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ITS NOT CHEATING BUT... 5 Exploits To Win Every Time in Steel Division 2 

AtkPwr Gaming
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I dont want to make this video but its important that everyone has the same information and opportunity to win!
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2 июл 2024

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Комментарии : 55   
@frubblord1
@frubblord1 20 дней назад
Shoutouts to using seize order to hunt down units in your backlines. They will home-in on units within the order area, regardless of if they have ever been spotted or not. Spares you of the micro of protecting your reinforcement roads from ATR/Bazooka squads running amok.
@macelharen
@macelharen 20 дней назад
00:00 intro 01:36 Ground Attack #1 04:24 Ground Attack #2 09:20 The Sound Exploit 12:00 "Hillpression" 13:40 Fighter Bombers 15:44 Defensive Fire
@skies6546
@skies6546 20 дней назад
appreciate it bro
@Moeeefiction
@Moeeefiction 20 дней назад
The sound "exploid" isnt a eugen only issue. You have it also MoW2 & GoH etc. .
@musikmedravnen
@musikmedravnen 20 дней назад
It's in every game. Some guy just broke LoL by calling hidden API's in the League Client, ending a game after 1 minute 20 seconds.
@mrcenturies1820
@mrcenturies1820 20 дней назад
CoH2 as well
@skendzie18
@skendzie18 20 дней назад
Coh3 too. It's in every game lol
@markcollins6578
@markcollins6578 20 дней назад
missed another - not all sight lines are the same from both directions - in a few instances the sight lines / firing lines are different and so always check both directions if say for a tank, AT, etc. I noticed this when playing offline and placing bunkers in breaktrough - the AI always had the best sight lines. Also saw that if the AI tank was 1/2 in and 1/2 out the sight line it could fire but the bunker would not
@czwarty7878
@czwarty7878 20 дней назад
God this one makes me so furious sometimes
@TheMelnTeam
@TheMelnTeam 20 дней назад
@@czwarty7878 Learned this the hard way, fortunately just in skirmish with AI. Lost several vehicles getting shot with magic, non-reciprocal LoS.
@mimile4462
@mimile4462 20 дней назад
Regarding the 2 ground attack exploits, I think that they are fine. The tnt ground attack adds a new layer of micro. Flames win against tnt unless the tnt player puts some micro in. But the flame player can also put micro and move out of the tnt since the tnt wouldn't be aiming for its target as it does normally. The ground attack is pretty niche. It requires so much micro. On paper, it could be used in most engagements but in practice, it is too micro intensive. I've learned about it recently when Shkodder talked about it. Since then, I have been using it a couple of times per game. I've never used the sound exploit because it really is too exploity Didn't even know about the smoke plane exploit lmao
@ElpredatorGYRO
@ElpredatorGYRO 20 дней назад
I suppressed german HT with 2 Maxims.
@mimile4462
@mimile4462 20 дней назад
@@ElpredatorGYRO Yeah I did some testing around it and the lighter the armor, the easier to suppress. HT are not a brickwall to inf as they used to be.
@danya8862
@danya8862 20 дней назад
@@ElpredatorGYRO that's 50 pts worth of units dealing with a 5pt unit in the most sub-optimal way possible
@ElpredatorGYRO
@ElpredatorGYRO 20 дней назад
@@danya8862 When you have no AT and no other mean to deal with it.
@mimile4462
@mimile4462 20 дней назад
@@danya8862 Yeah you shouldn't use it as the main way to deal with armor but it can replace it in some clutch situations.
@solaufein1374
@solaufein1374 19 дней назад
Even ATKPWR decided not to mention forbidden ju-tsu technique of surrendering pinned squads by sending halftrack after off map bombardment.
@czwarty7878
@czwarty7878 20 дней назад
14:00 this thing doesn't even make sense. Like, if tank commander/cannon team leader noticed they don't have enough gun depression/elevation to reach for the target he'd either drive further or retreat back to safety. He wouldn't be like "oopsies haha we lack 1 degree to aim at that panzer that is now firing on us, I guess we can't do anything now haha I guess we just stay here and let ourselves get killed" like ??????? There is zero reason for this mechanic to be present in the game, this kind of thing would never happen IRL, makes no sense in both realism and gameplay perspective. Either this mechanic should be removed or AI should make automatic corrections to positioning when acquiring target on a slope
@DrWacher
@DrWacher 20 дней назад
Yeah they should be able to generate a flag if theres a game limit to firing and continue the q move until it can fire or it arrives at position
@TheMelnTeam
@TheMelnTeam 20 дней назад
@@DrWacher Tanks which can't shoot should definitely not stop when set to the hunt order.
