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Game Mechanics - The Math behind Steel Division
The armory lies at the heart of Steel Division. Blablabla... TBD
Recon[edit | edit source]
In order to kill the enemy, you need to first see the enemy. Recon is crucial in these situations, especially if you see the enemy from far away and gain the first strike. Below are a couple of screenshots comparing the different situations.
A lone tree in the middle of the field. Long lines of sight make it perfect for recon, less so for infantry or guns.
Accuracy - Chance to Hit[edit | edit source]
Steel Divisions accuracy system is inspired by its tabletop gaming origins and is based on rolling two 6-sided dice. (In short: 2d6)
In order to determine if a shot hits its intended target you need to follow these simple steps:
- Roll two 6-sided dice
- Add the accuracy stat of the shooting weapon to the result of your dice roll
- Add modifiers (ie stress or veterancy) if applicable - More on this later
- If the total sum is greater than 12 you score a hit, otherwise you miss your target.
Or in short pseudo-code:
if 2d6 + accuracy + modifiers > 12 then hit else miss
A simple example: .... TBD
Calculating the Chance to Hit[edit | edit source]
Modifiers[edit | edit source]
-6 (shaken morale, firing at max weapon range) to
+8 (close range, 3 stars of veterancy, third shot) or anywhere in between they can have a pretty big influence on the success of your shot.
- Distance to Target/Weapon Range:
The current distance to the target (Dst) divided by the maximum weapon range (Range) is used to determine the first modifier.
In short: Very long range shots result in an accuracy malus while short range shots give a bonus.
- Successive Shots: Successive shots at the same target grant an increasing accuracy bonus.
- Veterancy: Each star of veterancy grants a +1 bonus.
- Stress/Morale: Stressed units get an accuracy malus.
|List of Modifiers|
|0 - 9%||+3||-||0|
|10% - 24%||+2||★||+1|
|25% - 33%||+1||★★||+2|
|34% - 49%||0||★★★||+3|
|50% - 74%||-1||Morale||Modifier|
|75% - 100%||-2||Calm||0|
|Number of Shots||Modifier||Engaged||-1|
|3rd, 4th, 5th... shot||+2||Shaken||-4|
Example Calculations[edit | edit source]
- A vet 1 Pak 38 50mm with 5 acc and 1000m range will have 27.8% CTH at ~900m range.
5 (Accuracy) - 2 (90% of max range) + 1 (Vet 1) = 4 13 - 4 = 9 => 27.8% CTH
- A vet 2 stressed SPW 222 (6acc 800m) has 16% CTH at ~700m.
6 (Accuracy) - 2 (85% of max range) - 3 (Stressed) +2 (Vet 2) = 3 13 - 3 = 10 => 16.7% CTH
- A Panzer 35S(f) (5acc 1000m) has a 58% hit chance at 270m.
5 (acc) + 1 (range) = 6 13 - 6 = 7 => 58.3% CTH
Armor - Penetration and Bounces[edit | edit source]
- Weapons are directed against targets and the effect of an attack entirely depends on the target type.
- Soft targets, namely infantry and crew-served weapons like mortars, anti-tank guns, and so on, have a specified Strength (see units for more details). This statistic indicates the number of soldiers in the squad or gun crew, representing its hit points, and eliminating the unit is a matter of bringing that number to zero. These can only be damaged by weapons dealing high explosive damage.
- Hard targets are vehicles and have their own damage system and can be damaged by both high explosive and armor piercing weapons. Armored vehicles, like halftracks, armored cars, and of course tanks, are resistant to high explosive damage. As stated above, a weapon's armor piercing value needs to be higher than the target's armor in order to have a chance to penetrate (for example, a QF 2-pdr will generally bounce off a Panther's frontal armor, since it has 8 AP vs. Armor 12).
- However, while the anti-tank round may bounce off it, it might also stun the crew or injure one of its members. If an anti-tank round pierces through a tank's armour, it might destroy it on the spot or cause a status effect, like damage to the engine (stopping it), transmission (slowing it down to a crawl), or other effects.
- These include: Ammo explosion, fuel explosion, crew killed, transmission damaged, engine destroyed, weapon damaged, tracks broken, shooter knocked out, driver knocked out. Some effects clear up in time, other are permanent.
- Maneuvering and position is vitally important when facing down armored threats. Tanks are usually thickly armored in the front, with thinner sides and a weak rear. In the Panther's example, that 2-pdr could cause some major damage when hitting it from the flank, as a Panther only has 5 Armor on the side.
- Infantry equipped with grenades can deal major damage to open-topped vehicles if it gets close enough (provided it does not have anti-tank launchers that are extremely effective thanks to their HEAT warheads).
Kills and Critical Hits[edit | edit source]
Effects of Veterancy[edit | edit source]