• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
As a dedicated 116th player I am literally crying right now. Two HUGE nerfs to this division in two patches in a row. I've already talked about why I think that this division is no longer a viable option after the last patch, but ohhh my... this changes... Just delete 116th if you don't want anyone to play it. I wish so much that I could get a refund now. RIP 116th, uninstalled Steel Division. I don't remember being so angry...
Multiple tournament winner and Steel Division High Ranker MadMat knows more then the dedicated players that were invited for the beta test. Not that we didn't suggest buffing them...and generaly leaving out a division in a major patch is a bad idea but in the end Eugen decides.
 
- 1 on time reduction for 10v10s

game is built for 40 minutes

If it was a "balance thing" because Allies rarely win, or if that's the feeling, income should have been set to high - which I would never want to see happen. This would have given the allies all the chance to overwhelm the Axis in the A/B phases and most likely ended the game in conquest, or given such a high +income on destruction from map control. C phase would have been over already, no matter how many units are brought out.

Reducing the time in the game makes most, if not all of C phase useless, because of the time it takes for units to get to the fight or set up.

I need to ask what was the point here? Was it because people are dropping?

Seriously, why?

to note - I am speaking from experience when I bring these things up. 861 multiplayer games, 63.3% win since actual release. Not counting beta or VIP beta.
 
Last edited:
I like the changes overall. But I'd really like some word on DLC. The 160 players online during my night slot just isn't enough.
 
Multiple tournament winner and Steel Division High Ranker MadMat knows more then the dedicated players that were invited for the beta test.
Being one of those actually invited, you know that I have no hand in that.
I'm just telling what you've already been told there: 116. Panzer wasn't in too bad a place before this patch, and we'll see with those changes if it needs to be re-buffed or un-nerfed for next time.
 
116/lehr do have ways to instagib any AT gun no matter their vet with the panzerwerfers though I think 116 could use some help anyway just because of the vet nerf.
One suggestion that was made, was to buff their phase B income to 110 points because they got momentarily the worst income distribution of all divisions and in response to the strongly buffed allied armoured divisions to keep them on par. All were on board for it from High ranked 1v1 and 2v2 players to even teaboos like Harold Alexander.
 
Being one of those actually invited, you know that I have no hand in that.
I'm just telling what you've already been told there: 116. Panzer wasn't in too bad a place before this patch, and we'll see with those changes if it needs to be re-buffed or un-nerfed for next time.

Stop pushing away responsebilety.. It was clearly statet to us all that FLX had to ask u for permission on many points of our patch proposels...
Peopel in the group saw WTF happend.. We told u what to patch and giv us to test , FLX worked great with us and in the end U canceld it and decided to do somthing else..


To all.. This is just a fraktion of what we wantet changed in the test group. Most of this stuff is just a lonly MadMat idear, caus he knows bets for the game as we see with the stagering amount of popularety of teh titel..
 
After 3 battles this afternoon, I felt no actual differences in gameplay. Probably, players haven't adapted to the new variables yet. Let's wiat and see.

I honestly wouldn't expect to see major changes in gameplay after a few +5 and -10 point changes. Maybe at the very top you might seem some variation, but by and large it's just business as usual for the vast majority of the play base.

You might see people try out a few more of 'x' or 'y' unit because they a few points cheaper but the end result of most of these tweaks ends up being a wash. I think a few like the longer MG ranges might have a bit of an impact, but again, to the casual player even this will largely go unnoticed.
 
Hui,... so in the end the Marshall-program version 2 didn't work?
What a surprise...
 
Hui,... so in the end the Marshall-program version 2 didn't work?
What a surprise...

It worked well... rly rly well.. FLX is a nice person to work with and knows how thinks work in this game and the comunety...

But then MadMat happend.. and all went to shit agan.. And we got fancy unrealistic fantesie proposels that endte in the patch instead of our changes..
 
It worked well... rly rly well.. FLX is a nice person to work with and knows how thinks work in this game and the comunety...

But then MadMat happend.. and all went to shit agan.. And we got fancy unrealistic fantesie proposels that endte in the patch instead of our changes..

