Half-Life: Day of Defeat
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Mulliga's FAQ/Guide to *** * * * *** ***** * * * * * * * * * * * * * * * * *** * * ***** * * * * *** * * * *** * +++ +++++ +++++ +++++ + +++++ + + + + + + + + + + +++ +++ +++ + + + + + + + + +++++ + +++ +++++ + +++++ + + + ---BETA 2.0--- Version 1.0 Posted 2/23/2002 by Andrew Kwan RedWolfTrevize@hotmail.com This document copyright 2002 ============================= ===1.0 GENERAL INFORMATION=== ============================= -------------------------- 1.1 What is Day of Defeat? -------------------------- Day of Defeat (DoD) is a total conversion for Half-Life that attempts to recreate the great feel of WWII small unit tactics in the Western European theater. It is free for download, and playable by anyone who has Half-Life or Counter-Strike Retail. Its official headquarters can be found at "http://www.dayofdefeatmod.com" (minus the quotation marks, of course). As evinced by this guide, it comes highly recommended. -------------------------- 1.2 How do I download DoD? -------------------------- DoD is a monster download (142 MBs!), and that is why I've included here a brief plan for getting this MOD. While it is likely a major magazine (or more likely, all of them) will carry the latest beta release on their CD-ROM in the future, 56kers who are craving for their DoD fix now must often endure 10 or more hours of downloading from a mirror. First, grab a download manager ("GetRight" works fine). Second, find a mirror that seems stable (FilePlanet never works for me, so I found a third- party site from the table of links at the DoD website. Third, try to download it all at one time, preferably overnight. If none of this works, get a friend to burn the beta onto a CD or something. -------------------------- 1.3 What about this guide? -------------------------- I'm no big authority on DoD, so comments/flames/tips/errors/whatever are welcome. I have put in plenty of time, and usually place first in the public servers, so I have some knowledge of what I'm writing about. This guide is meant to help the legit player, not the cheap person who hacks the game or exploits bugs in the maps or the program. It also assumes you want to help your team complete the mission (i.e, you don't hang back with an MG and score a lot of kills with no deaths while your team suffers for the lack of a machien gunner). It is meant to be a supplement for the excellent documentation included both with the mod and on the official DoD website. I really don't want to write the overbloated FAQ/Strat Guides that tell you how to wipe your butt; I assume you have at least a passing familiarity with FPS conventions like moving, shooting, and reloading. ------------------------------------ 1.4 What about all the generalities? ------------------------------------ I don't really have the inclination to test all the game's weapons in a controlled setting against a bunch of targets, or to test actual damages by the numbers (all the weapons, even the melee ones, are very deadly). What I can write from is firsthand experience with all the weapons and the strategies for using each. -------------------------- 1.5 Who is this guide for? -------------------------- Although truly advanced players should find no real surprises here, intermediate and beginner players will learn quite a bit. Also, with every version change, I plan to update accordingly, so look here for the newest strategies for new versions and maps. ============================ ===2.0 GAMEPLAY SPECIFICS=== ============================ Day of Defeat has many gameplay elements that may be unfamiliar to newbies. The following is a simple listing of explanations and strategies of DoD-specific elements aimed at getting people up to speed. A lot of standard FPS strategies work rather poorly in DoD; circle- strafing, for example, is suicide. ------------------------- 2.1 Proning vs. Crouching ------------------------- DoD, like other realistic games, features the ability to lie prone (default "q"), called "proning" for short. Proning has a number of distinct advantages; it renders you much smaller to the enemy (most of the time) and so you avoid most incoming fire. You are also much harder to see, as well. Your shots are more accurate, and recoil is greatly reduced. The problem? You only move slowly while proning, and you can't shoot and move at the same time. You also are less mobile since you cannot "stand up" instantly. Crouching (default is holding "Ctrl") offers a happy medium, and is ideal for Garand users and the like who need to be stationary to fire, but also want to stay mobile. You can instantly go in and out of a crouch, eliminating the split-second where you are defenseless after going up from a prone position. ---------- 2.2 Recoil ---------- DoD has a recoil system that drives the muzzle of a weapon up as it is fired. This is especially noticeable with the M1 Garand. While there is always a raging debate over whether the recoils are too hard or too soft, dealing with recoil is the same across the board. Either aim low and let the recoil take the weapon up (lazy man's approach) or manually adjust the recoil while shooting. I personally prefer the latter, as it conserves time and ammunition, but sometimes careful aim isn't possible or expedient. Use the white puffs of bullet impacts to help train your hands to deal with the recoil of DoD's many weapons. ------------ 2.3 Accuracy ------------ Moving in DoD sucks away your accuracy, just as in real life. This decrease is represented by the moving center part of the crosshair which represents the muzzle of your weapon swinging around. While a stationary shooter can usually land his first shot no matter what his weapon is, this changes when you are jogging around the map. Few weapons are effective on the run; careful control and good strafing skill will expand that selection as a DoD player's experience rises. In my time, I have seen plenty of skilled players nail enemies with weapons like the Garand and even the MP44 when in motion. ------------------------- 2.4 Stamina and Sprinting ------------------------- Bunny-hops and wild sprinting are prevented in DoD by the stamina meter, a multicolored vertical column that rises and falls according to how much physical action you undergo. Jumping, sprinting, and firing a machine gun while moving will all significantly eat away from your stamina. Crouching or standing still recovers stamina. Keep in mind that THE LOWER THE BAR IS, THE SLOWER YOU WILL BE WHEN YOU COME OUT OF SPRINT. It does not pay to sprint at the beginning of the round, as soon you will be huffing and puffing as the stamina bar dwindles. Even if you don't let it all run out, you will still go slower. ------------------------- 2.5 Swimming and Climbing ------------------------- Many maps have ropes, ladders, and other implements to enable you to climb to another level. Simply move forward face first into these objects to climb up or down automatically. Beware, however; weapons are unusable while on a ladder. Swimming is fairly straightforward in DoD, as the movement controls are the same underwater as on land. Again, it is impossible to use weapons while underwater (though floating on the service allows you to shoot), and enemy fire can shoot through water to kill pretty easily. ----------- 2.6 Jumping ----------- As stated before, jumping (hit the space bar) to avoid incoming fire is ineffective, as when you come out of the jump, you move more slowly. It deserves mention that the Half-Life convention of "crouch-jumping" (hit the space bar and then "Ctrl" while in the air while moving forward) is in DoD; it provides a way to get your legs over tall obstacles. Also note that fall damage is modelled in DoD; drop anything more than about 20 meters, and you die. ------------- 2.7 Bandaging ------------- Some nasty hits, particularly with explosions and high-caliber weapons to the torso, cause bleeding. Get away from the enemy (eliminate him if you can) and bandage immediately (default is "z"). You are defenseless while bandaging, so find cover or another teammate to guard you (preferably both). The pain sound you make when bleeding is audible to others. ------------- 2.8 Reloading ------------- Reloading in DoD is much like real life; that is, when you reload, you lose the entire clip, instead of having the empty portion subtracted out of an abstracted "ammo supply." Take this into consideration when using weapons with limited numbers of magazines (i.e., anything that isn't a rifle) and try not to fire any potshots. Note that Light Infantry/Grenadier players can drop MG ammo (default is "H" key) to supply MG players who have run out of ammo (this is really only necessary in sustained firefights, or if the machine gunner is very good and has expended his ammo killing the enemy). ------------------- 2.9 Sound and Sight ------------------- Listening to your surroundings is vitally important in DoD. Learn the weapon sounds and you'll know whether you're dealing with an MP40 or an MG42. Key on movement sounds like people going up ladders, opening doors, reloading, going prone, etc.; these clues will give you advance intelligence on the enemy, especially in a dark house or a crowded alley. Visually, learn to discern the trajectory of incoming fire that is being directed at your teammates, then flank and attack. When you see the corpse of a teammate, be cautious and try not to suffer the same fate. Look closely for flying grenades, hidden snipers, and other elements of the battlefield. ----------------------- 2.10 Using Machine Guns ----------------------- Machine guns are basically worthless when not deployed (sure they can "spray and pray" up close, but so can other weapons, and a lot more effectively). To deploy an MG, go prone and use the secondary fire key (default is right click). In a split-second, the bipod is down, and you are ready to rock and roll. Alternately, you can search for MG nests (windowsills, barricades, and bunkers that you can steady the MG bipod on) and simply right click when the "MG Nest" icon appears to the left of the screen. Additionally, MGs can only be reloaded when deployed. -------------------- 2.11 Capturing Flags -------------------- Capturing flags in DoD is done in two ways. Some flags need merely to be run over to be taken. Other flags, however, require two or more teammates to capture and hold the position. Your progress will be shown by the flag icon (at the top of the screen) of the flag in question turning into your flag. Note, however, that enemies see this as well, and will come to off you while you hold the objective. --------------- 2.12 Respawning --------------- When you get killed in DoD, you do not respawn immediately. Instead, you must wait for the next wave of your team to be sent out. At the bottom of the screen is a digital clock representing the time until this next wave can be spawned; this timer is started by the first death on your team and remains the same, no matter how many people die in the intervening time. This is tactically VERY dangerous; smart teams kill off a bunch of enemies simultaneously, and then move up their MGs to squeeze their opponents further in the time it takes to respawn the wave. On the other hand, in beachhead maps, you can more readily overwhelm the enemy using a large wave than with a one-by-one spawning style. ------------------ 2.13 Mission Timer ------------------ Another small clock, located at the top of the screen, represents the time left to complete the mission. Watch your time and plan your strategy accordingly, as losing the round means your team gets ZERO points. As time winds down, don't waste time being defensive; rush and take those flags! --------- 2.14 VGUI --------- The VGUI is a menu that can be brought up using the "k" key. Unfortunately, most of its commands are redundant. Team changes and class changes can be accomplished more efficiently using the specific hotkeys for both. Voice commands are often pointless compared to real- time voice communication and even a quick team chat (press the "u" key). Almost nobody ever uses the hand signals in the field of battle, and stopping bleeding should be an instant reflex, not something where you have to go into a menu. When all is said and done, the VGUI is a convenience, but nothing more. ========================== ===3.0 CLASS STRATEGIES=== ========================== DoD is class-based, and after picking your side (or pressing the "change sides" key; default is "m") or upon pressing the "class change" key (default is "c"), a menu will appear that allows you to select your class. Each class has default weapons; you cannot order up a specific loadout. Unlike previous versions of DoD, Beta 2.0's classes move at fairly equal rates of speed. Stamina drain when carrying larger weapons like machine guns is much greater, however. ====== ALLIES ====== ------------ 3.1 Rifleman ------------ The Rifleman (formerly Light Infantry in previous versions) is a class that can be fairly difficult to play. Lacking an automatic fire weapon, Riflemen must stay out of close combat but must also avoid long-range engagements with snipers, as the Garand has too great a recoil to make it effective against an entrenched sniper. In truth, the M1 is best used while completely stationary; wait for Axis troops to advance into your killing zone, fire a few rounds, and then advance or retreat depending on how you fared. Some Garand users even become accustomed to drawing their pistols as soon as the battle comes to close quarters. Crouching is almost mandatory for this class, as the heavy recoil of the M1 becomes much easier to control. Grenade use is also key to performing well in this class; try never to die without first using up your grenades. ------------ 3.2 Sergeant ------------ This is the class for assaults. Sergeants have a weapon (be it either the Thompson SMG or the M1 carbine) that allows them to fire on the move, avoiding many of the fixed ambushes and grenades that would befall a less mobile class like the Rifleman. They are practically useless against distant foes when moving; however, even a Tommygun can turn into a decently accurate weapon when used in a prone position. In a battle, Sergeant-class players should seek the hidden alleys and tunnels that honeycomb most DoD maps. They should then flank the enemy or support their squad at that advanced position. It is suicide for them to engage MGs, snipers, or assault rifles in the open unless there is a lot of cover. Choosing the Thompson M1 means a deadly close-range attack and decent mid-range capabilities; the M1 carbine is much less effective at close range, but gives a better chance of hitting the enemy from medium and long range. -------------------- 3.3 Support Infantry -------------------- Wielding the Browning Automatic Rifle, the Support Infantryman is able to do most of the things the other classes can do, but less expertly. He can spray in close range fights, but the recoil and slow cyclic speed of the BAR makes this difficult against MP40-using Unteroffiziers. He can successfully