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As to the command channel, most of what I hear is, "I just killed a guy" or, "I just took down a garrison". The only chat that should be going on in this channel is instructions from the commander and requests for support from the SLs. Comms discipline needs to be enforced by the commander.
1. We still have 1, 2 and 3 member locked sqauds
2. Comms in a larger squad will be...difficult
3. Controlling 8 or 9 players as opposed to 6 will also be an issue
That's just the beginning and the result may well be less participation.
Now some day when there are server mods and the owners can change things like squad size I would certainly give that server a roll to see how it works, but giving the pub matches larger squads has it's potential errors.
All of these are non issues. If you actually squad lead in any game like Project reality and Squad you will see how possible it is.
Though Chef has a point about Comms being noisier...then again, sometimes squads as they are now can be too quiet.
2. No it wont be, played other games?
3- No it wont be, played other games?
Other games with similar gameplay have 8 man squads, issue aint controlling. Issue in THIS game is many players who are not willing to communicate or dont have mics
For the commander/squad communication problem, i just nomitate someone officer in my squad. His duty is to answer to squad request if i don't answer. You should try to do that. That's fix communication problem for me. ;)
There is no step in preventing them from starting smaller squads to unlock specialized classes.
You'll get arguments against this like controlling 8 people will be a lot harder than 5, but the fact is, those extra people will be unresponsive no matter squad size. I'd rather have a squad of 9 where 5 people are listening than a squad of six where 2 people are. With smaller squads you also end up with entire squads without an SL that are totally unresponsive.
Post Scriptum has a very good way of managing squads. (before people comment, no, I don't think HLL should become a copy of PS, but PS does have some much much more clever concepts that could be implemented in HLL in their own way.).
1) 9 man squads means max 6-7 SL's in the command chat. I've played games of HLL with 15+ Squads.
2) The SL needs 1 Radioman or 2 squad members to be able to place an outpost. This prevents rogue small squads and promotes teamwork.
3) A squad needs 4 players before anyone can pick a special class. Again, this prevents multiple rogue small squads and spamming special classes like AT.
4) Each squad can have I think 3-4 special classes. So most squads end up with and SL, Radioman, MG, AT, Marksman and the rest medics/riflemen.
5) A Squad must have an SL
There are some other benefits of this, like the removal of the WW2 proximity sensors that are OPs. As it stands, well placed Garrisons and OPs can act as an early warning system for enemy attacks, allowing defending teams to react faster and making the game more static. I personally, would love to see this gone.
The trouble is, these changes have a really wide impact on the game and that's what I think a lot of people don't realise and is one of the main issues HLL are having as a whole at the moment.
As Mr President correctly points out. Taking down 1 OP can put a serious dent in the enemies attack. In PS this makes SLs position their OPs a safer distance away, which means more running to get into the action and more frustration if you arrive and die. In PS they combat this slightly by allowing your teammates to res you. Also OPs must be destroyed with an explosive and don't just pop if the enemy accidentally gets close enough.
Imagine in HLL having to run further, die, have no medic to res you (because people currently don't play the role enough), then watching your OP vanish because some rogue enemy happened to walk past it. And since you were the only flanking squad, you lose the flank and have to start the whole thing again.
I agree with the suggestions, but HLL's biggest problem is they don't have the refined ecosystem and clear direction for the game that would allow for these changes without it having as much of a negative effect on game play as a positive.