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    Главная » Статьи » Day of Defeat » DoD Guide

    Allied Weapons
    Allied Weapons

    Garand Rifle


    Operation: Semiautomatic
    Caliber: .30-06 Rifle
    Capacity: 8 round clip
    Weight: 9.5 lbs
    Damage: Heavy
    Accuracy: Good
    Recoil: Heavy

    The Garand, known as the "Rifle that Won the War," is a high-powered semi-auto rifle with an 8-round clip. With its decent accuracy, you can pop the helmet off a soldier on the opposite end of Caen2's plaza.

    While aiming with the Garand, I try to aim at my target so that the point I'm aiming for (generally the head/chest area) is at the base of my sight:

    _ _
     | | |
     ^ target should be here.
    

    Shooting with this gun standing is a nightmare, though, with its recoil; however, seasoned players can anticipate the kick of the gun so that his sight is right where he wants it to be the second he pulls the trigger. Generally, it kicks upward and to the right. After firing this gun standing enough, you'll be able to shoot this thing standing without risking your life. Until then, stick to crouching when firing, unless you're making an advance; scaring the guy on the other end so that he doesn't fire back is more important while moving up than actually hitting him.

    Close quarter combat with the Garand is tricky, but doable. Remember that you have a better RoF (Rate of Fire) than the German rifle; use that to your advantage. Stay calm, take your shot, and if he's not out, shoot again. If you haven't hit him by then, he'll prolly have a shot at you; pray he misses, and you'll get another two more shots in. If you're in a CQB (Close Quarter Battle) with an automatic weapon carrier, again, the best you can do is keep your calm, aim as best as you can, and squeeze a shot off. If your clip runs out, go to your pistol and make your shots count.

    Game Tips: The distinctive ‘ping’ sound of a Garand clip being ejected can be heard by nearby players – a dead giveaway to the enemy that you’re out of ammo.

    Thompson Submachine Gun


    Operation: Automatic
    Caliber: .45 ACP
    Capacity: 30 round box magazine
    Weight: 11 lbs
    Damage: Moderate
    Accuracy: Medium
    Recoil: Moderate

    Ah, yes. My baby. The "Trench Broom" (as it was originally designed in WWI so that America's Doughboys would have an easy time clearing out the enemy trench when they crossed it) is my weapon of choice when playing on the Allied Forces. A combination of the generous 30-round clip, low recoil, and high RoF equates to mucho pain inflicted on the poor sap you're sighting.

    When aiming with this gun at mid-range, generally, he should be in the middle of your middle crosshair line, or a little lower than that. So, if you want to hit the guy in the head, aim for his chest. The kick on this gun will ensure he won't have either by the third or fourth round that leaves the barrel. Advancing with this gun is a dream -- I have often charged an enemy line with a Thompson in my hands and come out the victor, with two or three bodies to my name.

    One thing you -- and oftentimes, I -- do have to remember though is SHOOT 'TILL HE'S DEAD. Often, I'll squeeze off six or seven rounds into a guy, and think, "well, this offs most guys I come across," only to see him level his gun and almost mockingly look at me and say, "Well, it didn't off me!"

    If you're looking to pop someone at distance, what I do is crouch down, aim a little low, and empty my clip. The bullets spread very little -- once you know how to control its recoil -- so that it generally takes care of the target.

    CQB is what this gun was designed for, though. Three words: Spray and Pray.

    Game Tips: The Tommygun can be devestating at short range – aim low and fire in long bursts – the recoil will drag your fire upwards across your target.

    Browning Automatic Rifle (BAR)


    Operation: Automatic
    Caliber: .30-06 Rifle
    Capacity: 20 round box magazine
    Weight: 18.5 lbs
    Damage: Heavy
    Accuracy: Good
    Recoil: Heavy
    Picture a Garand on steroids, and you have the BAR. A bigger, 20 round clip, accurate at a distance, and a kick that's controllable makes this a formidable weapon. Even its sound strikes fear in the hearts of men... at least, I think it does....

    Fighting with the BAR is similar to the Garand. Again, shooting while standing is difficult, but not impossible to master. If you can compensate for it, your shots will land very close to where you want them to. Again, a kill is best achieved by aiming low. Shooting and advancing can be done, but you gotta be skilled at controlling recoil, or your shots will go wide, while your crouched, a properly-aimed target won't.

    The BAR is a decent CQB weapon, but you should aim your shots more than you would a Thompson or Grease Gun; You have ten less shots, and those ten can mean the difference between a dead Kraut and a dead GI.

    Game Tips: The BAR’s heavy recoil and low magazine capacity will make long range automatic fire useless.  Fire in 2-3 shot bursts for the best effectiveness.

    M1 Carbine


    Operation: Semiautomatic
    Caliber: .30 Carbine
    Capacity: 15 round box magazine
    Weight: 5 lbs
    Damage: Light
    Accuracy: Good
    Recoil: Light

    Simultaneously a step up AND a step down from the Garand, the Carbine is nothing but a powered-down Garand with a larger twenty-round clip, and a kick softer than a baby's.

    Learn to fire in bursts with this gun; often, unless you get a clean headshot, you will not take your target down with one click. Advancing while firing is a decent tactic with this one, though I wouldn't suggest it often; because it takes a lot to put your enemy down, and if you're faced with numerous targets, when you're close enough, the enemy doesn't even have to aim for you.

    I wouldn't recommend CQB with this gun, but if you're in such a situation, aim for the neck, squeeze your shots off, and start heading for the nearest exit that will take you closer to your lines -- and hopefully a BAR/Thompson gunner.

    Game Tips: The .30 Carbine round is not the same round used in other .30 caliber weapons – it is shorter, and much weaker.  Most enemies will require several hits to be taken out.

