Day of Defeat: Source:
THE PALERMO UPDATEFree Weekend~Play the full game for free between:July 4 through July 6
What is Day of Defeat: Source?
The short answer is, it's what would happen if Team Fortress, Call of Duty, and Counter-Strike had a very fun, very fast-paced threesome.
The long answer is stolen from Wikipedia:
Day of Defeat: Source is set in World War II, specifically the European Theatre in the year 1944. Players choose to join the forces of either the United States Army or the German Wehrmacht and compete against each other in a variety of game modes. Players select from one of six classes to play as, each with its own role within the team. Player characters cannot take much damage, and in some circumstances can be killed by a single bullet, forcing players to make use of cover to stay alive. When a player character dies, that player starts a short countdown for reinforcements. When the timer runs out, the player and any friendly players killed in that time respawn into the game at their insertion point as the next wave of troops. All weapons in the game have realistic limits to their use: machine guns must be deployed to maintain accurate fire or to be reloaded, rocket launchers must be shouldered to be aimed and fired, sniper rifles are most accurate when used with the scope and grenades not "cooked off" before release may be easily fled or even thrown back by the opposition.
The game was initially released with four maps, although later updates have introduced five new official levels and eight community produced maps supported by the Valve Corporation. The game's levels are based after real battles in the Allied campaigns in Italy, Sicily and France, such as the Falaise pocket or the beach landings of Operation Shingle at Anzio, as well as entirely fictional battles. Combat can take place in several environments, such as city streets, buildings and sewers. Each online game can sustain a maximum of 32 players.
My personal enjoyment of this game comes from it's war-based gameplay in a mainly urban environment, which I never seem to see nowadays.
There are six classes, each with their own weapons. They are as follow (with information for both the Allied and Axis teams):
(most of this referenced from the Day of Defeat: Source wiki at StrategyWiki)
Rifleman
Allies
* Primary firearm: M1 Garand
* Secondary firearm: N/A
* Equipment: Two rifle grenades
* Melee weapon: M1918 trench knife
The Riflemen carry "the weapon that won the war", or the M1 Garand. This rifle is very different from its Wehrmacht counter-part, as it is semi-automatic instead of bolt-action. Because it is semi-automatic, you can keep firing the rifle as fast as you can instead of Wehrmacht players, who have to pull the bolt to trigger the next round. This makes the M1 Garand shine in indoor environments because it can take out foes quickly and effectively without the danger of a delay. However, the semi-automatic benefit comes with a drawback: you cannot reload the M1 Garand until its clip depletes, just like its real-life counter-part. Once you shoot the entire clip, you will automatically reload (it is suggested that if you have less than three bullets, you should just waste them in order to reload quickly and easily). Keep an eye on how much ammo you have because that factor can lead to a quick defeat if you're not careful. Another drawback of the M1 Garand is that it is not as powerful as its German counter-part, so try to go for accurate headshots and chestshots as much as possible; use your ironsights (default: right mouse button) in order to zoom in and get a more accurate shot in (remember that the tip of the ironsight is where the bullet will approximately hit).
Riflemen also come equipped with two rifle grenades, which can be shot great distances and are great for clearing out snipers, machine gunners, or larger groups of enemies. Unlike a hand grenade, you cannot pull the pin and hold it in your hand in order to time the explosion. Instead, the pin is pulled the moment the grenade is fired. Some players shoot the grenade straight down, pick it up (with the "use" button), and then throw it some time later. Be careful, though. The fuse is only three seconds long instead of the normal five seconds for a hand grenade.
When in close quarter combat remember to use your knife since you don't have a secondary firearm.
Axis
* Primary firearm: Mauser Karabiner 98 Kurz
* Secondary firearm: N/A
* Equipment: Two rifle grenades
* Melee weapon: Entrenchment spade
More advanced players are likely to find the German rifle more useful than the Garand, due to it's ability to easily cause 1 hit kills. Like the Garand, the 98K rifle has extremely accurate iron sights and is accurate even when not using them. The rifle however will inflict 110 damage for a torso shot, rather than the 80 damage caused by the US rifle, this means all hits that hit the torso or head will instantly kill the target. However the rifle is bolt action, so the user is vulnerable when between shots, especially at closer range combat when they miss a shot. Due to this, it is advisable to find cover between shots so that the player always has a bullet in the chamber when facing the opposition. The 98K also has a clip size of just 5 compared to the Garand's much larger clip. However the rifle can be loaded whenever the user requires, and at a similar speed to that of the US rifle.
