4its Пятница, 17.05.2024, 11:06
Главная | Регистрация | Вход Приветствую Вас Гость | RSS
Half-Life 2
  • Half-Life 2 Universe
  • Half-Life 2
  • Half-Life 2 Deathmatch
  • Lost Coast
  • Episode One
  • Episode Two
  • Portal
  • Tech Guides
  • Files
  • Half-Life
  • Half-Life Universe
  • Blue Shift
  • Opposing Force
  • Half-Life
  • Tech Guides
  • Files
  • Media
  • Day of Defeat
  • DoD Home Page
  • DoD Strategies
  • DoD Guide
  • DoD Files
  • Team Fortress
  • Team Fortress Universe
  • Team Fortress 2
  • Team Fortress Classic
  • Azer
  • INCREASE DOWNLOAD
  • BOOSTER PLUGIN
  • WEBMOD INSTALLATION
  • METAMOD INSTALLATION
  • AMXmodX INSTALLATION
  • VALVE HAMMER
  • PSYCHOSTATS INSTALLATION
  • CS 1.6 NOSTEAM SERVER
  • Вход
    internet
    Главная » Статьи » Day of Defeat » DoD Strategies

    The Anti Guide #2

    Machine Gunning

    The machine gun is not a defensive weapon. The machine gun is weapon for suppressing the enemy in both offensive and defensive situations. Learn to use the machine gun to hold off the enemy so that your team can advance.

    Try to deploy the machine gun while the enemy is distracted or is unaware of your presence. If you cannot, you can still deploy the machine gun quicklyby pressing your secondary fire button and then holding down your primary fire button. Familiarize yourself with the deployment time.

    When you deploy, remember that you have a limited field of fire once deployed. Be sure that you aim at the center of your desired field of fire when you hit your secondary fire button. Also, be sure to learn the limits your field of fire.

    The machine gun is not useless while undeployed, either. If you stop, crouch, and control the recoil, you can kill enemies at short range. With the MG42, it may help to fire in bursts so that you can readjust your aim. It is possible to lone wolf with a machine gun, if you are sneaky enough and the enemy team is dumb enough, but remember that your accuracy decreases greatly with range.

    Keep in mind that the machine guns can shoot through walls. If you know where an enemy is behind a wall, kill him.

    Reloading the machine gun takes about six seconds, during which time you are vulnerable. You cannot undeploy in the middle of a reload, so you may want to hide to reload. But if you do that, you will not be able to see the area you were covering, so be prepared when you redeploy.

    Be prepared to run away from grenades. If you're prone and deployed, you need to begin undeploying almost as soon as you see the grenade in the air, so that you have time to stand up. Once you're undeployed, sprint away from the grenade.

    Conclusion

    The Anti Guide contains contradictions. You cannot follow the given advice blindly because you must decide when one action is more appropriate than an opposing action. In order to make that decision intelligently, you must understand the motivations behind each piece of advice. Only an intelligent team can guarantee victory.

    Think.

    Appendix A: Maps

    To be as effective as possible, you need to know the intricacies of every single map. You can do this by playing all the maps and exploring, as well as starting up your own server to explore the maps as a spectator.

    Anzio
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 the Laundry Instant 0
    2 the Bridge Team 2 3 s
    3 the Street Instant 0
    4 the Plaza Team 2 3 s
    5 the Hill Instant 0

    Tick period: 20 seconds

    This is a small map. The Axis will die if they enter the Allied beach.


    Avalanche
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 the Allied street Team 2 / Area 1 s / 1 s
    2 the Allied gun position Area 3 s
    3 the market Team 2 5 s
    4 the Axis gun position Area 3 s
    5 the Axis street Team 2 / Area 1 s / 1 s

    Tick period: 20 seconds

    The Allies initially control flags 1 and 2, and the Axis control flags 4 and 5. Once the Axis team capture flag 1, the Allies can recapture it as an area capture flag. The same applies for flag 5 with the roles reversed.


    Caen 2
    Objective: Control all six flags
    Flags
    No. Name Type Time to capture
    1 Allied Street Instant 0
    2 Allied Bunker Instant 0
    3 Allied Plaza Instant 0
    4 Axis Plaza Instant 0
    5 Axis Bunker Instant 0
    6 Axis Street Instant 0

    Tick period: 20 seconds

    TNT can be used to open up side streets and put holes in walls in certain spots (where the wall is cracked). This map is relatively symmetrical. If you enter the enemy spawn area, you'll be sent to spawn camper jail, which you can break out of with TNT.


