@@ControlledPairsGaming Hehe, it happens to me more than I care to admit. That pie tool is a curse as much as it is a blessing, when you accidentally move past the point you set it without realizing.
The replay feature is definitely one of the best things they've done to this game imo, getting to watch it back at the end makes me more conscious of making it look good haha
You know what I'd like to see? The option to clear by fire. Don't want to go into that bathroom? Spray through the door. If there was a guy in there, there isn't anymore
@@YourPalKindred Mission dependent, you will have different ROE for different situations. Today, it is very unlikely that you will have the ability and confidence of knowing that what is in that area needs to die, without seeing him.
@@jonw1958 I still think the option should be there regardless. Even if there are civilians around it should be a risk you can take if you're confident. Maybe you even saw through a door cam there's a guy watching the door. Instead of exposing yourself to his fire first, you take initiative by blind firing and at least suppressing them
1. Right at the beginning, when you deployed your guys and declared the bridge clear, then suddenly there was one guy in the middle of your force and barricaded shooters behind every sandbag - the guys you had clearing the bridge (and your own surroundings) were blinded by your own smoke. Not entirely your fault, though; it seems like the game doesn't take smoke clouds into effect when displaying your guys' fields of vision cones and highlighting which parts of the map you have eyes on. That's definitely a bug and your should report it. 2. The one guy who died, that was because your flash blew out the window covering, exposing you to more of the room than you expected. 3. You might have been well-served to bring along a camera for checking doors and corners. 4. I wish there were a way to order your marksmen to climb into the back of the MRAPs or something, where they'd have a clear line of fire.
Maybe soon we will have more interactive environments, because if you put your cursor at the Dshk it says not usable…yet. Just imagine using HMG’s to hold a pos Going upstairs of a building to have a clear lone of sight. Or getting up cars of pickups Or MRAPS to have cover and a firing position!
here BEFORE Pairs fixes the title so it no longer says "Door Dickers" unless it was intentional; in that case, we won't judge Pairs. love who ya wanna love man
I think the smoke initially hides enemies even though it says its clear. The devs should maybe change that leaving the area still in the dark rather then saying it's sweeped
How could I forget about this level? It's a massive grind, and it's very difficult to maintain proper focus for the full length to keep your troops alive. Let's see how Pairs does...
that shot from Fili at 22:57 though was a masterpiece of marksmanship... love the swticihng between close-ups and wide shots during replay, great job as always !!
After watching hours and hours of your content, I can truly admit how extra fucking dead I would be in a combat situation, that being said, I'd still assault the gates of hell with CPG!
I love the progression of this series, early on it's very professional and to the point, and once we hit the bridge Pairs is aiming grenades by saying "fuck you, fuck you, fuck you"
I found a mod that adds the USAF to the game. Gives you four new units to work with- Marines, Army, Engineers and Recon. Marines and Army's basic guys are 0.5 cost units which let you bring a ton more to the fight. I think you'd enjoy it since the main complaint is being allowed to bring more guys, but the only issue is actual deployment points. You can even call in mortars and howitzer rounds, and CEngineers demo blocks need actual firing wire.
8:56 "I'm still not seeing any enemy. Which is surprising . . ." Why is it surprising? You through smoke. You do know that smoke works both ways - right 😉
My favourite thing about this channel is doing the map for myself then coming and just seeing how you attacked the same objective so can compare the differences in thought and applications of real life training. Times where i've gone loud and violent, opening with stuns in a "we're fucking coming for you" way, you'll play it quiet and vice versa where with some hostage situations you've gone loud whereas i've stuck everyone with suppressed MP5s
it may not be smart in the real world, but in this game, I've learned to stand off and away from hard cover and vision blockers like the MRAPS. being farther back from the hard visual blocker means you can slice the pie more acutely. The smallest side step next to the MRAPS that would expose you to 5 enemies, if done a bit further back, might only expose 1 or 2, much more manageable in this fight. You've already played it, and that affects your next playthrough. but I've also found that the further back you can push the enemy, the less effective they are. RPKs and RPGs are the only thing they seem willing to shoot cross map. So I gear myself a two-man sniper/MG. Sniper spec'd for 50+m, and the MG set for 25-50m with lots of smoke and frags between them.
