Home Roster Links Gallery Account Forums Contact Us About Us Bookmark Us


home page
 
Community
Clan Info
Servers & Gameinfo
Site Members
Other Stuff
 
Anonymous
38.103.63.60
Nickname:

Password:

Security Code
Security Code
Type Security Code


 
Info Home • Allied Classes • Axis Classes

Allies Standard Equipment
Pistol:
M-1911 Colt .45

Magazine Capacity:
7 bullets, with 2 extra mags

Secondary Fire:
none

The ol' Colt .45. I love this pistol, both in real life and in the game. A strong pistol as accurate as its Wehrmacht counterpart, some may argue that the one less bullet in the Colt magazine will affect gameplay. I don't agree because honestly, when I have to use my pistol, its because I'm carrying a primary weapon that would be near useless at close quarters combat, or because I ran out out ammo, and the enemy has a full metal jacket (watch that movie). What I'm trying to say is that if you have to shoot your pistol, you're probably going to empty the whole clip at whoever you're shooting at, and lets face it, if you don't hit with the first 7, one more shot probably isn't going to save you. The pistol is (obviously) semi-automatic, so you can shoot it as fast as you can click. The reload time is fast, just remember that you only have 2 extra magazines; a total of just 21 bullets to defend yourself from submachine guns, machine guns, bazookas and the like. It is not a primary weapon, so only rely on it when you have to and the Colt .45 should serve you well.

Melee Weapons:
Combat Knife

Knives exist for two reasons. The first and most fun reason is for sneaking up and stabbing enemy Snipers and Machine Gunners, or just completely unaware Riflemen and Assaulters. This is always fun, and I encourage you to celebrate and compliment your teammates upon a successful stabbing. It should be noted that if you can sneak up behind an opponent and elect to stab them, you can kill your opponent instantly, regardless of their health in one swift strike. The knife is not nearly as effective at damaging the front half of the enemy's body. The second reason knives exist are for the Riflemen and the hardasses. Riflemen have no other option when the Garand goes 'plink!' and you're looking at a German with a half-empty health bar reloading his Mp40. The hardasses like to finish off wounded soldiers while they're still shooting at them, and God bless them too. Whatever your taste, the knife will get the job done if you need it to, but you really shouldn't ever have to rely on it seriously in combat.

General Damage Information
Every soldier starts with 100 hit points. If he is dealt 100 points of damage or more, he drops his weapon and is dead.

A soldier can be shot in the head, chest, arm or leg. A shot to the chest will deal 100% of the damage a weapon can deal. A headshot will deal 250% of the damage, rounded - an instant kill. A shot to the arm or leg will deal 75% of the damage, and a 'backstab' attack with the Combat Knife or Entrenching Shovel (but not secondary-fire punch) will deal 500% of the damage

Grenade damage and Rocket Launcher damage is not tabulated here, due to the 'splash' nature of the damage they deal. A direct hit with either will kill an enemy though.

Allies Rifleman Class
Primary Weapon:
M1 Garand

Magazine Capacity:
8 rounds, with 10 additional clips


Secondary Fire:
'Ironsight' zoom

Equipment:
2 Rifle Grenades
Combat Knife


Chestshot:80
Headshot:200
Arm/Leg shot:60
The M1 Garand, the workhorse rifle for the Americans in WW2, and for good reason. The Garand has always been a touchy subject in the history of DoD, and it's incarnation in DoD:S only adds fuel to the fire. Personally, I've always liked it, and I think you should too. The M1 Garand is a semi-automatic weapon, which means it will fire as fast as you can click the left mouse button (or whatever button your primary fire is bound to.) Make sure you keep in mind one of the Garand's trademark quirks - you can't reload it until you've shot the entire clip, and when you have, you and any nearby enemies will hear a 'Ping!' noise as the clip ejects itself. The reload is fast, but make sure you don't run out at an inopportune time.

Allies Assault Class
Primary Weapon:
M-1928 Thompson

Magazine Capacity:
30 rounds, with 6 extra mags


Secondary Fire:
Punch

Equipment:
M-1911 Colt .45
1 Fragmentation Grenade
1 Smoke Grenade


Chestshot:40
Headshot:100
Arm/Leg shot:30
This class plays a lot different in DoD:S than it did in earlier versions. For one, they had to take the M3A1 Greasegun out because my roommates and I were too good with it - we kept breaking the game. However, The Thompson (you may know it as a 'Tommy-Gun') is still an excellent weapon, and is made even better now with the equipment that comes with it. The Thompson fires and reloads fast, but with 30 rounds per magazine and 6 additional magazines, you probably won't have to worry about running out of ammo. It always helps to remember that this gun shoots out more bullets faster than every other gun except MachineGuns. The bullets aren't as strong, but aim for the mid chest and let the gun rake up to their face - they'll fall down in no time. Range-wise, the Thompson (and for that matter the German Mp-40) can no longer be used as it used to, picking off Snipers and Machine Gunners across the map. Take Lappy's advice, don't try to hit anything long range with this gun. A Sniper will shoot you. Instead, crouch or go prone while firing at medium range, and fire in short, controlled bursts. You'll do just fine.

