Steel Division 2 - Beta

Steel Division 2 - Beta

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Steel Division 2 - BETA: Tell us what you think!
Hello guys,

Now that you've played the BETA a bit, let us know your opinion about the game!

Don't hesitate to share your suggestions on this topic!
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Showing 1-15 of 113 comments
NoName Mar 28, 2019 @ 3:00am 
In the first division it was possible to arrange a column of troops before the start of the battle, it was fine.
But I would like to see the following improvements in the second division:
1) Disabling weapons before the battle, including for infantry, which is in transport.
2) The ability to separate the squad from transport. For example, in the melee mode it was possible to land the infantry separately from the transport, but then the transport itself was lost. I would like to make it so that there is another option for landing infantry and equipment separately without loss of transport (if it is not needed - the player simply deletes her with the right mouse button as it was in the first division).
3) In the first part, in addition to turning off the weapon, there was a function not to shoot until they start shooting at you. But it was broken by artillery or other means. I would like to see a function that disables all weapons at once, or, for example, does not only disable anti-tank weapons. Or else the finalization of the function of not firing first so that it does not break from the artillery.
4) Will there be smoke bombs for the tanks/transport ? If not, I would like to see them as well.
5) Partly did not like the system line of sight when pressing the C key, because I need to wait until it will fully display the entire radius, while in the first division to show all at once.
6) I'd love if you press the C in a circle of a different color for the radius of anti-tank weapons at squad
7) Make the right button bar with orders for units more wide as it was in the first division.
Last edited by NoName; Mar 28, 2019 @ 3:53am
testitan Mar 28, 2019 @ 3:40am 
I want to help eugen systems. I want to give some feedback. Before the floods come...haha
I want to cover lots of areas to discuss, as much as possible, while being of value.

In its way that it works, the game seems perfect in the starting hours. (first 2 games were disconnect, but it seems to work so far now, had a good amount of 6-7 matches right now)
You might /most definetely be a bit overhelmed by what all it can, and what all it does, and its sure, that you cannot organize the full length of the frontline anymore at the same time.

You have like 3 or 5 front zones, that you handle more or less seperately, one after the other, and after giving command to that (and wait for execution/reinforcements), you go over to the next slice, and approach there.

The game has much less micro than SD or WG, not because there isnt, but because the size is finally great again, and you can actually SEE som units on the map.

1. The scale

WGRD had much too less units for a standard match - as the ranked matches were fixed and I was interested only in ranked, because so many unserious players if not ranked -
so if I get the translated 750 points, Im statisfied with the calibre of size that I can field into a match.
But honestly, I would even increase the standard value even higher to a value between 750 and 1000, because in First wargame, you had enough points to make actual maneuvre combat and organzie sufficient flanks on that former huge maps.

But the maps are perfect for 750-1000 points. The plus is, because I still feel a bit close, because after placing all, I still wish for some extra points for 1 or 2 more artillery pieces, or some extra planes to begin.
This way, as it is now, you can just place 80% of your power, and need to bottleneck somewhere, and same is with the Activation point limit, that one has a HIGH wish to play larger the full set of armament I see in the armory on the field.

While It was good in First wargame, and very bad in RD and SD, SD2 is a step better again,

but my main gripe is: You see a lot of dreamful stuff in the armory, but you can only field a very small subamount of that in 1 match. Im not laying this on numbers, but in general, its like a ferrari with the hard break on, so

1. Fazit: USE the potencial of your game even more, to full flavour.

2. The units

The additional freedom to finally place what you want in the phase you wish - with the finally counting prices to do so, is a great present to players - esp the veterancy and the transport on its peak.

But of course, the realism of SD1, where it was restricted to serve the reality aspect, that you COULD NOT choose, because it was just fact, appeals me a bit more, even if with a worse result in gameplay, and less developed, because of dev time and being the first youg kid title.

The planes are finally in place, with not worrying about using them, not unfair eating down the only available plane, and being handycapped for the rest of the game. Just the numbers count it, and you can use the full-fletched armory, on a higher officer level, where YOU determine everything, and not the war scenario restricting you, because of the circumstances.

Instead: YOU have the start scenario of the war, and now YOU determine how it turns out each iteration you play.

The difficult tanks are now much easier to take out, because of numbers, and the better for tanks-suitable ranges and battlefield.

On the other hand, I already miss some opportunities to use my AT guns, that have much less hedges - moment - I have not seen hedges I could use to hide my units, just the circle round dots of forests, with the larger forests on the map periphery, side target.
So that counts towards tanks being favoured a lot by the environment -

and at the same time, I have more difficulties to approach a short range area, where neither arty, at soldiers, at guns and also big tanks can crack the pocket.
Sturdy positions!

Artillery now comes in much better amounts, better supply, and more use for the game.
But Because of slot shortage, you will pay a very expensive price to field radio observer troops, and also command units: You just get too short of slots, if you take more than a thinned out minimum. I want to field those special units, without restricting core units.

FAZIT: MORE SPACE!, not only activation points, but also more slots, just scale it up, I want to use!

