Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can use smoke to close distance, smoke last about 1 minute in game time.
But I don't undestand why people think that smg doesen't need range buff.
In original Steel Division Smg range was about 100m too but every other weapon had 50% less range.
Also in this game at 100m smg accuracy is about 60% so at 200m it could be 20-30%
but personally, i think smg infantry are fine as they are. if they got more range they might kinda nudge their way into becoming too viable as just standard infantry. right now, with their range, they have a more distinct role that seperates how you use them compared to other infantry types.
learn to play issue I'm afraid. SMGs are awesome as they are at the moment.
If soldiers irl could make due, I'm confidant that you can too.
You can shoot any AT weapon in this game up to 2000m and their effectiveness could be 0% penetration and less than 40% change of hitting it at certain targets.
And in this game, spots where you would move your smg team with AT weapons are next to roads or in cities but sometimes bushes/hiding spots where they go to cover next to that road is further than 100m so they can't engage enemies and then enemies spot that assault team aaand anhilate assault teams if you won't be throwing smokes and trying to catch up that 30m to get change to shoot back.
I just don't like how they have made assault teams in this game. Assault teams are not worth it in your deck because they are so limited by their range. And i am not asking for ability to start shooting at 300m or so on just little buff 50-100m depending on gun.
Also if you go googling about ww2 smg's effective firing range it varies, but usually it is 100-200m for example Mp-40 or Suomi KP is up to 200m ''effective'' where Ppsh-41 is to 100-150.
Also think about sniper teams in this game they can shoot almost 100% accuracy enemies running or driving cars at 1000m. Also engineer guys can toss 3kg satchel charges to 100m. I think that devs just forgot to buff smg range when they made this game.
At the moment accuracy is 50-70% (depending on unit and veterancy) at 100m what is their max firing range.
Main Idea of this would be that they could ambush better in some situations and suppress enemies at bit further range.
Anyway the irl limited engagement range of SMGs and the superfluous range of battle rifles helped usher in the assault rifle.
But this is game after all. And you do know that panzerfaust max effective firing range was about 60 meters and in game you can shoot panzerfaust from 120 meters and hit with over 90% accuracy
From what I have read, US Army definition of effective range is a range where average soldier can hit a torso size target with 50% accuracy. When you consider that every wound or kill in ww2 took hundreds or thousands of bullets to achieve, the "effective range" is not something that directly applies to battlefield conditions.
A rifle has an ingame range of 500 meters with 60% accuracy and M&S ability. In battlefield conditions, 500 meter range for opening fire is very optimistic. The idea that someone would be taking pot shots at 500 meters while advancing is just plain silly. Vast majority of the real WW2 infantry combat happened at ranges under 200-300 meters.
The ingame SMGs on the other hand have extremely conservative and strict range of 100 meters. The SMG's weren't built for accuracy because it didn't matter if you couldn't hit a torso at 200 meters with 50% probability when you could fire 30 rounds in a matter of seconds.
There is no mechanical reason why any SMG in the game couldn't shoot at 200 meters and many actually even have sight ranges for that (or even longer) range. The fire at 200 meters won't certainly be accurate but it's still deadly thanks to the volume (much like the machine guns outrange the rifles that use the same rounds and are theoretically even more accurate). I think it's pretty much certain that a soviet SMG squads would open fire at maximum range rather than the "effective" range.
The result of the current ranges is that the gap between the ranges of rifles and SMGs in battlefield conditions is heavily overemphasized and the infantry combat is too fast and deadly in general. The tiny range of SMGs also makes them very micro intensive to use with any efficiency.
YEEES very well said.