Steel Division 2

Steel Division 2

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STEEL Schreck
   
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Tags: Gameplay
File Size
Posted
Updated
13.726 MB
27 Oct @ 7:17am
28 Oct @ 10:06am
14 Change Notes ( view )

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STEEL Schreck

Description
⚙️ Balance & Gameplay Overhaul
A full-scale rework of weapon ranges, armor balance, and battlefield dynamics — designed for a more realistic and strategic experience.
The new range system standardizes most weapons around a 1600 m maximum range, scaling all others accordingly for better realism and gameplay clarity.

🔫 Infantry & Weapons
SMGs (Submachine Guns): effective up to 400 m
Rifles: effective up to 800 m
LMGs: effective up to 1200 m
• StG 44 – 600 m • FG 42 – 960 m
• Maxim HMG – 1600 m • MG42 HMG – 2000 m
• Snipers – 1600 m
• Panzerfaust – 192 m • AT Grenades – 160 m
• Flamethrower – 120 m • Bazooka – 400 m • PIAT – 320 m

💣 Anti-Armor & Heavy Weapons
• AT guns deal ×4 damage — specialized anti-tank fire now decisive in duels.
• Regular tank guns keep base damage (×1).
• 88 mm and 122 mm guns follow unique “golden rules” for balance and realism.
• HE rounds unchanged — no damage bonus.
• Rocket weapons ×2 damage, AT rifles ×8, Bazookas & AT grenades ×4.
• Range adjustments:
 • Global base ×0.8 — resulting in a 1600 m max range for most weapons.
 • SMG ×5 • Rifle/LMG ×2 • HMG ×2 • RifleAslt ×1.25
 • Flamethrowers ×1.5 • Bazooka/LAW ×2 • AT-Rifle ×2
 • 88 mm guns receive a fixed ×1.25 range bonus

🧱 Core Gameplay Adjustments
• 🩸 All units ×3 HP (triple durability).
• ✪ Aces receive ×2 extra HP on top of the ×3 base — true battlefield survivors.
• ⚙️ More realistic armor-infantry balance — tanks are strong but costly.
• 💰 Economy reworked for steadier battle flow:
 • Phase A – 0 to 3 min
 • Phase B – 3 to 9 min
 • Phase C – income starts at 10 min

🎖️ Availability & Veterancy
• Standardized unit availability per card (Tabs cost balanced to composition):
 • Tanks – ×4
 • Anti-Tank – ×2
 • Anti-Air – ×3
 • Air Force – ×6
• Phase A – 16 units • Phase B – 32 units • Phase C – 64 units
• Veterancy efficiency:
1.0 / 0.5 / 0.25

This mod introduces economic twists, reinforced unit scaling, and rebalanced infantry-armor dynamics — emphasizing positioning, suppression, and decisive anti-tank engagements.
2 Comments
PzKwkanone  [author] 4 hours ago 
with supply? damn that would be cool but I am not that deep inside modding that I am confident to find out how to implement this is it possible?
I like the increased range.
Are there any plans to allow infantry reinforcements?