
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You bought this on yourself... I can see the developers saying "There's this guy on UA-cam who's always doing stuff correctly with rear security and all that. So we should add enemies that spawn in behind you."
Hahaha. Dan was this you?
Watching these videos makes my E7 stripes happy.
@@philroi2672 thanks for ur service Sarj!
They've done it in a VERY poor way with the new map Flat Mates. One room with no clear access, with a still locked door and they spawn in there, even after you clear the room. That is a really bad mechanic for such a game when the idea is you're going round "clearing" rooms. I understand why they did it for that mission but it ruins the play completely.
@@TheStevenWhitingdude they breach one of the walls before spawning in that building. In that map you dont clear the rooms, your enemies do
me getting ready to see this guy to play king of the slums taking about reinforcing from off map.
Funny thing about King of the Slums, I was cosplaying it a bit on coop with a buddy and had security on the high speed avenues of approach while the other fireteams cleared. Their reinforcements walked into a 240 and his AG.
That’s mad that they actually included off map reinforcement. Was a thing in the first one so I’m glad they have included it in their newer missions.
That genuinely put some real fear in me. Gotta go back and replay this campaign. Definitely challenging, even without those surprise reinforcements.
@@JJoJam I actually found this map to be pretty easy due to the bad guys not rushing to kill the hostages. I just posted up out front and picked them off as they squirted towards the front gate... Then once they slowed down, I did a typical clear and there were only 2 or 3 bad guys left in the whole building. Not really a legit method but it worked.
at least you have the will to play extreme rescues
Dude it's been a grind haha
It’s okay to be upset and quit because of that sometimes, Pairs
It worked out
I was upset with this map too. I quit a lot more than once. XD
LOL That shit is so dirty, the game spawns them right behind him after his guys would have seen that sector. I had no idea they even did that on this map, absolutely rage inducing. I feel like you forgot about Fergie being in play towards the end but I can see how using him could easily get him plastered by your own rifles irl.
Edit; I read the other comments, I'm now convinced I got lucky with Fergie clearing rooms. xD
12:58 "These hostages don't appreciate it but flashbangs won't hurt them"
If only they knew that flashbang saved them from getting splattered all over the place by that s-vest only by miliseconds, they'd have it for breakfast till the rest of their lives.
Shit was close!
@@ControlledPairsGaming The map was a real pain in the ass, so that was a good call given how things went sideways.
The overall map design in DK2 feels too unrealistic in that the assault element is almost always outnumbered by the enemy force without any supporting units to lock down the compound. The devs gotta add extra deployment slots for the security element already!
@@Groinath I think the reason they don’t do that is the difficulty would immediately plummet. Take the new bridge level with 10 units, it’s a fucking cakewalk. The other downside is that sometimes it gets hard to manage a lot of units, again that bridge level and the large randomized maps leave me forgetting that I have a second assault team on the top side of the map xD
@@smallgremlin8647 i think more units is a good idea but they need to also make the maps harder, for example: any map with the silent achievement means if you go in suppressed as long as you do it right there is 0% chance of being spotted because all of the enemies are placed to not look at you so of course more units on a map like that would be useless. so realistic map design would make the game harder and more units would balance it out. as for managing them i have issues with that until i actually need them, because the maps are made for a small number of units many times some units will become useless for a bit, on a realistic map there would be so many angles and areas to watch that you would need all of them so you would need to pay attention more to your units that you wouldn't normally and i think thats a good thing.
@@YOLO-nx3xy true, but that’s not to say current levels aren’t difficult. Kamil pasha market would still be outrageous even with 10 units-
I'm just waiting for the developers to start putting in tripwire...
Dude traps would be a cool add
Ideally wall scaling for both yourself and enemies would be added alongside it to give the option to avoid common thoroughfares that might be trapped at the expense of some noise and time. The southern boundary wall on this map being completely accessible made me wish you could take a non-destructive route over it.
I was thinking controlled sectors, so you know if you can be ambushed from a certain direction because you don't have dudes off screen securing it.
I'm pretty sure there is atleast on some custom build maps. There is just no way noticing them....
@@msytb Assault ladders for when they add multiple floors lol
There is so much challenge in this level, I'd still watch pairs run it again
Thanks man
@@ControlledPairsGaming run it again man
The viewing pleasure is mine, trust
when I did this mission, I put Fergie on the stealth mode and brought them into the main room, so that I already knew where everyone was. I do remember having to replay it multiple times until I found a position where they wouldn't be spotted, so maybe not the best tactic.