@duke7052
@duke7052 20 дней назад
The sound exploit explains a lot now. I usually 10v10 and occasionally the enemy artillery is able to pinpoint exactly where all my stuff is no matter how much I hide them. Sometimes they are so back from the front line. There is no way they can be identified otherwise
@frubblord1
@frubblord1 20 дней назад
That is likely not the sound exploit. It's most likely people using smart orders like Fire at will, Counter battery or defensive fire. Fire at will for example will target anything and everything on the field with pinpoint accuracy. I highly doubt anybody is actually using the sound exploit in 10v10.
@TheMelnTeam
@TheMelnTeam 20 дней назад
@@frubblord1 Defensive fire would require them marking that specific area (it's not a big circle), so if he's moving the stuff around a lot it's probably one of the others. I think this is more likely in 10v10 than normal, but still not very likely. To find artillery using sound, it must a) be SPG and b) the player doing it has to spend a lot of time not looking at visible units (including their own). If someone is a "dedicated artillery guy", which could be a thing in 10v10, there's a small chance that guy is doing this. More likely, by far, is that SPG gets spotted by recon, because AFAIK most SPG vs high optics will be spotted at the cap of 3000m, and recon will try to forward position if it can. It's pretty hard to fully hide from 3000m of viewing distance entirely, unless the map is just full of cover. Of course, opponent might just be seeing the shot tracers and manually firing at them too. I am not that good at the game overall, but can still do this fairly easily. It does kind of annoy me that the tracers from mortars are so obvious, but at least counter-battery won't shoot at them, has to be defensive fire or manually targeted to hit mortars. Funny/annoying this about mortars is that they're fast enough to dodge arty if you queue a shot with them then move...unless the enemy has a big, inaccurate dispersion circle. Then they might hit your mortars anyway, and due to low health kill them ^_^. I don't think even that works against mortars on wheels though...radio-corrected shot mortars in trucks are no joke, really hard to get rid of if also behind AA, same with SPG.
@ElpredatorGYRO
@ElpredatorGYRO 20 дней назад
Most likely a Recon plane flew by.
@cheezycrackers8677
@cheezycrackers8677 19 дней назад
@@TheMelnTeam 10v10 players are functionally retarded. 0% chance they are using these exploits. These are only for 1v1 players.
@duke7052
@duke7052 18 дней назад
It's not targeting my arty and by B phase AA is so thick that no planes survive. I'm talking about wiping out a KT hiding in yellow forest without having a chance to fire a shot.
@wonkeeeeee
@wonkeeeeee 20 дней назад
Awesome video. I hope Eugen notices it.
@ALabInSaintDenis
@ALabInSaintDenis 20 дней назад
Excellent video Fam
@cheezycrackers8677
@cheezycrackers8677 19 дней назад
I'm a player with a high WR and a pretty high APM and I think that the ground attack #2 exploit is extremely powerful. While it's true that it is very micro intensive, if you have the APM required to use it consistently it is pretty busted. I've had my infantry consistently win engagements that they have no business winning using it.
@TheMelnTeam
@TheMelnTeam 20 дней назад
The most bugged and nonsensical ones are "sound at range" and "bomb ground doesn't bomb ground". Hearing tanks outside LoS when near your units is reasonable. Zooming in on a person's deployment to hear where they've allocated vehicles is highly questionable. Planes being incapable of bombing a specific spot on the ground is the only one that seems objectively bugged. So much so that if the devs said otherwise, I'd say they're either mistaken or lying. This is because planes can *generally* target outside any unit's normal LoS with ground target, even into buildings and forests to kill infantry. Similarly, artillery can still fire into the smoke. LoS impacting planes in this scenario makes zero sense and breaks the game in multiple ways. Not only can a random low cost guy hang out near tanks and block bombing runs on them by popping smoke...this also means that AA guns that are smoked are immune to ground-fire bombs. Perhaps this was the reason it was implemented, but it's hard to respect that given the solution of "just move the AA" is the same as when artillery shoots at AA in ADDITION to redundant AA waving off the planes or shooting them down. None of the other interactions are as game altering as smoke air force fields, though tracing SPG through fog with audio is close, that one is at least very costly in terms of staring at nothing for non-trivial time. The hunt order not working on slopes is also very annoying though (tanks should only stop to shoot when they *can* shoot, which is how the game normally works).
