Steel Division 2

Steel Division 2

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BobOnix Jul 2, 2020 @ 4:34pm
Artillery is just, well...unralistic and game breaking
this is kinda Vs AI view because sod making an account on a game with a low player base, but that being said How is it possible

to have mortars...that would never be heard at the range its firing too 4000m away.
but that enemy AI somehow knows where it is and with PINPOINT accuracy from the deployment line will absolutely smash it.

even if it is sorround by woodland, near the start, 2000 meters from the front.

and that goes for any engagement..smoke to advance but get spotted momentarikly or engage in combat, good bye your troops because god arty

this isn't even a spam thing, war is unfair.

but if i cant see a tank (loud as balls) on the other side of a building without LoS how can i see shells being fired from across the map from its origin?

This one thing is game breaking and one of the worst mechanics i've seen in a game

and you cant tell me eugene that your ai dont cheat, :steamfacepalm:
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Showing 1-9 of 9 comments
ArkAngel67 Jul 2, 2020 @ 5:34pm 
Use big guns and give them a counter battery order in early game. I had the same problem with my first game vs AI. Use 76 or 105 mm in phase A. With 4 or 5 guns, there is no problem, 3 usually do the job well. Add larger caliber in phase B and C switching orders as you need.
Last edited by ArkAngel67; Jul 2, 2020 @ 5:36pm
ArkAngel67 Jul 3, 2020 @ 3:10am 
Mortars are too slow, especially the 120mm. The countering batteries shoot before you can get out of the area of fire. Countering batteries respond too fast.
Last edited by ArkAngel67; Jul 3, 2020 @ 3:11am
[EUG] MadMat  [developer] Jul 3, 2020 @ 3:32am 
Originally posted by Bobo:
and you cant tell me eugene that your ai dont cheat, :steamfacepalm:
I can. I will. I'm doing it:
Originally posted by EUG MadMat:
Depending on the difficulty level, the AI as more or less income and cards availablity than the player, and the composition of its field groups may vary (more or less "combined arms").

But the AI never get more information than the player nor aim/damages bonus.

Hard AI plays with the exact same settings as a human player.

Originally posted by Bobo:
but if i cant see a tank (loud as balls) on the other side of a building without LoS how can i see shells being fired from across the map from its origin?
It's called artillery sound ranging.
That is what we are representing by letting people find firing position of artillery they can't see, and thus can CB.
https://en.wikipedia.org/wiki/Artillery_sound_ranging#World_War_II
RakkoHug~<3 Jul 3, 2020 @ 5:15am 
I believe the onus of the matter is that most players (including myself) will use trajectory trails and muzzle flash to guide their counter-battery fire. This method works great for regular artillery, however it is very difficult to do so for long range mortars (107~120mm class) because of its very small muzzle flash and quick firing speed. It is very difficult to locate long range mortars in the midst of match while maintaining control over other units in Phase C.

Perhaps it might be better if the long range mortars are included into counter-battery smart order listing or better yet introducing new methods for determining enemy artillery location may be helpful. For example, one of our forum members previously suggested allowing artillery observer units to mark enemy artillery positions for player to counter-battery fire. Also I am not sure if the counter-battery smart order has been fixed yet.
RakkoHug~<3 Jul 3, 2020 @ 5:27am 
Pardon me Bobo, but one of the things I noticed during Skirmish is that AI is very good at infiltrating player's lines with recon units and artillery observers. Perhaps that may be one of the reasons why AI makes such good use of artillery?
Cartoffel Jul 3, 2020 @ 8:13am 
You can test your AI theory really easy by yourself, just fill an division with artillery and scouts.
Spam artillery and let them fire at will, thats basically what the AI does.
This strategy is really effectiv when you have an division that can field lots of cheap artillery.
The AI is seemingly capable to memorize the positions of once spotted units and it will start to shell this places if it can, for example a scouting plane you shoot down 10 minutes earlyer could have done the trick.
MOMO & YUNA Jul 3, 2020 @ 4:41pm 
I usually move my mortars/artillery guns right after an enemy plane has flown close, unless the plane is shot down early. If I don't do this, a minute after the plane is gone, it is guaranteed that enemy artillery shells will rain down on my mortar/artillery gun positions.

I don't know about how the "artillery sound ranging" system works in this game, but what I usually do to keep my mortars/arty guns safe as much as possible is:

1. Deploy anti-air units close to the front line as much as possible to take down enemies planes early before they fly too deep into my territory.

2. Have a few fighter planes ready to intercept enemy planes early.

3. Place long range arty guns at the end of the map to make them hard to find.

4. Divide my long range arty guns into 2 groups, one set "Fire at will", the other one set "Counter battery".

5. Immediately move my mortars as soon as I suspect that they may have been discovered. (Use only self-propelled mortar units when possible).

So far this method works well. I have never lost my long range arty units. I have only lost a few mortar units per battle, most of them get to fire until out of ammo.
ArkAngel67 Jul 3, 2020 @ 5:09pm 
To be more realistic, when a mortar team is being shelled by artillery, they should drop the mortar and run away, not crawl on the ground, unless crawling gives a better chance at surviving.
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Date Posted: Jul 2, 2020 @ 4:34pm
Posts: 9