0:04 The moment everybody watches for
Soldiers can actually fit in that narrow alley to the extreme left of the map, so you can move all your soldiers there through the street below and attempt to complete the mission from there. But yes, it's a hard level.
EDIT: I'm leaving this here as a reminder to *not rush with typing UA-cam comments*. Sorry :D
He tried it in the beginning and was ambushed from behind
@@tedarcher9120 Ah shit. Folks, this is what happens when you rush out to type a UA-cam comment. Don't be like me !!!
It happens to the best of us
@@tedarcher9120 they spawn off the map and you cant see them, its pretty dumb, but i found a flashbang or something in the corner triggers them to start moving
Was watching some ww2 documentary and this video was recommended to me. And wow this feel like an actual good tactical game where each decision is important in split seconds.
Fergie did a great job securing the bathroom!
what if at least one of the insurgents was gonna shit their pants? Fergie was in a critical position.
Dropping everything to watch this series. Keep it up man!
Thank you!!!
8:05 That has to be the nastiest shot/kill I’ve ever seen in this game... everything from the single round hitting at range, to the sound the trooper made when he died, it’s like he got headshot sniped lmao
That corner entry was nothing but ambush bait by the level designer. I fell for it too, with similar results.
Yup, same here
Just getting started with this one, but another good one is the HVT Abduction in the Indian Country campaign. Talk about reinforcing from off map...
Halp
My god that got me feeling all kinds of frustration when that happened. Did everything perfectly for my first run - covered the long streets with a Team A of snipers and support and had the Team B assaulters just clear each building flawlessly - and when I decided to just have Team B just escort the HVT straight to exfil suddenly there were reinforcements that killed almost everyone.
Noooooo Drummer !
My manz
The losses you took were mostly from bad luck rather than any bad tactical decision but I think making more use of your superiority at range is the way to go so I 100% agree with the swap to M4s.
The enemy made a really good shot
Appreciate it. Dangerous business.
It took a lot of times to understand that I could use the informant "Fergie" from the start, it was a game changer.
I did what you did, I think that's the best tactic but it was hard !
Man, that was tense. Great video! I found that mission super difficult as well. One thing I would like to point out is that at 17:30 our man Fili hat ONE!!! bullet left and used it well. He deserves a medal for that. That dude just keeps on delivering.
8:02 had me laughing so hard. They used that sound in DK1 as well, it always cracked me up how brutal but funny it sounds. Huge fan of the two games, been lurking through this whole series, playing along and loving it. Learned a thing or two as well. Good shit, keep it up! Workshop is next, it's gonna be insane!
CP, how would this situation be dealt with in real life ? since the use of airstrikes is out of the question due to the presence of hostages in the building i'm curious as to how this would be dealt with (sorry for my bad english)
60-90 dudes. Hard and fast to the hostage. Rely on really good Intel.
@@ControlledPairsGaming yeah its funny how many people would actually be handling these situations. In game u send in 8 guys irl u would send 20
@@hahahahahahaha1983 Yep overwhelming force is definitely the way to go is the real world. Special forces aren't out there taking on superior numbers unless things have gone wrong for them.
@@hahahahahahaha1983 Yeah but gameplay reasons. Would be too easy and hard to manage 20 guys at once.
Btw as per usual, your English is actually really good.
That deep inhale at 13:11 had me rolling. Fucking hilarious.
Holy shit that was intense.
Those off map reinforcements actually spawn once you go far enough north on the map. It's possible and repeatable to make that group spawn before opening the gate and taking them out with two assaulters with MP5SDs. I used Fergie to hold security on the locked door facing the large open area while my assaulters banged and cleared the conference room.
Out front I had a DMR holding long through the double doors with a grenadier pulling cross coverage on the front gate. After I made an evacuation corridor out of the north side of the structure I f'd up and let the hostages run free because I forgot about game logic. Naturally, the hostages ran into the large, uncleared section of the structure...fml.
@1:11: In Soviet Russia, you don't surprise party. Party surprises you!
Your reaction to that suicide bomber kill was priceless
In my experience playing this level, Fergie is best used to clear the hallway and the two restrooms connected to it and then get eyes and intel on the court yard early game. Mid game she is best hiding in one of the restrooms holding an angle on the entrance. Closing to end game I like to group her with my fireteam to provide extra cover/support. That's what I found to be the best use of Fergie without any allied KIA.
