AtkPwr Gaming

AtkPwr Gaming

Welcome to the ultimate hub for Steel Division II enthusiasts! My channel is dedicated to bringing you in-depth tutorials, strategic gameplay, and expert insights into the world of Steel Division II. Whether you're a seasoned veteran or just starting out, join us for thrilling battles, tips on mastering various units and strategies, and a deep dive into game mechanics. With a mix of intense 1v1 battles,Tournaments and detailed unit analyses, there's something for every RTS gamer. Subscribe for your front-row seat to epic warfare!

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  • @solaufein1374
    @solaufein13745 сағат бұрын

    Even ATKPWR decided not to mention forbidden ju-tsu technique of surrendering pinned squads by sending halftrack after off map bombardment.

  • @cheezycrackers8677
    @cheezycrackers86777 сағат бұрын

    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.

  • @Tinyuvm
    @Tinyuvm18 сағат бұрын

    Listen friend, I know the world is scary right now... but it's going to get wah worse

  • @TheMelnTeam
    @TheMelnTeam18 сағат бұрын

    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).

  • @duke7052
    @duke705222 сағат бұрын

    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
    @frubblord120 сағат бұрын

    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
    @TheMelnTeam18 сағат бұрын

    @@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
    @ElpredatorGYRO11 сағат бұрын

    Most likely a Recon plane flew by.

  • @cheezycrackers8677
    @cheezycrackers86777 сағат бұрын

    @@TheMelnTeam 10v10 players are functionally retarded. 0% chance they are using these exploits. These are only for 1v1 players.

  • @czwarty7878
    @czwarty7878Күн бұрын

    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
    @DrWacherКүн бұрын

    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
    @TheMelnTeam17 сағат бұрын

    @@DrWacher Tanks which can't shoot should definitely not stop when set to the hunt order.

  • @czwarty7878
    @czwarty7878Күн бұрын

    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
    @TheMelnTeam18 сағат бұрын

    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
    @czwarty787810 сағат бұрын

    @@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?

  • @Papa_Nurgle360
    @Papa_Nurgle360Күн бұрын

    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
    @frubblord120 сағат бұрын

    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
    @TheMelnTeam17 сағат бұрын

    @@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.

  • @wonkeeeeee
    @wonkeeeeeeКүн бұрын

    Awesome video. I hope Eugen notices it.

  • @macelharen
    @macelharenКүн бұрын

    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
    @skies654620 сағат бұрын

    appreciate it bro

  • @markcollins6578
    @markcollins6578Күн бұрын

    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_Nurgle360Күн бұрын

    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

  • @markcollins6578
    @markcollins6578Күн бұрын

    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
    @czwarty7878Күн бұрын

    God this one makes me so furious sometimes

  • @TheMelnTeam
    @TheMelnTeam18 сағат бұрын

    @@czwarty7878 Learned this the hard way, fortunately just in skirmish with AI. Lost several vehicles getting shot with magic, non-reciprocal LoS.

  • @ALabInSaintDenis
    @ALabInSaintDenisКүн бұрын

    Excellent video Fam

  • @ALabInSaintDenis
    @ALabInSaintDenisКүн бұрын

    I personally think the sound exploit is okay because you can absolutely hear these vehicles in real life they are not quiet.

  • @ALabInSaintDenis
    @ALabInSaintDenisКүн бұрын

    Bro I just started this video but this very first tip is Absolutely CRUCIAL💪🏿💪🏿!!! Excellent work so far!!!

  • @tedarcher9120
    @tedarcher9120Күн бұрын

    They definitely can fix the splash exploit

  • @mimile4462
    @mimile4462Күн бұрын

    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
    @ElpredatorGYROКүн бұрын

    I suppressed german HT with 2 Maxims.

  • @mimile4462
    @mimile4462Күн бұрын

    @@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
    @danya8862Күн бұрын

    @@ElpredatorGYRO that's 50 pts worth of units dealing with a 5pt unit in the most sub-optimal way possible

  • @ElpredatorGYRO
    @ElpredatorGYROКүн бұрын

    @@danya8862 When you have no AT and no other mean to deal with it.

  • @mimile4462
    @mimile4462Күн бұрын

    @@danya8862 Yeah you shouldn't use it as the main way to deal with armor but it can replace it in some clutch situations.

  • @frubblord1
    @frubblord1Күн бұрын

    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.

  • @jaapaasa
    @jaapaasaКүн бұрын

    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
    @czwarty7878Күн бұрын

    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
    @jaapaasa17 сағат бұрын

    @@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.

  • @bottle-xz5hp
    @bottle-xz5hpКүн бұрын

    100 m lmg minimum range is more stupid than gun depression.

  • @hibikinyan7180
    @hibikinyan7180Күн бұрын

    Its there so pzgrens are not cqc monsters

  • @czwarty7878
    @czwarty7878Күн бұрын

    @@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.

