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Talk:Day of Infamy: Difference between revisions

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[[Image:MkVIWieldDOI.jpg|thumb|none|600px|Holding the Sten Mk VI]]
[[Image:MkVIWieldDOI.jpg|thumb|none|600px|Holding the Sten Mk VI]]
[[Image:MkVIIronSightsDOI.jpg|thumb|none|600px|Aiming the Sten Mk VI. Note the different iron sights.]]
[[Image:MkVIIronSightsDOI.jpg|thumb|none|600px|Aiming the Sten Mk VI. Note the different iron sights.]]
OK. So it appears that it has been removed from the cooperative mode. The suppressor is still in the game files though, and a player can clobber together one by using the give_upgrade cheat to add a suppressor to the Sten Mk V. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 10:17, 25 March 2019 (EDT)
:If that's the case, then I'd say it should be added - it's still part of the game, and anyways, we do include material that was removed from the game, especially if it was removed post-release. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:10, 25 March 2019 (EDT)
:: I would say it should stay here because I usually don't include material that was removed from the game, and some other articles seem to do that too. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 23:39, 25 March 2019 (EDT)

Latest revision as of 03:39, 26 March 2019

Day of Infamy Mod

American Team

M1911

The M1911 is available for use in the American team. It seems to be the same model from the base game as it features a ring hammer. The default magazine allows the pistol to hold 7+1 rounds, but the extended allows for 15+1 rounds. It costs two supply points.

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Colt M1911A1 - .45 ACP
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The M1911 pistol in the inventory menu.

M1928A1 Thompson

The M1928A1 Thompson is available for use in the American team. The Thompson comes with a variety of magazine upgrades, holding 20+1 default, 30+1 extended, and 50+1 with drums (Though, the +1 should not be possible for an open-bolt firearm). It costs two supply points.

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M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP
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The M1928A1 Thompson in the inventory menu.
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The player character holding the M1928A1 Thompson.
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Holding the M1928A1 Thompson.
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Aiming the M1928A1 Thompson.
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Reloading the M1928A1 Thompson.
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Pulling the bolt on the Thompson.
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The Thompson with the foregrip and 50-round drum magazine in FPS view.

M1 Carbine

The M1 Carbine is used by the American team. It is currently the model from the base game, which would be anachronistic due to the bayonet lug. The default magazine allows the weapon to hold 15+1 rounds, but the anachronistic extended magazine option allows for 30+1 rounds to be used.

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Korean War Era M1 Carbine, with Birch Stock, Adjustable sight, bayonet lug, and twin magazine pouch - .30 Carbine
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The M1 Carbine in the inventory menu.

M1903A3 Rifle

The bolt-action M1903A3 Springfield rifle is in use by the American team, however the base model in the game is of the Mosin Nagant rifle. It can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs one supply point.

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M1903A3 rifle - .30-06

M1 Garand

The semi-automatic M1 Garand is available as the standard rifle of the American team. It can hold only 8 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs two supply points.

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M1 Garand - .30-06
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The M1 Garand in the inventory menu.
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The player character holding the Garand rifle.
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Holding the M1 Garand.
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Aiming the M1 Garand. As we can see from the receiver, this was made by NWI Armory.
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Loading the empty M1 Garand with a 8-round clip.
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About to eject a semi-loaded clip in the Garand. The player character is properly gripping onto the clip latch on the left side to allow the ejection system to happen.

Browning Automatic Rifle

The automatic M1918 B.A.R. is available for use by the American team. It can hold 20+1 rounds. It costs five supply points.

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B.A.R. M1918A2 - .30-06
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The Browning Automatic Rifle in the inventory menu.
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The player character holding the B.A.R.
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Holding the B.A.R.
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Aiming the B.A.R.
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Reloading the B.A.R.

Browning M1919

The Browning M1919 is seen in the game in the American team. The machine gun used by the infantry is the Browning M1919A6 variant, but the M1919A4 variant is also seen in game on the M4 Sherman tanks.