Fergy is really useful intel though, and i think he can hold his own in CQB
If you open the door Fergie is in and back off, he can ambush enemy reinforcements. I had a pile of chalk outlines in front of that bathroom door when I played through and used him to attack from the rear while my rangers were assaulting the front
17:55 is the replay for those who skip.
This one was a chore to get clean. My 3 star plan went like this
CSASS lone shooter at threshold front gate, keep them occupied. Take 3 assault with M4A1 and LPVO out the back.
Start fragging rear element, one man watches for backdoor squirters, two more cross coverage driveway in case of 9x39 spawns. Slowly make way through the outside of the top windows area, while keeping ass cover in case of 9x39 spawn.
Set window charges in main room first, blow and clear. Re-establish ass cover. By this time DM CSASS has probably wiped out main hallway. Have him slowly and methodically waltz in there and visually clear everything.
Then, send small 2 man team to mop out small building in bottom left.
Now final phase. Fergie and assault on door area (if not already open; otherwise stay clear from LOS to prevent executioner and s-vest from ruining your day). Bring rest of element to outside windows and slap. Toss banger by Fergie either at door (hiding from LOS) or off axis from opened breach (if door already open). When bang goes off, blow windows, 2 assault and 1 CSASS wipes inside, one assaulter stays on door peeking in, walks in if needed be once window shooters stop firing to assess.
By now, everyone hostile should be dead.
Run lv4 plates and soft armor backers, M4A1 LPVO SOST, CSASS steel tipped ammo, frags, flashes, 3 slaps.
hey man, I just finished this mision yesterday, it took way too long for my taste, great mission though, I did take a few pointers from your approach, but I took 2 snipers, and at the begining after creating a corridor with 4 smokes, I made them sprint behind the car, and placed one of the two assaulters in the other side of the inital fence, after like a minute, I started pieying with cross guarding until I got to the main door, moved one sniper and assaulter to the room on the right to cover the blinds which I've removed with a flash in which I discovered all 4 hostages and 2 suicde bombers.
it was a great run after I got the hang of it
Love your videos!
Oh man, took me so many attempts at doing this map with zero casualties.
I think the correct way is to put a grenadier and dmr behind that car and engage long, at the same time use two assaulters to clear behind and use fergi to free the hostage
It's a way
That threshold fight was intense.
The marksman should've been behind that car looking deep the entire time. Assaulters to either side of the gate keeping the walls from being used as cover to push the marksman.
M203 firing deep into the house to neutralize threats through demoralization or non-fatal casualty.
Using Fergie is totally underated. Once my squad had the attention of most of the baddies at the main gate. Fergie is capable of completely cleaning up most of the enemies in the bar area. Then I just had her maintain security on the kitchen door while I had one fireteam push the interior and another on making a approach on the windows. Made the whole process easier once I figured out how to best utilize Fergie.
Well done! You said it perfectly...deceptively simple. The DMR is a superstar on this map
Fergie bro he could've picked em off from the inside
I did the exact same thing, i felt like since we were in a pretty well developed area that the terrorist must have taked control of this compound to get some hostages but are now surrounded and/or confined to this one location (wrong), so i thought that since this big open area was in the front i would go around back and since i thought they were confined to this on place i thought there was no chance of them coming off map behind me (also wrong), i was trying to be stealthy so two of my guys pushed up and two stayed behind for a bit. well they were in the exact spot that the off map dudes spawn in so they spawned on the other side of the wall instead... a place i had already cleared so that was BS and i rage quit instantly.
Yoo finally I have been waiting for you to do this one. I recommend this, but didn't wanna spam you 😎
This one was hard!!
Wait a second.. Why didn't you use fergie? He could have cleared the bathroom,and at least given suppressing fire to movers in the pool area.
Probably was protecting his civilian contact
Dude i played this thousand times and i never even noticed fergie until after the 10th try
I honestly think he forgot about Fergie midway through
Fergie didn't add anything. A dude with a pistol surrounded by baddies. Best bet keep Fergie hidden imo
@@ControlledPairsGaming yeah i get it, i played the level and Fergie kept dying it was annoying
This map is actually somewhat more easy if you really stick to a stealth approach. The enemy qrf only shows up if an unsilenced shot or explosion goes off.
