Hell Let Loose

Hell Let Loose

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Jeff Epstein Apr 8, 2021 @ 10:47pm
Remove nodes
Remove nodes to balance the game. The game was better before nodes. Public teams are barely able to place Garrisons let alone build nodes. The Devs need to work on balancing. The majority of matches last 20 minutes. They need to figure something out.
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Showing 1-8 of 8 comments
LordZarmack Apr 9, 2021 @ 1:14am 
Or just do it yourself with one engineer, like all of us who play commander xd
(Hence why you see the commander nicking the supply truck at the start)

-garry and node drop.
Last edited by LordZarmack; Apr 9, 2021 @ 1:15am
Tomus Apr 9, 2021 @ 1:32am 
I think nodes needs a rework - they are rarely properly used.

I think that a "supply" dump that can be dropped somewhere on the map and then defended would work better. This would provide the commander his abilities so long as it is up - if its destroyed then there is a cool down period before another can be established. It would give recon something to do than just bush sniping.

Nodes just isn't working properly now and I can't ever see that changing.
Bud Liteyear Apr 9, 2021 @ 1:39am 
There aren't enough of us. I wouldn't go straight to abandoning the idea... there has to be a way to make it work... But relying on players is a bad idea.

I occasionally see a player running logi. But its not only a thankless job, not only is it not fun, its down right infuriating, because you run into spawn camping, and other ninja shenanigans. All while you assume the role of a fking NPC, driving on rails, clicking on boxes. It requires no skill or no strategy: the only two types of challenges that are satisfying to complete.

It just takes you AWAY from the actual game the rest of your team is playing.

As one of the few of us who understand the importance of logi, I'm compelled to stop playing the game, and do chores for my team I really don't want to be doing.

I want to grind my combat classes, but I keep getting pulling into support, to keep the lemmings who default to combat from getting their butts penetrated.

Commander is already a glorified logistics officer, 90% of his job is allocating resources, be they from the air, or some off map stat boost. And that'd be fine if there was some sort of strategy to it.

But the problem with giving the Commander any real responsibility, is that if his role actually has any major effect on the game, then that makes one man responsible for the W/L of an entire team. I pray for the poor bastard who manages to lose a 50v50 game all by himself.

You wanna see salt prices drop, give the commander an actual job, and you'll be drowning in salt. A salt planet will crush the earth and send us flying into the sun.

I saw a thread right next door complain "Why do people think the commander wins games?" And that other OP's right. And it should stay that way. Command is a support role, that should only if anything help players do what they want to do, but never do it for them, or negate their participation IN ANY WAY. The meta is already tight, and its only going to get tighter. Even just a little bit of a helping hand can flip the table.

...


. . .


So what was this about again?

. . .

Oh yea, logi... Garries suck, Nodes suck, building sucks.

Fortifications can be fun in a base builder sort of way, but the inability to actually put holes in the map to "Dig into" makes them suck-ish. Totally overated for the amount of time and effort they take to construct. A tank will do the job of a bunker and then some, and it can move.

You'd need more bunkers than tanks to offset the difference between the two.

Same reason anti-tank cannons S U C C.

(((INHALE)))
AT GUNS SUCK

God they suck. Not just cuz they can't move... which is a BIG ♥♥♥♥♥♥♥ DEAL.
But because they requires 2 people to man and build, and can't move.

I take what I said back. Not moving is more than a big deal, its the biggest deal. Its a Trump sized turd of a deal. Nancy hasn't seen a deal this big. OmFg

Devs think its too much work to add that feature. Well they didn't think tanks were too much work, and let me tell you (please stop reading this in Trump's voice if you're still doing that) Let me tell you, AT guns are a very big deal. They are the basis of all heavy weapons, not just AT, and the PRIME anti-tank weapon. meaning if you have tanks, YOU HAVE TO have AT cannons...

So in conclusion... IDK how I feel on the Node problem.
Last edited by Bud Liteyear; Apr 9, 2021 @ 1:42am
Cylixx Apr 9, 2021 @ 5:44am 
I think the entire concept of nodes and resources is fundamentally incompatible with the direction that the game went.

I keep racking my brain thinking about how the game can be fun outside of the combined arms 50 v 50 teamfight. But I keep coming back to how this resource management doesn't add as much as it takes away from the game's greatest gameplay hook - navigating the chaos of that 50 v 50 fight and coordinating to break the enemy formation, or maintain your own.

Everything else just sucks.
Depraved Apr 9, 2021 @ 7:55am 
You can build a supply dump and it works well. It's rare and is not a forward garrison so is overlooked. Spawning behind lines or falling back to regroup or reload is unheard of. Everything is "Get to the front line". When built up with bunkers you can feed it with supply and trucks and a garrison behind it. I like it behind the center cap but between caps where they will have to go around it to continue. Again, asking the types of players that are now attracted to HLL to utilize such a feature is fruitless. I have been asked "Why build defenses?"
Nodes are great and CAN make a big difference in a game. New players are not oriented to how the game works at that level and we are all actually given the option to play as if it was COD. In this culture, what avenue to you think people want to take?
There are more play types than just beating them down with more bullets and closer respawns.
Medryn Apr 9, 2021 @ 8:52am 
Originally posted by Tomus:
I think nodes needs a rework - they are rarely properly used.

I think that a "supply" dump that can be dropped somewhere on the map and then defended would work better. This would provide the commander his abilities so long as it is up - if its destroyed then there is a cool down period before another can be established. It would give recon something to do than just bush sniping.

Nodes just isn't working properly now and I can't ever see that changing.
Recon already has plenty to do, they just dont do it.
Medryn Apr 9, 2021 @ 8:53am 
Originally posted by Ralph:
The developers went from 100m to 200m in the flip of a switch. Their "balancing" leads to inferior results. Support overhaul, capture time reduction, All variables that create this blitzkrieg of a game.
God forbid you have to think about where you place a garrison, instead of just spammin the front with them
Schnoetzi Apr 9, 2021 @ 9:14am 
-.- if we go the way to remove all buildings just because it is to difficult for normal people it will end with a no tactic needed shooter where all just spawn shoot stupid in the air and die because no consequenz so why should the play tactical.

what is great about this game is that people need to work together so dont be a part of the problem, and work on a solution in the field.
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Date Posted: Apr 8, 2021 @ 10:47pm
Posts: 8