    Cherbourg
    Objective: Control all six flags
    Flags
    No. Name Type Time to capture
    1 cafe corner Instant 0
    2 germans outpost Instant 0
    3 underpass Team 2 5 s
    4 courtyard Instant 0
    5 hotel lobby Instant 0
    6 main street Instant 0

    Tick period: 30 seconds

    Glider
    Allied objective: Destroy either the two 88mm flak cannons or the radio room
    Axis objective: Prevent Allied forces from destroying the two 88mm flak cannons and the radio room
    Objectives
    No. Name Type Time to destroy
    1 southernmost 88 cannon Area, requires demolition pack 5 s
    2 northernmost 88 cannon Area, requires demolition pack 5 s
    3 OR Not a real objective N/A
    4 radio room Area, requires demolition pack 7 s

    Scoring
    Victors Victory for Points
    Allies Objective 25
    Allies Elimination 50
    Axis Objective 25
    Axis Elimination 50

    Round time: 4:00

    This is a paratrooper map where everyone gets only one life, so try not to die. To reach the radio room, the Allies must also blow a hole in the castle wall with TNT. There are two spots on the castle where the Allies can do this: one spot up a ladder and the other on ground level near a metal gate that only the Axis can open. Look for wooden planks holding up the wall.


    Hedgerow
    Allied objective: Destroy the two 88mm flak cannons
    Axis objective: Defend the two 88mm flak cannons
    Objectives
    No. Name Type Time to destroy
    1 88 #2 Area, requires TNT 5 s
    2 88 #1 Area, requires TNT 5 s

    Scoring
    Victors Victory for Points
    Allies Objective 20
    Allies Elimination 10
    Axis Objective 10
    Axis Elimination 30

    Round time: 4:00

    This is a paratrooper map where everyone gets only one life, so try not to die. Along the hedges are vegetation which you can hide behind, giving the Axis defenders a huge advantage. And yes, the 88 #2 and 88 #1 really are backwards names.


    Heutau
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 Sankt Oswald Instant 0
    2 Residence Instant 0
    3 von Effektor Platz Instant 0
    4 Heutauerstrass 15 Instant 0
    5 That Wierd [sic] House Instant 0

    Tick period: 20 seconds

    Whoever holds the von Effector Platz flag spawns closer.


    Koln
    Objective: Control all six flags
    Flags
    No. Name Type Time to capture
    1 Outdoor Factory Instant 0
    2 Three Tank Zone Instant 0
    3 Third Story Sniper Loft Instant 0
    4 Railway Team 2 5 s
    5 Railway Arch Entrance Instant 0
    6 Mid Alley Instant 0

    Kraftstoff
    Allied objective: Prevent Axis forces from capturing either of the two fuel trucks
    Axis objective: Capture one of the fuel trucks
    Flags
    No. Name Type Time to capture
    1 eastern fuel truck Team 2 / Area (one Axis alive) 10 s / 20 s
    2 western fuel truck Team 2 / Area (one Axis alive) 10 s / 20 s

    Scoring
    Victors Victory for Points
    Allies Objective 10
    Allies Elimination 20
    Axis Objective 20
    Axis Elimination 30

    Round time: 4:00

    This is a paratrooper map where everyone gets only one life, so try not to die. If there is only one Axis player left, then he can capture a fuel truck by himself, although it will take him twice as long


    Overlord
    Allied objective: Capture three flags near the beach, then two flags farther from the beach
    Axis objective: Defend the flags for 30 minutes
    Flags
    No. Name Type Time to capture
    1 Area 1 Team 2 5 s
    2 Area 2 Team 2 5 s
    3 Area 3 Team 2 5 s
    4 Area 4 Team 2 5 s
    5 Area 5 Team 2 5 s

    Tick period: 15 seconds
    Round time: 20:00

    There is one bangalore (a long green pipe) on the beach. Bring it to the barbed wire where the sand is darker. Once a flag is captured by the Allies, the Axis cannot recapture the flag back. The Axis should not try to go into the beach, because then they will instantly die. Nor can the Allies enter the grey bunkers or the two sandbag machine gun nests closest to the beach.


    Ramelle
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 The Fields Instant 0
    2 Allied street Instant 0
    3 Bridge Area 5 s
    4 The stronghold Instant 0
    5 Church Square Instant 0

    Tick period: 30 seconds

    The Bridge is periodically bombed. You can hear the air strikes come in, so wait for one before running across the bridge.


    Schwetz
    Attackers' objective: To capture all the flags
    Defenders' objective: To prevent the attackers from capturing flags
    Flags
    No. Name Type Time to capture
    1 Bridge Team 3 5 s
    2 Stucco House Area 10 s
    3 Apartments Team 2 7 s
    4 Town Square Team 2 5 s
    5 Inn Area 5 s

    Tick period: None
    Round time: 15:00

    Once a flag has been captured, it cannot be recaptured. The Town Square flag is easy to defend because the flag capture area is spread over two rooms.