  • @Moeeefiction
    @MoeeefictionКүн бұрын

    The sound "exploid" isnt a eugen only issue. You have it also MoW2 & GoH etc. .

  • @musikmedravnen
    @musikmedravnenКүн бұрын

    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
    @mrcenturies1820Күн бұрын

    CoH2 as well

  • @skendzie18
    @skendzie18Күн бұрын

    Coh3 too. It's in every game lol

  • @MrMDanny
    @MrMDannyКүн бұрын

    Damn almost got a heart attack there when the timer was at zero!

  • @OK-GV888OD
    @OK-GV888OD2 күн бұрын

    😎😎😎

  • @OK-GV888OD
    @OK-GV888OD3 күн бұрын

    French are the better Americans!? 🤣 😎😎😎

  • @M0_961
    @M0_9614 күн бұрын

    The m3 lee is the cutest tank

  • @swagsurfer03
    @swagsurfer034 күн бұрын

    Looks like the road to avdiivka

  • @colonelkoenig42birhakeim42
    @colonelkoenig42birhakeim425 күн бұрын

    Sad to see Blindée played like that 😢

  • @jaapaasa
    @jaapaasa5 күн бұрын

    France is certainly very strong faction in game. One of my favorites as well. But some of it's power comes from the fact that 1v1 community generally favors maps where french divs thrive such as Orshas and Haro.

  • @benjaminsmith5024
    @benjaminsmith50245 күн бұрын

    Great cast! Keep it going.

  • @OK-GV888OD
    @OK-GV888OD5 күн бұрын

    😎😎😎

  • @ftunk8288
    @ftunk82885 күн бұрын

    The idea behind the SDKFZ in B phase was to use them as a cheap way to deal with shermans with their HEAT. Even if you loose three to kill one sherman you still end up even. And if you have them next to a tank which is being focused by the shermans they don't die as fast. But I'm curious to hear what more experienced players think of this. I have only tried it twice in a tournament game so far and it wasn't an important factor in either of those. When I did counterbattery the M7 I had vision on it for a while and noticed that it was never moved. Whenever i do that they just seem to die quickly so i figured i'd give it a try. But it was a good game by dragotango. I think Blindee was just not the best pick against GD, at least not on balanced, and that's what ultimately lost him the game.

  • @ftunk8288
    @ftunk82885 күн бұрын

    I wouldn't consider turning off parts of the bomb loadout or groundattacking with the pioneers higher level skills though. You hear about it often enough in your videos so it's just something that you need to remember. And if you focus on starting doing this you will usually remember when the situation requires it.

  • @vevos_
    @vevos_5 күн бұрын

    The Support SDKFZs should've definitely been brought in A because of what Atkpwr said. Bringing them in B phase isn't that good either because the availability increase is low. They also can't deal with Shermans because Shermans have aim time buff (stabilizer) which allows them to shoot first. The HEAT accuracy is really low too so its primary role should always be dealing with soft targets which it is very good at, the HEAT simply being a nice bonus. Blindee is very good on this map so it wasn't a bad pick, I think you won because you played better.

  • @jaapaasa
    @jaapaasa5 күн бұрын

    Well played. I agree with vevos. Bring support 75mm in A. They are so cheap and there are less stuff on the field which can kill them in A. Blindee is deadly on Orsha East, but you managed deal with its best tools

  • @colonelkoenig42birhakeim42
    @colonelkoenig42birhakeim425 күн бұрын

    Blindée is one of the best pick on orsha east furthermore against GD. It is just that he played badly the div and made an awful deck (without be severe just fact). I would say that your pick was bad but you outplayed him. In a equally skilled game you would have lost.

  • @ftunk8288
    @ftunk82885 күн бұрын

    @@colonelkoenig42birhakeim42 Thanks for your input. I'm sure that Blindée is a good div for that map but can you elaborate why you think it's a good matchup for Blindée? I thought it wasn't a good matchup because GD can block out an area with a Panther as Blindée would struggle with those. You still have good inf that you can support with some light armor and can also counter Blindées airforce. If you say it's a bad matchup for GD i take it but I'm curious to see why. Maybe it should be a good matchup if you play it mav as you're supposed to, is this what i'm missing?

  • @OK-GV888OD
    @OK-GV888OD6 күн бұрын

    😎😎😎

  • @lonurad1259
    @lonurad12596 күн бұрын

    the bomber thing I have never considered I high level play tbh. Pretty simple to do that I think by this point most people who play 1 v 1s know now

  • @lepathewarrior4445
    @lepathewarrior44456 күн бұрын

    Requires still some micro and analysis of the situation unless the skies are completely free

  • @czwarty7878
    @czwarty78786 күн бұрын

    35:15 in fact MP44 are slightly inferior to M1 Carbines stat-wise... they also waste ammo like crazy, while M1s shoot just few shots and achieve same DPS. God it's about time something is done about MP44s:(

  • @josephmorales521
    @josephmorales5216 күн бұрын

    Hey, maybe he has been watching your videos. That is where I learned so many higher level mico moves.

