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General DoD Strategies
General
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Day of Defeat: Strategies - General DoD Strategies
Got more strategies to contribute? Mail them in!
Sidearms
One
advantage Allies have against those who would otherwise oppose our
nation is their sidearm. In my eyes the Colt .45 is vastly superior to
the Luger because it does not take an entire clip (or many clips) to
drop one man. Most strategy sites will tell you to empty out your
sidearm’s entire clip into your enemy, hoping that he will die. This is
not the right way to fight with a sidearm in DoD. If you do that, you
will either A) Run out of ammo. B) Not hit anything worth hitting, Run
out of ammo or C) get shot when you are reloading
Instead, with a Colt .45, rely on one to three well placed shots.
There are many ways to accomplish this, some easier than others. One
easy way to accomplish this is to move around to avoid being hit, aim at
a Nazi, crouch, and shoot twice, three times if two is not enough.
Another easy way is to position yourself in an area where you can
not be shot unless they move up on you, crouch, wait until a Nazi moves
up, then place two, three if need be, shots into the Nazis chest.
The last way to successfully beat an opponent when you have a
sidearm equipped is this. Firstly, move towards your opponent, and as
you get close start to sidestep in any direction as well. This will
move you in a diagonal direction. Once you are near your opponent jump
and crouch to make yourself a smaller target. As you are in the air
face your opponent, but do not shoot. Stay crouched and once you have
landed open fire onto your opponent. Written by pinche
Sub-Machine Guns
Some of the most powerful and versatile weapons in DOD are the
SMG's. These hand held firearms are somewhat lacking in power and
accuracy, but they more than make up for these faults in their high rate
of fire, and large ammo capacity. Sometimes. The Grease Gun, one of
the allies’ SMGs has a painfully slow ROF (Rate of Fire). It makes up
for this by having even less recoil than any of the other SMGs. It
also, is more accurate than any of the other SMGs.
The Thompson is as powerful as the Grease Gun, yet it fires very
fast,
giving it the title of "trench broom". The Thompson is best used for
clearing out cramped spaces filled with Nazi soldiers. It can also be
used very effectively at medium ranges, by either firing in short
bursts, or by using methods of "controlled automatic fire". Controlled
automatic fire sounds more complex than it actually is. Simply crouch,
or go prone, get the enemy in your sights, and start firing, and don't
stop until the enemy drops, or until someone starts shooting back at
you. Using this method, you drastically increase your accuracy, while
decreasing your recoil. Using controlled automatic fire, one is able to
mow down many more enemies than he would be able to if he were moving
or standing. This tactic can be used just as effectively with the mp40.
Another advantage of the SMG is that it is relatively accurate on the
move, so you can circle strafe, and maneuver between obstacles while
Accurately shooting at an enemy, a luxury that a rifleman, or support
infantryman is left without.
Written by pinche
Sniping
One of the most deadly and feared weapons in Day of Defeat is
the sniper rifle. There are three sniper rifles in Day of Defeat, the
Springfield for the Allies, the K98 "High Turret" for the axis, and the
FG42 with scope for the Axis paratrooper. The Springfield, and the K98
are very alike in Day of Defeat because they are both bolt-action
rifles. The FG42, on the other hand, is a fully automatic sniper rifle.
Sniping with a bolt-action rifle in Day of Defeat can be hard to learn
at first, but it does have its advantages. The main difficulty with
bolt-action sniper rifles is that you only get one shot. After that one
shot your character must manually unload the spent shell, and then load
in a new bullet.
All players in DoD know that feeling of vulnerability you get when you
are unable to fire your weapon, either because you are reloading,
sprinting, moving while prone, or just lagging out. Some snipers feel
this vulnerability a lot more because once you fire a shot you have to
wait about one to two seconds to fire another shot. Little do players
know that we can use those few seconds to our advantage.
