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Day of Defeat: Source
Day of Defeat: Source is the Source Engine sequel to the World War II shooter Day of Defeat, by Valve Software. Compared to its predecessor, DoD:S features quite a bit less weaponry and fewer classes, including the removal of the entire British team. Player weapons are given by class and cannot be changed or customized. However, players can still drop their primary weapon if it runs empty or if they want to grab a different one that another player dropped. Secondary weapons and melee weapons cannot be dropped
The following weapons are used in the online multiplayer game Day of Defeat: Source
Allies
Colt M1911A1
U.S Army sidearm for the Assault, Sniper, and Machine Gunner classes. Being a secondary weapon, it cannot be dropped. Features a capacity of 7 rounds and decent power, with two spare magazines. It, along with the P38 and C712, are the only weapons to have differing reload and draw animations if they are empty
M1 Garand
Main weapon for the U.S. Rifleman class. The Garand cannot be reloaded until its clip is empty and the player can right click to use its ironsights for more accuracy. Features its real-life capacity of 8 rounds per clip and the player is given ten spare clips
M1A1 Thompson
Primary weapon for the U.S Assault class. Right clicking will allow the player to do a punch attack. Comes with a 30-round magazine and the player is given six spares. Has decent power and fairly low recoil
M1918A2 Browning Automatic Rifle
Primary weapon for the U.S Support class. Right clicking switches between fully automatic and semi automatic fire. Has a capacity of 20 rounds and the player is given twelve spare magazines. If fired rapidly, its recoil can be difficult to handle, but crouching or using the semi-automatic fire can help with this. As a side note, the weapon is held closer to the screen if set to semi-auto
M1903A4 Springfield
Primary weapon for the U.S Sniper class. It has a usable M84 scope mounted. When reloading, five rounds are loaded into the rifle regardless of how many remained in it, as if it were empty. The rifle holds five rounds and the player is given fifty reserves
M1919A6 Browning
A Browning M1919A6 with the stock removed is used by the U.S Machine Gunner class. It can only be reloaded while deployed (which can be done on any flat surface by right clicking). The weapon holds a belt of 150 rounds and the player is given two boxes of extra ammunition. The recoil of this weapon is incredibly high when unsupported, firing merely two to three rounds will deplete the player's stamina bar and have them looking up at the sky
M1 Carbine
The M1 Carbine is available as a secondary weapon for the Allied Bazooka class. Being a secondary weapon, it cannot be dropped. Has a capacity of 15 rounds, and the player is given two extra magazines
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M1A1 Bazooka
Primary weapon for the Bazooka class. Has to be shoulder mounted first before it can be fired. Comes with four rockets, plus one loaded
Mk 2 Fragmentation Grenade
Fragmentation grenade used by the Allies. The Assault class carries one, while the Support class carries two
M18 Smoke Grenade
Smoke grenade used by Allies, smoke in game is green. One of these is carried by the Assault class
M7 Rifle Grenade
Replaces the Mk 2 grenade when playing as the Rifleman Class. The player can carry two
Axis
Walther P38
Secondary weapon for the Wehrmacht Assault, Sniper, and Machine Gunner classes. Being a secondary weapon, it cannot be dropped. Slightly weaker than the M1911 but holds 8 rounds compared to 7. Comes with two spare magazines. Along with the C712 and M1911, it uniquely has different reload and draw animations when empty
Karabiner 98k
Main weapon for the Wehrmacht Rifleman class. As with the M1 Garand, the player is able to use its ironsights to increase accuracy by right clicking. The 98k utilized by the Axis Sniper class has a usable ZF42 Scope. As with the Springfield above, the scoped Karabiner 98k is treated as empty when reloaded, and five rounds will be loaded no matter how many there were in it. Both versions hold five rounds and the player is given sixty spares
Machinepistole 40
Main weapon for the Wehrmacht Assault class. As with the Thompson, the player can right click to do a punch attack. Features a magazine capacity of 30 rounds (compared to the maximum of 32) and comes with six spare magazines. As with the Thompson, it is easy to use thanks to its fairly low recoil and decent accuracy
Strumgewehr 44
Main weapon for the Wehrmacht Support class. Offers semi and fully-automatic fire mode. Holds 30 rounds, and comes with six spare magazines. The weapon functions mostly identically to the BAR and shares its trait of being held closer to the screen in semi-auto mode
Machinegewehr 42
Main weapon for the Wehrmacht Machine Gunner class. Has a bipod mounted. The barrel of the gun will overheat if fired for too long without pause (which is displayed as a meter in the bottom-right of the screen). Holds a belt of 250 rounds and comes with one extra. As with the Browning, it cannot be reloaded when not using the bipod
Mauser M712
Secondary weapon for the Wehrmacht Panzerschreck class. Being a secondary weapon, it cannot be dropped. Holds 20 rounds and comes with two spare magazines. Fairly weak, but automatic and fast. As with the P38 and M1911, it has different animations when empty, unlike most other weapons
Panzerschreck
Main weapon for the Panzerschreck class. Has to be shoulder mounted before firing. Comes with four rockets, plus one loaded
Gewehrgranatengerät
The 30mm Gewehrgranatengerät cup-type rifle grenade launcher replaces the Model 24 when playing as the Rifleman class. The player can carry two
Model 24 Stielhandgranate
Fragmentation grenade used by the Axis force. The Assault class carries one, while the Support class carries two
Nebelhandgranate 39
The Nebelhandgranate 39 is used by the Germans as their smoke grenade just like in real life. The Assault class carries one