As long as stepping back does not expose you to more threats which you cannot cover, (flanks, etc.) stepping back from cover does not reduce your use of it, and provides several advantages, one being the ability to engage fewer targets, the other primary advantage being that ricochets tend to travel along the surfaces that they hit, and being further back reduces the chance that such ricochets will hit the operator.
@@ryandoty6048 right. In the real world you can maneuver alot better. In door kickers, if you are too close to an object the trooper lowers their weapon, so some standoff is needed just for keeping that split second readiness
Snipers also learn not to stand near a window (like they do in the movies), but move as far back into the room as reasonably possible (while keeping their targeted area in FOV), ideally behind another wall they cut a hole in. If you concentrate on an area, having more than that open just exposes you to more fire.
by the way if you hold shift and right click you get the pie symbol to focus on a point while moving(which you know), but if you hold control and right click you focus on a direction while moving. this allows for strafing without the need to repeat the same right click.
This map was really hard, but after watching some of your vids I could finish without casualties The word "security" was ringing in my head the whole time XD
I like the new door kickers, it has more mechanics and gameplay possibilities than the first one but door kickers one was about police officers of the swat and for me its better than soldiers for a game like this. I hope that the developers create a dlc or something that let you play as swat officers.
@@jean-michelmusli5669 cops don't get sent on kill or capture missions in the dessert and lay down suppressive fire with m249s or even use frag grenades for that matter... Imo army rangers fit "a game like this" far better than SWAT cause the ROE's are more fitting to them
@@KillMonger592 I said a game like this not to speak about the weapons or the maps but more of what makes the game what it is, a strategy game where you play little soldiers that kicks doors. Imagine door kickers 1 maps and missions in door kickers 2.
@@jean-michelmusli5669 I played thru the entire Original Doorkickers game wishing that It was a more military setting as an SOF unit against Terrorist rather than law enforcement against thugs with Guns. I guess at the end of the day it boils down the personal preference. Me personally when I think "Doorkicker" I automatically think military. I think of the UBL raid and black hawk down type stuff. That's where the real doorkicking happens. ua-cam.com/video/rKlv-CMCwMA/v-deo.html 👈was roll playing Delta Force here.
What I wish is that the suppress order were more intelligent. Rate of fire for weapons in the script varies with range. Maybe instead, with suppression fire, you could have a slow rate until you pick up on a target than fire goes to rapid until the target is no longer visible. The slow rate still warrants suppression effect at the cost of burning rounds.
This was AWESOME! I watched it on my TV last night during dinner but wanted to come back to leave a like and a comment. A fantastic scenario to put everything you (we) have learned to the test throughout this adventure we've had. Brilliant pacing - action, suspense, triumph, tragedy; a masterclass in narrative content. Bravo
I'd love to see a custom mission in Door Kickers based on the premise of trench warfare. The objective being to, well, clear a well-defended trench, Great War-style. It would be interesting to see the principles and tactics you use applied to that kind of anachronistic setting.
There's one thing that concerns me about real life assault like this. 17:30 in this room you have a large bed, and there could be for example tunnel leading outside. There can be hidden passage behind a fridge from where somebody can creep out when you will be leaving and shoot you in the back. There can be even fake plasterboard wall and behind it insurgents with guns pointed in your direction. How do you handle it in real life?
I beat this mission with only one assaulter standing. Almost every time I had one vault over an object, they just glitch into it and become immobile. Damn bug
Top area, north. Blow out the west side wall and you have a great marksman nest. Control most of the map. Also here the SCARs are the best. Longer reach to caress and more powerful. Same with the XM LMG. Or that's just me because my bathroom are the AR15 guns. Always get killed using them. I'm hoping they add grenadier SCARs.
Firstly, you have some first class content. Great stuff! Secondly, if they make XCOM 3 with this tactical model and realism, I will probably never play another game in life. Ever.
