Hell Let Loose

Hell Let Loose

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Two big WHYs about garrisons/outposts
I love the game and have had a great time playing it. However, there are two things which drive me crazy sometimes:

1. Why do they get destroyed if you pass by them? It is so counter-intuitive and unrealistic. IMO they should be dismantled like everything else in the game AND it should take some time (dunno, 10 secs for an outpost and 20 for a garrison). Of course, if the garrison is overrun you shouldn't be able to spawn there and it should be indicated (FWIW, Squad handles this flawlessly).

This is what has happened to me a lot of times playing the spotter: I run down the road and suddenly see the message "You have destroyed an enemy outpost". I didn't even see it, I shouldn't have destroyed it, full stop. For me, this generates frustration, because I just got lucky. I didn't try hard to find it across the yards of Foy, I just ran past it and destroyed it automatically.

2. Why do you have proximity alerts when enemies are nearby? What often happens is the following: 5 guys spawn at a garrison and instead of running directly into action they see the alert. So, they start looking into every nook and cranny to find the enemy. And the worst is that the enemy may not even know about the hostile garrison nearby. This gives quite an unfair advantage. I think that the garrisons, as pivotal points of every game should be guarded instead.

Of course, if the former is addressed the latter doesn't have to be.

What do you think?
Última edição por Salty Potato; 12/mai./2020 às 12:49
Escrito originalmente por FarmForReal:
and I qoute:

Metagame


As the Community are also feeding back, the ninja Garrison meta and redeploy meta are both ugly crutches from our previous implementation of the spawn building meta. We’re going to be addressing these in the coming updates before we leave Early Access, as features we’ll be implementing will directly address these.

For example, we’ll be implementing a much more fleshed out Supply and Ammunition metagame that will remove the need for infantry to “redeploy” (We see you, Support players). Alongside this we’ll also be overhauling the way supplies are placed, as well as introducing logistics vehicles. We’ll also be revising the way Garrisons look, and the way they’re taken down. Nearly every aspect of this gameplay loop will be revised, with the end goal being a far more intentional push/parry/block style of gameplay that relies on clever use of tactics to penetrate the front line, instead of the usual Recon ninja units.

/end thread
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Pak0tac 12/mai./2020 às 13:07 
Escrito originalmente por Pvt. Potato:
Escrito originalmente por Ambient:
It seem pretty balanced to me
dont place OPs or garrisons in a place where the enemy may walk through and you will be fine.
the problem is when people placing OPs and Geris behind the enemy, i can understand the idea of flanking and it may work sometimes, but if you loose it, dont cry about it, just accept the failure

It goes both ways. I don't like destroying enemy garrisons just because I got lucky. I should at least see it and be very close to destroy it.

I also played as a spotter and placed my OP in a nice tiny yard in St. Marie. A few seconds later it was destroyed by a guy running down the road, not even knowing my whereabouts. Isn't that silly, rewarding that player for doing literally nothing?
i think the devs assumed people will place OPs randomly and far from the objective, that is why they are destroyed by a touch from 5 meters away.
Then reallity kicked in, and SLs dropped OPs 5 seconds running time from the objective, just so that they will be able to get into action faster.
Point is, i guess the devs assume battles will be wider and spread around the map, while it ended up turning into a meat grinder on main objectives.

also its kinda hard to wait for 20 seconds to dismentel an enemy gerrison, knowing there is an army about to spawn all around you
Sir Robin 12/mai./2020 às 13:17 
This remind me of one time someone dropped a really well placed garrison, inside an area with some easily defensible trenches, and since that garrison survived the whole game, engineers started adding stuff, each one adding a layer of defenses, until that place looked like a fortress, and it was just a place in the middle of no where before.

They even built a repairing station there and tanks would come around to repair, people even defended it, 3 to 4 players would stay behind to defend it from their own volition, nobody told them to do so, it was awesome until some enemy got too close from an angle that nobody expected and the garrison magically disappeared ...
Última edição por Sir Robin; 12/mai./2020 às 13:17
O autor do tópico indicou esta mensagem como a resposta.
FarmForReal 12/mai./2020 às 13:47 
and I qoute:

Metagame


As the Community are also feeding back, the ninja Garrison meta and redeploy meta are both ugly crutches from our previous implementation of the spawn building meta. We’re going to be addressing these in the coming updates before we leave Early Access, as features we’ll be implementing will directly address these.

