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A big thank you for the people, who collected and posted all the information about crit system, hidden HP and other game mechanics. Really helped me understand the mechanics better.

But why the hell do we need to grab this information from cryptic game files? And read giant spreadsheet to understand HP and HE damage system? Or learn it the hard way by trial and error in many games. Wargame unit stats already have been intransparent. But Steeldivision is really the new benchmark for having weird hidden stats and mechanics. I do not have a problem with the game mechanics being complex. But they should be explained at least basically by a game manual or the patch notes. I do not even want to have a fancy tutorial for advanced game mechanics. Just some plain text from the devs, so that we do not need to wait until someone has extracted all the infromation from the game files. (By the way, this would be easier, if you could write your code in english instead of french :D).
So please, the next time you change basic game mechanics, give some information, what you have done.

Regarding the new crit system: Personally I think, that making the game more dynamic and a bit more arcade style is a good idea to atract new players. But at the moment the change is to extrem and the balnce favours vehicles to much. Increasing chance for crits with permanent effect and giving AT a price buff should fix it. Of course it depends on the playstyle, if you like it or not.
 
The crit system is immaterial when Eugen cannot even get basic AI systems working properly. Tanks that insist on turning their fronts to Rifles they see 900m away or turrets that turn to engage infantry targets even when the HE round is off. Frustrating. Fix the underlying behaviours then you can fix what happens when a tank actually hits a target.
 
A big thank you for the people, who collected and posted all the information about crit system, hidden HP and other game mechanics. Really helped me understand the mechanics better.

But why the hell do we need to grab this information from cryptic game files? And read giant spreadsheet to understand HP and HE damage system? Or learn it the hard way by trial and error in many games. Wargame unit stats already have been intransparent. But Steeldivision is really the new benchmark for having weird hidden stats and mechanics. I do not have a problem with the game mechanics being complex. But they should be explained at least basically by a game manual or the patch notes. I do not even want to have a fancy tutorial for advanced game mechanics. Just some plain text from the devs, so that we do not need to wait until someone has extracted all the infromation from the game files. (By the way, this would be easier, if you could write your code in english instead of french :D).
So please, the next time you change basic game mechanics, give some information, what you have done.

Regarding the new crit system: Personally I think, that making the game more dynamic and a bit more arcade style is a good idea to atract new players. But at the moment the change is to extrem and the balnce favours vehicles to much. Increasing chance for crits with permanent effect and giving AT a price buff should fix it. Of course it depends on the playstyle, if you like it or not.

The chance to kill the tanks have to increase, drastic. Price buff is not the solution. Chance to kill the damn tanks is the answer. It is riddicolus at the moment, I like playing armored divisions, but I still think this is crap because it is to easy to run down infantry divisions at the moment!
 
We need a happy medium between the old system and the new system.

As aggravating and ostensibly unrealistic it is to have penetrating hits not cause "kills", I can accept it from a gameplay stanndpoint.

But it is out of whack, it shouldnt take 2 AT guns and a Sherman to not kill but only Transmission Damage and FALL BACK a halftrack.

Light Armor should die in 1 penetrating hit, maybe 5% of the time it takes two.

Medium Armor should die in 2. maybe 10% being 3.

Heavy Armor should die in 2 (harder to pen). maybe 20% in 3.

Having to put 5-6 penetrations into a tank is insane.
 
This is beyond FUBAR! I had 12 shots (probably more I can have missed some when counting) with my Bazooka-teams and three kills, one or two more kills could have tipped the game in my favor! Crit...miss...crit...fall back...crit...crit. It does not matter if you sideshot either...crit...crit...miss...crit...fall back...crit. Especially in Breakthrough were you already have less point than your opponent that one shot can mean a lot, a tank that is killed in a certain situation by a Bazooka-team in the game could mean that you will be able to counter push with your infantry to kill of his infantry or scouts. And in Conquest where Bazooka/Panzerschreck already rarely are used it makes them a useless unit to spend points.

From 80% (including "Bail out") to 20% front penetration kill chance? And Eugen are satisfied. Why? When you finally had some kind of balance in the game you throw this radical changes in our faces! And from the answers we get NOTHING will be done to fix this! Not even small steps back. And soon there will be tanks in the forrest, guns blazing 360 degrees at 100 km/h. Bye bye and R.I.P. SD and especially Breakthrough, when we finally got a game mode that had a lot of potential they killed it.

For a very long time I have searched for a more realistic game, but this is going from semi-realistic (where it initially was going the right direction) to a standard "Tactical"/"Strategic" PC-game = push at all buttons at a crazy rate and rush the hell. It is more important for Eugen to spam the game with new divisions and there by increase balancing problems then to solve basic game mechanics. And yeah, I forgot, you can repair tanks (very cheap as well) now a days but not fill up infantry or AT-squads. Balance? Either there is repair and possibility to fill up sqauds or nothing. And repair tanks/fill up sqauds should of course cost a lot!

Does any one know about a game that is not all about driving at 5 000 km/h in a 100 strong invincible vehicle/tank column with 2 inches between each vehicle and pushing at buttons at an in-human rate? I can not find any and what it looks like there will never ever be any.
 
I don't mean to sit here and just bitch and moan, but yeah its unfortunate.

If and or when they add vehicles in trees and field guns in buildings this game is done.

Honestly I preferred the old system. I think the game is net worse off since the Christmas Update. The new vehicle speeds off road is about the only truly good thing they added.

What irks me is that survey we had. I forced us to rank the changes against themselves not against the game as is.

It likely gave the false impression that some changes were liked by the community, when in fact they weren't liked more than the current game, just more than the other changes. If you recall we were asked to rank each one 1-7 (or whatever the number was) but it wasnt 1 being shit and 7 being the best, rank them all according to how you like the change.

It was 1-7 rank them according to eachother. So one 1, one 2, one 3, etc.

I think nearly all the changes were terrible. But I had to rank something 4, 5, 6 and 7.
 
I don't mean to sit here and just bitch and moan, but yeah its unfortunate.

If and or when they add vehicles in trees and field guns in buildings this game is done.

Honestly I preferred the old system. I think the game is net worse off since the Christmas Update. The new vehicle speeds off road is about the only truly good thing they added.

What irks me is that survey we had. I forced us to rank the changes against themselves not against the game as is.

It likely gave the false impression that some changes were liked by the community, when in fact they weren't liked more than the current game, just more than the other changes. If you recall we were asked to rank each one 1-7 (or whatever the number was) but it wasnt 1 being shit and 7 being the best, rank them all according to how you like the change.

It was 1-7 rank them according to eachother. So one 1, one 2, one 3, etc.

I think nearly all the changes were terrible. But I had to rank something 4, 5, 6 and 7.

Ok...what a good survey. NOT! But no panic, Eugen tells us everybody loves this. Even though the community is raging.
 
Were there any changes to the crit system implemented as part of the last release?

Yes. Halftracks have had their HP reduced and some AT weapons have had their damage increased making it so they get one-shotted much more easily. Also crits themselves do HP damage which helps increase the likelihood of one-shot kills on light vehicles.
 
TBH it is functional now. I don't mind a little RNG to the whole thing, keeps it interesting. But last patch halftracks were OP and ATGs were useless. Both cases have been amended.