I have no idea how I did it, but I got 3 stars first time. A medium size assault element and a small-ish security element. I think I ran 4 assault, 2 grenadiers, 2 marksmen, and 2 support. I kept the marksmen and support together, locking down different sectors. I moved one grenadier from the assault element to the security element when things got hairy, but I took a long time (like 7 minutes or so) and smoothly cleared it all with no casualties, friendly or civilian.
I'm currently playing original Door Kickers. So in last week I've watched a lot of your videos, especially on Door Kickers 2 (in random order) and this one is still my favourite. The masterpiece.
It's 10 a.m. on a Monday and I'm supposed to be working but I just saw an hour long new Controlled Pairs video so I'm thankful to be working remotely and have a separate "work room" in my apartment.
Honestly my favorite mission to watch. Been keeping up with the series and ive been dying for large firefights with the new mechanics and this was exaclty what I've been waiting for. Great execution and keep up the fine work Pairs.
As a regular, conventional, non airborne 11B, my first instinct to assault this bridge is to just do a call for fire on that bridge and establish a base of fire with M240s from the windows of that house lol. I don't know how you SOCOM guys do this shit in real life
premium version of this game better have a "JTAC calls fast movers" button, or at least a mortar section and a reloadable Carl Gustav? Edit: Apex mod does that, it includes a version of Rangers with all of these as deployable assets
Do you guys have this with zombies and on iOS ? I just found this game on steam looks sick, I remember playing breach on my iPhone4 this looks just like it.
I really enjoyed that 'Pairs. I'm currently building my own campaigns (a fight against a Cthulhu cult in Boston and a World War Three campaign in Poland). I just need the time and help lol
im kind of dissapointed they didnt reinforce any from outside the map, it wouldve really added to the challenge, but not by an over whelming amount i think. you did really well, good job.
Moving on a bridge doesn't feel like the kind of job a 10 man team wouldn't do on foot without armored vehicle and aerial support. Am I wrong on this CPG?
I´ve heard that to assault a fortified position that the attacker should have at least a 3-1 advantage in numbers to overcome the advantages of being dug in. Given that CP took out 48 enemy combatants, that means he shouldn't have gone in with less than 140 guys!
@@smokecrash2147 True, game must have challenge. I'm merely stating the fact a natural funnel like a bridge has been for over a centuries a choke point and the deciding factor between win and loss.
Finally! Been waiting on this one.. lot of fun to have a some LR engagements across the river imo. Fun to set up some battle positions and let the boys go to work
I feel like people are able to shoot too far in this game. A good example is when Fili shot that enemy across the map and earlier when the enemy wounded one of the machine gunners from the same distance
When I played this map I sprinted all my men behind the house breached the fence at top and used grenade launchers to decimate fixed positions then put marksmen there to cover my team crossing the bridge managed it with no casualties and one injury
is there a way to order surrpressing fire, because I don't have doorkickers but I want to know and he seemed to use it if there is a control ps I only watched replay
"It's just death Tetris..." - CPG
:D
new shirt design
@@Jake_Garcia bro fr
CPG, child prn gaming. why.
Man, whoever built these houses did NOT like right angles...
Makes my head hurt
Got that right. Made to give CPG a migraine.
everyone: "The river"
CPG, an intellectual: _"A natural obstacle"_
“Water feature”
"Now is no time to get sloppy"
Looking at you, dude who's standing with his back to the long threat he's supposed to be watching.
🤣
@@ControlledPairsGaming Hehe, it happens to me more than I care to admit. That pie tool is a curse as much as it is a blessing, when you accidentally move past the point you set it without realizing.
That replay was one of the coolest. It showed just how much of a fire fight that beginning was.
The replay feature is definitely one of the best things they've done to this game imo, getting to watch it back at the end makes me more conscious of making it look good haha
I noticed so much more happening when watching the replay. That was some true hollywood level badassery
I agree this was by far the coolest most action packed replay if this one gets topped by one greater I'd be surprised
You know what I'd like to see? The option to clear by fire. Don't want to go into that bathroom? Spray through the door. If there was a guy in there, there isn't anymore
Yeah, war crimes are always an option :D
@@jonw1958 Is that a war crime? If you have reason to believe that all civilians have evacuated then why can't you do such a thing?
