A few questions and suggestions for SD2

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Destraex
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Re: A few questions and suggestions for SD2

Postby Destraex » Wed 19 Dec 2018 12:18

I got Ancestors Legacy instead of Iron Harvest for my company of heroes style fix.
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Re: A few questions and suggestions for SD2

Postby Stoffen » Thu 20 Dec 2018 14:06

Wishlist!

General stuff:
Automatch system (with UX) that you virtually copy paste from CoH2 - dont forget the map veto!
Abolish the surrender mechanic. The game isnt realistic anyway and it only forces super gimmicky play.
Reduce the difference between offroad and onroad speed for tracked vehicles in particular.

Game mechanics:
Change deployment & leader functionality in the following ways.

- Units deploy with a leader and at platoon level (ie. leader squad + 3 riflesquads, 1 Tiger E + Command Tiger E, 2x Sherman V + 1x Firefly + 1x Command Sherman V, battery of 3x Wespe SP artillery + observer unit + Command unit). Units cannot leave their leaders command circle. If the leader is killed, the platoon cannot advance towards enemy territory anymore. Obviously, units with radios such as tanks will have a far bigger command radius. Generally, change it towards a more command & control structure that acutally makes sense. Introduce higher up Command units such as Company commanders and battalion commanders that boost units within their radius and allows them to operate offensively, if they have lost their own leader. This prevents lone halftracks runnig around the map and hiding in corners, which apparently wins wars?

- Make planes an area of effect type unit, ie. it will attack a given area with the weapons that works against the enemies there. Make it so that AA actually shoots down low flying ground attack aircraft. Make them work like off-map in terms of availability.

- Only the british used a 2" mortar as dedicated indirect (smoke) fire for the platoon. Light mortars are a company asset. Dont make it so that you deploy single tubes of any kind, its gimmicky and spammy. They function as a minimum battery size unit and should also do so in game. Make it so there are 3 firemodes for all tube artillery:
1) Supress - Wider Area of effect, long duration, small damage - good at suppressing
2) Neutralize - medium area of effect, medium duration, medium damage
3) Destroy - Small Area of Effect, short duration, higher damage.
Rocket artillery would only use one type, number 3 that is with AoE dependent on number of rockets fired.
(there should also be a 4th counter battery firemode).

Make it so an artillery observer or senior leader is required with LoS to the desired target area, in order for any firing to be done.

- For gods sake, even if it isnt realistic, make paratroopers deploy via parachute or glider.

- Introduce a field hospital/triage type unit that can deploy a dressing station where you can retreat damaged units to in order to replenish them. NO more 1man ATguns running around.

-Troops that take fire while mounted in soft skin vehicles should take casulties at a high rate. this whole mounted-assault gameplay in trucks makes absolutely zero sense what so ever.

- Support weapons (HMGs, ATguns, IG, bazooka teams, flamethrower vehicles etc,) are deployed one at the time, but are allocated to a leaders command radius.
Want to help an infantry platoon hold some ground?, give it an ATgun and an HMG! This ties the battlefield together instead of some wierd "all over the map" running around yolo one-offs.

Keep Reconnaissance units as is, they work fine.


Im not saying that you cant move individual units around, but there needs to be a command structure for it.


My two cents.
Waiting for wargame 4 is like waiting for Godot

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中铁四局
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Re: A few questions and suggestions for SD2

Postby 中铁四局 » Fri 21 Dec 2018 14:13

bring back the health bar system of good old wargame series, we need more consistent game mechanics with less RNG.

and health bar system makes lesser units (sherman etc) have a better chance to survive other than one-shoot 100points goodbye.
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Re: A few questions and suggestions for SD2

Postby Black Hand » Fri 21 Dec 2018 17:06

中铁四局 wrote:bring back the health bar system of good old wargame series, we need more consistent game mechanics with less RNG.

and health bar system makes lesser units (sherman etc) have a better chance to survive other than one-shoot 100points goodbye.


Just read latest dev diary and you get your answer! ;) No health bar. It's all about realism, so yeah it is frustrating to lose so easily a tank, but it does reflect how important it is to place EACH one of your units, otherwise the punishement will be very severe!

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Re: A few questions and suggestions for SD2

Postby matrin » Fri 21 Dec 2018 17:49

IMO the health bar system made nothing but the best tanks viable. Since you only need one penetrating hit to kill a tank or give it a serious critical, a decently coordinated Sherman swarm of like 3-5 shermans is way more effective against Tigers, Panthers, or King Tigers than a swarm of 6 50-100 point tanks against a top tier tank in RD. Two really well microd shermans can get the job done.

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Re: A few questions and suggestions for SD2

Postby duro909 » Tue 25 Dec 2018 15:03

I like them avoiding using of healt bars. Its more realistic.
It will be even more since they are going to introduce more realistic armor thickness and penetration mechanic now.
Looking forward to it!

I would like to know if they are considering letting players to replenish damaged squads. Yes, it is realistic to not let squads magically "resupply" men like in Wargame, but its also not realistic to have 1-man squads using all 3 weapons at the same time.
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Re: A few questions and suggestions for SD2

Postby Black Hand » Thu 27 Dec 2018 01:40

duro909 wrote: but its also not realistic to have 1-man squads using all 3 weapons at the same time.


Are you saying this is not realistic.jpg
Are you saying this is not realistic.jpg (196.34 KiB) Viewed 249 times

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Re: A few questions and suggestions for SD2

Postby duro909 » Thu 27 Dec 2018 18:12

LOL

Okay, you convicted me, then lets keep this feature as it is.
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