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Browning M1919A6 - .30-06 Springfield
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The M1919A6 in the inventory menu.
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Holding the M1919A6.
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Aiming the M1919A6.
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Reloading the M1919A6. Note that the rounds visibly depletes as the belt is spent, and that there are separate animations reloading from an empty and pulling out the belt for a fresh one.
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Browning M1919A4 - .30-06 Springfield
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A M4 Sherman tank with M1919A4 machine guns on the front hull and coaxial to the turret.

M9A1 "Bazooka"

The M9A1 Bazooka rocket launcher is available for use by the American team. It costs six supply points and only allows for one shot.

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M9 "Bazooka" - 2.36 inch
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The M9A1 rocket launcher in the inventory menu.
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Holding the M9A1 Bazooka.
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Aiming down the M9A1 Bazooka sights.
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Firing the Bazooka. Note the impressive muzzle blast, as well as what appears to be an RPG-7 rocket exiting the barrel, most likely a placeholder.

German Team

Luger P08

The Luger P08 is available for use in the German team. It can hold 8+1 rounds. It costs two supply points.

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Luger P08 - 9x19mm
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The Luger in the inventory menu.
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Holding the Luger.
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Aiming the Luger.
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Reloading the Luger.
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Chambering the Luger.

Walther P38

A Walther P38 is available for use in the German team. It can hold 8+1 rounds. It costs two supply points.

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Walther P38 - 9x19mm
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The P38 in the inventory menu.
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Holding the P38.
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Aiming the Holding the P38.
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Reloading the P38.

Walther PPK

A Walther PPK is available for use in the German team. It can hold 8+1 rounds, despite the only PPK magazine able to hold that many rounds is chambered in .22LR. It costs three supply points.

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Walther PPK - .380 ACP
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The PPK in the inventory menu.
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Holding the PPK.
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Aiming the PPK.
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Reloading the PPK.

MP40

The MP40 submachine gun is available for use in the German team. It can hold 32 rounds. It costs two supply points.

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MP40 Submachine Gun - 9x19mm
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The MP40 in the inventory menu.
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Holding the MP40.
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Aiming the MP40.
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Reloading the MP40.

Karabiner 98k

The bolt-action Karabiner 98k is available for use in the German team. It can hold 5 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs one supply points.

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Karabiner 98k - German manufacture 1937 date - 7.92x57mm
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The Karabiner 98k in the inventory menu.
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Holding a Karabiner 98k.
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Aiming with the Karabiner 98k.
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Reloading the Karabiner 98k.

In the Sniper class, it can be mounted with a scope to be used as a sniper rifle. The mounting, however, seems to be a picatinny rail.

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Karabiner 98k Sniper with Zeiss ZF39 scope - 7.92x57mm Mauser
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A sniper variant of the Karabiner 98k on the loadout screen.
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Holding a Karabiner 98k Sniper Rifle.

Gewehr 43

The semi-automatic Gewehr 43 rifle is available for use in the German team. It can hold 10+1 rounds and can be equipped with a bayonet or a sling to facilitate weapon swapping. It costs three supply points.

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Gewehr 43 - 7.92x57mm
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The Gewehr 43 in the inventory menu.
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Holding the Gewehr 43.
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Aiming the Gewehr 43.
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Reloading the Gewehr 43 from empty. Note the locked-back bolt.

In the Sniper class, it can be mounted with a scope to be used as a sniper rifle. The mounting, however, seems to be a picatinny rail, which would be anachronistic by about 40 years.

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Gewehr 43 with ZF 4 scope - 7.92x57mm
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The scoped Gewehr 43 in the inventory menu.
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Holding the scoped Gewehr 43. The mount seems to be the anachronistic picatinny rail.
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Aiming through the scope of the Gewehr 43.

Sturmgewehr 44

The Sturmgewehr 44 assault rifle is available for use in the German team. It can hold 30+1 rounds. It costs four supply points.

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Sturmgewehr 44 - 7.92x33mm
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The StG 44 in the inventory menu.
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Holding a StG 44.
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Aiming the StG 44.
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Reloading the StG 44.

MG42

The MG42 machine gun is available for use in the German team. It costs five supply points.

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MG-42 - 7.92x57mm
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The MG42 in the inventory menu.
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Holding the MG42
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Aiming the MG42.
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The right side of a deployed MG42 firing. Note the green casings being ejected despite them being brass on the belt before.
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Reloading an empty MG42.
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Replacing the belt of the MG42. Note that there are separate animations for replacing a belt halfway.