@markcollins6578
@markcollins6578 20 дней назад
I have a question though, when I play offline I can engage a unit but out of sight is a pioneer unit with an anti personnel charge (satchel, grenade) etc and I can see the item thrown and it kills me. The question is do you know how to throw the charge if the unit is hidden from the enemy unit - can you ground attack while hidden with only the satchel or grenade? e.g the enemy is in one house, you are in the next but the Pioneer is hidden by the house you occupy. My belief is the Pioneer needs to be in line of sight but the AI suggests not
@Papa_Nurgle360
@Papa_Nurgle360 20 дней назад
yes, if you are confident that you are about to blow up a group of bad guys, you can attack ground with a pioneer unit and toss a grenade in there. This is a sound tactic for when you are being pushed out of a cqc area but reinforcements are only 75m out or something, falling your cqc troops back with a pio prepping to throw a grenade into the area the enemy is chasing you is a wonderful way to buy some much needed frontline stability to buy you some time
@tedarcher9120
@tedarcher9120 20 дней назад
They definitely can fix the splash exploit
@czwarty7878
@czwarty7878 20 дней назад
But does this attack ground fire actually increase damage? I used it sometimes, never knew there's some additional mechanic to it, I used it for example with machine guns when against infantry gun or AT gun in forest when they disappeared (no longer being spotted), giving order attack ground on last visible position to suppress it and hopefully also deal some damage. I always thought it's a deliberate design feature as IRL soldiers, especially machine gunners, would suppress areas where enemy is even if they didn't see him, for suppression, so game allowed you to do this with micro. But I never noticed any increased damage or suppression though? And even in this video that targeted squad doesn't seem to take extra damage (the house surely did though)? So am I misunderstanding something about it? If it allows attacking armored vehicles by firearms then yeah it seems like a glitch, but maybe it's also design to portray "buttoning" tactic? Do armored units take damage from this, or only suppression?
@TheMelnTeam
@TheMelnTeam 20 дней назад
Attack ground will deal more damage in fights between soft targets with small arms, outright killing target faster. Unless they move or you mistime it and reset cooldown on a grenade throw that would have gone off anyway, for example, in which cases it reduces your damage. You can attack ground onto tanks with infantry and HMG. A few HMG will suppress a light tank if it just sits in that and the thing doesn't move or counter-fire them and suppress/kill them first (unless distracted, it will). Infantry firing an LMG at a stug...TECHNICALLY adds suppression, but it's such a tiny amount that a stug would still kill hundreds of deployment cost in infantry doing that before it gets pinned. The only value you can get out of doing this is to make the tank first turn at the infantry (which otherwise might not be detected) so you can shoot it in the side with something else...you'd get nearly as much value just shooting at the floor to reveal the unit lol. I don't think it's possible to outright kill tanks with small arms fire from infantry, maybe not from HMG either. At least if it is, I haven't seen it in tests. The only way I've seen the tank is lost is if it gets "pinned" in a situation it will surrender (most common when it drives into/near flamethrower guys). Unless you have a habit of driving tanks deep into enemy territory and then not watching them, it's very unlikely you'll get a tank surrendered by infantry small arms spamming it. And even then, they can save a few minutes by just calling in a PIAT guy or something.
@czwarty7878
@czwarty7878 19 дней назад
@@TheMelnTeam good to know, thanks. I wonder now if it works more efficiently on open-topped vehicles? Do they outright take more suppression or splash damage?
@TheMelnTeam
@TheMelnTeam 19 дней назад
@@czwarty7878 I haven't tested whether those get suppressed more because they're open top, or just because open top vehicles also tend to have much less armor (which % damage reduces HE damage generally).
@czwarty7878
@czwarty7878 18 дней назад
@@TheMelnTeam good vehicle to test it on would be M10 vs other closed-top but similarly armored vehicle (PzIII L, PzIV J?) and compare
@tiagodagostini
@tiagodagostini 5 дней назад
Massively. The lower the base accuracy and higher ROF of the weapon, the mroeeffect you see. Can be as much as 5 times more damage and supression.
@tiagodagostini
@tiagodagostini 5 дней назад
The second "exploit" was knew by 2-3 players for a few years. And for some six months by another 3 (including me) that Shkoder (one of the players that knew it) shown it to. It was not brought up to community since no one knew what would be the effect in the community. Think it is relevant to say it was not held for that time to take profit from it. . I do not think it is broken, just think it is absurdly counter intuitive and makes even more confusing for new players. I wish the fire at ground for repeatign weapons were renamed to supressive fire, would at least make new players see it and think.. hey what this does?
