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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.
+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.
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.
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.
When I said that, they called me crazy... ;)
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...
This game is like 50% of Red Orchestra and 50% of PR/Squad/PS but it still doesnt know what its gonne represent.
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!