    M1 Folding Stock Carbine


    Operation: Semiautomatic
    Caliber: .30 Carbine
    Capacity: 15 round box magazine
    Weight: 5 lbs
    Damage: Light
    Accuracy: Good
    Recoil: Light

    The M1 folding stock Carbine is essentially the same weapon as the M1 Carbine.  It was fitted with a folding stock and crude pistol grip, making it very useful for Airborne troops who had trouble carrying larger weapons.

    Game Tips: The .30 Carbine round is not the same round used in other .30 caliber weapons – it is shorter, and much weaker.  Most enemies will require several hits to be taken out.

    Springfield ’03 Sniper Rifle


    Operation: Bolt-action
    Caliber: .30-06 Rifle
    Capacity: 5 round stripper clip
    Weight: 9.38 lbs
    Damage: Heavy
    Accuracy: Very Good
    Recoil: Heavy

    The Springfield rifle was the standard issue rifle of American forces all throughout World War I and up until 1938. 

    During World War II, however, leftover springfields were delegated to other roles, including a sniper rifle. 

    Game Tips: Crouching and laying on the ground will help eliminate the "sway” encountered while zoomed in.  Standing and firing is very difficult with this weapon.

    .30 Caliber Air-Cooled Machinegun


    Operation: Belt-fed, automatic
    Caliber: .30-06 Rifle
    Capacity: 150 round belt
    Weight: 32.5 lbs (with bipod)
    Damage: Heavy
    Deployed Accuracy: Good
    Undeployed Accuracy: Poor
    Deployed Recoil: Light
    Undeployed Recoil: Heavy

    Another weapon developed by John Browning, also known simply as the ’30 cal’, saw widespread use throughout World War II as both a vehicle mount and infantry weapon. 

    Surprisignly light for the capabilities bestowed, the 30 cal is a tough and reliable weapon, and thousands are still in service around the world today.

    Game Tips: The 30 cal has a reasonable rate of fire and a large supply of ammo – making sustained suppressive fire very useful with this weapon.

    MG Useage: Machineguns are nearly useless when not deployed.  Go ‘prone’ and hit ‘secondary fire’ to deploy your bipod. (Or, find an ‘MG nest’ to deploy the bipod while standing.)

    M3A1 'Greasegun'


    Operation: Automatic
    Caliber: .45 ACP
    Capacity: 30 round box magazine
    Weight: 9.9 lbs
    Damage: Moderate
    Accuracy: Medium
    Recoil: Moderate

    The Tommy Gun was hardcore in and of itself, but it cost quite a bit to make. So, the Army decided it needed a mass-production weapon cheaper than the M1A1. Thus was the M3A1 born. Looking more like a toy -- and sounding like one too, with its distinctive put-put-put sound -- don't be fooled; this thing can drop a Kraut just as quickly as its big brother.

    I don't use this gun often, but when I do, I find employing the same tactics I use with the M1A1 work just fine.

    One note, though: the Grease Gun has a lower RoF, so it's not as good in CQB. The advantage to this is that you can place your shots easier, because its recoil is a hair lower than that of the Tommy Gun.

    Game Tips: The M3A1 Greasegun is nearly identical to the Thompson, the main difference being the Greasegun’s slower rate of fire.  Although it doesn’t spray as much lead as the Thompson does, it’s slower rate of fire allows a player to conserve ammunition.  The Greasegun is very useful in the prone firing position – it’s accuracy will allow an easy headshot.

    Colt 1911 Pistol


    Operation: Semiautomatic
    Caliber: .45 ACP
    Capacity: 7 round box magainze
    Weight: 2.43 lbs
    Damage: Moderate
    Accuracy: Poor
    Recoil: Moderate

    The Colt is an elegant weapon and, in the hands of a good user, can change the tide of a close-quarter battle.

    The Colt has a 7-round magazine; more than enough to take out an enemy at point-blank range. Often, when I'm reduced to the Colt, I empty my entire clip, though I have seen instances where a wounded soldier drops with one shot. Of course, it's better to be safe than sorry.

    When aiming, keep the crosshair pointed somewhere between his neck and his chest. The spread on this gun is significant enough that if you place them there, it will be a killer. Reload on this gun is fairly quick, so, if you have more than one guy to pop, sprint to some cover, reload, and come out guns blazing. If that doesn't work, resort to your knife.

    Game Tips: Single shots with a pistol are uneffective.  Firing in quick succession is your only reasonable chance of overcoming an opponent with his primary weapon.

    US Issue Knife

    Damage: Moderate

    The knife has its uses, but more often than not, it will stay in your utility belt more than in your hand. This is the ideal weapon to use when hacking away obstacles in your way -- ie, a box blocking a path. It's not as loud as the guns, and therefore doesn't attract attention to yourself.

    Also, if you're a sadistic bastard, you can go and take it out when you're behind an enemy. Know how to get to the side/rear of the enemy before you attempt knife kills. Aim high, and get him in the first or second strike, or you're done for.

    Lastly, it is -- of course -- your last-ditch weapon when -- apparently because you're not a crack shot -- all your clips are out, and -- because your target's 2 feet from you, and is also not a crack shot -- have no time to reload.

    Game Tips: A knife will usually only kill in one hit if it is to the head – so aim high

    Fragmentation Grenade

    Damage: Heavy

    US Army standard "pineapple” fragmentation grenade. Issued in varying numbers to combat troops for assault, defense, and special purpose.

    Game Tips: Enemy grenades can be caught and thrown back.  When you see an enemy grenade on the ground (or in the air, if you’re really good!), hit the ‘use’ key to catch it and the ‘fire’ key to throw it back.  Be quick, though – grenades only have a 5 second fuse.

    Written By Flipkami84


    Категория: DoD Guide | Добавил: demon304dima (28.09.2011)
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