tag enemies with 5-6 rounds in medium range confrontations, but a good Grenadier can kill in a single hit. He can unload into enemy bunkers and sniping nests, but he cannot sustain this fire, nor can he ever achieve the accuracy of a true sniping weapon or light machine gun. In light of these shortcomings, stick with a teammate or two and take the point - you are more likely to survive an enemy attack than the other classes because you are more versatile. Lay down bursts of fire to wound or at least drive off enemies if possible. A real responsibility for the BAR man is the penetration of cover - use the BAR to shoot through thin obstacles enemies may be hiding behind. ---------- 3.4 Sniper ---------- Although real WWII sharpshooters were perhaps not quite as important to the war effort, in DoD, they are essential. Snipers, especially in "Beachhead" maps, _must_ hunt for enemy players at all times. Targets should be queued in priority order; enemy snipers first, MGs second, and then everything else. When playing a sniper, find a spot and start sniping; trying to be mobile may be more fun, but sticking to a good perch is far more helpful (if you're into mobile sniping, try the Rifleman class). Note that sniper rounds can penetrate thin walls and barricades like other rifle rounds; use this to kill off concealed crouching and prone enemies. Always crouch or prone when sniping, and once the enemy knows where you are, displace to a new position. Draw your pistol when on the move, as the unzoomed sniper in DoD is far more vulnerable than in other games like CS. ------------------ 3.5 Machine Gunner ------------------ Suppression is the name of the game here. What the .30-cal lacks in accuracy or raw power compared to the Axis MGs is made up by the ability to keep enemy heads down, and the dedicated machine gunner is important to team survival. When an appropriate nest can be found, you can almost play sniper; the deployed machine gun is surprisingly accurate and spits out a lot of rounds. At other times, simply cover advances and routes towards the enemy spawning point by laying down a continuous barrage of fire. Alternately, when there is no set path of advance, set up in a corner of the map and just wait for the enemy before plastering him. Shoot at anything that doesn't look right; you can sustain the longest period of fire in the game. Be sure, though, to move up when team members clear the visible area. Undeployed, you are totally defenseless except at point-blank range. ==== AXIS ==== ------------- 3.6 Grenadier ------------- Even more so than the Rifleman, the Grenadier must expend his stock of grenades before dying. With four grenades, a few Grenadiers can set up whole zones of explosions that leave entire squads in shambles. When in doubt about a door or blind corner, toss a grenade, then advance. After enemies start to get wise, toss a grenade, wait a few seconds, then toss another one. Enemies running through after the first blast will get caught by the second. A few quick grenades can provide enough cover to get into a position to kill off that annoying MG or sniper. The Mauser bolt action rifle served Germany through TWO World Wars for a reason; a single hit in the chest or head will drop an enemy, no questions asked. It is also easier to hit enemies while moving with the kar98; a common strategy is to pop out of cover and fire a potshot at an approaching enemy. If you miss, retreat and prepare again. ----------------- 3.7 Unteroffizier ----------------- Extremely similar to the American Sergeant, the Unteroffizier is adept at battling just about anything at close range. The Unteroffizier is ideal for sweeping the side areas of the map. He is perhaps less suited to turning into s static defender than the Sergeant, but can kill off many unprepared opponents at a time in close quarters. --------------- 3.8 Scharführer --------------- The Scharführer is a very balanced class much like the Support Infantry of the Allies, but that is where the similarities end. While the Support Infantry takes a forward position in a squad to provide overwatch and cover, the Scharführer class can play lone wolf or hang back and guard the sides and rear. This class is brutally effective in close combat, and competent in medium engagements, as well. Long ranges present a slight problem, so use cover and move up on the enemy, or prone and burst to get good shots off. Moving and firing is less of an option, but certainly doable. This class should be the first to confront enemy attackers breaking through the lines, and the first to counterattack. ------------------ 3.9 Scharfschuetze ------------------ The German sniper class is basically identical to the American sniper class. Even the American sniping weapon, the Springfield '03, is basically a copy of the German Mauser. Play with both classes is essentially identical. --------------- 3.10 MG-Schütze --------------- Again, this class is much like the American machine gunner. Keep in mind that the machine gun is critical to German tactics; German machine gunners must accompany team members into battle to prevent crowds of distant Garand and BAR users from ripping apart a squad. Get others to distract the enemy, and quickly deploy. With any luck, your MG will suddenly become the center of attention, and your teammates can take their shots at leisure. Avoid deploying near blind corners and overhangs, lest an enemy toss a grenade or flank you. The tactical needs of the map should determine your selection of machine guns; the MG42 is ideal for most maps for general purpose firepower. The MG34 is _much_ better at long ranges and can shoot decently undeployed; try sneaking past enemy lines and ambushing enemies from a position that overlooks their attack lines from a distance. ========================== ===4.0 WEAPON SPECIFICS=== ========================== Day of Defeat brings a good deal of famous WWII-era weapons to life. Each weapon has its own "sweet spots" and quirks which may not be obvious upon first playing. With the Allied Sergeant and the Axis MG- Schütze, you can select the weapon type you want simply by clicking on the image of the weapon you want. ====== ALLIES ====== ------------- 4.1 M1 Garand ------------- This .30-06 semiautomatic rifle was the primary weapon of most American infantry squads in 1944. In DoD, it kills in a single hit to the chest or head, but the recoil is fairly heavy. It has a fast rate of fire compared to bolt action weapons and a larger clip (eight rounds versus five) than most rifles, though. Control the recoil either by pushing down hard when the weapon kicks, or by going prone. The Garand is inaccurate on the move; the "movement sway" is fairly large. The rifle is best at medium and long ranges, as the Garand's relatively slow rate of fire pales in comparison to automatic German weapons. The only major flaw of the weapon is that partially fired magazines cannot be unloaded, as the internal magazine ejection mechanism is powered by the same gas blowback that works the bolt. The practical upshot of this is that to get a fresh clip, you must first fire off your remaining rounds, revealing your position. When the Garand runs out of ammo, the empty magazine is ejected, letting out a "ping" sound that alerts everyone that you're out of ammo. Of course, you should have never let the enemy get that close in the first place... --------------------------- 4.2 Thompson Submachine Gun --------------------------- Developed as a "trench broom" for close quarters, the "Tommygun" was much less common on the