Let’s say I am sniping in Caen. I am guarding the big plaza in the
middle of the map (the one with the Horse). This part of the map is
big, and because there are so many different places where people can pop
up. I do not zoom in. I sit and wait until I see movement, then zero
in and take out any opposition that was there. As I reload my bolt the
screen returns to normal view. It is at this time that I quickly look
for any enemy soldiers that I missed while I was zeroed in. I then
center the enemy in my screen. Once I am zoomed in again my crosshairs
are either on, or very near my enemy. I shoot and repeat.
Many snipers in DoD think that in order to avoid being killed you
must find a great sniper spot. This is only one sixth of what you must
do in order to increase your ability to kill and escape unscathed. If
you find a great sniper spot and just camp there sooner or later you are
going to piss people off. Those people will then change their mission
objectives from capturing flags/objectives to filling your body with as
much lead as they consider necessary. After they find where you are
located, they will move very carefully to a place where they can either
come up behind you and execute you, or they might just throw a nade into
your nest. They might even get someone to counter-snipe you (I will
discuss this more later on).
To avoid becoming victimized by these people you must follow
these six rules. One: Find a great sniper spot. A great sniper spot
will be hard to find, and will have good visibility of an area that
enemy soldiers will have to cross in order to win. Two: Find two more
sniper spots that you can fall back to if necessary. Three: Find a
connecting route between these sniper spots that is relatively safe.
Four: One Shot, One Kill. Make sure your shots are fatal, this way your
enemy will not be informed of your presence until it is to late. Five:
Know when your enemy knows where you are located. If people see you,
or start to shoot at you withdrawal from your current position into a
place from which you cannot be hit. Six: Relocate. It is always a
necessary thing to relocate. Use the route you found in rule
number three to get you to your other positions. This will keep your
enemy guessing as to where you are, and prevent them from accomplishing
their objectives.
Every great sniper must also be a good counter-sniper. Counter
sniping is when one sniper moves into a position and takes out an enemy
sniper. "Enemy at The Gates” was a movie about counter sniping. Counter
sniping is only necessary in DoD when an enemy sniper is taking heavy
tolls on your team, and only by taking him out can your team advance.
First, find out were the enemy sniper is located. Next crouch and move
behind something that blocks you from the snipers vision. Only move
behind things that would not hide you if you weren't crouching.
Thirdly, face your enemy sniper and zero in (Zoom in) to the object that
is hiding you. Now let go of the crouch key, this will send you into a
standing position. Quickly find your enemy in your crosshairs and
shoot. After you have fired immediately crouch. If
you killed the sniper, signal to your squad that you did so. If the
sniper is still alive, try to sprint back to safety.
Another way to counter snipe is by slowly moving while you are
zoomed in, seeing a part of your enemies body (usually an arm), and
shooting him. Do this by zooming in, holding your "use" key, and
sidestepping into view. This will greatly reduce the speed of your
movement, and the enemy sniper will probably not catch you doing this.
This trick is an easier way to counter-snipe, but it will not work all
of the time. Written by pinche
More Sniping Tips
There are THREE types of visual you want for your sniping
position. One is a good sight of the enemy, two is that there is no way
for them to sneak up on you (ideally, however often times this is not
possible), and three you want to be not easily seen (this is almost
never accomplished in the dark, as soon as you fire the flash will light
you up and it will attract eyes). The ideal location is up high where
no one would look for you. Your sight must be unobstructed and bright.
Now that you've got your position all set… it’s time to pick off some
guys. But, which one should you take out first? Well... in the end it
will be up to you, but here is what I do. In this order, I choose my
target: MG, Enemy Sniper, Heavy, Medium, Light. Also, another factor is:
When you shoot, can they see you?; Have they seen you?; are they
shooting at you? If any of the above questions were a yes, then for gosh
sakes kill him first. But if they're no, go by the priority list.