    Both sides alternate attacking and defending.


    Thunder
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 Allied HQ Instant 0
    2 Allied Street Instant 0
    3 main street Team 2 15 s
    4 Axis street Instant 0
    5 Axis HQ Instant 0

    Tick period: 20 seconds

    Zafod
    Objective: Control all five flags
    Flags
    No. Name Type Time to capture
    1 allied base Instant 0
    2 bombed church Instant 0
    3 Bridge Team 2 5 s
    4 the small church Instant 0
    5 axis base Instant 0

    Tick period: 20 seconds

    Whoever controls the bridge flag spawns closer. That makes the bridge the most important flag in this map. At the start of a round, as an Ally, you can reach the bridge first. As an Axis, you must prevent the Allies from taking control of the bridge (or if the Allies are stupid, take the bridge). You'll die if you enter the enemy spawn area.

    Appendix B: Classes and Weapons

    You must know the strengths and weaknesses of each class and each weapon. Memorizing this appendix is not enough. Play every class until you become proficient with all of them.

    The Allied pistol, the Colt M1911, comes with 3 magazines of 7 rounds (21 rounds total). The Axis pistol, the Luger 1908, comes with 3 magazines of 8 rounds (24 rounds total). Pistols usually require 3 or 4 body shots to kill and have a high rate of fire.

    Grenades cause heavy damage over a large radius. Grenades have a 5 second fuse.

    Allied Rifleman
    Primary weapon
    Weapon Operation Magazines Magazine capacity Total rounds
    M1 Garand Semiautomatic 11 8 88
    M1 Carbine Semiautomatic 11 15 165

    Secondary weapons: Colt M1911 Pistol, Knife
    Grenades: 2

    The M1 Garand is capable of killing with a single body shot (although not always). You cannot reload the Garand until all the rounds in the magazine are used. Once the last round is fired, the Garand makes a "ding" sound. Axis soldiers can take advantage of the ding by attacking a Rifleman while he is reloading. The M1 Carbine does little damage with body shots, but has a high rate of fire.


    Allied Sergeant
    Primary weapon
    Weapon Operation Magazines Magazine capacity Total rounds
    M1A1 Thompson Automatic 7 30 210
    M3A1 Greasegun Automatic 7 30 210

    Secondary weapons: Colt M1911 Pistol, Knife
    Grenades: 1

    Both of the Sergeant's primary weapons are accurate. The M1 Thompson has a much higher rate of fire, however, while the M3A1 Greasegun has a low rate a fire giving it little recoil. Switching weapons to the M3A1 Greasegun takes a long time because it has a folding stock.


    Allied Sniper
    Primary weapon
    Weapon Operation Magazines Magazine capacity Total rounds
    1903A4 Springfield Rifle Bolt action 11 5 55

    Secondary weapons: Colt M1911 Pistol, Knife
    Grenades: None

    The sniper has a disadvantage at short range combat because his rifle does not have a crosshair unless zoomed in. It may be a good idea to have your pistol out when traveling. The Springfield is a bolt-action rifle that usually kills in one hit.


    Allied Support Infantry
    Primary weapon
    Weapon Operation Magazines Magazine capacity Total rounds
    Browning Automatic Rifle Automatic 12
    Comments ():

    You must be Logged In to post comments in this section.
    Категория: DoD Strategies | Добавил: demon304dima (28.09.2011)
    Просмотров: 545 | Комментарии: 1 | Рейтинг: 0.0/0
    Всего комментариев: 0
    Добавлять комментарии могут только зарегистрированные пользователи.
    [ Регистрация | Вход ]
    http://traffbiz.ru
    WAITING FOR
  • Baby menu
  • Baby's health and mom
  • Daily schedule
  • expectant parents
  • Genes and the nature of
  • Preparation for childbirth
  • Raising children
  • Support form
  • Inform
  • What to do if mom and dad
  • Parenting techniques
  • At a picnic with your baby
  • Gentle care for baby
  • Hardening of children
  • Congenital heart
  • Dysbiosis
  • Caring for your baby
  • Kids and animals
  • Makeup for a newborn
  • Breastfeeding
  • How to bring?
  • Your child and the mysteries
  • Good luck your child!
  • How to help a slider?
  • Features
  • Articles
  • Comics
  • Editorials
  • Featured Level
  • Featured Mod
  • Featured Skin
  • Fiction
  • Hosted Focus
  • Interviews
  • Mailbag
  • Old Polls
  • PHL Film Festival
  • Previews
  • Reviews
  • Tech Corner
  • Counter-Strike
  • Counter-Strike Universe
  • Counter-Strike 1.6
  • Condition Zero

  • Copyright MyCorp © 2024