Assault
Allies
* Primary firearm: M1A1 Thompson (with melee)
* Secondary firearm: Colt M1911A1
* Equipment: One MKllA1 fragmentation grenade and one M18 smoke grenade
* Melee weapon: Punch (with M1A1 Thompson)
Assault players have one of the more well-known sub-machine guns: the M1A1 Thompson (also called the "tommy gun"). The M1A1 Thompson is quite similar to its German counter-part, as there aren't too many differences between them. It is a very lightweight gun with superior firing speed and reload time; ammo shouldn't be a problem since you'll have plenty of clips, but keep an eye on your ammo since this weapon can spit out bullets faster than you think. This is strictly a close to medium-range firearm... Don't even think about shooting at long ranges because you'll never hit anything. Shoot in small short bursts, aiming for the chest area, and try not to waste an entire clip on a single enemy. The M1A1 Thompson is the superior weapon in close-range combat, and is almost unstoppable in indoor environments because of its excellent spray and firing speed. The most effective way to use the Assault class is to keep moving and firing in short, accurate bursts.
The secondary fire for the gun is a punch, which is about as powerful as a knife (one to three hit kills). It's good for killing unsuspecting victims from behind so that you don't waste ammo and keep a full clip. Also, you can punch in the middle of reloading, giving the Assault class a decisive advantage during close range combat. However, this interrupts the reloading process completely.
If you're out of ammo in your primary gun and your enemy has managed to provide some distance between you two so that you cannot punch him, your best bet is to either find cover and reload as well or switch to your pistol and chase after him and fire. The pistol can fire very fast but is weak and inaccurate.
Assault players also spawn with one MKllA1 fragmentation grenade (good for clearing out snipers, machine gunners and large groups) and an M18 smoke grenade. The Assault class is the only class that spawns with a smoke grenade, so this makes the class especially unique. The smoke grenade can be used to create a "wall" of smoke wherever one is needed. When placed in front of an enemy sniper or MG, it blocks their view completely, allowing you and your team-mates to run past or even attack head on. Smoke grenades can also be thrown into choke points, allowing you and your team-mates to pass through more safely. Finally, smoke grenades can also be thrown at potential MG setup spots to allow a team-mate MG time to setup there without being killed by enemy fire. Once the smoke clears, the MG must quickly take out any exposed enemies so as not to get killed. This technique is most effective with an additional Sniper or Support player in the smoke to back the MG up.
Axis
* Primary firearm: Maschinenpistole 40 (with melee)
* Secondary firearm: Walther P38
* Equipment: One Stielhandgranate 24 fragmentation grenade and one Stielhandgranate 24 smoke grenade
* Melee weapon: Punch (with Maschinenpistole 40)
The German assault role is pretty much the same as the US in every way except the look of the weapons supplied.
Support
Allies
* Primary firearm: M1918A2 Browning Automatic Rifle (BAR)
* Secondary firearm: N/A
* Equipment: Two MKllA1 fragmentation grenades
* Melee weapon: M1918 trench knife
The Support class is unique, carrying the BAR (which is capable of being semi-automatic or fully automatic) and two grenades (which are very important for offense). The BAR is very similar to its German counter-part, although the STG 44 is somewhat more precise. The BAR fires slower and has worse recoil than the Thompson, but it is also more powerful. Pulling the mouse down while firing will help control the recoil to a certain degree. Moving while firing will yield the worst accuracy, making the Support class less mobile than the Assault class. Hence, it is best to crouch or prone while shooting to dramatically (in the case of proning) reduce the effects of recoil. Use the semi-automatic mode for more accuracy during long-distance shots.
The Support class is the only class that comes with two fragmentation hand grenades. Grenades can be throw into windows to kill MGs or snipers, or thrown into groups of enemies for maximum damage. They have a five second fuse, and you can pull the pin without throwing the grenade. The longer you hold the grenade the further you throw it. Players commonly hold a grenade for a few seconds before throwing so that they can throw them further and so that the enemy doesn't have time to react or throw it back. Be careful not to hold a grenade for too long and accidentally kill yourself and possibly your team-mates. An enemy near an exploding grenade, whether or not they are hurt by it, will be blinded for a moment, making that an ideal time to rush in and kill him before he recovers.
