What worked and what didn't of Steel Division's innovations?

apwall21
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Re: What worked and what didn't of Steel Division's innovations?

Postby apwall21 » Sat 20 Jan 2018 06:56

FAILS:
1. No In Game Text Mute (or not obvious, which means it isn't there). Having 12 year old's spam racial remarks at their teammate for having weak phase A...

2. Attached to the above: Game Moderation? Having said 12 year old bomb said teammate for weak phase A, and then bombing every teammate on the map for trying to stop said bombing.

3. Oh, did I mention brand new player having a weak phase A and getting bombed by teammate and being told that neither Eugen, nor Paradox, nor Steam will give a sh#% that new player invested $30 and hours of their life playing against AI only to find that the best use of the game, multiplayer, is a toxic mess? INVEST IN MODS.

4. Use of Altitude is blocked view only?

5. Despite the risk of Trolls from #1, where is the VOIP-Mic Chat?

6. Operations for for High-End Machines Only? Come on, I've got 6 cores on this thing, at 2.9Ghz. Can't you split some of the functions better so I can play a 10v10?

7. No Mute and No Random Game Moderation Ability?!?!

WINS:
1. Excellent Unit Mixes with (generally) realistic mixes of weapons and abilities of weapons, well researched.

2. Just enough high value weapon Nerf to allow "what ifs" without seeing the tragedy of, "oh s%#%, 5 more Tigers on the front would have totally ended..." or suffering through total air suppression as a GER.

3. Nice textures, nice sounds.

4. The LOS tool.

5. Good concepts offering real-back and forth, even for new players. A 1star AT gun in the hands of a noob can still kill your Tiger, don't get cocky... Meaning it's truly rare to see total wipe-outs, which COULD keep people interested.

apwall21
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Re: What worked and what didn't of Steel Division's innovations?

Postby apwall21 » Thu 25 Jan 2018 05:25

Fail: AI teammates park HE Supply trucks on top of your best tanks, without asking...

jonnydodger
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Re: What worked and what didn't of Steel Division's innovations?

Postby jonnydodger » Fri 26 Jan 2018 17:33

I'd say the campaign could have been done better, and maybe the multiplayer/community aspect could be done better.

But the maps are interesting, the divisions are cool and historical (to a certain extent), and you can get fun matches out of it.

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Leenday
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Re: What worked and what didn't of Steel Division's innovations?

Postby Leenday » Fri 2 Feb 2018 11:27

I wouldn't play Wargame after SD:N44 so it's a successor to me. I also believe that the slowness of the game fits it.
SD:44 Tips and hits that are not described in-game (aimtime, plane reloads and more):
http://steamcommunity.com/sharedfiles/filedetails/?id=1276910882

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Saavedra
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Re: What worked and what didn't of Steel Division's innovations?

Postby Saavedra » Thu 22 Feb 2018 01:09

The deck system is more focused, the phase system gives a more natural and fair feel to battles, air battles are not RNG, the speed of units is appropriate and with no fuel system allows one to maneuver pretty well... oh, and the LOS system is far, far, far superior to Wargame, with hedges, buildings and orchards making ambushing an exciting tactic that brings a smile to one´s lips when pulled off successfully.

The ONE thing I would complain about is how fast tanks turn, making flanking shots practically impossible, but at least the mechanics of armour piercing and distance still make it possible to fight back against German heavy tanks.

I don´t have a reason to go back to Wargame, really. Steel Division is so much better.

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Re: What worked and what didn't of Steel Division's innovations?

Postby fumagalli » Fri 23 Feb 2018 20:10

The dynamic front line is great.
However the absence of a dynamic campaign where we could move our divisions around the map is what really disappoints me.
I love being able to have that grand strategic aspect and then zoom into the battle and tactical considerations. This lets me chose the where/when/who of my next battle.

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