Hell Let Loose

Hell Let Loose

View Stats:
The whole accuracy thing.
As I've said before, it's a game killer and accounts for a significant percentage of those who have dumped the game imo. The shooting overall (personal weapons) is pretty skilless and accounts for most of the "run, die, shot from nowhere" complaints. I'm pulling off easy shots at silly ranges against moving targets I know would be next to impossible in real life, on a regular basis and going down to just as many too. It really does suck the skill out of play.

I get the whole hit-scan vs smooth performance thing, so I'll suggest, again, that cone-fire be implemented. It doesn't punish closer range shooting, per reality but does affect longer range accuracy, also per reality. With zero impact on performance.

The tank hull MGs already have it, in spades, so why not personal weapons too? The whole long-range accuracy has done huge damage to the player-base in my opinion.
< >
Showing 1-15 of 56 comments
Mr_Midnight Aug 7, 2019 @ 2:29am 
The entire gunplay needs an overhaul
It's a double-edged sword. I understand the frustation being shot "from nowhere" but on the other hand it engourages players to plan their advancing more carefully and to use more the covers in the field.
[SVD] Raio Aug 7, 2019 @ 3:47am 
Originally posted by KAIRA Dead Meat:
It's a double-edged sword. I understand the frustation being shot "from nowhere" but on the other hand it engourages players to plan their advancing more carefully and to use more the covers in the field.

+1
✚Panzerlang✚ Aug 7, 2019 @ 4:07am 
Originally posted by KAIRA Dead Meat:
It's a double-edged sword. I understand the frustation being shot "from nowhere" but on the other hand it engourages players to plan their advancing more carefully and to use more the covers in the field.

But it doesn't, it simply frustrates the majority and puts them off playing. I do in the game what I did a lot of in RL and crawl long distances in what *should* be very good cover. I still get shot at and popped from long ranges (mud-spurts but no gun-shot sounds). My games last no longer than 20 minutes, the entire experience becomes tedious and unenjoyable. Skill-stealing mechanics have killed this game.
Originally posted by Hetzer:
I still get shot at and popped from long ranges (mud-spurts but no gun-shot sounds).
That sounds more like ini exploiters.
✚Panzerlang✚ Aug 7, 2019 @ 4:32am 
Originally posted by KAIRA Dead Meat:
Originally posted by Hetzer:
I still get shot at and popped from long ranges (mud-spurts but no gun-shot sounds).
That sounds more like ini exploiters.

I think that's been fixed, though it's not the point here. Being spotted is one thing, being hit from long range while prone (even smaller target) is the other. I've popped moving heads (targets in trenches) from stupidly long ranges.

These kinds of threads are a regular feature, just like they were on the Post Scriptum forums. Nothing was ever done to address the issues outlined, both games are dead/dying. "We're listening". Sure, but doing nothing. The inability to learn is quite a thing with the devs of all these games.
Originally posted by Hetzer:
I think that's been fixed, though it's not the point here. Being spotted is one thing, being hit from long range while prone (even smaller target) is the other. I've popped moving heads (targets in trenches) from stupidly long ranges.
Actually the were screens here showing the exploit working with the latest patch also.

But yeah, the devs are making changes to the bullet flight times so hopefully that would help.
Sebrais Aug 7, 2019 @ 4:59am 
I wouldn't mind more realistic ballistics, but I don't think the current gunplay is a major issue, since both teams experience the same advantages and disadvantages.
This should encourage players to focus on what really matters in the game, which is tactics and teamwork.
✚Panzerlang✚ Aug 7, 2019 @ 5:11am 
Originally posted by Sebrais:
I wouldn't mind more realistic ballistics, but I don't think the current gunplay is a major issue, since both teams experience the same advantages and disadvantages.
This should encourage players to focus on what really matters in the game, which is tactics and teamwork.

Sure, both teams experience the same skill-stealing tedium. Does that mean it's not an issue? It's an issue if players decide it spoils the experience overall and walk.

Tactics and teamwork, pointless if the RL tactics don't work due to an arcade mechanic that subverts them, as it does with this issue (among plenty of others).
Stryker Aug 7, 2019 @ 6:47am 
Cmon man. It's right there on the roadmap. Gunplay overhaul is coming soon. Give it a rest. You complain constantly about things that are RIGHT there on the roadmap. Let them implement the actual gunplay mechanics and then complain if you don't like something.
Nordkindchen Aug 7, 2019 @ 7:25am 
Ballistics have been added - theres no hitscan at longer ranges!

This makes the whole comment futile to begin with. Since you either dont know the state of the game or dont know what hit scan means. Bullet drop and bullet speed have both been added to the game allready.


But still: A cone of fire is a very bad way to handle gunplay, as it deprieves the gunplay of skill. Theres no way to "learn and adjust" to randomn cones of fire.

We allready had the discussion. For the ranges we fight over in game, the WW II rifles were pretty much spot on.
Heres a link to the real life measurements.

That said I do agree that the current gun play is WAY to easy. This is especially obvious for the sniper class. The way to go however is to add tasking weapon sway and gun wobble. THIS is both masterable (good gamedesign as it lets you strive to improve your skill) and decreasing the effectiveness of rifles over long ranges.

I know for sure that I would drop this game the very second we move to randomn weapon cones.

Oh and since you mention the mgs of the tanks: Jeah they are a big problem in my eyes as they are way to inaccurate. Its cartonish even.

https://youtu.be/e4Q-lUX4QNg?list=FLy4G43yf1YBbDzIWPtFxtuA&t=53

This is how accurate tank mgs should be approximately.

Right now they seem to be even less accurate than infantry based mgs.
Captain LuckyLad Aug 7, 2019 @ 7:36am 
It's almost like people don't know the definition of early access. They treat the present state of the game like it's the final release version.
Last edited by Captain LuckyLad; Aug 7, 2019 @ 7:37am
✚Panzerlang✚ Aug 7, 2019 @ 9:46am 
Originally posted by 2ndNJCpt.Lucky Lad:
It's almost like people don't know the definition of early access. They treat the present state of the game like it's the final release version.

And if nobody ever says anything, what will be given attention? Maybe we'll all be issued with cameras instead of weapons untied from the avatar view (for example).
Plague Doctor Aug 7, 2019 @ 10:11am 
I just can't believe in 2019 we're having to talk about this in a supposedly realistic ww2 FPS
✚Panzerlang✚ Aug 7, 2019 @ 11:18am 
Originally posted by RIP BigPickle:
I just can't believe in 2019 we're having to talk about this in a supposedly realistic ww2 FPS

That's the problem, it's not realistic.
< >
Showing 1-15 of 56 comments
Per page: 1530 50

Date Posted: Aug 7, 2019 @ 1:53am
Posts: 56