Allies Support Class
Primary Weapon:
M-1918A2 BAR (Browning Automatic Rifle)

Magazine Capacity:
20 rounds, with 10 extra mags


Secondary Fire:
Semi-Auto toggle

Equipment:
2 Fragmentation Grenades
Combat Knife


Chestshot:50
Headshot:125
Arm/Leg shot:38
The BAR fires more slowly than the Thompson, but that's a good thing because the 20 round magazine wouldn't last very long if this thing fired that quickly. As it is, a 20 round mag can run out at the wrong time if you aren't paying attention. The slow rate of fire helps to compensate for the large recoil. When you do run out, reload somewhere safe, it takes a little longer to reload this gun than it does to reload the Thompson. You probably want to pick the BAr for two reasons: It hits the enemy hard, and it works great as a support weapon (hence the title of the class, duh). Covering fire works great when it's coming out of this weapon. If you aren't a proponent of cover fire, you really should be. Charging the critical middle flag on Avalanche is a lot easier if you have two BARs and an MG laying suppressing fire on all of the points that an enemy sniper or rifleman might try to pick you off. Spraying this gun at long ranges is a good way to keep an enemies' head down long enough for your team to advance, or make a critical capture.

Allies Sniper Class
Primary Weapon:
M-1903A4 Springfield w/Scope

Magazine Capacity:
5 rounds, with 12 extra clips


Secondary Fire:
Scope Zoom

Equipment:
M-1911 Colt .45
Combat Knife


Chestshot:120
Headshot:300
Arm/Leg shot:90
Ah, the Sniper. Out of all of the reasons I've played DoD for so long, one of my favorites is that the Snipers in DoD have never been like the Counterstrike/Medal of Honor Hop-Lean-Strafe-Jump headshot Snipers. In this game they have to sit still and aim. Keep that in mind when you play as a sniper. You're really not much of a threat on the move, and you don't even have a crosshair to aim with your rifle if you aren't scoped in. Movement is slowed down to a crawl while zoomed, and the zoom is reset every time you shoot, go prone, or start sprinting. That said, a good Sniper in a good spot can make all of the difference in a map. For my money, a team shouldn't need more than one Sniper in a map, because having any more than one limits the teams ability to move forward and capture the flags.

Allies Machine Gunner Class
Primary Weapon:
.30 Caliber Light Machine Gun w/bipod

Magazine Capacity:
150-round belt, with 2 additional belts


Secondary Fire:
Deploy/Retract Bipod

Equipment:
M-1911 Colt .45
Combat Knife


Chestshot:80
Headshot:200
Arm/Leg shot:60
Definitely one of the most under-used classes, yet in my opinion the most team-oriented class in the game. I don't know how many times I've played in servers with 5 Snipers on a 10 man team and would have gladly traded all of them for one Machine Gunner who knew what he was doing. Machine Gunners can dictacte the flow of a map and guarantee advancement and flag captures if on a team that can give them the time and cover to advance. As a Machine Gunner, your job is to keep those bullets spitting out of the .30 cal. You are not a Sniper, you are not conservative about your ammunition. You either keep enemy heads down or you shoot them off. It's a lot easier for the Americans to take the middle flag on Avalanche with a Machine Gunner keeping guard on the exit from the German spawn while a Sniper watches the windows. As a Machine Gunner for the U.S. Army, you have an advantage over your Wehrmacht counterpart - your gun does not overheat, so you can hold down the trigger button as long as you want without fear of your gun shutting down. On the other hand, you have less total ammunition. To an inexperienced or bad Machine Gunner, the 50 extra bullets won't make much of a difference - but to the veteran, those fifty bullets could make or break a vital flag cap.

Allies Rocket Class
Primary Weapon:
M1A1 Bazooka

Magazine Capacity:
5 rockets


Secondary Fire:
Shoulder Rocket Launcher

Equipment:
M1 Carbine

Magazine Capacity:
Magazine Capacity: 15 rounds, w/ 2 extra mags

Chestshot:NA
Headshot:NA
Arm/Leg shot:NA
Ah, the Rocket class. I must say, with the Source engine, there is little greater satisfaction than watching people soar through the air due to a successful rocket attack. The Bazooka has become a much more widely used weapon in DoD:S, and although I can't say why it has become more popular, I can sum up the usefulness of the class in one word: versatility. The Rocket class combines the heavy-hitting, long range power of the Bazooka with the close combat, run n'gun ability of the long time favorite M1 Carbine rifle. Really, the Rocketman can do anything and everything his team needs him to do; I've seen Rocketeers blow up a sniper nest, then charge around the corner with their Carbines and help capture a flag. Shooting the Bazooka is fun, but it takes getting used to. First, you'll need to press secondary fire to actually be able to fire a rocket. When you do this, you'll shoulder the Bazooka and notice that everything from your movement to your aiming speed just got a lot slower. This is to simulate the heaviness of the loaded rocket launcher.

All content © 2006 - 2008 T3 Gaming Community Home | Roster | Links | Gallery | PhpNuke Themes | Forums | Contact Us | About Us | Bookmark Us | Web Directory