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Day of Infamy: Difference between revisions
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===Mauser C96=== | ===Mauser C96=== | ||
The [[Mauser C96]] is a German sidearm that is available to the officer and flamethrower. It holds 10 rounds and as of Beta, is the only German side-arm with its rightful magazine capacity. | The [[Mauser C96]] is a German sidearm that is available to the officer and flamethrower. It holds 10 rounds and as of Beta, is the only German side-arm with its rightful magazine capacity. Bizarrely, it can be reloaded before its clip is emptied, but the reload is the same as the empty, with all the rounds in the gun vanishing and the bolt being locked back. It also does not have a "first draw" animation. | ||
[[Image:C96Pistol.jpg|thumb|none|350px|C96 - 7.63x25mm]] | [[Image:C96Pistol.jpg|thumb|none|350px|C96 - 7.63x25mm]] | ||
[[Image:C96MenuDOI.jpg|thumb|none|450px|The Mauser C96 in the customization menu]] | [[Image:C96MenuDOI.jpg|thumb|none|450px|The Mauser C96 in the customization menu]] |
Revision as of 06:05, 29 December 2016
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Day of Infamy for current discussions. Content is subject to change. |
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Day of Infamy is the standalone version of the Insurgency 2 Mod Day of Infamy, and is set to be the spiritual successor of Day of Defeat The game is set in the Western Front of World War II, and objectives involve capturing and defending objectives to increase territory and spawn waves. Aiming for more realism than most first person shooters, many UI elements such as a health bar and crosshair has been omitted. However, compromises with realism has been made for the sake of gameplay, which explains some anachronistic weaponry in the arsenal. Teams are split into various classes, namely:
- Officers, who can call in radio support
- Riflemen, who have a sway reduction after sprinting
- Assaults, who have faster movement speed
- Supports, who have resistance to suppression
- Engineers, who have a reload speed increase
- Communications, who can capture points faster with his radio
- Flamethrowers, who have increased weight threshold
- Machine gunners, who can carry more ammunition
- Snipers, who can hold their breath longer
Players can customize their loadout to select different equipment, such as attachments (eg bayonet for a Kar98K) and binoculars or choose to ignore it. This is done by supply points which players need to purchase equipment, and can be earned by killing opponents and capturing objectives to aid the team.
Allied forces consist of the Commonwealth and the US Army and Axis forces consist of the Wehrmacht. Each team has different equipment that would promote different playstyles. Plans are included to include custom "units" that players can unlock via progression so as to increase the aesthetic variety in each game. To keep this in lieu with realism, maps will only allow for units that have served there. For example, Ortona will allow for Canadian units to be equipped, while Dog Red will disable the selection of US Paratroopers. Early access users have exclusive access to "First Wave" units, namely the 1st Rangers Battalion (US), Gordon Highlanders (Commonwealth) and 1st infanterie-Division (Wehrmacht).
The following weapons appear in the video game Insurgency 2:
Weapons of the Wehrmacht
Handguns
Walther P38
The Walther P38 is the German side-arm that is available to all classes except the sniper and the officer. It erroneously holds 10+1 rounds.
Walther PPK
The Walther PPK is a German side-arm that is available to the assault, support, communications, engineer and sniper. Like the PPK, it erroneously holds 10+1 rounds. Oddly, the theater files define it as using the 9x18mm Makarov round, probably basing the damage model on the Makarov PM from Insurgency 2.
Luger P08
The Luger P08 is a German side-arm that is available to the officer and machine gunner. Just as the above pistols it holds 10+1 rounds.
Mauser C96
The Mauser C96 is a German sidearm that is available to the officer and flamethrower. It holds 10 rounds and as of Beta, is the only German side-arm with its rightful magazine capacity. Bizarrely, it can be reloaded before its clip is emptied, but the reload is the same as the empty, with all the rounds in the gun vanishing and the bolt being locked back. It also does not have a "first draw" animation.