@ALabInSaintDenis
@ALabInSaintDenis 20 дней назад
Bro I just started this video but this very first tip is Absolutely CRUCIAL💪🏿💪🏿!!! Excellent work so far!!!
@GermanyLetsGame
@GermanyLetsGame 13 дней назад
Dear AtkPwr, you mentioned some time ago that you have some serious gut condition (I think it was crohn`s disease) I really really dearly recommend to you to look into a carnivore diet. It is proven to be really effective with conditions like that. Just try it for a month or even a week, I mean the cost benefit analysis is only in its favor. Just look up carnivore diet for crohn`s disease or something like that. I really hope this helps you. I really loved your videos when I used to play Steel division 2. But seriously please just try it for 2 weeks and if its useless then you just ate beef for 2 weeks, whats the harm?
@ALabInSaintDenis
@ALabInSaintDenis 20 дней назад
I personally think the sound exploit is okay because you can absolutely hear these vehicles in real life they are not quiet.
@bottle-xz5hp
@bottle-xz5hp 20 дней назад
100 m lmg minimum range is more stupid than gun depression.
@hibikinyan7180
@hibikinyan7180 20 дней назад
Its there so pzgrens are not cqc monsters
@czwarty7878
@czwarty7878 20 дней назад
@@hibikinyan7180 exactly. It was lifted on release and actually for at least a year LMGs could shoot below 100m, but they came back to this (it was first SD44 mechanic, lifted in SD2 on release) because there was just no way to balance infantry without it. Back then Panzergrenadiers could shockingly often win vs Avtomatchiki in green forest.
@bottle-xz5hp
@bottle-xz5hp 17 дней назад
@@hibikinyan7180 there are other ways to do it, instead of making it worse than a rifle.
@jaapaasa
@jaapaasa 20 дней назад
Tip for players annoyed by the grenade ground attack: If you have the micro you can avoid ground attacked grenade by moving back. Wait until grenade explodes -> go back in Works especially well with squads with plenty of smgs and/or raider and commando trait
@czwarty7878
@czwarty7878 20 дней назад
True but first you will still get damaged by splash (TNT has massive blast and to clear out without being hurt you need to run before the grenade even flies), and secondly the main problem is that this breaks the rock-paper-scissors balance of CQC units. Entire strength of flamer is ability to panic and force-move the units and this trick removes it, and forces you to fall back even though you have unit that should have superiority in this scenario. It is so controversial because it breaks the design that shouldn't exactly be changeable, even by micro. It's as if there was a micro trick to make LMG win vs snipers - such thing just shouldn't happen by design tbh
@jaapaasa
@jaapaasa 20 дней назад
@@czwarty7878 Oh I know. But it is what it is, just trying to ease some of the pain ;) Besides, I get the idea of rock-paper-scissor, but it simply was never the case in higher level play. Pure tnt units would rarely defeat smg squads as players would break LoS before the throw could happen.
@Papa_Nurgle360
@Papa_Nurgle360 20 дней назад
I do have a question, how do people prep some of the rocket arty, i have seen it happen a few times with the div 1 guys, they prep a rocket arty and only fire when its a sure thing, it is greatly reducing their prep time for a barrage and im a little jelly bro lol great video, thanks attkpwr! GG drago and ftunk
@frubblord1
@frubblord1 20 дней назад
Give the arty an Attack ground order and then set them to return fire. They will hold that order until you turn off the return fire.
@TheMelnTeam
@TheMelnTeam 20 дней назад
@@frubblord1 This, and it also works for regular arty and mortars! Even those 540m range mortars are a bit less useless if you have a predicted attack direction, although the soviet 800m version is a lot nicer to work with, even low-range mini-mortars can predict approach and release return fire to volley shots pretty quickly. Can easily change the outcome of forest fights, maybe enough that you consider making room for them in support on decks where otherwise have bad CQC infantry to play around. Hard to use target ground with pinned troops! Some of the commonwealth decks get these on transport vehicles, too. Quite possibly worth the 15 point price tag.
@tiagodagostini
@tiagodagostini 5 дней назад
Important to notice the time to prep is same. But it allow you to decide when to "release it"
@Papa_Nurgle360
@Papa_Nurgle360 4 дня назад
you guys are amazing thank you!!!!!!!!!!!!!!!!
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