battlefield than the M1 rifle, primarily due to its maximum effective range of 50 meters. Unlike the rifle rounds used by other weapons in the game, the .45 ACP rounds used by the Thompson cannot penetrate walls and doors. A large rate of fire (around 900 rounds per minute) and decent damage per bullet makes the Tommygun a brutally effective weapon for close and close-to-medium engagements, however; two to three good hits will down an opponent, and the weapon can be used fairly easily while moving. For players with less precise aim, the Tommygun allows a high degree of combat effectiveness, especially those who are cursed with a poor mouse or connection. Proning makes the Tommygun accurate to medium range, but this gun should never be used against long-range opponents, except as maybe a distraction or to add suppressing fire to help other teammates. -------------- 4.3 M1 Carbine -------------- Issued to "second line" personnel. the M1 Carbine is smaller, easier to handle, and easier to shoot than the full-sized Garand, just as in real life. While this weapon didn't see as much rigorous front-line combat as the Garand (save for the folding stock variants used by the airborne), the carbine in DoD provides a longer-ranged alternative to the Thompson. Its shortened .30-06 rounds do far less damage than the other rifle rounds in the game (they are basically equivalent to the .45 ACP Tommygun rounds in terms of stopping power, perhaps maybe even a little weaker), but its recoil is very forgiving. The carbine has a magazine that is twice as large as the Garand's, shoots about twice as fast, and, unlike the Garand, can be reloaded at any time. The carbine is almost an ideal medium range weapon, and can deliver decent long range fire when used while prone. It is obviously less effective in close quarters than the Tommygun, but can be fired on the run, as well. ---------------------------------- 4.4 Browning Automatic Rifle (BAR) ---------------------------------- Another Browning innovation, the BAR saw limited action in WWI but was standard issue to U.S. infantry throughout WWII. A combination of the mobility of the rifle and the power of the machine gun, the BAR is the rare weapon that can potentially win any confrontation. It is a jack of all trades, but a master of none. Therefore, your playing style with the BAR will be dictated by what your teammates lack. Crouching makes short bursts deadly accurate and automatic fire plausible. Proning turns the rifle into a mini-machine gun; all the benefits of the .30-cal, but with a much smaller clip. As your skill improves, standing and firing (as the gangsters of the 1920s did) becomes more of an option. Sometimes, especially when firing from an elevated position, it is best to let the recoil guide your crosshairs across a line of enemy soldiers. Unless you are at close range, you will miss a lot when on the move, so don't move when firing at medium or long range. -------------------------------- 4.5 Springfield '03 Sniper Rifle -------------------------------- The primary rifle of the U.S. forces in WWI, leftover Springfields were fitted with scopes and were employed by American sharpshooters. The rifle is very accurate and can drop a man with a chest or a head hit. The bolt action design means that the rate of fire is substantially slower than the other Allied weapons. Pressing the secondary fire option zooms in; it takes a little bit of time to level the rifle and this is reflected by a fading in of the scope. Keep in mind that moving while zoomed in instantly and automatically takes you out of zoom. You can, however, move _very_ slowly by gently tapping your movement keys (I don't know whether this is an exploit, but it makes sense in real life; it simulates the sniper slowly shifting his position). Your breathing affects your aim, and going prone helps alleviate this natural movement of the crosshairs. There are no crosshairs at all when unzoomed; firing while unzoomed should only be a panic measure employed when the enemy is very close to you and there is no time to draw your Colt. --------------------------- 4.6 .30 Caliber Machine Gun --------------------------- Although it was substantially heavier than the German machine guns (and in real life was rarely served by a single man), the air-cooled .30-cal is the most balanced MG in DoD. It has a slower rate of fire than the MG42 but a larger belt than the MG34, and its accuracy and recoil are somewhere between the two. It can cover a window or alley with continous suppressing fire, as it does not overheat its barrel as the MG42 does. In the context of the other Allied weapons available in DoD, the .30-cal is perfect for providing heavy automatic fire for assaults, especially if teammates drop ammo boxes for you to use. It is slightly less effective on the defensive, as either German machine gun can defeat the .30-cal under the correct conditions. -------------------- 4.7 Colt 1911 Pistol -------------------- An incredibly popular .45 ACP semiautomatic pistol, the classic Colt is available to all U.S. classes but the machine gunner. Pistols in DoD are not as strong as other games (i.e., the "Deagle" of CS which is commonly used as a primary weapon); they are less accurate and much less powerful than almost every other weapon. As such, they should only be drawn when your magazine is empty or if you are moving from place to place with your sniper rifle. Point the pistol in the direction of a nearby enemy and unload, as usually you'll need most, if not all, of the magazine to kill. Though the lack of stopping power for a .45 pistol may seem surprising, note that the military had to use full metal jacketed (FMJ) bullets; these bullets had somewhat less manstopping power than the jacketed hollow points of today. The Colt is basically equivalent to the Luger, since its slightly better power is offset by a slightly smaller clip. -------------------- 4.8 U.S. Issue Knife -------------------- Though normally called on more for cutting rope and tubing than killing off the enemy, all Allied classes except the machine gunner have a knife at their disposal. It doesn't do much damage, and it can only be used when touching the enemy, so draw it when both you and your enemy have run out of pistol ammo. By this time you should both be hurt pretty bad, so a good hit to the chest or head will probably end the fight. The only other real application of the knife is to breech doors and windows silently and without wasting ammo, but there is rarely a need to do so. Even the killing of an enemy silently is rendered pretty moot since a knife kill is fairly noticeable on the kills board, tipping off the other side to your new position. ------------------------- 4.9 Fragmentation Grenade ------------------------- While grenades in the real war were rather limited because of their range compared to more powerful mortars, they are _extremely_ important in DoD. Unlike the weaker grenades in other games like Counter-Strike that cannot really kill, a grenade in DoD shreds basically everyone within a ten yard radius, killing people who stand too close. The Allied "pineapple" grenade is smaller and darker than the German stick grenade, making it slightly harder to see. Note that a well thrown grenade can shatter a window and travel through, surprising the heck out of any enemies lurking inside. Grenades take some of your momentum; moving forward, for example, slings a grenade hard and long. Grenades should be employed to thin out German MG users, annihilate approaching squads, and to clear out any