  • @stardekk1461
    @stardekk14616 күн бұрын

    Which monthly is this?

  • @dragoncz60
    @dragoncz606 күн бұрын

    FOB HQ one

  • @stardekk1461
    @stardekk14616 күн бұрын

    @@dragoncz60 that's the lower bracket right?

  • @dragoncz60
    @dragoncz606 күн бұрын

    @@stardekk1461 yep

  • @dragoncz60
    @dragoncz606 күн бұрын

    Well i was basically just having fun in this game. I kinda stopped playing tournaments with this game and loosing all my flamers to grenade unit broke me :p

  • @dragoncz60
    @dragoncz606 күн бұрын

    That grenade thing is just bullshit then bruh

  • @dragoncz60
    @dragoncz606 күн бұрын

    I thougth that nueve has bazooka thats why i made it jump out of house lol

  • @matthieutankol2681
    @matthieutankol26816 күн бұрын

    Slight correction. In Voltigeurs-Mitr, the "Mitr" stands from "Mitrailleuse" (Machine Gun) or "Mitrailleurs" (Operators of MG), not for "Montagnards" (Mountain Troops) that you can get in the light infantry divisions.

  • @ElpredatorGYRO
    @ElpredatorGYRO6 күн бұрын

    The G of the Voltigeurs is a J sound, so a soft sound, not the hard G.

  • @andreproductions1
    @andreproductions18 күн бұрын

    How did he get his opponent battlegroup???

  • @Yara_Yaroff
    @Yara_Yaroff9 күн бұрын

    Studebaker make TAA, Studebaker make SHAAA Studebaker imba poluchaetsya

  • @andreproductions1
    @andreproductions19 күн бұрын

    The game should have some multiplayer structure for ppl to be interested in keep playing, like seasons, map and division voting, no rank before 10 games, etc. The game feels great playing, it just needs to take itself seriously

  • @colml9688
    @colml968810 күн бұрын

    Great cast thanks

  • @CosmicLegion
    @CosmicLegion10 күн бұрын

    You play a tournament balance deck. One thats meant to last 50min. When in QP the average deck is built to last like 2h. So in a grindgame usually you wont win with a normal deck. Your main answer to flak88 isnt 2k he its arty which you have a good amount in your div but bringing them in with ammo makes you lose the artywar as you pay a 50% tax on all your howitzers. You both played right with you taking flanks and him center. He just took all center while you didnt manage to take all the flanks.

  • @OneAndOnlyKJx
    @OneAndOnlyKJx10 күн бұрын

    I have moved to Warno since the launch. It's definitely nice to play on an updated engine. I don't think the replay ability of Warno will be on par with SD2 though. At this point I think all we can do it play Warno and hope SD3 is around the corner. I would like you to do some Warno casts if you wouldn't mind.

  • @stardekk1461
    @stardekk146110 күн бұрын

    We are so back

  • @benjaminsmith5024
    @benjaminsmith502410 күн бұрын

    Thanks for casting again!

  • @bradenatkinson4784
    @bradenatkinson478411 күн бұрын

    I couldn’t find the vote but I would have voted 7.2

  • @charlesbrz
    @charlesbrz11 күн бұрын

    As a new player to this game I think it is dying because of the difficulty. I try watching a lot of guides and practice against AI and what not but its just no fun to play online multiplayer. I played against colonel Koenig the other day and he bashed me in 10 minutes in a quick play match. I would understand if its ranked but sheesh. And then I'll play another game and get cheesed by a one of those fast transport decks that take 4 flags in the first 30 seconds or they sneak down the side of the map. I wish experienced players with 3,000 hours could take it a little bit easier so I can actually attempt to learn something. But with their micro skills and speed there's a chance I could end with only 200 kills. I hope you sweats enjoy destructing the game by you everlasting thirst for power or whatever is you desire by massacring a noob in 10 minutes.

  • @HoboTango
    @HoboTango7 күн бұрын

    Rank and Quick Play are the same pool of people. But even so, any good player by now would destroy you in minutes, its nothing to do with being a try hard, but after thousands of hours in the game with over 5 years of experience, its inevitable that we're able to destroy noobs so quickly even by playing the game normally. Furthermore, Im actually one who takes his time with noobs, but then people say I "play with my food" or I get blamed for not advancing and making the game drag. You really can't please everyone. There's really no way of knowing if you're a noob or not either until after the game ends and we can see your profile. Did you actually mentioned you were a new player before the game starts ? Or did you not ? Finally, the game is dying due to poor devs decision. They are a lot of competitive RTS out there with massive skill difference, like Starcraft for exemple, where the game is still alive and well and even became an E-Sport. Don't blame the failure to keep the game interesting by the devs, onto the only players still playing their games. If the game is alive, it is strictly because of players, who are still playing the game. Im sorry you discovered the game 5 years later, but that's also on the devs and their decisions not to market the game at all.