The Support class is best when used to support another class. With a sniper, the support player can make sure no one rushes the sniper and can use his fragmentation grenades to flush out enemies behind cover for the sniper to kill. With an assault player, the support player can provide cover fire for the assault player while he rushes or reloads and use his grenades to push foreward with the assault. With a rifleman, the support player can handle any enemies that get too close and the combined power of their frag grenades can be used to quickly cover a whole area with explosives. With a rocket player, the support player can defend the vulnerable rocket player while he reloads or prepares to shoot. With an MG, the support player can provide cover fire while the MG deploys. The fact that the Support class is most effective when crouching or prone also makes it useful for holding strategic points on a map, such as chokepoints, when an MG or sniper is unavailable.
Don't forget about that handy trench knife for sneak attacks!
Axis
* Primary firearm: Sturmgewehr 44
* Secondary firearm: N/A
* Equipment: Two Stielhandgranates 24 fragmentation grenades
* Melee weapon: Entrenchment spade
Again the support role is almost the same in both teams, however the German assault rifle has a bigger clip size and is slightly more accurate.
Sniper
Allies
* Primary firearm: Springfield M1903A4
* Secondary firearm: Colt M1911A1
* Equipment: N/A
* Melee weapon: M1918 trench knife
Of course there's a Sniper, and in Day of Defeat: Source, a Sniper player can be extremely effective. Hits to the torso from the Springfield will inflict 120 damage, killing the target instantly. Headshots inflict 300 damage, and can easily pierce the helmets donned by all players. Shots to legs or arms will inflict 90 damage, not quite enough to finish off a player with full health (100). When looking through the scope the player moves much slower, allowing the player to inch around corners where mg's and opposing snipers lie. The scope of the Springfield has a zoom effect, with a thin horizontal and vertical line forming the cross-hairs. The Springfield is inaccurate when not looking through the scope, so snipers are advised to find cover in a window or behind other scenery so they can safely snipe without coming under too much fire. When en route to a sniper spot, it is recommended that you have your pistol out as it is more useful in close combat than the Springfield. When using the scope, the crosshairs drift slowly in a figure-8 pattern, effectively reducing your accuracy. However, this effect can be reduced by crouching or proning. When looking down the scope of the Springfield, your area of visibility is greatly decreased. This means that enemies can easily sneak up behind you and kill you with their melee weapon, which can not only inflict up to 300 damage points when the player is looking down the scope, but will also give the attacking player up to 20 points in their stats.
Axis
* Primary firearm: Mauser Karabiner 98 Kurz (with scope)
* Secondary firearm: Walther P38
* Equipment: N/A
* Melee weapon: Entrenchment spade
The German sniper only differs from its US counterpart in that its crosshairs are made up of a thick horizontal line which tapers in the middle (leaving a gap), and a thick vertical line that runs from the bottom of the scope to just below the centre, tapering towards the end. This means that at first the German sniper can be harder to master, but once the player has had some practice with it, it is just as effective as the Springfield.
Machine Gunner
Allies
* Primary firearm: Browning M1919A6
* Secondary firearm: Colt M1911A1
* Equipment: N/A
* Melee weapon: M1918 trench knife
Machine guns are the classic camping weapon on DoD:S, and when well placed will net the user a very high kill death ratio. The American MG has a high rate of fire (but not nearly as high as its German counterpart), and a huge recoil when held normally. When undeployed, the MG is a fairly useless weapon as the recoil will cause the gun to almost instantly point upwards in the players hands, and cause the player to lose most of their stamina. To deploy a machine gun, totally eliminating its recoil, you must press the secondary fire button. A machine gun can only be deployed on a ledge, sandbag or when prone (default z key). A shot to the head will instantly kill, causing over 200 damage, and other shots, usually inflicting over 50 damage, soon mash opposing players due to the high rate of fire. The US MG is more accurate than the German MG, but as it is viewed as a spraying weapon this does not particularly matter. Due to their fixed status when deployed, players using MGs are particularly vunerable to grenade, flank, melee and rocket attacks. However, a skilful MG user will be able to kill the player as the peep round a corner to launch their attack and move out of the way before they are killed. MGs are only capable of being reloaded when deployed, causing occasional vulnerability when the large ammo belt runs out.It must also be noted that MGs are the only weapons capable of shooting through walls, albeit at greatly reduced damage.
