Day of Infamy

Day of Infamy

119 ratings
Day of Infamy introductory guide
By Paskus
This guide goes over the Factions, Weapons, Controls and Features of Day of Infamy, and will provide you with information to help you get your footing as a new player.
   
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What is Day of Infamy?
Day of Infamy is a source engine WWII game made by New World Interactive, best known for making Insurgency which shares a lot of gameplay features with DOI. The game mainly focuses on first person infantry combat, in addition to both teams having the ability to call in aerial support via the Officer/Radioman system.

DOI released in beta as of July, 2016 and did a full release as of March 23rd, 2017. The game likely won't be getting any major updates in the future as most of NWI's focus has has shifted towards working on their most recent title Insurgency: Sandstorm which released in December of 2018.

As per Steamcharts[steamcharts.com] the games current player numbers over the past month have been below 100 concurrent players. For this reason I recommend being cautious if you are considering purchasing this game, either get it on sale or simply pass on it for other WWII FPS games with more active player bases.

(Link to the Day of Infamy's store page)
(Link to Insurgency: Sandstorm's store page)
(Link to Hell Let Loose store page) Possible alternative, has a 30 day average of 4000+ players at time of writing
Intro
Welcome to Day of Infamy! If you've played Insurgency, you'll be right at home with the mechanics of this game. However, there are a few major differences:
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-Fewer fully automatic weapons, generally lower ammo caps

-No armor besides helmets and fast time to kill (kevlar was not even invented until 1965)

-Artillery and planes called in by radio (with different models/ variants)

-Local voice chat only by default (unless you're lugging around a radio)

-Officer system. They are the only ones who can call in artillery and require someone carrying a radio nearby to do so. Their co-operation will be critical to your teams success.
Game Modes
Multiplayer Modes:

Liberation

There are three objectives on the map, A, B, and C. Earn Reinforcements by capturing objectives. Defeat the enemy by capturing all 3 or by wiping them all out along with their reinforcements

Offensive

One team defends 3 objectives against an attacking team with less reinforcements. As the Attacking team progresses they gain more reinforcements, attempting to capture all 3 objectives and destroy the enemy radio. The most popular map for this game mode is Red Dog. Quite frequently the attacking team won't capture a single objective.

Frontline

Similar to Liberation, except with the addition of both teams having HQ radios that can be destroyed to win the match

Sabotage
Allies try to to destroy high value Axis targets, which are typically artillery units that need to be blown up.
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Co-op Modes:

Stronghold

Basically the Co-op Version of Offensive (thanks Forum Warrior)

Entrenchment

Offensive except you're always defending against hordes of rabid AI. If they take an objective you are forced to fall back.

Raid
Players must check areas provided by intel for high value targets and destroy them. Some potential targets are decoys, discovering them will reveal the actual targets by process of elimination. Players will be resupplied via supply drop when an objective is destroyed.
Factions and Weapons
There are currently 3 playable teams in Day Of Infamy: The U.S. Army, Commonwealth Army and the Wehrmacht. Each with different types of weapons, equipment, voice lines and uniforms. Some weapons such as the M1 Thompson are used by the same teams. All teams also have access to bombing runs and artillery, with some differences (for example German Artillery sounds different than US or British)

Commonwealth Army

-Spanning the globe with Brits, Scots, Australians, Canadians and Indians.
-pistols are the semi-auto browning hi-power 9mm and the double action webley revolver (Faster fire rate than the American's single action)
-Sten gun now has a silencer attachment for the assault/officer classes, which can come in handy for lone wolfs or those trying to keep a low profile
-Riflemen use the Lee enfield, which is a very accurate, quick to iron sight and can hold more rounds than any other factions bolt action with 10
-Their No. 79 smoke grenades are not on a timer, rather they will stick on impact and instantly deploy smoke which is handy when time is of the essence
-The No. 77 WP grenade also explodes on impact, but the tradeoff is a smaller explosive radius
-Have access to the Welrod. This pistol is an 8 shot bolt action. Extremely slow firing with low damage and costs 3 supply, don't recommend it.
-Vickers Machinegun cannot be shouldered when standing or crouching
-Engineers get Ithaca shotgun with optional bayonet attachment

U.S. Army

-Mericuh!!
-M1911 is an effective pistol with decent power. Their M1917 revolver is single action and very slow to fire and reload (moon clip upgrade recommended if you're using it)
-Browning HMG cannot be shouldered while standing or crouching
-M1 Thompson is a very reliable at medium/close range SMG but has high supply cost. Brits also get the Thompson
-M1 Garand being semi-automatic gives a leg up against bolt-actions. The dinner bell ring when your box mag goes empty is awesome. Fairly quick reloads
-BAR works as a very powerful hybrid weapon with nice low ironsights
-Officers have access to P-51 Mustang machinegun runs (a single seat Fighter-bomber)