suspect perches or rooms. They generate smoke and noise that can help to cover the advance or retreat of any team. ==== AXIS ==== ------------------------ 4.10 Mauser Karbiner 98K ------------------------ Using the heavy 8mm Mauser round, the bolt-action K98 was nearly a half a century old by the end of WWII, but still served the German army well. The K98 is, like the Garand, primarily a medium and long range weapon capable of putting down an enemy with a chest or head hit. It is slightly lighter and thus more accurate on the move than the Garand. This makes it suitable for "pop-and-shoot" tactics - just make sure you're behind something solid! It has very good accuracy and good range, and proning isn't really necessary. Do not ignore the bayonet at the end of the rifle; it is useful for conserving ammunition by breaking through windows and doors without shooting a round from the K98's small clip, and for stabbing extremely close enemies when your first shot misses (which tends to happen when you are nose to nose with another soldier). The secondary fire key (again, default is right click) delivers a sharp jab; use it repeatedly for maximum effectiveness. It is worth noting that there is an ongoing debate about how powerful the K98 is compared to the Garand (especially since the K98 in DoD is a carbine with a shorter barrel and less accuracy than the full-size rifle). -------------------------- 4.11 MP40 Maschinenpistole -------------------------- The distinct outline of the MP40 should be familiar to anyone who's seen "Raiders of the Lost Ark." While it certainly didn't reach the level of proliferation of the Mauser, the MP40 was streamlined and easy to use. This German SMG chambered for the 9mm round is very comparable to the Thompson M1; it's quite a bit lighter, has a very slightly larger magazine, and fires slightly weaker rounds, but all this is not really noticeable in-game. It can be used on the run, and is even more important for people who like the security of automatic fire, as the main German infantry weapon is a bolt-action rifle that takes a moderate amount of skill to employ. It can bring down multiple foes, but is quickly thwarted by cover of any kind. It is slightly less accurate than the Tommygun but has slightly less recoil, and so is more effective for assault and less effective for defense. ----------------------- 4.12 MP44 Assault Rifle ----------------------- The MP44 fires shortened 8mm Kurz ammo, just as the M1 carbine fires special .30 carbine rounds. It has a little bit more punch than the MP40, but a good deal more recoil that must be controlled even when crouched. When in motion, you will only be able to hit targets consistently in close and sometimes close-medium ranges. When prone, though, you can kill enemies from a surprisingly long distance (as far as from the edge of the cliff to the ocean in Overlord), as long as you shoot off enough rounds to guarantee hits; the recoil of the gun rears its ugly head even when prone. The MP44 is a very versatile weapon overall, and it can penetrate doors, windows, and even bodies. For best results, find a good ambush spot and let 'em have it when they come into view. ------------------------------------- 4.13 Mauser Karbiner 98K Sniper Rifle ------------------------------------- The sniping variant of the K98 has a scope and can be told from its counterpart at a distance by its lighter color. It lacks a bayonet, and thus is only useful at range. Substantially heavier than the standard German rifle, the scoped K98 is just as effective as the Springfield '03 (perhaps even a little bit more so, as the DoD manual reports that it is even mroe accurate than the Springfield '03). An extra bit of strategy to mention is that unlike other games, DoD does not let you take a sniper shot instantly after switching a weapon, hopefully preventing the (somewhat) cheap tactic of traveling with a pistol and using a script to instantly switch to a sniper rifle, zoom in, and shoot an accurate shot. --------------------- 4.14 MG34 Machine Gun --------------------- The older model machine gun for the Axis and also the first truly mobile machine gun. The MG34 is seriously handicapped by its use of the 75- round assault drum, as the ammo often runs out in the middle of an assault. Thus there is little to recommend the MG34 over the deadly MG42 for close and medium range purposes, except for the fact that it doesn't overheat. At long range, though, the MG34 is a _lot_ more effective, as its accuracy begins to conserve ammo and kill enemies faster compared to the bullet-hosing MG42 (the MG42 is also more likely to overheat, as well). The MG34 is also usable undeployed (crouch or prone and hold the trigger to get accuracy roughly equivalent to a moving MP44 user), a fairly useful attribute which makes it good for getting across a map solo or lending some temporary supporting fire. In fact, it makes sense to think of the MG34, at least in game terms, as a bigger, badder MP44. --------------------- 4.15 MG42 Machine Gun --------------------- Feared by many Allied soldiers for its furious report and ability to turn the battlefield into a bullet-ridden hell, the MG42 fires at approximately 1200 rounds per minute - basically the equivalent of around 40 Mauser rifleman. Undeployed, you literally cannot hit the broadside of a barn with the MG42 - especially if you are standing. Deployed, you become practically invincible to any attack except grenades and snipers. Ammunition comes on a plentiful 250-round belt, and the weapon has great penetrating power, easily killing through obstacles. The only significant downside to deploying is that the gun must cool down between attacks (no barrel change option, unfortunately); the barrel icon on the right of the screen shows how much heat the barrel can stand before the gun starts to jam. Although personally I've never seen any team take advantage of this weakness, it is important not to be careless with the weapon on distant targets when an MG34 would be a better option. --------------------- 4.16 P08 Luger Pistol --------------------- The Luger 9mm was seen in both world wars, and its precision design made it highly reliable and accurate, if very hard to produce. Like the Colt 1911, the Luger is essentially ineffective at even medium range, even though its recoil is slightly lower. It is similarly weak versus any other primary weapon, but is the best option when the your clip runs dry and the enemy is near. It is the second line of defense for every Axis class except the MG-Schütze, and has a slightly larger clip than its Allied counterpart. It is therefore a little bit better for people who just want to put up a lot of rounds without much precision. It can kill in about three shots, depending on how healthy your target is. ---------- 4.17 Spade ---------- An entrenching tool that does more damage than the other melee weapons in the game. You don't see kills with this one too often, if only for the fact that if an someone has unloaded both his primary and secondary mags, it's fairly unlikely they have the skill or the time to pull out another weapon and physically hit an enemy. If you do find yourself in a sticky situation, the spade can kill with a hit to the chest or head. ------------- 4.18 SS Knife ------------- Only issued to the Scharfschuetze class, this knife will be recognized by longtime DoD players - it was the standard emergency weapon for every Axis class in previous versions. It does less damage than the spade, but, again, this shouldn't really matter much. It sees a