Panzerfaust

The Panzerfaust anti-tank recoilless gun is available for use in the German team as their long range demolition weapon. It costs six supply points for one shot.

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Panzerfaust - 44mm with 149mm warhead
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The Panzerfaust in the inventory menu.
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Holding the Panzerfaust.
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Aiming the Panzerfaust.
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The Panzerfaust after expending the warhead. Note the 15cm Nebelwerfer 41 in the background.

Grenades

MK II Hand Grenade

The American team in Day of Infamy have MK.II Hand Grenade as their primary fragmentation grenades. It costs three supply points.

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MK.II Hand Grenade
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A U.S. soldier holding a Mk.II grenade.
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A Mk.II grenade on the ground...without its pin.

Model 24 Stielhandgranate

The German team in Day of Infamy have Model 24 Stielhandgranate "Potato Mashers" as their primary fragmentation grenades. It costs three supply points.

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Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve
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A German soldier holding a Stielhandgranate.

M18 Smoke Grenade

The M18 smoke grenade can be used by both teams. It costs 1 supply point.

M18 Smoke Grenade

Discussion

Release Date

Which release date is official one (to be featured on this page and all related weapon pages) - Early Access (June 26, 2016) or Release (March 23, 2017)? Terramax (talk) 10:45, 27 March 2017 (EDT)

Official. --Funkychinaman (talk) 13:59, 27 March 2017 (EDT)

M3/M3A1 Grease Gun

It appears that the in game model of the Grease Gun is of the older M3 variant, while the third person model and the menu image for the gun are the newer M3A1 model, any thoughts on adding that to the page? ~ ADMICK

Huh, when I spoke to the devs it appears that the M3A1 was never in the game at all, rather it was but an M3 without a charging handle. VGUI image resembles the viewmodel too. OngYingGao (talk) 09:54, 18 April 2017 (EDT)

Born to Kill: Vietnam

https://steamcommunity.com/sharedfiles/filedetails/?id=881437908&searchtext=

https://www.youtube.com/watch?v=cegWcYGmFno (all the weapons so far)

Does this mod for a mod warrant a page by itself? (It's got a lot of postwar weaponry with some WWII favorites) --MJ79 (talk) 20:26, 26 May 2017 (EDT)

I wouldn't particularly recommend it. INS2's page had DOI in it, but DOI was a mod made by the devs themselves. BTK on the other hand is an independent project by community members with little developer involvement (despite some developers like RedRogueXIII volunteering. I have a feeling it may go against the rules honestly. --OngYingGao (talk) 01:48, 27 May 2017 (EDT)

Ejecting rounds out of a C96

The next update for Day of Infamy will introduce a new partial reload animation for the Mauser C96, where the player pulls the bolt back and locks it, and any unspent cartridges fly out of the ejection port so the player can load a new stripper clip. Is that something possible?  ::--OngYingGao (talk) 00:47, 11 June 2017 (EDT)

No, it is not possible. The C96 would be unable to do that, as there are metal "lips" preventing the rounds in the double-stacked magazine from being ejected. The only way rounds can enter or exit is via a single feed. --SpectralNova (talk) 08:27, 15 June 2017 (EDT)
Out of curiosity, does the C96 have a manual bolt hold-open, and if so, where is it? Pyr0m4n14c (talk) 16:14, 15 June 2017 (EDT)
There is no way to manually lock the bolt back on a C96. The magazine follower functions as the bolt hold-open, and will only do so when the magazine is empty. --SpectralNova (talk) 16:48, 15 June 2017 (EDT)
So, to reload a partially empty C96, you'd either have to manually cycle the bolt repeatedly to empty it, then insert a stripper clip/individual rounds, or insert individual rounds with one hand while bracing the bolt open with the other? Pyr0m4n14c (talk) 17:09, 15 June 2017 (EDT)
If you wanted to reload it before it was empty, you'd either have to hold the bolt open manually, or empty the mag first. Theoretically, you could use an empty stripper clip to hold the bolt back, but generally speaking, you just didn't reload the C96 until it was empty. Its a design oversight, but keep in mind, it was one of the first automatic pistols, and at the time there wasn't a set "guideline" as to what features should be in an automatic pistol. Also, the need to reload in the middle of a magazine just wasn't seen as necessary for a handgun at the time. --SpectralNova (talk) 18:52, 15 June 2017 (EDT)
Not really an oversight as much as it's a gameplay decision specifically to test the gameplay vs realism part to the limits I guess. Thanks, would look out for it in the next patch. Mr. B wouldn't animate the entire thing and rig all those bones if it were simple oversight. OngYingGao
When I said it was a design oversight, I was referring to the how Mauser designed it, and not its depiction in-game. Its depiction in-game is fairly accurate. --SpectralNova (talk) 14:12, 17 June 2017 (EDT)
Ah, sorry about that --OngYingGao (talk) 23:18, 17 June 2017 (EDT)