If someone is getting too close, well... that’s every snipers
worst nightmare, but its easy to right. First, get out of prone and pull
out your pistol. Remember, it’s always better to be the hunter than it
is to be the hunted. So get cracking. I'd follow the sidearms
strategy... I agree with it completely. Remember... if you have to
reload... your in trouble; so make your shots count. Written by James Davison
I usually run and get into position with my handgun out, however,
I have seen people do so with the springfield/kar out. If you pretty
much know where your bullet will go with the unscoped rifle, go for it,
but I would suggest using the handgun. Don't always go to the obvious
sniping points. Although they may look like really good points, the
enemy will most likely look there first. Find an unusual place, or one
that the enemy would not expect. Always provide cover for an assaulting
team (on your side of course ;p). If you can hold off some of the MGers
and/or snipers and anyone else you see, you will gain the respect of
your team. Not only that, you will help your team win. Everyone has to
be a team player in DoD, and a Sniper's job is no less important. Written by Zeris
All the other sniper rules are very very helpful and should be
used in order to be an effective sniper in your team. However, I always
feel that a sniper is NOT just a defensive role. Many people get to
their flag, find a nice spot, and wait. Not only is that just boring as
hell, it doesn’t help you team out too much. Whenever I'm a sniper, I
have my primary rifle out, if I do run into an enemy, that first shot is
going out w/o the scope, if I hit him, he will usually drop. Now this
is just a preference, but if you do choose to use your primary, always
shoot once, then hit 3 in order to get your sidearm out right away. Now
the sniping part comes in: once you’re decently close to the enemy side,
find a good spot. I suggest NOT capping any flags until later. Get
somewhere were you’re going to be shooting the enemy in the back but DO
NOT shoot a guy in front of another. I always give advancing units a
little time then take out the one in the back. Now you cleared out the
next wave. If you want to make enemies, stay in that spot. I think
that’s camping. Now get out of your spot and grab that flag. Wait for
the next wave in a new spot, take them out, and move up to the next
flag. Written by Viper_Fubar
Machine Guns
Using the machine gun can be very awkward at first, because it
is totally different from using the other weapons available in the other
classes. Besides the obvious not being able to move and the firing
inaccuarcy without the bipod down, you have to pick up a few tricks when
using this class. There are many other disadvantages with this class,
but there also many advantages.
1) First, the machine gun fires a lot faster and better than some
weapons when it has a bipod down (each machine gun varies). They also
have a continuous feed of ammunition from the ammo belt, so until you
run out of ammo in your box, you won't have much fear of another enemy
catching you with your pants down. Also, the bullets can go through
certain walls, for example in the Avalanche map, where the german sniper
nests are.
2) Machine gunners are very threatening when they are from a long
distance or when they are concealed. And they are even more dangerous
when they are both. If they are placed in an area where most enemies
have to come through, they'll have a lot of trouble getting past a
machine gunner.
However, there are also other tricks which I managed to pick up while playing this class:
One trick is the standing-while-deploying-the-bipod locations. If
you get behind certain areas (windows, behind sandbags) when the deploy
symbol pops up, if you press the "secondary fire" key and a movement
key almost simulatanously, you'll be able to deploy the bipod without
having to get restricted by where you are (i.e. being exposed right in
front of a window or a sandbag). Instead, you'll have slightly more
cover from the enemy, and works well if you got a narrow area which
enables you to see all enemies coming at you. However, if you move too
far away from the deploy area, the trick won't work, only a slight shift
works so know your limits before trying it during critical moments.
Another trick you have to master right away is the fact you can't
avoid grenades if you're prone with the bipod down. Pressing the
secondary-fire key and then pressing the prone key takes too many
precious seconds of running away from the grenade before if explodes.
However, if you press the prone key and the secondary key almost fast,
almost simultaneous, with the prone key hit first and right after the
secondary key, you'll get up a lot faster and you can sprint your butt
out of the grenade(s) blast radius. This takes practice, but you should
be able to get up from your prone-bipod position as fast as if you were
just prone.