3. The Environment

The towns seem to get a minor importance now, as they are surrounded by much higher plateaus, so you are not cutted with vehicles, and the town is hard to hold with infantry, and majorly suppressed with anything that is not an infantry squad.

so easy to cap, hard to hold. The ranges are beautiful, as I can finally call in tanks, fight in reasonable time, and dont have to microtransfer them over the bocage into a spot, that one-shots him after a hour (1 or more minutes) of travel

I miss hiding cover on the open ground, where I am used to find at least some single trees or SOMETHING to hide. You are completely open.
More for this later.

Fazit: Better gameplay, but one wishes, that the normandy would have gotten the same armour to the gameplay - whatever has happened: keeping the bocage, but keeping the ranges would have transfered the task to the player to deal with it. instead you felt like a sawed off shotgun.(this is for SD1). SD2 is in gameplay ofc a big plus compared to that. no doubt.

4. The economy

The economy is a bit too direct. I played maverick (and later was convinced to juggernaut as being the best by far), and directly felt my advantage in midgame, but hanging around for the much longer Phase C with just 80 income points feels unbalanced, with just 20 points advantage, which must be defendable for a juggernaut ofc, but the main point is:

its hard to play off the economic restrictions, so e.g. if you have lower income, you have a hard time to play more efficient, because the units just trade away 1 vs 1, their direct strength differences become the result of the battle, and you are very very dependend of your economy, and feel you cant do much with the units you have, other than the power they were given.

You can only attack or not attack, but there is not much room for tactical play in a way of laying ambushes or doing special tricks with your people:

you just have the direct frontline and that is to hold at all means, and that makes the gameplay less dynamic, instead you have your mass of weaponry, and you have to HOLD, and in order to do THAT, you have to keep within a strict frame of units.

If you experiment, the next games become hard. What is the message of this?

Maybe I need experience, but on the other hand, the first hours are the most important.
For this time, the power, to change your tactics creatively, to take maybe the right side, and weaken the left and not just serve all the same way, is difficult to break. Better put it into the advanced section.

Ofc. one wishes more freedom to choose your custom economy, and the SD1 static but more dynamic economy was a thing, but as a fazit:

The economy is working, but a bit streamlined and too linear, not enough freedom to use as a special strategic kick present for your foes.

5. Final sentences

The game will cover a big room for many players, and will finally please the big core of Wargame players. I hope you will USE the aftercoming potencial, the power that you will get from this game, and which is major, to use it wisely and not letting the other flowers of game series wither too much, that you already placed. The power gives you the strenth for that.

I hope its not too long. - its a review. Good luck!
Last edited by testitan; Mar 28, 2019 @ 3:46am
Eisenkraut Mar 28, 2019 @ 5:40am 
The game really feels like an improvement over SD:N44 in every aspect.

- The longer engagement distances are incredible, they make the game fell a lot less "gamey." I had a couple of very intense long-range tank engagements.

- Similarly, the new armor penetration system feels a lot more "realistic." SD2 is, of course, still no Combat Mission, or Graviteam Tacitcs, but - in my opinion - it strikes a very nice balance between fast-paced action, playability and "plausability" (for the lack of a better term).

- Efficient Shot is very usefull and makes weaker AT guns much less obsolete in later phases.

- I also like the new color pallet, it looks a lot less "cartoonish" than the first game.

- The camera seems to be a bit "jumpy."

- The new division creator is very detailed and the inclusion of choosable transport types gives it even more depth than before.


Concluding, I really like the direction you have taken with the game, it does feel like an evolution of SD:N44.
Last edited by Eisenkraut; Mar 28, 2019 @ 5:52am
Nubz0r Mar 28, 2019 @ 6:11am 
This is gonna be a short one

First i wanna say that i absolutely love the game so far.
The scale of the maps and the number of units in the field change the gameplay notably compared to sd1 (in a good way)
It reall feels like a good mix of sd1 and wargame.

Now here's some things that maybe kinda come down to me being a scrub (Mind you that i find myself doing reasonably well concerning wins/losses as well as k/d in multiplayer so far)
but here it goes:
IMO the micro needed to get full efficiency out of all units is higher that in sd1.
Yes, the game has larger distances to fight over, but the number of units is also higher and we have new mechanics like arty spotters, leaders and special ammunition on top of that (point being: these are nice but add micro)
Some quality of life improvements would be nice here, like default weapon settings being a property of the deck (say, apcr off by default for example)

Also, i often found myself floating loads of points both in solo and multiplayer, mostly in situations where pushes from both sides kinda stalled and there is no point in bringing in more arty targets.

My only feedback for now concerns Battlegroup building which I think is far superior compared to SD44 but I have few nitpicks.

- Currently I think some of the text should be more bold, easily read. Particularly weapon and vehicle stats. Transport option window is also bit hard to read.

- Command units are just weird in contrast to everything as you are hardlocked on single particular unit in each phase.


To actually say how good the gameplay is rather hard to say as I want more experience with other divisions. So more divisions please! Infantry divisions preferably.

