As a player who has had multiple Red Dragon campaign experiences ruined by its atrocious AI, this is music to my ears. Makes me want to pick up Steel Division soonI'm mostly playing against the AI in Skirmish and the campaign and I gotta say the AI is shockingly challenging and- gasp!
... Smart!! :O
I'm getting a lot of enjoyment, challenge and replayability just offline.
I would love if Eugen added more campaign missions (like they have with previous war games) and ESPECIALLY a more Risk/Total War style campaign like in AirLand Battle
What is dead may never die, but rises again, patch by patch!I love this game, it's fun, I enjoy it just as much if not more than any of the Wargames, but it was executed poorly and its on life support in respect to its player numbers unfortunately.
CoH sets the bar pretty high here, though. I mean, you have recorded voice lines not only for specific units, but for all kinds of situations for each unit type -- riflemen shot at by an armoured car, for example. Then you have things like different "moods" for calm soldiers, soldiers in combat, etc. I get that devs may not be able to afford that, or be willing to put the time into all of that. SD has some of it, and I'd love a CoH-level of detail, but it feels like too big of a wish to me.A bit late here - but Dane's point about SD's lack of feedback in comparison to CoH has been an Eugen RTS issue since EE, and it's going to need much more than just audio cues.
1. Why should you play SD if it would just be a copy of Coh
2. The scale if what makes this game so nice and if you have the auto scaling on big yo ustill see your tanks after zooming out.
but a wargame stratagy game works like this. I mean in Total war you also mostly just watch your units fight from the far but you zoom in sometimes if you wanna have fun and watch them fight. Same for sd.
3. Coh and Coh2 are more like arcade games while SD wanna grap some authenticity.
4. Since when do units retreat in coh the way you want them to retreat. I dont like the retreat system in SD (even though I like the idea behind it) but the Coh one is even worse.
I think I'm going to bookmark this post and refer to it in the future when CoH vs SD is brought upPoint to even one person saying this.
Many authenticity nerds turn this I left it on, but I did turn on the (poorly supported) NATO counters because I've been playing games with them for decades.
Total war battles are slow with minimal necessary player involvement at standard difficulty. The entire experience is designed to enable players to spend time zoomed in watching heads go sploosh. Even in MP (I played a bunch of shogun 2 mp up until FOTS made it stupid) there's plenty of time for that.
I've never seen anyone even attempt to zoom in and watch a unit doing stuff in an even remotely competitive SD44 game. Maybe you do?
Malarky. COH and COH2 both grabbed authenticity with both hands by stealing voice lines, character names, themes and tropes from Band of Brothers and other WW2 movies and shows. They also make heavy use of art and animation to reinforce that authenticity, especially in COH2. If you've read Vasily Grossman's work or The Unwomanly Face of War (Nobel winning soviet book from the 70s, finally got a real English translation), you'd know how authentic they attempted to make the Soviet snipers in COH2 for example, right down to the two person teams, the sniper cult representation, and the high frequency of women snipers. In terms of attempts at depicting realism from an OOB and Toe perspective SD44 goes further, but that's honestly less important. Most people can assess authenticity of experience based on what they've seen in films and shows and occasionally in books, few can assess authenticity of equipment and organization.
And SD44 plays fast and loose with history on many occasions throughout the game, with tank, small arms and artillery ranges, the accuracy of ground support from level bombers, the frequency of air support, the frequency and availability of artillery support, the lack of pre-planned artillery fires, the on field representation of artillery that is wildly out of scale, the lack of movement critical and mechanical failures, the lack of animal transport, the existence of dedicated reconnaissance units, the lack of WP for allied units, the lack of vehicle launched smoke, and the entirety of everything to do with incendiary weapons to name a few examples. There's also the preference for techno determinism and paper statistics - especially hard ones like armor and gun size over soft ones like doctrine, organizaton, automotive reliability, quality of components and armor plating, crew comfort, and turret rotational speed - over real world outcomes, which generates weird stuff like panthers owning Shermans despite real world combat results favoring the Sherman to win that engagement damn near every time according to Zaloga in his exhaustive assessment of AFV performance.
As far as game play - aka the important stuff - I'd argue that COH2 and its focus on fire and maneuver infantry action comes a lot closer to capturing the dynamics of American and German infantry at the tactical level (at least in a "this is what they were trained to do" sense, because in many cases the conscripts in US line infantry divisions (aka not paratroopers) lacked the elan, experience and experienced NONCOMs to pull it off) than SD44 manages to pull off. It is also much more obvious what is going on, what is going wrong and why each individual component matters thanks to unit barks and clear animations. COH2 is also much more willing to reject paper stats in favor of balance, and as a result has greater realism of outcomes despite lower realism of equipment.