Anti-MG better-know-its:
Snipers are THE anti-machine gunners. They can take em out
without much trouble, if they keep themselves concealed. Grenadiers can
also take machine gunners out, if they're not spotted. So its a good
idea as mentioned before to keep the machine gunners in areas where
there aren't too many windows or ledges where they can get flanked.
Machine gunners can't see things behind them when they are
deployed (duh!), which puts enemies in the perfect opportunity for a
knife/spade kill. Sure, its enjoyable when YOU do it, but it sure is
embarrassing if it happens TO you. Make sure your team mates can see
where you are, so they can support you when needed.
One last tip: machine gun fire leaves tracers... its so obvious
you must be a newbie not to know that (FYI: Tracers are bullets that are
noticeable only in machine guns in Day of Defeat, they are seen when
bullets are fired in a continuous stream that the bullet build up so
much heat that it looks like "little yellow fireballs" if you can find a
better word, email me...haha) If you fire too much from a position
leaving too many tracers, enemies are bound to know where you are firing
from, and the next thing you'll notice is a grenade landing right on
your lap.
***Tracers are like arrows pointing where you are firing from. ***
If you're in a firing position and you're all by yourself, its
not a good idea to keep fighting for long if you know more enemies will
be coming from all directions. However, if you're good enough, the
machine gun should be able to hold them back and the grenade avoiding
trick should help you out. Still it would be safer to move from position
to position so you don't get enemies to remember where you are. Written by Daedalus
Grenades
There are two different types of grenades in DoD. The pineapple
grenade for the Allies, and the stick grenade for the Axis forces.
These two different types of ordinance have the same explosive power,
and are therefore pretty much the same weapon. However, there are
subtle differences.
The Allies grenade is dark green and rather small, making it hard to
spot before it is to late. This often scares the Axis soldiers, for
they can just be trotting along, and then, BOOM! Initial reactionary
thoughts may include: "Was I hit by a rather accurate artillery shell?”,
or "Did I
just become a victim of God's wrath?". People think these irrational
thoughts because it is a very unpleasant shock to "spontaneously"
explode. People can choose to deny their own death, when they do not
understand how it was that they died.
The German grenade is larger, and flips through the air in its
own
unique style. These sticks of death often lead up to moments of terror
in a young G.I.'s heart, as he can see the instrument of his own
impending death flipping towards him like a dive-bombing seagull. And,
yes, Seagulls do flip like that when they divebomb,.... sometimes.
There are four different ways to use the grenades to kill players
in
DoD. The first being the basic lob. This is best used to buy yourself
time to reload or reposition yourself, for people will not usually
advance into an explosion. Even if they do, the better for you. The
lob can also be used to kill enemies on the other side of a barrier.
This will either "Flush" the enemy out (making them abandon their nest
or bunker), or it will blow them six to ten feet in the air, possibly
severing their limbs in the process.
The second way to use the grenade is to "prime" the grenade.
This is done by tossing the grenade at your feet, picking it up with
your "use" key, waiting a few seconds, and then tossing it at your foe.
The result being that the opposition will have no time to run from the
grenade, and the increase of the chance your grenade has to kill
someone. One must be careful when doing this, because if you are not
fast enough you will explode and die a suicidal death. Also one must
know how far away his enemy is, so that when he primes the grenade it
still has enough fuse to reach the enemy before it explodes.
The third way to use a grenade is similar to the second. It is
throwing your enemies grenade back at him. This is done by picking up
your enemies recently thrown grenade, and throwing it back at him. This
is a difficult, but highly humiliating way to kill a player in DoD.
The fourth way to use a grenade is the "fast ball" technique.
This is the tactic to use if you want to kill someone who is far away.
First line up a clear path of running space between you and your target.
Next hold down your fire button (I assume you already have equipped
your grenade). Now, sprint for a couple of seconds toward your target.