@@YourPalKindred I think it would have to be available only when intel confirms there is no civilian presence.
@@YourPalKindred Mission dependent, you will have different ROE for different situations. Today, it is very unlikely that you will have the ability and confidence of knowing that what is in that area needs to die, without seeing him.
@@jonw1958 I still think the option should be there regardless. Even if there are civilians around it should be a risk you can take if you're confident. Maybe you even saw through a door cam there's a guy watching the door. Instead of exposing yourself to his fire first, you take initiative by blind firing and at least suppressing them
1. Right at the beginning, when you deployed your guys and declared the bridge clear, then suddenly there was one guy in the middle of your force and barricaded shooters behind every sandbag - the guys you had clearing the bridge (and your own surroundings) were blinded by your own smoke. Not entirely your fault, though; it seems like the game doesn't take smoke clouds into effect when displaying your guys' fields of vision cones and highlighting which parts of the map you have eyes on. That's definitely a bug and your should report it.
2. The one guy who died, that was because your flash blew out the window covering, exposing you to more of the room than you expected.
3. You might have been well-served to bring along a camera for checking doors and corners.
4. I wish there were a way to order your marksmen to climb into the back of the MRAPs or something, where they'd have a clear line of fire.
Maybe soon we will have more interactive environments, because if you put your cursor at the Dshk it says not usable…yet.
Just imagine using HMG’s to hold a pos
Going upstairs of a building to have a clear lone of sight.
Or getting up cars of pickups Or MRAPS to have cover and a firing position!
There is now at least one mission with a usable dshk
here BEFORE Pairs fixes the title so it no longer says "Door Dickers"
unless it was intentional; in that case, we won't judge Pairs. love who ya wanna love man
He needs to see this lol
He fixed it
🚪🍆
@@ControlledPairsGaming lol
@@ControlledPairsGaming amazing
I too learned the hard way that a smoke hides the enemies from me, just like it does my guys from the enemy :D
Filling a room with smoke is good too
23:14 That's not Fili, that's a Terminator disguised as Fili
Best long-range shot in the entire series so far.
It's funny when you're scrolling through comments not looking at times, and you're like huh? And suddenly fili does what the comment is about...
@@JJoJam The one by Drummer on that dual hostage situation with the executioner going for the kill
You made up a new word. "Gaintain".
22:56 - and here we see why Fili was ALWAYS the first to be chosen for sports in school
I think the smoke initially hides enemies even though it says its clear.
The devs should maybe change that leaving the area still in the dark rather then saying it's sweeped
If Doorkickers gives you 4 people, you need 10.
If Doorkickers gives you 10 people, you need JDAMs.
Good to see a map where the doctrine can really get a workout instead of just having to race the bomb clock.
"A soldier who can accurately throw a grenade 50 meters away is more valuable than a tank"
-Sun Tzu
Fili should undergo retraining and deployment as marksman. Or sniper.
39:05 It’s not that Fili won’t move but that he just wants to stick to what he’s good at
Long security
LOL, the guy's taken shots across the map that should be taken with a 110, with an M4, talk about legendary.
How could I forget about this level? It's a massive grind, and it's very difficult to maintain proper focus for the full length to keep your troops alive. Let's see how Pairs does...
The water feature
When you finish the main campaign, will you play Controlled Pairs Tribute? It's, uh... fun
At this point in the series Fili is just an absolute legend.
that shot from Fili at 22:57 though was a masterpiece of marksmanship... love the swticihng between close-ups and wide shots during replay, great job as always !!
After watching hours and hours of your content, I can truly admit how extra fucking dead I would be in a combat situation, that being said, I'd still assault the gates of hell with CPG!
I love the progression of this series, early on it's very professional and to the point, and once we hit the bridge Pairs is aiming grenades by saying "fuck you, fuck you, fuck you"
The game escalates rather swiftly as the missions progress 🤣
I found a mod that adds the USAF to the game. Gives you four new units to work with- Marines, Army, Engineers and Recon. Marines and Army's basic guys are 0.5 cost units which let you bring a ton more to the fight. I think you'd enjoy it since the main complaint is being allowed to bring more guys, but the only issue is actual deployment points.