This is another one where I just 4 DMRs and let my marksmen clear the whole outside and inside from afar. Way too many heavily armed insurgents for close quarters
I’d like to see you go back through and do these levels again until you get zero casualties and all hostages/civilians secured. It’s fun to see the “blind look” stuff but I would also like to see how you use real-world strategies to beat the missions without casualties. The little soldiers dying makes me sad
8:10 The enemy was using what looks like a Dragunov. Probably why he was able to take down your assaulter in one shot.
I believe it was a FAL, some veteran insurgents carry those in the game
After taking a grenade right at the gateway, how would you actually approach this problem in real life? Surely it wouldn’t be pushing back to reengage?
Likely would have wall shots alter prepped elsewhere and blow them and move to an alt breach. In HR you may not have time and have to force your way back in the shitty way.
@@ControlledPairsGaming Also probably would've had more than a fireteam for this objective... Extreme rescues is nuts like that.
Yes, another DK2:TFN video! Big thanks and a like for that as usual.
I always wondered, if the superb pinpoint accuracy of grenade throws (as it looks to me) is realistic?
A skill-based scatter zone of the throw would make it a bit more realistic and interesting imo.
So, for this mission. I put a LMG and a DMR behind the black car right in front of the gate. Meanwhile I sent to assaulters running to the backdoor and Fergie opened the bathroom door and ambushed whoever passed through. Then the 2 assaulters link with Fergie and just hold security. Just waiting for all the idiots inside to die to the guys in the front gate. When things die down inside, I one man sweep the kitchen, sweep south, and then the outside team moves it to close in on the hostage rooms. Then I do a 5 man collapse on each room.
How about an explosive entry in the bottom left? The building and walls create a good L down there and there is much less vision from inside the building in there. Later entering the building could be done from the wide section of that building, instead of from the front (which as you've seen got concentrated fire from *everyone* inside the main hall).
Haven't tried this level yet, but I'm thinking I'd want to send smokes over the wall and into the foyer while clearing the courtyard. Then smoke the main hall off from the foyer while passing it.
I’m shipping out with an option 40 contract to go to rasp after basic. It’s cool to see someone with experience like yours having fun with the knowledge you learned in that profession.
Drink the kool aid buddy. All the hip lingo in the world won’t do ya any good in the suk.
@@rmilleriv1 I’ll write that down
he sounded so emotional hurt by failing. 1:18
Good shit, Pairs. Having a new mechanic sprung on ya, like an off-map enemy QRF would piss me off too, appreciate the transparency man. Checking out that RPG shot at 18:32, do they have any mechanic(s) to daze a shooter who pops one off in a confined space?
DMRs are super strong in this game. Personally, I haven't been able to justify anything but DMRs and assaulters (can't remember if there's another name for them). I didn't win this one blind, but I tend to focus on a single plan more than a blind attempt. After wining the angles at the breach, I ended up smoking everything and getting two DMRs, to the upper and lower right corners of the compound, and just relying on their superior firepower at range to kill off anything outside when the smoke cleared.
I think 2 DMRs will be better for establishing controls, and use the cars out the gate for cover. Push with the other DMR and 2 assaulters to help with long control and gate control looking deep
There is a map on the first door kickers that has the enemy being reinforced from off map if you take to long or go a specific way
You also have the undercover agent on the far left to use.
I see you’re using the worst gun for this situation, gotta add the challenge back when you know too much
My run with this I opened Fergies door and just let them sit there and kill off the reinforcements. Wall shot the 2 long alleys with assaulter's running scars and a DMR in the middle behind the cars. DMR had a buddy shorty scar that fragged the front door to open site lines...was a massacre
I don't know why he didn't use Fergie at all.. enemies are attracted to noise in this game so while everyone was pushing your squad out the main entrance Fergie could've been shooting unaware hostiles in their backs. You even see this behavior when he naded the corner and 2 different hostiles started spraying it, knowing someone would most likely push it.
I was so close to a 3 star completion of this.. in the last room there was a suicide bomber and killed a single one of my soldiers... that was upsetting
I remember singe planning this and it took like a day and a half to finally make a consistently working plan. It was pretty satisfying tho.
Definitely a harder one to do well on. Me and my buddy spent a lot of time chasing those three stars for it 😂
I’d quit too if that crap happened to me😂
IRL if you had thrown that flashbang directly on those hostages they would all be dead of third degree burns and probably broken bones
Lol no
Eh, maybe hearing damage.
Controlled Pairs Gaming Buddy you can literally look on Wikipedia and see the cases where people have died from getting burned or concussed by flashbangs.