Jump-Duck while you are still holding forward, sprint, and fire. Now
just release the fire button while you are still moving fast. The
result is an extremely fast moving grenade that has a high velocity (if
it bumps into the ground it will skip like a rock on a pond). Doing
this also increases your range by a lot.
Feel free to use these tactics, and even COMBINE these tactics to make
new grenade uses. Written by pinche
More Grenade Tips
If TeamKilling is on,
I almost NEVER use my grenades, unless I'm 200% sure there isn't anyone on
my team in the area of my throw.
Nades are best used in cramped areas, where you know the enemy frequently
visits. The most notable of these places is in dod_avalanche's Allied spawn.
Nade spamming -- chucking nade after nade after nade-- into spawning areas
is a surefire way to make enemies real fast, so, unless you have no
intention of coming back into that server, don't do it. Spamming in all
other areas is generally accepted.
Need to get a nade really far, really fast? Do what I call "Mortaring." what
you do is simple:
Arm the nade, but don't let go of the mouse button. back up a bit, aim high,
and then move forward -- sprint if you want -- then jump-crouch, and in
mid-jump, let go of of the mouse button. In essence, the nade flies high,
far, and -- hopefully -- falls down in the middle of the enemy, the same way
a mortar works.
Lastly, if you know you're in a losing situaion, do what I do -- though you
have the option not to, as you end up killing yourself. While behind some
cover, cook a nade (throw your grenade at your feet and pick it
up) and run up to your enemy. When he pops you, the grenade
you were cooking will go off, hopefully killing your killer in the process.
This is especially nasty if you know a group of baddies is near you, and you
feel like being a jerk. The choice to Kamikaze yourself is up to you, but I
do it all the time; I'm not the "Flippin' Kamikaze" for no reason, you know.
:) Written by Flipkami84
If you are ever caught running from an enemy (happens a lot if
you're sniping), toss a grenade at the wall ahead of you (or just a
little head of you on the ground). Now when that enemy rounds the corner
after you he's gunna get a real nice surprise. Written by Viper_Fubar
Movement
This is probably one of the simplest, yet least followed tips
when playing Day of Defeat. Moving. Yes, that's right, moving. Well what
do you mean by moving you might ask? Now listen closely, instead of
camping with your machine gun ten feet from your spawn position, move up
the map! What a novel idea. I can't count the number of times I've been
trying to cap flags and the rest of my time is camped out at the first
flag not really accomplishing anything. If you are a sniper or MG, hold
down one flag until your team caps it then move on up to the next flag
and hold that one down. This way the rest of your team can go about
their capping ways and you can be on defense
and everybody is happy. Written by FireravenRun in bursts strategy: due to DoD’s stamina system you might find
yourself out of breath and under heavy fire. It'd be bad if you can't
make a hasty retreat when only a few bullets can kill you. So it's best
to run in bursts from cover to cover, resting while picking off who you
can without wasting too much energy. But this can be dangerous also.
Make sure that if you have been spotted to move your position. It isn't
hard for someone to bank a grenade into your hiding place. Also, avoid
jumping unless necessary. Move in teams. There is a greater chance
that if 3 people move together that at least 1 will get through. If
you’re using an automatic weapon fire in 3 round bursts and aim for the
chest. Most automatic weapons will recoil so you can get 2 to the chest
and one to the head. Keep these in mind and you might just earn
yourself a medal. Written by AutomaticMan
Assault Squads
In DoD, to overwhelm an enemy with speed and ease you must use
teamwork correctly. First off there should be 4 people in an assault
squad and 2 in a sniper/mountable machine gun squad, but a few more
people wouldn't hurt but if you have an assault squad that has 10 people
it is kinda missing the point. Both of the squads are small so they
can get around with ease and ability to overpower single units and deal
with large squads till backup arrives (yes, you MUST call for it
otherwise it most likely won't and respond to other people when they
call for backup). For the Assault squad you must have a Support
machinegun (not supportable but support like the BAR or the MP44), a
Rifle infantry, a Sergeant with a Thompson or MP40 (depending on the
team you’re on), and the last spot can be anything.