Wehrmacht

-Glorious potato mashers and caps with skulls on them
-Einstossflammenwerfer 46 single use area denial weapon which coats an area in flames for 30 seconds
-Have access to the P-08, (Luger) which has a unique breech mechanism that flips up, giving you a visual indicator for when you've run out of ammo. Carbine variant also available to engineer which can go fully automatic! (its really fun give it a try)
-The two other pistols they have are the P-38 and the PPK, no revolvers available
-two tiers of explosive grenades (second one has larger radius and more damage)
-Geweher 43 is has exellent iron sights and snap shooting
-Support has access to STG 44 and FG42, which are both fully automatic with removable magazines
-Higher supply machine gun has access to 250 round bullet chain
-MP40 has great iron sights, with very low recoil
-Officers have access to the Stuka dive bomber, which makes quite the crazy noise

Classes
Officer - Fire support:

One of the most important classes for a team to have, specifially in tandem with a radioman to call in your artillery (something that is almost necessary in maps like Red Dog). Use local chat to stick together. They are able to use a variety of weapons, use their smokes/smoke artillery for chokepoints/areas that lack cover.

You can call in supplies, artillery, bombing runs, as well as faction specific fire support. There are cooldowns for your fire support at the beginning of each round, so be ready to use them once they are available. Also keep in mind that planes will always fly in from behind where you called them in.

Faction specific fire support is always the top option on the wheel

Carpet bombing - All factions have access to this. Bomber plane flies in and drops bombs in a strait line, effective for the narrow parts of maps. (120 second cooldown)

Supplies - Drops ammo for your team to refill from. Will also heal you when you use it. If your team is effective at staying alive but plowing through ammo, they will definitely appreciate this (45 sec CD)

Artillery - Your bread and butter. Barrages a large area with artillery shells. Useful for objectives or cutting off enemy reinforcements, be wary of your teams position when calling this in. (45 sec CD)

(This applies to both smoke and regular artillery)
0 sec The barrage is called.
5 sec The barrage is fired, giving audio cue. 15 sec The first round hits target area.
30 sec The last round hits target area.
(remember that enemy artillery will sound different than your own)

Smoke Barrage - Smoke variant of artillery, covering a large area. Useful for advancing on enemy positions when cover is scarce (45 sec CD)

White Phosphorus - Abbreviated as WP and was commonly referred to as "Willie Pete". Used by Commonwealth Officers only. Covers an area in WP that will burn anyone inside the radius, killing them in seconds. (45 sec CD)

Stuka Divebomb: A single German Stuka flies in on target area and drops a single, massive bomb. Germans only (60 sec CD)

Strafing Run: two P-51 Mustangs fly in low and fire upon an area in a strait line. US only. (60 sec CD)

Rifleman - Enhanced stamina:

Your team's bread and butter (at least in full games). People tend to pick this class last, when all the other classes have been taken, although this does not mean they are inherently bad. They accel at medium-long range, beating out fully automatic weapons but cant quite hit as accurately as a sniper can at range. Bayonets for charges and rifle grenades are available for most of their primarys. Between the two I would say rifle grenades are typically more useful, seeing as you can already melee with most weapons

Assault - Faster movement

Your close quarters specialist. Armed with a fully automatic submachine gun. Stick to short ranges or you'll run into trouble against rifleman, snipers and machine gunners. Clear buildings out with your grenades or switch over to smoke grenades if your team seems to be lacking proper cover.

Support - Higher resistance to suppression

This class has been overhauled and turned mostly into a light machinegun class (assault rifle variants for the germans). Their balance of moderate ammo and reload speed mean they can more consistently dish out punishment/suppression, and although not as much as the machinegunner class, they are much more mobile and effective on offense

Flamethrower - Can carry more weight

Flamethrowers specialize in close quarters withe their fiery streams of death. However, there is a risk to your team mates if the fuel tank on your back gets shot, creating a flaming circle of death around your corpse. You can also set yourself on fire so try not to do that. "Bouncing" your flames off of walls inside buildings is also a unique option you have. Resupply or switch weapons as necessary if you run out of flamer fuel.

Communications (Radioman) - Speed up objective capture
Your radio specialist and right hand man of officers. Focus on staying alive and protecting your officer until he needs your help to call in fire support. You typically need to be within 2 meters or less of the officer for it to work. The improved capture speed up is nice, but don't let it distract you from working with Officers.