@@treyebillups8602 lol
@@treyebillups8602 Maybe in a meth lab shit catches on fire but they don't kill. Perhaps in an extreme case if used as a pillow and the thing was pressed right up against your head when it goes off? IDK man, I've role played, it might singe the hairs on your arm and cook a layer of skin but kill? No. Wikipedia is not to be used as a source of tactical information.
You cheated and lost? So did my first wife, LMFAO!
Dude. I think the point of Fergie is that he can walk around without being shot at because he's some kind of local deep cover asset. So you probabaly should have used him to mark and note enemy positions more.
I really don’t like the way they’ve implemented reinforcements. In this map specifically, you should be able to see them coming down the street before they arrive, but no. If you have a guy on the upper left corner of the map, the enemies will just spawn on top of him without warning. There is also the option to have the enemies arrive in a vehicle, which would give you a proper warning but would still allow the enemies to show up quickly. They implemented this in an interesting way in flat mates, but the unlimited swarm of enemies is just ridiculous.
This mission is so ridiculous
I appreciate your work putting these together, man.
I get a feeling you kind of prefer to kill all the bad guys even though it's an optional objective in hostage rescue. Hence a question: Have you played a map where it's actually easier and more practical to extract the hostage(-s) while avoiding most enemy contact? I presume in real life you wouldn't risk soldiers' lives just to mow down a few sonsabitches if you already had custody of all the hostages you came for?
Just wanted to say you made another customer at your nexus.gg/controlledpairsgaming store. Awesome game. Thanks for making this series.
No one gonna talk about how the baddies are literally walking on water at 10:10
Yes sir pls more
Deal
Fergie got silenced pistol, and 2 bangs. She can help bang the hostage room for final assault, or silently pop off OPFOR if the situation is right. Late game asset
This really seems to be the only way to do this map. I usually use two DMRs to fight from that gate and run two mk18s behind to clear from the rear, using fergie as a third assaulter. Her little pdw is mean in the cqc.
Can't wait for you to play for King of the Slums
I've been waiting for you to get here! XD
Annoying the AI can have suppressing fire but you can make your lmgs provide any supress
Nice vid!
Thanks dude
Yes IRL I always worry about the map size when I'm assaulting a compound ... lol jk I know what u meant
i breached the bottom left corner and set L shape security from there until they stop coming but before breching i set fergige up so she could shoot the guys coming out to attack
I cleared this map using only marksmen ahah it appeared to be the only working tactic
you need to bring marksmans
should attack at the front and back of the house.
Amazing game
Might have gone better if you let fergie sneak up and flank those shooters that were blind firing.
You just got CSGO AK47 one tapped 8:20
Yeah that was less than cool
You should have utilised Fergie more, he could have flanked behind right at the beginning with the 3 enemies and the RPG. May have saved a life.
M240L with 6x scope is way better than dmr. Equally accurate but much better volume of fire
realistically, I feel like if you knew that many hostages were there with that many enemy you'd send in AT LEAST 20 men. Would that be accurate? I'm actually honestly curious how real life military would approach this situation with hostages involved.
60-90
@@ControlledPairsGaming it would be really interesting if they had other modes like a simulation mode where you could tackle some of these obnoxious missions with realistic numbers.
really hate missions like this. Seems like there's no way to avoid instantly aggroing 90% of the map, even with stealth, and hoping the RNG is favorable. then you're left clearing the whole building just to find the two people that didn't respond. All that you're missing is an executioner that activates 15 seconds after you're compromised, or a VIP that you can't control that gets shot through a window across the map. And reinforcements shouldn't be a thing in DK at all, at least not in missions like this. if they're only sending 5 people to do the job the least they could do is secure a perimeter for them...
I watched quite a few of your videos where I saw you using smoke (un-necessarily) or deploying smoke incorrectly. Here, where you should have deployed smoke, you didn't, I'm curious why you chose not too this time?
Yay
But that resource utilisation is not optimal. You had someone inside and you never moved him, not even for intel gathering at the beginning!
Fergie was surrounded by a Platoon of baddies with a pistol. No use to me unfortunately.
Mission failed... we’ll get them next time
True
Horrible! I ALWAYS take marksman for long maps, 9.5/10 they can kill the enemy.
I always try to play DK2 in a realistic way. Snipers shooting 50-100m just... Isn't.
What is your opinion on door kickers action squad?
Use fregi damn it