little bit more action as snipers often run out of ammo using pistols as their only defense while moving, so get in there and slash the heck out of the enemy. ------------------------ 4.19 Stielhandgranate 24 ------------------------ The good old German "potato masher" hand grenade is a commonly seen weapon that scores more kills than the Allied grenade if only because Grenadiers get four grenades to play around with. They are also able to roll down hills, so Axis players commonly throw grenades down to the beaches to make life miserable for the invaders. While it is theoretically possible to pick up a grenade with the "use key" (default is "e") and hurl it right back, it is nearly impossible to do in practice against decent opponents. An Axis Grenadier or two can turn large swathes of the map into rubble, so be mindful of that. Also be careful when "spamming" grenades - you can easily kill yourself or your teammates. ============== ===5.0 MAPS=== ============== DoD comes with 10 maps, which may seem like a limited number, but not when you consider many maps have completely differing objectives for each team. While the only real way to learn a map is to play it, having help in addition to the rather vague information in the manual couldn't hurt. Here, I'll outline useful features of each map and strategies for each side, though many of the strategies could be used either way (if it's important for one side to hold a bunker, it's important for the other side to take that bunker, etc.). When I refer to the "Allies' second flag," I mean the flag that one encounters second if one were to walk from the Allied spawn area to the Axis spawn area. ============== Beachhead maps ============== These maps pit the Allied invaders versus the Axis defenders. They are thus slanted in favor of the Axis, and it takes a good deal of cooperation and communication for the Allies to succeed. The Allies must capture all the flags within a set time period; the Axis must stop them. ------------ 5.1 Overlord ------------ General Tips - Controlling the beach is the key to winning this map for either side. - The back area of the map is unimportant until the Allies capture the first three MG nests. - The bunkers overlooking the beach are impossible to enter for the Allies (results in a kill if an Allied soldier attempts to enter). - The beach area is impossible to enter for Axis troops as well. - Only twenty minutes for the Allies to complete all objectives. - SMGs are useless in the first part of this map. Allies ****** - Get off the beach ASAP! Mortars, mines, and barbed wire will make this difficult, but try to blow a hole in the barbed wire with bangalores, and then head to either the left or right beach exits in one piece. - Don't stand on the beach at ANY time. Sprint until you get to a hedgehog(those spikey rusty things that prevent armor from landing on the beach) and then crouch behind it to regain stamina and help you hide from the inevitable MG and sniper fire headed your way. - Deploy at least one sniper on a beach, preferably nestled next to a hedgehog for cover. This sniper should guard all the bunkers overlooking the beach, as well as the open top nests on the cliff. - Lob grenades when you get to the ridge. Be wary of Axis stick grenades coming your way, however. - Set up an MG to provide overwatch once you've finally gotten on the ridge. - Ambushes could happen at any time, so carry grenades and use them. - The second part of the mission (taking care of the strongholds and blowing up the flak cannons) is usually a pushover compared to the first. Axis ++++ - Use MG34s to catch Allied troops who have just spawned. MG42s should either defend the two beach exits or the interior line (out of Allied grenade range, preferably). - Chuck grenades down the hills whenever possible. You won't hit any of your teammates, and anything that increases the confusion of the battlefield is good. - If all the MGs and sniper slots are taken and you are anxious to keep the Allies on the beach, become a Scharführer, go prone, and edge over the cliff. Unload the MP44 into any visible soldiers; you _will_ score kills and, at the very least, provide another target for snipers. - It is very difficult to snipe Allied sharpshooters lying prone on the beach from the bunkers. It can take two good hits to bring them down, as the prone position and cover protects them. - If the Allies manage to gain a foothold, and time is short, have everyone become Grenadiers and lob grenades EVERYWHERE. Properly executed, this maneuver can torch most of the upper section of the map. --------- 5.2 Dog 1 --------- General Tips - Dog 1 is much like Overlord, except more complex. - The green and yellow colored central bunker offers a great vantage point for Allies and Axis alike. - Don't run through or against barbed wire. You will bleed. Allies ****** - Dog 1 is even more dangerous than Overlord - there is more mortar fire and artillery fire, and the MGs are extremely threatening. Make a suicide run to blow up the shingle with the bangalores. - German grenades and sometimes soldiers flow down the grey ramp to meet you. Be ready for them and toss some grenades of your own. - It might be fun to play Rambo if you do manage to get to the rear of the map, but you aren't really helping your team. Instead, set up near the green central bunker and start keeping one of the exits clear (most likely the left one) of snipers and MGs. If enough people get over, you can start takig objectives. Axis ++++ - There is a large underground complex and plenty of other things you needn't fuss about unless the Allies have broken through and/or you are having a hard time defending with just plain MGs and sniper rifles. - There is a portable radio in a radio room underground. Bring it to the clifftop gun bunker and set up an observation post. - You can take artillery shells from the ammo store to the bunker artillery piece to fire on the beach. ===================== Capture and Hold Maps ===================== These maps are pretty much symmetrical, sometimes with identical but opposing sniper windows and MG nests. Capture all the flags to win. ------------- 5.3 Avalanche ------------- General Tips - As the name of the map suggests, the action here is quick and dangerous, with one side often overwhelming the other. - This is a small map; automatic weapons are the rule of the day on the ground. - There are a lot of MG nests available for both sides. - The central control point requires two men and is often heavily covered by both sides; be careful when capturing. - Plenty of side alleys and ruined buildings circling the main area make this a deceptively complex map. Use these alleys to avoid the deadly streets and to capture faraway enemy flags. Allies ****** - The essential point to hold is the 2nd flag and the corridor above it - a passage left of the spawn point provides access to it. - Snipers need not be solely perched on the roofs and windows - a sniper on the ground can surprise enemies as they pop out of the archway. - Stick grenades will pound the entire map and can knock out several people at a time - it's best to go the roundabout way than to run into an ambush. Stay dispersed for maximum protection. - The .30-cal is especially useful in this map, as the windows of the town must periodically be "brushed over" with MG fire to kill off any snipers or enemy MGs. Axis ++++ - Get an MG34 in the 2nd flag and keep the Allies in the building to your left busy. - Taking control of the building near the Allied start position can win the entire map - focus on putting an MG42 on the windowsill overlooking their spawn. - Lob stick grenades out of windows and from roofs - they'll fly far and kill fast, as there is precious little room to maneuver. - An MG42 in the tower provides an almost insurmountable obstacle for disorganized Allied teams. --------- 5.4 Caen2 --------- General Tips - Artillery pounds most of the map, so listen up and stick to the sides of the map. - A strong central thrust can cut off the enemy for awhile. - TNT is useful for breaking out if you are defending against an entrenched attacker that is killing you near your spawn. It is less useful for attackers, as it gives enemies more chances to break out. - Buildings with shooters litter the whole map; a penetrating weapon can save a lot of headaches in dealing with them, as your aim need not be perfect. - Don't linger near the electric wires or you're toast. - The map is almost perfectly symmetrical. - Lots of creaky doors can be used to detect or fake out opponents. Allies ****** - The BAR is useful here. You can travel the whole map - alleys, rooms, windows, rooftops and all - while Ramboing through with the BAR. - Take aim from the high roof of the building near the second flag if the Axis are invading - they'll generally have to bring in a sniper to kill you if you get an MG there. Axis ++++ - Look out for the overhangs past the second flag; they often contain Allies ready to snipe. - A small opening in the wall of the building after passing the first flag is often a spot for Allied snipers. --------- 5.5 Anzio --------- General Tips - While anti spawn-camping methods are active, good overlooks (the window overlooking the beach, the top of the Axis base ramp) on both sides of the map can swing the tide of battle. - The bridge is easy to take, but hard to keep. Setting up an MG in one of the MG nest positions may sound like a good idea, but enemies just have too many ways to break such positions. - While setting a sniper on the tower might sound like fun, an MG would really serve better. - Many flags have hiding positions located near them where smart opponents will camp in the rubble. Sniff out these ambushes and lob a grenade to break them. Allies ****** - Don't get too attached to the storefront. You can easily be shot from the dark recesses behind it. - The Hill (the flag nearest the Axis spawn) is easy to take, as it has several openings that allow you to rain MG fire on approaching Axis. - Take the ladder near the church that leads to the window and hold it with a long range weapon. If anyone tries to sling a grenade, retreat temporarily or throw it back at them; it's a fairly safe position otherwise to guard most of the common Axis lines of attack on the map. Axis ++++ - The sewers are the best way to crack a determined Allied defense. They are slightly easier for the Axis troops to access (the crack in the floor near the bridge); use that to your advantage. - Grenades are useful to secure the twists of the streets near the Allied spawn, so don't skimp. - The dark house can be used rather unsportingly to kill off approaching Allied foes; deploy an MG42 and shoot as they open the door. --------- 5.6 Zafod --------- General Tips - Take the bridge and hold it. Your team will spawn in a more forward position, making the going MUCH easier. - There is more than one way to get across the river; it is often easier to go in the river and storm over the top using one of the ladders than to run across a bridge laced with MG fire. - The sides of the map to either side of the bridge offer great sniping positions. Go prone and watch the kills pile up. Allies ****** - Overwatch is very important here - get a .30-cal up in the open part of the ruined building on your side of the bridge pronto to provide cover. - The church tower is a fantastic way to stop the Axis from penetrating too deeply if they manage to get control of the bridge. Kill a few soldiers off, then counterattack to retake the bridge. Axis ++++ - The doors to your fortress can be shot through with MG fire - use an MG34 and shoot through them when Allies have set MGs on their perch overlooking the bridge. - When the Allies pin you to the second flag (or worse), spawn as a Grenadier, take the door on your right after the first flag, and make your way up the staircase up into the house. Toss all four grenades from different directions on the balcony to get some easy kills. ----------- 5.7 Thunder ----------- General Tips - Fires are all over this map. Run quickly through them. - Rain and thunder make identifying enemies by sight or sound difficult. On a non-FF server, shoot anything you don't recognize. - Don't use the MG nests when fighting a clever enemy. Instead, set up in a side alley and riddle anyone who comes by with bullets, then displace to another position. - The middle flag requires two men but is relatively easy to take, as the tank and rubble provide a lot of cover. - The pools of water can hide you for a while, but don't dawdle. While you may look like a corpse, the mud doesn't protect you from grenades. Allies ****** - The left path to the Axis base is always tempting, but ends in an alley that is often covered extremely well. - The Axis don't have much of a chance if you get to deploy right near the ramp that leads from their spawn to the map proper. Axis ++++ - When going for the throat, deploy an MG42 right outside the Allies' base to create a lot of havoc. - The map has a lot of alleyways and cover, perfect fodder for grenades. Hurl a couple at an Allied flag from a distance and watch the carnage. ----------- 5.8 Ramelle ----------- General Tips - This is a popular DoD map, as it is taken from the movie "Saving Private Ryan." See the movie, as it does give you sort of a layout of the map and an appreciation of how to play it (not to mention being pretty good in its own right!). - The bridge will probably have MG fire and grenades from both sides flying over it, as well as planes bombarding it sporadically. Don't stay there longer than you have to. - Unlike Zafod, there is no special bonus for holding the bridge, so pass it up if you can't muster the two men required to capture and hold it. - Each side's part of the map is hard to take, but each also has numerous MG nests that can be used against the enemy. Allies ****** - Get an MG to guard the bridge, firing over the slight rise of the bridge to the building beyond. It may never hit anybody, but it will provide a nice scare to the enemy. - Hold the dark second floor of the building near the bridge (the one with the ladder leading up) at all costs. The Axis soldiers will take it first, but the Allies can get to the lower dark building faster. Use this to your advantage. - The most-often missed flag is the Stronghold flag deep inside the upper stories of a building near the big boxes. Capture it, and wait there for any Germans to retake it. Axis ++++ - An MG42 on the riverside facing the window overlooking the river can make mincemeat out of anyone jumping out the window to avoid crossing the bridge. - Grenades can be tossed from the surface of the river to many surprising locations, including the Allies' window and the Allied side of the bridge. - The fields are a great place for a skilled K98 user - you can often kill multiple unsuspecting men in a row from a prone position beyond the tree. ---------- 5.9 Heutau ---------- General Tips - This is a big map. It will take a coordinated push from most, if not all, of your team to win. In fact, it's extremely hard to capture every flag because of the sheer distances