Hell Let Loose

Hell Let Loose

View Stats:
4tado Sep 26, 2020 @ 10:23am
2
Dying in this game is too lenient
TLDR The lack of a real death penalty encourages most to play HLL like a casual game.

The only thing preventing me from enjoying HLL are the players constantly running in carelessly and redeploying back in like it's hardcore Battlefield. You can run in and die in the same location countless times without any consequences besides a short wait. The battles of HLL have no real weight to them because of this, noone uses teamplay like they should- teamwork boils down to "I'm going that way" or "enemy on my ping". It's like everyone's in a game of charades, it's very hard to get immersed. Medics are useless without tickets because there are no real repercussions when you die, you might as well just respawn at the nearest garri or fallback with your squad if/when it's gone.

It's a shame because this is my dream game on paper- Squad's scale but a WW2 setting and more action-focused. I'll stick around but I hope they either implement tickets (or nerf the "die-redeploy screen-run back in" cycle) to make it feel more realistic.
Last edited by 4tado; Aug 21, 2021 @ 10:33am
< >
Showing 1-15 of 70 comments
Osborne Cox? Sep 26, 2020 @ 10:29am 
Early Access, game is still in pretty basic stages, if they keep continually adding new mechanics, I.E. the logistics overhaul coming soon that could change the way manpower and spawning works etc.

I for one think that we need more resource drainers and more resources capture points and outposts should be a willys jeep or something that costs fuel to spawn and the commander spawns each outpost for squads draining resources and makes outposts limited if not used right. As a random example.
Mark Sep 26, 2020 @ 10:53am 
Actually, the closest to WWII Squad is Post Scriptum. You should check it out.
2D > 3D WEEB 4 LIFE Sep 26, 2020 @ 10:57am 
I think the bigger problem is that there's no real objective besides holding 3/5 when the game ends so people just play the meat grinder game to pad their exp gains. There's no way I'd pick this game up again developers made getting back to action take longer if they didn't balance it out by fixing the horrible visibility, low settings abuse and smudgy look.
Jedi Sep 26, 2020 @ 11:40am 
Originally posted by Mason:
TLDR The lack of a real death penalty encourages most to play HLL like a casual game.

The only thing preventing me from enjoying HLL are the players constantly running in carelessly and redeploying back in like it's hardcore Battlefield. You can run in and die in the same location countless times without any consequences besides a short wait. The battles of HLL have no real weight to them because of this, noone uses teamplay like they should- teamwork boils down to "I'm going that way" or "enemy on my ping". It's like everyone's in a game of charades, it's very hard to get immersed. Medics are useless without tickets because there are no real repercussions when you die, you might as well just respawn at the nearest garri or fallback with your squad if/when it's gone.

It's a shame because this is my dream game on paper- Squad's scale but a WW2 setting and more action-focused. I'll stick around but I hope they either implement tickets (or nerf the "die-redeploy screen-run back in" cycle) to make it feel more realistic.

+1

I described this in one thread.

There should be at least 2 points to take like in offensive mode to push the whole Frontline.
Roninman Sep 26, 2020 @ 11:47am 
Originally posted by Alec Bo Balec:
Early Access, game is still in pretty basic stages, if they keep continually adding new mechanics, I.E. the logistics overhaul coming soon that could change the way manpower and spawning works etc.

I for one think that we need more resource drainers and more resources capture points and outposts should be a willys jeep or something that costs fuel to spawn and the commander spawns each outpost for squads draining resources and makes outposts limited if not used right. As a random example.
No excuse anymore. Every game these days gets multiple updates after they are released, sometimes even game changing ones. EA first year pretty much defines game, you just dont roll back and forth like you got no fricking clue when designing game. You finetune some mechanics. Early access is just excuse for many people these days. Game bad? Ah its in EA so no prob
Sybanni Sep 26, 2020 @ 11:58am 
Mason, I have a radeon RX 5700. You made tweaks in the Radeon software. What were those?
=7CAV=SPC.Henson.K Sep 26, 2020 @ 11:58am 
I agree with OP. Everyone is running around CoD style, knowing that if they are KIA'd, they'll be back in the game in a matter of seconds.
✚Panzerlang✚ Sep 26, 2020 @ 12:32pm 
The arcade casuals is where the revenue's at, nothing will change now, the devs sold out (in my opinion, how else to explain it).
Beans Sep 26, 2020 @ 1:08pm 
The outpost system sucks. I find my myself countless times killing an enemy squad 2 times but I can’t escape them or get their op cause they come within 10-30 seconds.
✚Panzerlang✚ Sep 26, 2020 @ 1:28pm 
Originally posted by Beans:
The outpost system sucks. I find my myself countless times killing an enemy squad 2 times but I can’t escape them or get their op cause they come within 10-30 seconds.