You can even call in mortars and howitzer rounds, and CEngineers demo blocks need actual firing wire.
Ok so now I want death Tetris and "machine guns guys, machine guns." Merch
This level is a massive murderhole every time I play it lol
This Map Only Took me 30 Minutes To Get A 3 Star
(Took About 7 Tries)
"this is feeling sufficiently violent" is not something i thought i'd ever hear
It would be awesome if the developers could let us click/drag over a group of operators and have them move as a team....
Wait, why couldn't Fili move anymore? Mechanic I don't know about?
Legend has it Fili is still there to this day, holding long.
Bro, I think Fili has gained sentience and understands how much of a badass he is.
Ten guys against 48 and you managed to achieve Bubba superiority in every contact except that one.
8:56 "I'm still not seeing any enemy. Which is surprising . . ."
Why is it surprising? You through smoke. You do know that smoke works both ways - right 😉
Nice to see there are 10 troops available, not just 4 as usual
This bridge map is most def one of my favorite maps in Door Dickers.
Same same
My favourite thing about this channel is doing the map for myself then coming and just seeing how you attacked the same objective so can compare the differences in thought and applications of real life training. Times where i've gone loud and violent, opening with stuns in a "we're fucking coming for you" way, you'll play it quiet and vice versa where with some hostage situations you've gone loud whereas i've stuck everyone with suppressed MP5s
it may not be smart in the real world, but in this game, I've learned to stand off and away from hard cover and vision blockers like the MRAPS. being farther back from the hard visual blocker means you can slice the pie more acutely. The smallest side step next to the MRAPS that would expose you to 5 enemies, if done a bit further back, might only expose 1 or 2, much more manageable in this fight.
You've already played it, and that affects your next playthrough. but I've also found that the further back you can push the enemy, the less effective they are. RPKs and RPGs are the only thing they seem willing to shoot cross map. So I gear myself a two-man sniper/MG. Sniper spec'd for 50+m, and the MG set for 25-50m with lots of smoke and frags between them.
As long as stepping back does not expose you to more threats which you cannot cover, (flanks, etc.) stepping back from cover does not reduce your use of it, and provides several advantages, one being the ability to engage fewer targets, the other primary advantage being that ricochets tend to travel along the surfaces that they hit, and being further back reduces the chance that such ricochets will hit the operator.
@@ryandoty6048 right. In the real world you can maneuver alot better. In door kickers, if you are too close to an object the trooper lowers their weapon, so some standoff is needed just for keeping that split second readiness
Snipers also learn not to stand near a window (like they do in the movies), but move as far back into the room as reasonably possible (while keeping their targeted area in FOV), ideally behind another wall they cut a hole in. If you concentrate on an area, having more than that open just exposes you to more fire.
by the way if you hold shift and right click you get the pie symbol to focus on a point while moving(which you know), but if you hold control and right click you focus on a direction while moving. this allows for strafing without the need to repeat the same right click.
This map was really hard, but after watching some of your vids I could finish without casualties
The word "security" was ringing in my head the whole time XD
I like the new door kickers, it has more mechanics and gameplay possibilities than the first one but door kickers one was about police officers of the swat and for me its better than soldiers for a game like this. I hope that the developers create a dlc or something that let you play as swat officers.
How does SWAT fit better for a game like this?
@@KillMonger592 kicking doors, using flashbangs, saving hostages, that kind of stuff.
@@jean-michelmusli5669 cops don't get sent on kill or capture missions in the dessert and lay down suppressive fire with m249s or even use frag grenades for that matter...
Imo army rangers fit "a game like this" far better than SWAT cause the ROE's are more fitting to them
@@KillMonger592 I said a game like this not to speak about the weapons or the maps but more of what makes the game what it is, a strategy game where you play little soldiers that kicks doors. Imagine door kickers 1 maps and missions in door kickers 2.