you have to travel. - The center flag is hotly contested with snipers and machine gunners jockeying for position; it is almost never safe to capture unless you KNOW the area is clear. - There are several side paths in this map, but eventually you will have to fight through a single lane to reach the enemy's final flag. Allies ****** - Keep a sniper prone in the corner near the white double doors after the second flag. He should keep Axis snipers and MGs out of the ruined building. - It's best not to wind through the residence's many doors unless you have to; use the path to the left of the residence entrance to speed up your assault. - The BAR is really the best overall choice for this map - you'll encounter enemies at basically all ranges and situations, and you'll need firepower. Axis ++++ - Grenades are useful in this map not so much because of enclosed spaces but because of the fairly small selection of possible routes. When you finally get near the Allied base, lob grenades for every dozen or so meters you travel. - Jump on top of the little diagonal patch of roof overlooking the hall near the Allies' second flag. Use a K98 to kill enemies as they come, and be precise, so people following your victims can't see where you're shooting from. You will be unstoppable until someone wises up and tosses a grenade. - Taking the last Allied flag is truly difficult. Grenades, snipers, and liberal MG support might be able to drive the Allies from the tower, but it is still not likely. ----------------- 5.10 Schwetzingen ----------------- General Tips - Schwetzingen is a unique map in that the Axis start off defending, with the Allies attacking. The Allies must capture all flags within 15 minutes. If they fail, the Axis get points, and another round starts. If they win, the Allies get points, and it is now their turn to defend against the Axis' attack. - The map is large, with an _extremely_ hazardous no man's land between the two riverbanks. - Most of the flags need multiple men to capture. Allies ****** - Running across the bridge with no support is suicide. If the other team is any good, they'll have set up snipers and MG34s to stop your approach. - Instead, get to the buildings overlooking the riverbank and start countersniping and countermachine-gunning. You'll suffer casualties, but its better than running into enemy fire. - After the Axis are a little softened up, you can get men behind cover on the bridge or into the river to get to the other side. - The map is won from the top down. Use ropes to get to the roofs of buildings and proceed down, sweeping for enemies. Axis ++++ - Sniping is important here, so don't skimp. Shoot at the obscured windows even if you are unsure if their is a sniper there. - If the Allies take care of your long range defenses, set up shop on the streets and on the roofs of buildings, away from the edges. Throw grenades down and guard the flags. - When it comes down to a single flag, use the entire team to guard it, as you're unlikely to recapture any other flag if they've pushed you back that far. Whether it's MG42s, MP44s, grenades, or even a bayonet, do whatever it takes to hold out. ============================= ===6.0 VOICE COMMUNICATION=== ============================= Got a decent sound card and a microphone? You can use voice to communicate with your teammates, bringing a whole new level of coordination to DoD, even on public servers with total strangers. ---------------------------------------- 6.1 How do I set up voice communication? ---------------------------------------- This is really dependent on your system. Most of the time, if you plug in a microphone and can set that to work using Valve's "voice setup" utility, you're in business. -------------------------- 6.2 I need more than that! -------------------------- Talk to others in the DoD (or even Counter-Strike) forums. Most of them are techheads, and they can help you with that stuff. ----------------------------- 6.3 Strategies for Voice Chat ----------------------------- - Command...but don't conquer. No one minds a leader requesting people fulfill certain roles for team survival, but everyone minds a you-know- what TELLING people what to do. Often, asking whether someone wants to do something ("Private, can you follow me? I'm going to the left flank.") is a lot more effective, and certainly more polite. It _is_ a game, after all. - Repeat. Explosions and gunfire can swallow up even urgent messages. When you shout warnings or other important messages, be sure to say them again. If there's a sniper in the tower, say "sniper in the tower, guys" twice. - Cut the chatter. Make sure what you say is game related. Often, it helps to be "in character" (immersiveness is one of the strengths of DoD, after all). Scrounge up every war movie you've ever seen and play the part of an embattled WWII squad leader (especially eerie if you know German). - Make sure of the volume. Sort of a Goldilocks phenomena here; you must not be so soft as to be incomprehensible and not be so loud as to have your words blurred into a meaningless slurry. That transmission symbol other players get doesn't tell you squat about whether other players hear you. - Don't criticize. Life is hard enough without people busting your chops over a GAME. When someone is playing poorly, just suck it up and tell yourself the other side has poor guys, too, making it just like the real war. - 56kers need a break. I speak from experience here. While the occasional command or warning is great, a constant stream of "enemy down" and "okay, let's go on the bridge" is unnecessary. No one needs a running commentary of where and what you are doing. - There is no overhead map. Unlike other online games, there is no radar that indicates where you are when you voice chat. When you do say something like "I need ammo," tell where you are in a simple fashion with landmarks ("Need ammo, I'm in the tower!"). ===================================================== ===7.0 CONCLUSION & NEXT VERSION OF DOD/THIS GUIDE=== ===================================================== The "water snipers" and other map bugs (i.e., falling into that slot in Overlord next to the barbed wire where you can't move) are likely to be tweaked. The lag problems will be addressed, hopefully, and maybe some small gameplay balance tweaks for Beta 2.1. Well, DoD is a great game. A great, free game. There are still some major balance issues, bugs, and, of course, the omnipresent lag, but, overall, it is a fantastic approximation of the feel of WWII. The bottom line is to have fun. Next version of this FAQ, I hope to cover emergent facets of the DoD experience, such as OwP, anti-cheat software, and all sorts of other things. This is Captain Mulliga, signing off... ============================================================== ===8.0 Version History, Acknowledgements, and Miscellaneous=== ============================================================== Version 1.0 - Submitted February 23, 2002. Basic guide, including general info, gameplay, classes, weapons, maps, voice communication tips, and a conclusion. This document can be copied without my permission for personal use, but not distributed for public exhibition (on a website, for example) or resale. Basically, don't try to make money off of it without telling me. Much thanks to the entire DoD team for creating and maintaining such a fantastic MOD! Thanks to the DoD website forumgoers and the GameFAQs forumgoers; plenty of good players influenced me. Thanks to anybody who still believes in acting civil online!