(talk) 02:12, 17 June 2017 (EDT)

Gotcha. Thanks for the info! Pyr0m4n14c (talk) 20:04, 15 June 2017 (EDT)

Einstossflammenwerfer 46

Hello, I think it would be great if you could add a new page for the Einstossflammenwerfer 46 please? --Hchris (talk) 15:11, 29 December 2016 (EST)

-Will do, but I'll see what I can do since it's not too well known! OngYingGao (talk) 02:10, 1 January 2017 (EST)

Clearing up issues with the C96 Carbine/M712 Schnellfeuer/M712 Carbine

Hello, I have noticed quite some editing entries that changed this because of the existence of the M712 Carbine airsoft guns in the photo libraries. I appreciate your effort in improving this page (since I feel attached to this page and it would never be as good without your help), but I would like to let you guys know that I am aware of the M712 Carbine's existence, and below are the reasons why I chose not to include it as such:

  1. The model is actually a low poly model baked out of RedRogueXII's C96 family. In that set of renders, we have a varied set of C96 variants right down to a tactical edition and even Han Solo's DL-44, but the only thing missing would be the M712 Carbine. As such, when making this model, TKaZa and co (the DOI developers) made low polies out of the available C96 Carbine and M712, BEFORE merging them together. This was to make it a more unique entry into the game, rather than to model it after a fictional airsoft gun. And as such, it is more of a merger of the two rather than a mockup of the M712 Carbine.
  2. Next, while the M712 Carbine does look similar to the thing in game, I can't help but notice that the stock/pistol grip of the M712 Carbine in the picture is actually different from the one in the game, so because of that I couldn't bring myself to name it as such as it annoyed the hell out of me.

Initially, I had included the M712 Carbine under the pictures of the C96 Carbine and M712 Schnellfeuer because it could help clarify things, but I got a bit bothered by the fact that there are 3 pictures above the screenshots, so I removed it so that it looked better to my eyes.

--OngYingGao (talk) 01:17, 13 January 2018 (EST)

What happened to the Sten Mk VI?

This section was deleted from the page on 26 March 2017 without an explanation. Was this weapon removed from the game? --Wuzh (talk) 15:22, 24 January 2019 (EST)

Sten Mk VI

Equipping the "suppressor" attachment converts the Sten Mk V into a Sten Mk VI. However, it retains its foregrip. It also loses its ability to mount a bayonet. This attachment is only available on cooperative modes.

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Sten Mk VI - 9x19mm Parabellum
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The Sten Mk VI in the customization menu
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Holding the Sten Mk VI
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Aiming the Sten Mk VI. Note the different iron sights.

OK. So it appears that it has been removed from the cooperative mode. The suppressor is still in the game files though, and a player can clobber together one by using the give_upgrade cheat to add a suppressor to the Sten Mk V. --Wuzh (talk) 10:17, 25 March 2019 (EDT)

If that's the case, then I'd say it should be added - it's still part of the game, and anyways, we do include material that was removed from the game, especially if it was removed post-release. Pyr0m4n14c (talk) 17:10, 25 March 2019 (EDT)
I would say it should stay here because I usually don't include material that was removed from the game, and some other articles seem to do that too. --Wuzh (talk) 23:39, 25 March 2019 (EDT)