... and this isn't news.
 
the end U canceld it and decided to do somthing else..
I was physically away from the studio for two weeks and a half which covered most of your tests' period with no communication with the team, and only found out about the patch log as it is now when I returned. You may have noticed I didn't post there after the second day, if I recall.
So, I'm afraid you misunderstood FLX ... or he used me as a scapegoat in my absence. :)

What is it I am supposed to have nerfed, buffed, or made my way anyhow?
 
I honestly wouldn't expect to see major changes in gameplay after a few +5 and -10 point changes. Maybe at the very top you might seem some variation, but by and large it's just business as usual for the vast majority of the play base.

You might see people try out a few more of 'x' or 'y' unit because they a few points cheaper but the end result of most of these tweaks ends up being a wash. I think a few like the longer MG ranges might have a bit of an impact, but again, to the casual player even this will largely go unnoticed.

3ad and guards got overhauled dont know why other decks would need big changes

Hui,... so in the end the Marshall-program version 2 didn't work?
What a surprise...

to be fair a lot of the changes asked for actually got implemented but not all of them ofc
 
Mostly good changes to a game I thought was already really solid, although I do have one or two points of disagreement and unfilled wishes. Still, cheers, the division balance patch is here!

Kind of a random aside:

The Polish AT guns are kind of an interesting, because it looks like the clearest example yet of attempt to work around the idea of not changing prices for veteranacy. You can get a non-vet gun in a free transport, or a vet gun in a 20-point halftrack; in the case of the 17-lbdr, without even a reduction in availability despite it being vet and having a higher overall price-tag per unit.

They've probably got other fish to fry in Steel Division, but I hope for the next Wargame/SD they abandon this notion that you just get less of a superior unit instead of paying more. It makes balancing stuff a lot harder and also makes the impact of players mucking with the game settings on the balance even more extreme, as the tradeoffs of fewer but better look really different in low income or short games versus high income or long games.

I like the changes overall. But I'd really like some word on DLC. The 160 players online during my night slot just isn't enough.

I did finally have the depressing experience of not being being able to find a game last night for the first time ever, after thus far having always managed to find games faster than I ever did in Red Dragon despite the low player counts.

Here's hoping that the division patch brings back some vets to keep what's left of the community going, and that in the longer term the unspecified announcements help with the population. Steam sale to attract new players plus paid DLC featuring a new division, maybe?
 
So, the 2inch (POS) mortar carrier, can anyone enlighten me as to why it didn't get a price buff?

Is it really so amazingly over performing relative to other mortars of the same caliber that it needs to be disgustingly overpriced still?
 
- 1 on time reduction for 10v10s

game is built for 40 minutes

If it was a "balance thing" because Allies rarely win, or if that's the feeling, income should have been set to high - which I would never want to see happen. This would have given the allies all the chance to overwhelm the Axis in the A/B phases and most likely ended the game in conquest, or given such a high +income on destruction from map control. C phase would have been over already, no matter how many units are brought out.

Reducing the time in the game makes most, if not all of C phase useless, because of the time it takes for units to get to the fight or set up.

I need to ask what was the point here? Was it because people are dropping?

Seriously, why?

to note - I am speaking from experience when I bring these things up. 861 multiplayer games, 63.3% win since actual release. Not counting beta or VIP beta.

I've to agree.
With only 30 minutes you just canno't bring enough of your phase C units, it is even worse with armor decks where tanks cost so much, what's the point of having them in the first place, just get rid of all phase C units in 10vs10 and rework your decks around phase A and B it'd be quicker. I don't understand this decision as some decks have their strenghts and availability in phase C with costly units.
Game in 10vs10 is now less fun than before. I guess it's a side effect.
 
So, the 2inch (POS) mortar carrier, can anyone enlighten me as to why it didn't get a price buff?

Is it really so amazingly over performing relative to other mortars of the same caliber that it needs to be disgustingly overpriced still?
Ask Eugen. I suggested price buff for all the divisions that have it.