Hell Let Loose

Hell Let Loose

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Andy May 4, 2019 @ 1:16am
Shot from indicator? What?
Planned for implementation in the next beta.

Not sure the devs have read the games description....

Unprecedented Realism

the combat is as brutal and bloody as it was on the day.

The implementation of this... Just doesn't seem to fit with my view of what the games supposed to be. I don't think i'm a long way off given how the games described.
Really don't like it at all.
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Showing 1-15 of 43 comments
Mister Heinie May 4, 2019 @ 1:31am 
I dont have a clue how this turns out ingame.. normally visuals or its the sounds that gives away somewhat the position of the gunner, in open fields and longer ranges this even gets more difficult as its has to be (difficult)
Raio May 4, 2019 @ 2:17am 
Ye, this is part of the sound work, not "hud visual mechanism" i guess :)

Trying to catch more players with things like this is alarming a bit, for me at least..
Andy May 4, 2019 @ 2:25am 
Originally posted by Raio:
Ye, this is part of the sound work, not "hud visual mechanism" i guess :)

I do hope your right.
But, it doesn't read like it's sound work.
It reads to me, like it's a visual indicator?
Mabee i'm wrong... But, directional sound should be part of the ongoing sound improvements. Mentioned seperatly in the same news.
The fact they've added this on another line and it's wording suggests to me a 'visual indicator'

https://steamcommunity.com/games/686810/announcements/detail/1615014523639280012

‘Shot from indicator’ to give infantry a vague indication of what direction they took damage from.
Raio May 4, 2019 @ 2:34am 
Andy: Yes, it was meant that way, sry, bad formulation maybe ^.^
Chef May 4, 2019 @ 7:50am 
Hopefully it's only a muzzle flash sort of indication...hopefully
Mikeedude May 5, 2019 @ 4:22am 
Wait till they show off the red dot laser sights , seriously though we don’t need an indicator , better audio would be fine.
Big Duke May 5, 2019 @ 5:06am 
well just have to wait and see what it is they are planning, but at first glance i dont like the idea.

what appealed to me most about this game while playing last beta weekend is the lack of hand holding the game has. i hope this game doesnt go that route.
Wolf.Enstein May 5, 2019 @ 12:01pm 
Originally posted by Mikeedude:
...seriously though we don’t need an indicator , better audio would be fine.

+1


Originally posted by X-BigDukeSix:
...what appealed to me most about this game...is the lack of hand holding the game has...

+1
Lexx_Goffman May 7, 2019 @ 1:40am 
Right now when you get shot in game you don't notice it because there is no hud indication for it. In any other Mil-sim your screen gets some sort of red border or some blurred arrow showing from where the bullet hit you.
We need it because rn when character gets shot - absolutely nothing happens, he shows no reaction to it at all and just start bleeding
I don't think you won't be able to tell in which part of body from which direction you've been shot IRL
Last edited by Lexx_Goffman; May 7, 2019 @ 1:44am
Jonno May 7, 2019 @ 3:30am 
The current plan is to keep it vague and unintrusive, trying to replicate the idea that if you were shot and wounded, you'd probably have a rough idea of where that shot came from.

Remember, this is being tested in the beta. If it's overwhelmingly unpopular, we can just remove it in time for EA launch.

Give it a try, see what you think and then let us know.
Last edited by Jonno; May 7, 2019 @ 3:30am
Wolf.Enstein May 7, 2019 @ 4:19am 
Originally posted by Jonno:
Give it a try, see what you think and then let us know.

This is the time for testing things out, so I don't have a problem with trying this idea in-game. Like you say, Jonno, if it doesn't work out it can be removed.

Feedback ftw :) .
Nordkindchen May 7, 2019 @ 4:26am 
I dont like this idea because of several reasons:

1. The sound should design should deal with this. If you are getting shot, you should be able to tell by the sound and not an arbitrary arrow.
2. Making an arrow "vague" is easier said than done, since just making the arrow wider, still leaves the center aiming right at the shooter. So its not vague at all.
3. I have allways enjoyed sneaky flanking games. In Red Orchestra, BF, PS, Squad, Insurgency, everywhere. So if you manage to sneak into a flanking position, a hit indicator will INSTANTLY give your position away. You kill the first person? Chances are he will instantly communicate to his squad "hey I got a hit marker from the right side, seem like that bush over there must have an enemy in it!" And boom your advantage is gone.
If instead someone was listening to his surroundings and HEARD me shoot, and made the connection, that since theres no friendlies there, it must be an enemy shot - THEN I am happy to get killed by him. Thats what a high skill cealing should provide. Not some hand holding HUD arrow.

IFFFFFF you have to add a hit indicator, just apply it to non leathal shots. If you die by the bullet, your soldier shouldnt have a chance to notice it.


Also: I believe what you want to approach with this indicator is the issue that you barely ever know what killed you.
How about a kill screen with the stats of your killer?
Like name, class and which weapon he used. I would not suggest giving away his distance to you, since that makes it quite easy again to pin point him.

My two cents.

Best regards!
Raio May 7, 2019 @ 11:51am 
In a war turmoil, I really doubt, that we are going to understand the direction.

I still think that this is responsibility of high quality sound work. But still, thank You for reaction Jonno, we appreciate it very much :) At least me. r
Shivv May 12, 2019 @ 7:05am 
Originally posted by Nordkindchen:
I dont like this idea because of several reasons:

1. The sound should design should deal with this. If you are getting shot, you should be able to tell by the sound and not an arbitrary arrow.
2. Making an arrow "vague" is easier said than done, since just making the arrow wider, still leaves the center aiming right at the shooter. So its not vague at all.
3. I have allways enjoyed sneaky flanking games. In Red Orchestra, BF, PS, Squad, Insurgency, everywhere. So if you manage to sneak into a flanking position, a hit indicator will INSTANTLY give your position away. You kill the first person? Chances are he will instantly communicate to his squad "hey I got a hit marker from the right side, seem like that bush over there must have an enemy in it!" And boom your advantage is gone.
If instead someone was listening to his surroundings and HEARD me shoot, and made the connection, that since theres no friendlies there, it must be an enemy shot - THEN I am happy to get killed by him. Thats what a high skill cealing should provide. Not some hand holding HUD arrow.

IFFFFFF you have to add a hit indicator, just apply it to non leathal shots. If you die by the bullet, your soldier shouldnt have a chance to notice it.


Also: I believe what you want to approach with this indicator is the issue that you barely ever know what killed you.
How about a kill screen with the stats of your killer?
Like name, class and which weapon he used. I would not suggest giving away his distance to you, since that makes it quite easy again to pin point him.

My two cents.

Best regards!

Agreed only sound should be the indication where you got shot from.

To prevent mass lone wolves wandering the map taking pot shots at divisions, the devs can think of other measurements.
Perhaps a negative morale impacting vision from being alone and scared.
Or weapons jamming due to stress, or or... many ways to go around this.

There is a reason soldiers never went out into enemy lines on their own.
its just unrealistic to have lone wolves all over the map.
Parasol May 12, 2019 @ 8:17am 
Keep in mind this indicator will only appear when you are SHOT AND WOUNDED.

Originally posted by Jonno:
if you were shot and wounded, you'd probably have a rough idea of where that shot came from.
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Date Posted: May 4, 2019 @ 1:16am
Posts: 43