More importantly, COH2 ensures that players have the UI support they need to understand proper usage of units. When a vehicle gets shot in the rear big glow red words pop up saying "REAR ARMOR HIT". When a tank is in a bad position it starts yelling that it needs to be moved because of AT guns or low health or other stuff. In short, COH2 is constantly teaching the player to play it well, while SD44 couldn't give less of a fuck if you suck or get confused by how things work. When mechanics as critical to game play as AP scaling aren't introduced outside of a tool tip, that's a problem.
The COH2 system is better if only because all decisions regarding it are under player control and players can't lose units in an intensely gamey way through the surrender system. Units can be lost on retreat, but only if the other player works for it. Tanks can't retreat, so high cost high impact units can't be wiped out by surrendering them or taking advantage of stupid AI decisions. And infantry can reinforce, so stupid ai choices can be made good.
I see a lot of potential in the vehicle portion of the SD44 morale system, but the implementation sucks from a user experience perspective. I've lost close games because a tank in a reasonable position was stunned and then turned side armor to the enemy to go around a hedge and retreat. The rage, man, the rage. If my tank's accuracy and ROF went to shit and it started screaming about how it needed to be gotten out of there that would allow me to make decisions while still clearly penalizing me for sticking around beyond the limits of the crew.
Personally, if a game isn't accessible and people are bouncing off of it like this, I think that's on the dev- the devs should be the ones teaching you how to play. I shouldn't have to go read patch notes to learn about stabilizers or turret traverse speed.
Not sure about that, the devs can get their asses handed to them by regular players.
I agree that the devs need to make a tutorial, but i disagree that they always know the way the game plays the best. Often devs lack an objective viewpoint as they already have in their head the design philosophy of what it is intended to be and may play this way.
Competitive players have no such "prejudices" they will try to find out which units are the most powerfull without considering design philisophy, they may often try to break the game by using overpowered units/decks & taking advantage of those.
More often than not a tournament will show the flaws in game design by showing certain decks are picked more than others or if you have a tournament final with 2 of the same decks then your game design has failed. At least if one of your game design goals was to make a number of balanced decks. Painfully it will show that also some decks are never used in tournaments, making u question what they are for in competitive play other than eyecandy.
This can be said of all players as it is really hard to find objective people.
The only issue with relying on 'competitive players' which I think was tried with the Marshals System was that players are subject to their own bias and will defend their favorite units to the death. This can be said of all players as it is really hard to find objective people. I won't name names, as some of those people are here, but there were some Marshals that I found to be clearly biased towards particular nations and decks in previous Eugen games.
What we’d expect from our Marshals would be:
- being involved in Wargame’s or dedicated clans’ forums to help us answer the community and “spread the Word” in other potentially interested communities.
- playing W:EE’s DLCs / patches and W:AB versions and give us genuine feedbacks, be they criticisms as long as they are sound.
- feeling free to propose improvements and suggestions, or relaying those from other community member considered worthy.
- being able to communicate in English.
Again, and for the last time: you are the new one here, and you seem to not understand what it was talked about before.
The I don't have to prove anithing wasn't toward you. In fact is the same for you. No one have to prove to any other of us (we had the same proble with Vassily who asked all the time to prove and this forum was a great shit).
The marshal program could have worked if they actually added and removed people based on merrit and had clear tasks for the different subgroups ( community, historical research and gameplay). But they did not and the program fail to achieve anything whatsoever.
SD is just terribly underrated game right now. . .. . .
it is jus misunderstood
Like you would have the slightest clue.It is not.
I wasn't a mod when he was banned, but it wasn't exactly undeserved. Thankfully the Eugen forums doesn't have to deal with the likes of him for the time being, but then again, it's not exactly thriving either. Just a few spats about 404 and Euro politics really.Oh, Vassily.........haven't heard that name in a while.
I feel like Vulcan needs a disclaimer that watching his videos will only help you cross the first threshold of the game into actually really understanding how it works, but not actually how to be good at it. Vulcan himself isn't an awful player, but his content doesn't really have the direction to really make a tourny ready player. For that second level, you have people like Razz and Firestarter, but their production quality and commentary are admittedly rather lacking (Razz's entire aesthetic was basically made and maintained by me after all) and they are obviously a lot harder to follow for a new player.Vulcan is super helpful and I generally recommend his channel to anyone I try to get into the game, you can pick up a lot of tactics and tips from his videos that can really help out in just generally playing the game better and getting over the learning curve. Even I've picked things up watching him.