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This is a cool suggestion and would certainly be very cinematic, but, we feel it wouldn't be the right addition for us for the following reasons:
1. It'd make artillery even stronger due to the huge buff in shot accuracy knowledge and general battlefield visibility.
2. It'd remove the communication needed to be effective with artillery, reducing the impact of successful teamwork.
Appreciate the suggestion though, definitely made me grin when I visualised it. I reckon some adept Admin Cam drivers will be able to catch some amazing artillery usage.
I am trying to be constructive here. Artillery is broken and almost never being used as intended. Either someone is using it to waste commander supplies ineffectively and then team killing occurs. Or they are using their phone or browser to use the artillery app that allows for pinpoint accuracy.
You might want to consider removing it and giving it as a commander ability so smoke screens could be used more effectively.
I think what would be really cool to hear, is what changes / proposals would you like to see ?
We're always working on ideas and solutions behind the scenes, but we're very aware that the HLL Community can have some brilliant ideas too.
Weapons free, let me know what you're thinking :)
Same for anyone else in the thread.
All you need to do is line up center on markers and dial the range of the marker. Technically if you dont want to do rough guess mil conversion, all you need is a chart. If you are shooting at positions that are not marked, you are more likely than not wasting ammo.
In no order of course
-Map size should prob be opened up at this point with the new trucks
-Idk who asked for Recon planes but still cant get over why they were added
-Nodes being vaporized on cap really bad idea that know one asked for
-Nodes needing an upgrade just makes things more complicated and long should just be one squad one set of nodes and maybe a reduction in amount per min on cap to help with the steamrolling meta
-The warm up thing at the start of the match should really be like the squad version where everyone either cant spawn or cant leave the HQ area. This would help with organizing a plan of action and foster more team play as you would have time to make a plan instead of just ZERGGGGG.
-Garrison placement should prob be more complicated then one guy and supplies but at this point would be hard to implement do to lazy community. But if it was somehow added it would force squad to work together more to get garrison up like shovels in squad.
-Steamrolling has and always will be a thing but perhaps changing how territory is capped from two grid sections to one would help some what and maybe move the caps around a little.
-Cap time if anything should be really long it just makes for more intense fights with heavy suppression and daring runs from cover to cover. The speedy caps just help zerging because you can almost just rush and out number instead of battling for zones.
-Cap size was watching some old HLL videos and noticed the Hard caps were bigger or at least they looked bigger. It could even be made up of a few Hard caps within the four cap squares of different sizes. For example on Sainte Marie Du Mont map the Rue cap squares sit in E and F 5 and 6 well the hard cap sits in F5 F6, You could maybe add a few smaller hard caps around rue such as the downed glider, the smaller shed to the east, the shed shack to the west or even randomized that would add to the total cap.
-Garrison distance should prob be an irregular number like 184 177 138 distance apart to help scramble or should be able to overlap with either a penalty to spawn time or supplies to build
-Get rid of the green half built things all over the map really makes you feel like your playing a game
-Bring back old suppression or make this one angry again seems light maybe its just me.
I'm sure there is more stuff i could think of and maybe ill add it if I do but I think to sum this up I play commander a lot and the biggest problem is the zerg who ever can ZERGGGG hardest will almost always win in my view you take a supply truck first and bum rush to drop 2 garrison somewhere prob close to first point then you snowball with some airheads just seems the total quality of games has come down from months ago. Lotta speedy games and not a lotta tug of war heart pounding whole team says GG at end cus it was a good game games lately. In conclusion I think there are a lotta people in this community that wanna love you guys more and shower you with money but your making it hard with some of the U9 stuff idk my 2 cents.
I have to +1 this, often when all squads are locked I just sit on arty using the calculator shelling points or smoke for troops to advance. Most of the time I dont get any word on what to hit or on my accuracy of arty.
Or a rifleman from a random squad is next to me spamming arty
Just because you can get a shell within a 4 meter radius of a specific point on the map, doesn't mean that the point that you selected is going to be where artillery is actually needed. Getting rounds down range in a timely manor matters more than hitting an exact spot. After all, once fired a shell takes about 25 seconds to land. Unless you are shooting at a stationary target like an OP or Garrison, the reason for sending rounds is likely gone or the battlefield has changed before you "perfectly" dialed your aim. Give it a shot the next time you play artillery, I stopped using calculators a long time ago for this reason.
Thanks for this!
We'll be hosting an opportunity for this kind of discussion soon over on the HLL Subreddit. An announcement will be made here as an open invite for as much of the community who want to take part.
I actually Think the guy Frank Bumsteads idea about letting the commander call in arti strikes based on the coordination of SL's, such as the SLs can throw a smoke or ping the map but liase the direction of the arti using coords from the point of ping or smoke. would resolve the need for a player to sit in the arti position and make Squads on the ground have more of a control over it...so long as the Squad leads call it in properly
First, this thread posted by Saint is pretty much a joke. His suggestion is neither realistic in terms of what a real WWII was like, nor balanced in terms of what a competitive game should be like.
Second, there are plenty of serious, valuable threads in the community, and I don't see you guys (i.e., developers) often respond to them; I have no idea why you responded to this worthless thread posted by Saint. I would suggest that you respond to and seriously consider some meaningful threads for the sake of making improvements.
Third, I would also suggest that you work on the optimization problem first. The optimization is CRAP. No matter how good the game is, if people are getting 30 FPS then the game is semi-unplayable. I would also recommend that you put armored vehicles in your list of priorities. Artillery has problems, but it's not a problem for each every game (sometimes nobody even plays artillery). Armored vehicles (e.g., tanks, recons) are the real problem as they appear in almost every game and they have their problems. I'm not gonna go into details on how tanks are not historically correct, nor are they balanced in terms of gameplay. There are plenty of threads you should probably spend the rest of this sunny, beautiful day to study on.
Yours sincerely,
A HLL Player