Machinegunner - Extra ammo

Covering fire for your team, able to use their bipods when prone or near a wall with the middle mouse button. Generally stationary due to their weaponry, its not a bad idea to change positions as to dissuade smokes and snipers. I'm especially a fan of the German machine guns, with large capacitys and high fire rates.

Engineer - Faster reloads

Engineers specialize in explosives, the only class with access to TNT. Blow open entrances (the cracked walls in parts of levels) for your team to get the drop on your enemies. Be careful aiming Bazookas and their variants as there is a short delay between pulling the trigger and the rocket firing. Those that dont know about this usually blow themselves up.

Sniper - Hold your breath longer

The guy that picks off troops from the shadows. Finding a proper vantage point is essential to utilizng your high magnification scope, and having a skilled player in this role is also important (it seems to attract a lot of noobs for some reason). switching your location occasionally is not a bad idea, as your muzzle flash can betray you. Use your pistol at close range or picking up a dropped weapon if the need arises (dont use the welrod its crap)

Notable Key Bindings
These are some of the default key bindings the game offers, as per request.

Radical menu: C (Extremely important for calling in airstrikes as an officer. This menu is opened automatically when looking down your binoculars and left clicking. You can manually bind the specific wheel options as well)

Push to talk: K (recommend rebinding this since its in a wierd location)

Change fire mode: X

Use item/pickup weapon: F (Can be used to pickup dropped grenades or weapons, however you will usually not be able to reload them if you do not have the same ammunition)

Crouch (hold): CTRL (this can be rebinded to a toggle if preferred)

Prone: Z

Map: N (good for getting your bearings and figuring out where objectives are located)
General tips
-Stripper clips are only useful if you use your weapon until it is empty, or have fired off at least 5 rounds (M1 Garand is the exception with its 8 round 'en bloc' clips)
-Grenades are not always strong enough to blow through walls, try TNT or a bazooka
-When calling in fire support, aim down sight or use your binoculars for more accurate results.
-Binding separate keys for each type of fire support speeds things up and makes it less likely you'll get sniped rather than scrolling through the wheel menu and taking longer
-Play objectives and try to stick indoors as a flamethrower
-Having someone to cover you while you're setting up/changing position as a machinegunner is not a bad idea
-You can hear enemies local comms in close quarters and they can hear yours! (not much use for this but its a pretty fun feature)
-You can slide by pressing the crouch button after you have been sprinting for a short while (1.2 seconds)
-Stand near an ammo crate and press the 'use' key to resupply
-Resupply or pick up enemy weapons if you are running low on ammo or your current weapon isnt useful in your situation. Remember that they will also only have whatever ammo is left in them (the worst is when you pick up a completely empty gun).
End
Thats all for now! Feel free to leave any feedback or comments below. Thank you for reading my first Steam guide.

36 Comments
putinplasma Jan 23, 2022 @ 3:59pm 
I play this game all day ever day.
Mace Window Apr 27, 2021 @ 9:48am 
People still play this game?
Damn
Shadow - Rhyfelwr Jan 15, 2021 @ 7:19am 
Thanks Paskus,Yea, I thought of getting 'Red Orchestra 2",but,was "hoping" that the Dev's would not forget this gem "Day of Infamy". The only gripe that I have is that I have is the loading on the sniper rifle ..takes t-o-o l-o-n-g. For example if you were being rushed as you are trying to reload your rifle, you would not be loading it all the way to full, the Lee-Enfeild only holds 10 bullets not 34....I understand that is just a short cut...but, it would be more appealing to have it more historical aspect to it all...Thanks!
Paskus  [author] Jan 14, 2021 @ 8:01pm 
Hey Pvt. Spunky! I don't think NWI will be adding major updates to the game anytime soon as they've shifted most of their focus to working on Insurgency: Sandstorm. There's a game called Red Orchestra 2 though that takes place on the eastern front. Might be what you're looking for!
Shadow - Rhyfelwr Jan 14, 2021 @ 6:38pm 
Great...
Thanks, hope tht the dev's can make the Russian as well, add the eastern front as well.
Has No Form Mar 15, 2020 @ 10:42pm 
fabulous. thanks
Bam Bam: Space Wizard Dec 9, 2018 @ 10:35am 
11/10 u did great
feldstadt Nov 24, 2017 @ 3:30pm 
best thanks.
Paskus  [author] Nov 24, 2017 @ 2:51pm 
Hi feldstadt. Just edited the guide here for you, hope it helps!
feldstadt Nov 24, 2017 @ 2:11pm 
(the key for officer fire suport and things like that)