@@jean-michelmusli5669 I played thru the entire Original Doorkickers game wishing that It was a more military setting as an SOF unit against Terrorist rather than law enforcement against thugs with Guns.
I guess at the end of the day it boils down the personal preference. Me personally when I think "Doorkicker" I automatically think military.
I think of the UBL raid and black hawk down type stuff. That's where the real doorkicking happens.
ua-cam.com/video/rKlv-CMCwMA/v-deo.html 👈was roll playing Delta Force here.
What I wish is that the suppress order were more intelligent. Rate of fire for weapons in the script varies with range. Maybe instead, with suppression fire, you could have a slow rate until you pick up on a target than fire goes to rapid until the target is no longer visible. The slow rate still warrants suppression effect at the cost of burning rounds.
This was AWESOME! I watched it on my TV last night during dinner but wanted to come back to leave a like and a comment. A fantastic scenario to put everything you (we) have learned to the test throughout this adventure we've had. Brilliant pacing - action, suspense, triumph, tragedy; a masterclass in narrative content. Bravo
Man that means so much to me thank you!
An hour long? Dad’s providing a meal today.
My ADHD brain watching movies: BORING
My ADHD brain watching Pairs play DK2 for an hour: YEAH BUDDY
Hahaha thanks my guy 🤙
I'd love to see a custom mission in Door Kickers based on the premise of trench warfare. The objective being to, well, clear a well-defended trench, Great War-style. It would be interesting to see the principles and tactics you use applied to that kind of anachronistic setting.
There's one thing that concerns me about real life assault like this. 17:30 in this room you have a large bed, and there could be for example tunnel leading outside. There can be hidden passage behind a fridge from where somebody can creep out when you will be leaving and shoot you in the back. There can be even fake plasterboard wall and behind it insurgents with guns pointed in your direction. How do you handle it in real life?
That one guy that carries 7 belts of ammo for the MG.
That firefight was something worth for a war movie
So much fun.
I beat this mission with only one assaulter standing. Almost every time I had one vault over an object, they just glitch into it and become immobile. Damn bug
jesus the real-time play through alone is like 20 minutes, this is gonna be awesome to watch
Can't wait to play this one!
It's one of my favorites!
Hey I'm going on a picnic tomorrow I'm very excited anybody else doing anything exciting also your videos are bombs 😉
Hey man, always enjoyed your stuff. Any thought on giving Foxhole a go? The game is really something else.
Great video my eyes where glued to the screen for an hour and I have adhd... that says something about ur quality!!
Well this brightend up my evening. Always fun to watch these :D
That was the weirdest house ever, rooms completely disjointed from other rooms, with no way of accessing without going out and to the back
I believe those were separate residences with a courtyard.
Top area, north. Blow out the west side wall and you have a great marksman nest. Control most of the map. Also here the SCARs are the best. Longer reach to caress and more powerful. Same with the XM LMG. Or that's just me because my bathroom are the AR15 guns. Always get killed using them. I'm hoping they add grenadier SCARs.
Firstly, you have some first class content. Great stuff!
Secondly, if they make XCOM 3 with this tactical model and realism, I will probably never play another game in life. Ever.
I have no idea how I did it, but I got 3 stars first time.
A medium size assault element and a small-ish security element. I think I ran 4 assault, 2 grenadiers, 2 marksmen, and 2 support. I kept the marksmen and support together, locking down different sectors. I moved one grenadier from the assault element to the security element when things got hairy, but I took a long time (like 7 minutes or so) and smoothly cleared it all with no casualties, friendly or civilian.
I'm currently playing original Door Kickers. So in last week I've watched a lot of your videos, especially on Door Kickers 2 (in random order) and this one is still my favourite. The masterpiece.
It's 10 a.m. on a Monday and I'm supposed to be working but I just saw an hour long new Controlled Pairs video so I'm thankful to be working remotely and have a separate "work room" in my apartment.
I wish they would bring back the operator stats (mission or lifetime) like kills, accuracy, etc. like they had in Door Kickers.
Bruh!! I love your T-shirts but ya boi is a darker skinned homie, and black looks terrible on me. Maybe a gray tee is in your future?
