Steel Division 2

Steel Division 2

STEEL Schreck
9 kommentarer
PzKwkanone  [ophavsmand] 8. nov. kl. 7:41 
The triple infantry HP adjustment also makes sense, as it’s simple to apply through modding and doesn’t interfere with the morale system — you can still force retreats just as effectively as before. And realistically, not every 100 soldiers had an MBT for support; even in major armored clashes, tanks were vastly outnumbered by infantry. So why should MBTs be priced like infantry when, in reality and in balanced gameplay, they represent rare and valuable assets?
PzKwkanone  [ophavsmand] 8. nov. kl. 7:41 
Infantry now has 3 extra slots for 0 activation points, yet it’s still at a disadvantage against MBTs due to sheer numbers — the value per card clearly favors tanks. Infantry is strong in terms of price-to-performance but limited in what it can achieve. MBTs, on the other hand, are powerful in direct engagements, but their rarity makes them a strategic asset rather than a common unit. From both a realism and gameplay perspective, it makes sense to have fewer MBTs — this keeps the early game centered on infantry battles, while tanks become the decisive factor later on, once infantry forces are depleted.
狗田 馬琴 7. nov. kl. 6:37 
This is a very interesting MOD, but I have some questions (and requests) regarding realism.
*I primarily play PvE.

1. Accuracy
In SD2, there seem to be bonuses for improved accuracy at close range and for sustained fire. Considering that, does this MOD lower base hit accuracy? (Example: While the MG42 can be lethal beyond 3000m in reality, if intended for suppressive fire at maximum range, it shouldn't be used for sniping.)
2. Infantry Weapon Range
Considering historical operational distances, the current ranges feel unrealistic. Could you reconsider the effective ranges?
The heavy machine gun (HMG) range felt particularly excessive. Was this intended for HMG suppression fire? However, this leads to excessive ammunition consumption. Would a solution like implementing HMGs with the same name but different effective ranges be possible?
My apologies if my understanding is completely off base.
狗田 馬琴 7. nov. kl. 6:37 
3. Unit HP
Tripling infantry durability feels excessive. Wouldn't 1.5 to 2 times be more appropriate?
This would better emphasize the contrast between infantry (low deployment cost but fragile) and tanks (expensive and difficult to replace when lost).

I really like the power of Aces, the acceleration in Phase C, and the unit resupply function.
Yay! Thank you!
I'll install the game and play it again!
PzKwkanone  [ophavsmand] 1. nov. kl. 7:18 
📦 SUPPLY & REPAIR
• Each Supply Truck can 🔧 heal & repair 1 HP per Supply unit at a rate of 1 HP every 2 seconds.
PzKwkanone  [ophavsmand] 29. okt. kl. 5:50 
with supply? damn that would be cool but I am not that deep inside modding that I am confident to find out how to implement this is it possible?
I understand 10% what you say. 28. okt. kl. 21:55 
I like the increased range.
Are there any plans to allow infantry reinforcements?