Axis
* Primary firearm: Maschinengewehr 42
* Secondary firearm: Walther P38
* Equipment: N/A
* Melee weapon: Entrenchment spade
The German machine gunner should take the same advice as the US machine gunner. However the German MG42 has a much greater rate of fire than its US counterpart, making it easier to kill players as they try to dash across your line of sight. However, when continuously fired, the MG42 will overheat (there is a bar in the bottom right hand corner of the screen) causing the player to be vulnerable while they wait for the gun to cool down, enabling fire again. The German MG has a larger ammo belt size (250) compared to the US MG's 150 belt size. However this is compensated for in rate of fire.
Rocket
Allies
* Primary firearm: M9A1 Bazooka
* Secondary firearm: M1 Carbine
* Equipment: N/A
* Melee weapon: M1918 trench knife
The rocket is probably the hardest class to handle correctly, and therefore the one which nets you the most points in terms of stats. The rocket launcher first of all must be mounted on the shoulder using secondary fire, causing the player to move at a similar speed as a player looking down the scope of a sniper rifle, and when fired the rockets are relatively slow moving (so alert players can dodge them over longer distances) and are not always powerful enough to secure a kill. Also the rocket only comes with 5 rockets per respawn, so its use is often limited. The use of rocket launchers is best against deployed MGs, as the user can sneak round a corner, fire, and run back again, hopefully killing the mg without being killed themselves. The rocket launcher is also effective when shooting into small rooms where enemies such as snipers cannot easily escape from, and also against larger groups of enemies. It must also be taken into account that over longer distances, a rocket will dip in it's path, so the player must aim slightly above the target. More advanced rocket users will be able to use the rocket launcher in closer combat, shooting at the oppositions feet and causing heavy damage. Due to the long reload and need to mount the rocket on the shoulder to fire, US rocket players have a good shorter range weapon at their disposal. The M1 carbine is very similar to its M1 Garand cousin, except with twice the rate of fire at the cost of being only half as powerful. The carbine can be quickly reloaded in a similar way to the Thomson, but doesn't have the iron sights of the Garand. The accuracy is better than the pistol, and shots to the head will instantly kill.
Axis
* Primary firearm: Panzerschreck RPZB 54
* Secondary firearm: Mauser M1932 C-96
* Equipment: N/A
* Melee weapon: Entrenchment spade
The German rocket is again essentially the same, although the Secondary firearm is very different. The C-96 is a machine pistol, with an even higher rate of fire than the MP40, although this causes it to eat its way through its short and limited clips very quickly.
AchievementsBeachhead
Capture the final flag to win a round
Double Cross
Kill an enemy by throwing back one of their team's grenades or riflegrenades
Marksman
Score 5 consecutive headshots in a single round without dying
Kilroy Was Here
Score 8 machinegun kills from a single deployed position
Don't Bring a Gun
Win a knife fight
AWOL
Play on 5 non-official Day of Defeat Source maps
Rationing
Kill 4 or more players with a single grenade, riflegrenade or bazooka shot
Eviction Notice
Kill a deployed sniper or machinegunner from a distance greater than 100 feet with a rocket
Take No Prisoners
In a single life, kill 4 or more players in the victory time after winning a round
Trophy Collector
Score 5 or more kills in a single life using scavenged enemy weapons
Putsch
Kill a machinegunner who has killed 8 or more players from a single deployed position
Clean Sweep
Win Dod_Colmar without the other team detonating any bombs on your objectives
Don't Tread on Me
Block a Flag Capture that would have won the round for the enemy team
Hail Mary
In Dod_Jagd, plant a bomb that explodes in overtime to extend the round
Jack of All Trades
In a single life, get a kill with an MG, Sniper Rifle, Rifle, SubMG and a Grenade
Medal of Honor
Get 5000 kills as an Allied player
Iron Cross
Get 5000 kills as an Axis player
Dogface
Get 1000 kills as the Rifleman player class
Point Man
Get 1000 kills as the Assault player class
Squaddie
Get 1000 kills as the Support player class
Head Hunter
Get 1000 kills as the Sniper player class
The Iron Curtain
Get 1000 kills as the Machinegunner player class
HEATer
Get 1000 kills as the Rocket player class
Cookin' With Gas
Get 500 kills with the Garand
Capo
Get 500 kills with the Thompson
Sometimes the BAR Gets You
Get 500 kills with the BAR
The Producer
Get 500 kills with the Springfield
Johnnie Gun
Get 500 kills with the .30 Cal
Rocket Powered
Get 500 kills with the Bazooka
Bolt Action
Get 500 kills with the K98k
The Big Burp
Get 500 kills with the MP40
Storm of the Century
Get 500 kills with the MP44
Wilhelm Tell
Get 500 kills with the K98 Sniper Rifle
Linoleum Ripper
Get 500 kills with the MG42
Tank Terror
Get 500 kills with the Pschreck
Old School
Get 150 kills with the Colt
Roscoe
Get 150 kills with the P38
Broomhandler
Get 150 kills with the C96
Carbineer
Get 150 kills with the M1 Carbine
Cutthroat
Get 150 kills with the Knife
Dig For Victory!
