Steam Squad

Steam Squad

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Оfficial manual
By smakus
This guide is developed by the game designer of Steam Squad aka Smaka for the players, who have already seen our tutorial and willing to understand better some nuances of the game that were not included into it for some reasons. The information provided below is based on my understanding of Steam Squad’s mechanics and approximately 1500 hours of its gaming experience. However I have played at the version close to the final one only approximately 150 hours as it was ready around 2 months ago.
   
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Metadata of cursor when aiming at the enemy


When aiming at the enemy unit, it shows you 2 parameters - Accuracy and Hit Chance.

Accuracy is determined by the 4 factors:
  • Distance to the target;
  • Amount of the AP of a shot;
  • Accuracy of your unit (grows with progression of a rank of the unit);
  • Accuracy of a weapon selected;

The Hit Chance is determined by the: Accuracy and how good a target is covered (coverage is heavily influenced by the landscape).

Hit Chance is always not greater than the Accuracy, please see screenshot above, however if there is no object between you and the goal then the Hit Chance = Accuracy, please see the screenshot below.



It may seem that for the game you would only require to know your Hit Chance however when planning your move it would be beneficial if you take also Accuracy into consideration. Sometimes even the tiniest change of the position of the unit may increase visibility of the target therefore improving your Hit Chance significantly. Keep in mind that you cannot greatly increase Accuracy by the tiny changes of the position and low Accuracy often means that the target is too far away (especially if a high amount of the AP was selected).

Please note that the Hit Chance and Accuracy are calculated for a single bullet. In other words, 25% Hit Chance, for example, for the basic British machine gun “McClean M1907”, means each bullet in burst has a 25% hit chance and you should expect 2-3 hits of the target.

Unfortunately there is known bug in the game - possibility to shoot through some objects is not shown at the metadata of cursor, please see screenshot below. The real Hit Chance at this situation shall be around 50%



This bug is fixed at the next release of the Steam Squad.
Mechanics of coverage
Every object in the game is coverage for a unit. It is related to the fact that every bullet or projectile in the game is physically modeled and therefore could be stopped by a landscape object. This is the reason why cover does not have numeric characteristic of its quality as from different distances and from different angles, the object will cover different part of the unit’s silhouette. However there are important exclusions in the rules of coverage in the game:

  • Fences and grids are possible to shoot through. Hit Chance varies from 50 to 90%;
  • Bushes and grass do not have a physical model and therefore would not protect unit (tree trunks do have the physical model and are a valid coverage);
  • Crows do not but cows do have the physical model until they are killed;
Fog of war
Fog of war in the game is based on the ray tracing, meaning if an object could not be shot through then most likely you could hide behind it. Keep in mind that a visibility range of a unit is also limited, especially during night mission conditions.

It is important to understand that if a soldier sees the other one it does not mean that the second sees the first one. For example, the soldier sitting in a trench sees people on the surface from a greater distance then they see him.

In order to effectively complete missions you need to perform scouting (in other words - set lights) to open territory from the fog of war. An effective range of weapons such as rifles and anti-tank guns is significantly greater than visibility range of units, plus there are a lot of parabolic trajectory weapons in the game. An allied AI also uses your visibility data of enemy units therefore you could be fire coordinator of the allied artillery (usage of this trick greatly simplifies completion for example of the 4th mission).

Presence of the parabolic trajectory weapons also means that it shall be used for bombardment of targets blindly. For example in the situations when you suspect certain spot where there is or was an enemy, maybe you have seen its movement or heard a working engine. In such cases stationary mortars are very useful as they are meant at the first instance to bombard territories – to fire series of projectiles with a great disperse.
Linear infantry
Despite popular belief about weakness of linear infantry, in fact it is really strong game class (that is partially compensated by its low HP).

  • Linear infantry has the largest amount of the AP. Tianxian infantry in such regard has extremely high parameters;
  • Infantryman without weapons cost only 50 points - this is too little and with the arrival of multiplayer it should be partially changed;
  • On the later missions a shotgun becomes available for them that is extremely useful in the urban combat.

First two factors make linear infantry the ideal scouts and drivers of the mechanical units. At the beginning player has a relatively low number of mechanical units but later it increases significantly (3-4 and sometimes much more units per level). Therefore it is important from the very beginning to develop few infantry units despite current tasks or optimal roster for this level.



On the screenshot above we can see that a tank with an experienced driver can have 2 shots of 30 AP but with inexperienced - only one shot that makes a significant difference.
Tanks
Tanks are the strongest unit in the game and of course they are much stronger than in the WWI. It may seem that the multiple rocket launchers are more terrifying but in reality of the game they only injure units and do not kill them. For example in order to suppress with MRL an anti-tank gun you may need 4 volleys even though that it has ammo for only 10 volleys. Meanwhile an anti-tank gun with the help of fire corrector can suppress MRL with 1 - 2 shots.

Being the strongest, tanks are also the most difficult unit in use. This is due to the low accuracy of its guns. Below I have provided a couple of advices how to use them correctly:

  • Shoot not at the small objects but at the large ones that are situated near by - aim not at the infantry squad but at the wall of a house near by it;







At the series of screenshots we can see that by firing at the hut wall we have destroyed an enemy anti-tank gun and also killed Tianxian soldier, who was hiding behind sandbags;

  • You should take into consideration that the tank will not be able easily hit a single infantryman. In order to defend itself and successfully destroy soldiers attacking the tank with the grenades, it shall be followed and covered by 1-2 of your own soldiers (ABC classics of military science).

Any machinery is an armored object and could be damaged only by explosives or stationary heavy machine guns. This makes tank very good cover for the infantrymen.
1 Comments
jkelley26 9 May, 2017 @ 8:04pm 
Very helpful. Thank you. Splendid game.