The only things it should be possible to spawn into apart from HQs are half-tracks. Lose one of those and a new one has to be driven from an HQ.
Flump Sep 26, 2020 @ 1:48pm 
Totally agree, but if you make the redeploy longer than 10 seconds then many small children will have a meltdown, keyboards will be ruined with salty tears and forums will be inundated with grammatically incoherent rage.

There is currently no consequence for a death at all in HLL and tactical suicide play to help your team get an advantage happens a lot, like "i will draw the fire of a tank so the AT can get a clean shot". If you can be back in 20 seconds then why not! What is to stop you? Where is the penalty?

Perhaps there could be another game mode in the same way their is warfare or offensive. You could have a slightly more immersive mode where harsher penalties for getting killed foster a feeling of immersion because a death will have a knock on effect for the team. Players will naturally gravitate to more tactical and thoughtful playing styles.

I would like to see a system where for every death you add one second to your respawn timer, after an hour in game you could be staring down a 30 second redeploy or worse.

That would make you think twice about running across an open field and in my opinion that is just what the game needs. Weed out the lone wolf rambos, nudge the game back to its team focused promise.

After 15 months of HLL it feels like the community is diluting into arcade territory, great tactical games can still be had but they are rare compared to last year. It would be a shame to see this game have its golden age been and gone before it was even fully released.


Jedi Sep 26, 2020 @ 1:52pm 
Originally posted by Beans:
The outpost system sucks. I find my myself countless times killing an enemy squad 2 times but I can’t escape them or get their op cause they come within 10-30 seconds.

When I said that, they called me crazy... ;)
JonDonWayne Sep 26, 2020 @ 2:16pm 
Originally posted by Flump:

I would like to see a system where for every death you add one second to your respawn timer, after an hour in game you could be staring down a 30 second redeploy or worse.

Just no! Respawn time is already pretty long 10 seconds death timer (+10 or more if you dropped a dead nade :) ) + 20-40seconds is enough! I
Idk how many times i join into a game and got killed 4-5 times instantly after respawn on different spawns...if you die like 30 times in one game youd have to wait up to 2 minutes or more to respawn, just to get killed (after another 2 minutes running) by a stray bullet or artillery/strafing run/bombing run/a tank and so on....

Just make the man power system more important (no manpower = 1 minute+ respawn timer) so maybe people will finally build nodes....also ♥♥♥♥♥♥ games will end way quicker and there will be no last point meat grinder until the time is done...
Last edited by JonDonWayne; Sep 26, 2020 @ 2:19pm
Roninman Sep 26, 2020 @ 2:37pm 
Playing as medic in this game is not much rewarding since many times people just wont wait even when shouting at them wait. Im not sure if ticket system like in other would be solution or just simply adding 10-15 more to spawning timer. Many play this like their fav arcade games where after spawn quick running to location only to get killed at same position since their mouse twitch skills dont help them in "realistic" shooting game.

This game is like 50% of Red Orchestra and 50% of PR/Squad/PS but it still doesnt know what its gonne represent.
Flump Sep 26, 2020 @ 2:39pm 
Originally posted by JonDonWayne:
Originally posted by Flump:

I would like to see a system where for every death you add one second to your respawn timer, after an hour in game you could be staring down a 30 second redeploy or worse.

Just no! Respawn time is already pretty long 10 seconds death timer (+10 or more if you dropped a dead nade :) ) + 20-40seconds is enough! I
Idk how many times i join into a game and got killed 4-5 times instantly after respawn on different spawns...if you die like 30 times in one game youd have to wait up to 2 minutes or more to respawn, just to get killed (after another 2 minutes running) by a stray bullet or artillery/strafing run/bombing run/a tank and so on....

Just make the man power system more important (no manpower = 1 minute+ respawn timer) so maybe people will finally build nodes....also ♥♥♥♥♥♥ games will end way quicker and there will be no last point meat grinder until the time is done...



I take your point buddy but if manpower is made more critical and people finally realise they need to build nodes then who will build them?

Certainly not the lone wolf COD rambos. It is the thoughtful players who have to eat the vegetables for the entire team. Again!

So you are back to the issue of how do you reinforce tactical play for all?

At least a +1 second respawn disincentive will still affect the COD rambos as well as the tactical players alike. I'm not saying manpower tickets are not welcome but it will not effect how COD-kids play at all. They likely won't even notice.

So what is the design choice that will reduce COD style of play from being a practical option in HLL if not a death punishment for the individual who runs across an open field?

Manpower tickets punishes the entire team for one guy running into bullets. Whereas an individual punishment for a dumb decision only punishes the person who made the dumb decision.

The harsher the punishment the more you weed out COD-kiddies from HLL.

ps if you die 4/5 times instantly at a spawn, may be you are spawning at the wrong place!
< >
Showing 1-15 of 70 comments
Per page: 1530 50

Date Posted: Sep 26, 2020 @ 10:23am
Posts: 70