Get 150 kills with the Shovel
Knuckleduster
Get 150 kills with your fists
Egg Layer
Get 250 kills with the US Frag Grenade
Potato Masher
Get 250 kills with the Stick Grenade
Carpet Bomber
Get 250 kills with the Garand's Rifle Grenade
Black Maria
Get 250 kills with the K98k's Rifle Grenade
On the Warpath
Score 100 Flag Captures
Nuts!
Block 100 Flag Captures
Warlord
Win 100 rounds
Demolition Man
Plant 100 bombs on enemy objectives
Combat Engineer
Defuse 100 enemy bombs
War Hero
Complete all Achievements
Unlike most class-based games, there is little definition to each of the classes, both in how they look and what they CAN use. What I mean by this is that if you are a rifleman, and you kill an Assault soldier, you can throw away your rifle in lieu of a submachine gun.
Now, if you've gotten this far, you should know why Valve is letting you play for free this weekend.
This is because they converted DoD:Source over to the Orange Box engine (and a while back was actually the first multiplayer game they tested their HDR technology on). This means that it has gained access to the Steamworks Achievement system, as well as gaining many features found in Team Fortress 2, including the on-death freeze-cam, and the Nemesis system.
This has gone on to make an already awesome game even more unbelievable. Now, before you ask me if we're going to pub, the answer is no. I'm having
my Team Fortress 2 server converted to Day of Defeat this weekend, and will keep it that way for a while if people take an interest. (or perhaps purchase another server if people will donate)
So... Let's play some fucking Day of Defeat!
Posts
Also, http://steamcommunity.com/id/demitriomni/stats/DOD:S?tab=achievements
Inevitably someone would get cut down by a swath of my bullets. "Stupid camper!", he'd say, and I would wonder that they had learned to type an English sentence so normally, and still make so little sense.
It's like when I used to play Aliens vs. Predator 2 multiplayer, and the aliens could see other races as they were spawning. Stop spawn camping! They'd say, and then proceed to shoot the alien in the back who was pointedly ignoring him.
Well, nostalgia aside, this is still my second favorite team shooter on the market. I'll definitely reinstall. Did they ever make any objective-based maps for the source version? I did kinda get tired of capturing flags after a while.
Ka-Chung!
Ka-Chung!
Rifle grenades are the best thing. Do not forget this!
I've been playing it again the last couple of days and I'd forgotten how great it is. Not as good as TF2 but its such a different feel to it so it's a nice break.
You do die an awful lot though.
This video says otherwise.
http://www.youtube.com/watch?v=wrXLtkY4wOw
Pedantry aside, I have this preloaded already for the free weekend, looks like a fun time.
Your server seems dead.
I thought the free weekend would have started by now, but Steam tells me that I have to wait two hours. Stupid timezones.
and yet the sub machine gunner gets a punch with the SMG and a pistol. oh yeah sure thats fair.
Rifle grenades seem to be pretty effective, though more for a psychological effect than anything else. Rifleman looks to be my class of choice.
Turns out I'm not terrible at this game after all, I'm alright. But then I'm extatic if my kill:death ratio is almost 1 at the end of a match.
2 minutes later it blows up
is that the affect?
The first part is. Never encountered the second.
I got that same feeling. It takes a little while, but eventually something clicks and you get the hang of it, or at least kill some guys before you die.
I've been looking for a server that's not full of raging douchebags, without much success.
The one time I managed to kill anyone, I got two guys with one grenade.
I'm pretty sure that rifle grenades smoke though.
...although that is a very good idea you have there...
I got 3 with my first ever grenade, I'm so proud of myself
Also, I'm loving this, I'll buy it tomorrow with the SiN pack
Time to reinstall and see if history will repeat itself...
you and a friend shoot at the same guy, but the guy only needed one or two bullets to begin with, and chances are they both came from one of you
because valve doesn't think these things through
let's kill a human
"DID YOU KNOW HITLER WAS A FURRY?"
"HURR HURR HURRRR"
Also I don't care for a class (rifleman) that's like fodder for all the other specialist classes.
Other then that it's all gewd.