Sergeant Suika Mar 28, 2019 @ 6:14am 
SdKfz 250/10 needs gunner model:lunar2019deadpanpig:
Lord GabeN Mar 28, 2019 @ 6:22am 
Love the what i seen so far only a few suggestion
1. Please make UI size slider or something, never like the tiny UI in wargame why you going back to it.
2. At 90% point contronled auto win. this shortens 1 sided games
3. A bug that says both team at 50% objective even thou only 1 team is
4. Introduce a epic battle mode that doubles all availbility for more fun and CPU overload.
5 Early game Deck feels very lame as no matter how much point you got early on the enemy have a lot of time to retake the map and win. Both counter should always count down at -1 or -.5 at all time to shorten game and give make rush deck better.
Last edited by Lord GabeN; Mar 28, 2019 @ 6:27am
kampfkarnickel Mar 28, 2019 @ 6:33am 
The game looks good but
1. I think the stun of the artillery is too heavy.
2. Please do not bring too many different divisions in game as in the predecessor SD44. 3-5 divisions per nation are enough and the individual divisions get more units too choose. too many divsions make it boring to play because we have no units selection in the battle. thx
(sry for my bad english)
TrackTerror Mar 28, 2019 @ 6:37am 
1. Requisition points is to much, I literally spam out all my units and still have several k's left out. I do not experience that cost of units make any difference, all units could cost 1 or 100, with no impact on gameplay apart from in the deployment phase

2. I really like choices of having few units of a card in phase A vs many in C.

3. Would be great with low income official servers 10v10 when released, I felt this was missing from SD1.
It is more tactical and rewards playerskills rather then meta gaming from high income.

4. The stacking game in MP is still here, would be nice if games were less dependant of tank zergs moving around, I know arty units such as Katushya are great against armour stack, so thats a step in right direction.

5. some games can take several hours depending on in game progress, I would cap this to 50min-1h regardless of gamemode. so up from SD1 which was 40? on ofiicial, but max 1 h.
I see lots of players leaving when the estimate time remaining says more then 1.5h

6. I felt that the airunits are less intelligent when it comes to banking/turning then in SD1 but I may be wrong.

7. on a side note in regards to game design .
Wheras division customization is great, as in choosing requsition points per phase/ units availability in differnet phases, this will impact adding new divisions in the future, as part of choosing a division in SD1 was the preset of those values, so my conclusion is that divisions will feel less different, and players will be less inclined to try out/ purchase other divisions.

My initial thoughts, looking forward to next iteration.
Last edited by TrackTerror; Mar 28, 2019 @ 6:48am
klocek-np Mar 28, 2019 @ 7:02am 
1. Love it

2. Arty suppression for tank is to big ( especially Katushya, that destroy tiger and panters easily)

3. I was eable to control everthing and spend points only when I slow down the game (but the same was whit SD44 when I start playing)

Sorry for my english
ruth koleva Mar 28, 2019 @ 7:29am 
Game is ok. My biggest gripe so far is visuals. Game is alot jaggy on ultra, textures missing, blurry textures etc. I hope this is because of BETA.
Supersotamies Mar 28, 2019 @ 7:39am 
well maps are just too big for 1v1 so maybe that map scaling back please? but still great
Rommels Zirkus Mar 28, 2019 @ 7:46am 
i dont like WG:SD! Tiger Tiger Tiger Panzer D Panzer G Panzer A
SU-85 34-85 SU-85 34-85 SU-85 34-85 SU-85 34-85 !%@#$$&*^%& wow not fun
HerrBaron Mar 28, 2019 @ 7:50am 
My impressions:

I really wanted to love it; I like it, but with qualifications.

- For me, the maps are much harder to see than in SD, and they were hard to see there.

- Get rid of the environmental HAZE! It sucked in SD and it sucks here.

- I MUCH prefer the SD-style buildings to the WGRD style; they actually looked like town, not just flat blocks on the map. seriously wish Eugen would change it or give us an option to use SD-style structures.The current style is part of what makes the map harder to see.

- Any operation on units (deployment, targeting, selecting) is a complete PIA even when they;re not grouped. I'm actually finding it hard just to get through deployment. Please give us an option to use the SD style-icons or just change over to it. Add to this that the units are actually hard to see against the map.

- Please stop counting time spent in MENUS toward the total amount of time spent in the game!


Overall, I'm finding it's way too much WGRD and not enough of what I like about SD44, but I don't regret buying it...yet.
Last edited by HerrBaron; Mar 28, 2019 @ 10:03am
blek Mar 28, 2019 @ 8:22am 
I've only had a chance to play two Skirmish games so far and I have only a few suggestions.

1. Dont change too much, the game is great.

2. Frontline is far more dynamic in SD2 than before in SD1. It seems harder to build impenetrable defensive positions. Attacks (esp. w/ armour) punch deeper, it seems. (Great improvement over SD1, imho)

3. The whole game of weapons ranges and fields of fire has changed from what it was in SD1. Its more complicated now because it goes over larger distances and connects more regions on the map. HIlls are far more important in SD2 than in SD1 for that reason. (Another great improvement.)

4. The 'C'-key for visual range, I liked it better in SD1. The hexagonal blocky presentation is not as precise as the clear-cut radial white lines in SD1.

Thank you Eugen!
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Date Posted: Mar 28, 2019 @ 2:21am
Posts: 113