For example, we’ll be implementing a much more fleshed out Supply and Ammunition metagame that will remove the need for infantry to “redeploy” (We see you, Support players). Alongside this we’ll also be overhauling the way supplies are placed, as well as introducing logistics vehicles. We’ll also be revising the way Garrisons look, and the way they’re taken down. Nearly every aspect of this gameplay loop will be revised, with the end goal being a far more intentional push/parry/block style of gameplay that relies on clever use of tactics to penetrate the front line, instead of the usual Recon ninja units.

/end thread
Salty Potato 12/mai./2020 às 20:58 
Escrito originalmente por Spilly Phil:
and I qoute:

Metagame


As the Community are also feeding back, the ninja Garrison meta and redeploy meta are both ugly crutches from our previous implementation of the spawn building meta. We’re going to be addressing these in the coming updates before we leave Early Access, as features we’ll be implementing will directly address these.

For example, we’ll be implementing a much more fleshed out Supply and Ammunition metagame that will remove the need for infantry to “redeploy” (We see you, Support players). Alongside this we’ll also be overhauling the way supplies are placed, as well as introducing logistics vehicles. We’ll also be revising the way Garrisons look, and the way they’re taken down. Nearly every aspect of this gameplay loop will be revised, with the end goal being a far more intentional push/parry/block style of gameplay that relies on clever use of tactics to penetrate the front line, instead of the usual Recon ninja units.

/end thread

This is great. When was it said?
Mr. President 12/mai./2020 às 21:03 
Escrito originalmente por Pvt. Potato:
This is great. When was it said?
The last Dev Briefing. Remember to check the news tab.
Mr. President 12/mai./2020 às 21:04 
(That's may 7th)
Mr. President 12/mai./2020 às 21:05 
PSA: Read the dev briefs.
Salty Potato 12/mai./2020 às 23:17 
Thanks.
Jonno 13/mai./2020 às 3:15 
Escrito originalmente por Mr. President:
Escrito originalmente por Pvt. Potato:
This is great. When was it said?
The last Dev Briefing. Remember to check the news tab.

<3
Kojax 13/mai./2020 às 8:25 
I think friendlies should be able to spawn at hot garrisons, a team should have the chance to fight back, maybe engineers can carry explosive satchels for garrisons? Or only anti tankmen can take it out?
softwarebot 13/mai./2020 às 8:29 
100% Whats the point smoking and moving forward when you can just ninja deploy behind lines
Pak0tac 13/mai./2020 às 9:10 
Escrito originalmente por 78. SID softwarebot:
100% Whats the point smoking and moving forward when you can just ninja deploy behind lines
the idea is that you cant ninja deploy anywhere
that is what recon squads are for, so take care of blind spots, preventing enemies from setting up gerrisons and taking out OPs, which they kinda fail to do
softwarebot 13/mai./2020 às 9:29 
Escrito originalmente por Ambient:
Escrito originalmente por 78. SID softwarebot:
100% Whats the point smoking and moving forward when you can just ninja deploy behind lines
the idea is that you cant ninja deploy anywhere
that is what recon squads are for, so take care of blind spots, preventing enemies from setting up gerrisons and taking out OPs, which they kinda fail to do

Depending on the Objective position, if its within two quadrants, you cant still "ninja deploy" since the garisson is behind the objective.
Pak0tac 13/mai./2020 às 9:53 
Escrito originalmente por 78. SID softwarebot:
Escrito originalmente por Ambient:
the idea is that you cant ninja deploy anywhere
that is what recon squads are for, so take care of blind spots, preventing enemies from setting up gerrisons and taking out OPs, which they kinda fail to do

Depending on the Objective position, if its within two quadrants, you cant still "ninja deploy" since the garisson is behind the objective.
if you can get there yeah, but its a tactic thing
if you have a wall of fire infront of you, you have to go around, there is no other way
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Publicado em: 12/mai./2020 às 1:17
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