For the actual assault you should have 2 people stay still while the
other 2 sprint of a spot and you take turns on this job. The squad
should be standing in a square or rectangle formation staring the
opposite of center of this box when not moving, but if your moving then
just check that spot often seeing how enemies could sneak up. When
shots are fired and you don't know where they are
coming the squad should run in directs that you would be staring at if
your squad wasn't on the moving and try to take the best cover in that
area but you must go for the closest piece of cover and if you know
where the enemy that is firing is tell the rest of the squad ASAP. For a
sniper/mountable machinegun squad you must have the sniper or (wo)man
with the mountable m-gun and backup of a sergeant or in only a few cases
a support m-gun. Most Sniper/Mountable M-Gun squads should move in to
the spot by first choosing one at spawn then taking turns running to a
point while the other person provides cover fire. The most important
factor is that the Sniper/Mountable M-Gun gets in to the spot. When in
the spot the sergeant should be watching the spot where enemys could
come behind the sniper/gunner and if there is
none then it should also stand there and cover the spot the
sniper/gunner and if a nade comes in the gunner can toss back at the
enemy so both can survive and keep the spot. The sniper should be
prone, in some cases this isn't possible due to the spot but prone gives
a large advantage to the user. Written by Bob "Vash" Dornin
Fog
As many know, fog has been available in Day of Defeat since beta
2.0. But many people don't use it, because they believe it to be a
visual handicap. In actual fact, nothing could be further from the
truth. A light fog makes it ridiculously easy to see soldiers (be they
friendly or not) at a distance, especially in very dark maps like
dod_thunder, or dod_zafod. And most don't realize that the density of
the fog can be manipulated to tailor it to specific maps. Remember that
as a general rule, ideal fog settings for one map do not apply to
another map. DoD_Thunder, for example, looks fantastic with a thick
fog. But if you use those same settings in DoD_Schwetz for example, it
will look positively atrocious.
In order for fog to function, users must be in the OpenGL video mode.
Fog does not function in Direct3D, and no-one who's playing in
software mode should be worrying about aesthetics. There are two
different functions of fog, one of which is DoD specific, and the other
is Valve fog, which you can find in other official Valve mods. This is
the beginning of a collection of good fog settings. Note that right
now, there are no Valve fog settings, because I haven't found ideal fog
settings with it yet. So, without further adieu, try entering these
commands in your console on the named maps:
dod_thunder
cl_fog 1
cl_fog_start -800
cl_fog_end 2500
|
dod_zafod
cl_fog 1
cl_fog_start -300
cl_fog_end 3000
|
dod_overlord
cl_fog 1
cl_fog_start -100
cl_fog_end 5500
|
|
dod_koln
cl_fog 1
cl_fog_start -300
cl_fog_end 6000
|
dod_schwetz
cl_fog 1
cl_fog_start -50
cl_fog_end 7500
|
dod_anzio
cl_fog 1
cl_fog_start -100
cl_fog_end 5000
|
Now, this isn't all the maps, but that's so that you can get a taste of these and experiment for yourself. Written by Rob
Target Practice
Controlling a weapon's recoil is essential. Learning how to do that is
rather difficult when in the middle of a firefight. Solution? Do what
real soldiers do: go to a firing range.
But how do you go when there isn't a dod_targetrange map? Simple.
Start up a lan game, and pick a class. Look around for nicks in
walls, dots on the textures, anything you can use as a "target."
Practice firing at long and medium ranges. Practice firing in bursts and
sustained fire. Learn to "feel" the way each gun recoils, and
compensate for it. Soon enough, you should be able to fire a Garand at a
point 400 yards away without missing taking too much time to aim
between shots.
Also, if you want to practice assaulting, simply run up to the dot and see how close you come to hitting it as you advance. Written by Flipkami84
Got more strategies to contribute? Mail them in!
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