It shall be done
@@ControlledPairsGaming I f*ckin love you man
Honestly my favorite mission to watch. Been keeping up with the series and ive been dying for large firefights with the new mechanics and this was exaclty what I've been waiting for. Great execution and keep up the fine work Pairs.
I'm really looking forward to the custom maps :D
As a regular, conventional, non airborne 11B, my first instinct to assault this bridge is to just do a call for fire on that bridge and establish a base of fire with M240s from the windows of that house lol. I don't know how you SOCOM guys do this shit in real life
"All the weapon squad leaders will be lecturing us" 😂😂
premium version of this game better have a "JTAC calls fast movers" button, or at least a mortar section and a reloadable Carl Gustav?
Edit: Apex mod does that, it includes a version of Rangers with all of these as deployable assets
Do you guys have this with zombies and on iOS ? I just found this game on steam looks sick, I remember playing breach on my iPhone4 this looks just like it.
When I did this mission I didn't bring a single flashbang, it was all frags and smoke. Almost every room got prepped with HE
I really enjoyed that 'Pairs. I'm currently building my own campaigns (a fight against a Cthulhu cult in Boston and a World War Three campaign in Poland). I just need the time and help lol
I am so glad I found this channel! Your gameplay and, commentary is amazing! This was a blast to watch, no pun intended. 👍
im kind of dissapointed they didnt reinforce any from outside the map, it wouldve really added to the challenge, but not by an over whelming amount i think. you did really well, good job.
So I just found this out yesterday. You can play the game in slow motion real-time if you press L.
You played this map expertly and the replay was well worth the 11 minutes! The replays music score was magnificent! Well done!
Love your videos keep them coming
When there is a room that probably has 3 dudes: Kaboom? Yes ricco kaboom (flash bang)
Fili: Hey sniper support hold my beer.
Did you realize that you were just putting your suppressive fire into the side of a tank rather than downrange?
CPG saying fuck you over and over while fragging the enemy fucking got me lol
Moving on a bridge doesn't feel like the kind of job a 10 man team wouldn't do on foot without armored vehicle and aerial support. Am I wrong on this CPG?
I´ve heard that to assault a fortified position that the attacker should have at least a 3-1 advantage in numbers to overcome the advantages of being dug in. Given that CP took out 48 enemy combatants, that means he shouldn't have gone in with less than 140 guys!
I dont think overpowering the enemy by number would be fun
@@smokecrash2147 True, game must have challenge. I'm merely stating the fact a natural funnel like a bridge has been for over a centuries a choke point and the deciding factor between win and loss.
AWESOME video pairs! I love shit like this
22:57 at this point, Fili should just get all the fucking promotions in the world
Ah, the T72 in it's natural state.
You sound like Lucas Botkin!
Finally! Been waiting on this one.. lot of fun to have a some LR engagements across the river imo. Fun to set up some battle positions and let the boys go to work
I lost like 4 guys on that map. Mostly to an unlucky RPG
I think this is your best vid yet ❤️❤️❤️
Hi
What's up
It’s more sad when one of your soldiers die on a large map
That was an extra cool episode. Nice touch editing the replay. Good shit👍
Violence of action. Glad to see the Corps still has it.
We're going to do what we can to be careful of civilians. *Smash cut to dumping LMG rounds and grenades into areas we just saw civilians fleeing from*
I feel like people are able to shoot too far in this game. A good example is when Fili shot that enemy across the map and earlier when the enemy wounded one of the machine gunners from the same distance
Nope that is well within grunt range, don't expect kills every time but suppression easy
It would be nice it there were was a horde mode, where you have to defend against hundreds of enemies. Think Black Hawk Down. 200 Troops verse a city.
When I played this map I sprinted all my men behind the house breached the fence at top and used grenade launchers to decimate fixed positions then put marksmen there to cover my team crossing the bridge managed it with no casualties and one injury
39:55 I laughed so hard! The fear is real.
is there a way to order surrpressing fire, because I don't have doorkickers but I want to know and he seemed to use it if there is a control
ps I only watched replay