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It likely why you can lose a point as they simply throw wave after wave from their forward OPs, which are ahead of their garrisons; think of them like supply lines. Every 20 seconds you can expect waves of those guys you killed ~150m behind the hedgerow, another 40 seconds if you even managed to destroy the enemy OP; which are likely several hundred yards back, where you'd find their Garrison.
Honestly I don't get the frustration with it taking so long (as you can spawn within 40 seconds provided you have the open role at HQ [10 sec refresh rate]) to redeploy so often in order to build nodes, but once again I think that's also designed into the game with intent.
The game secretly rewards teamwork, it would be far simpler and quicker for example in the first 2 mins of warmup to simply get your squad to cycle supplies at each HQ for the 3 nodes to get done.
Every team could have their resource nodes safely tucked away in HQ's and built up and doubling your resource rate before you can even cross past your 2nd grid.
As to whether you get a team that would be as organized is an altogether different issue tho lol
This kind of redeploy meta is what makes supporting classes and a whole of the teamplay obsolete and is exactly what forces the current offensive zerg only gameplay.
Defense is just about placing a backup garrison and hit redeploy as soon as an attack is inc. That's all what HLL's defensive gameplay is about and there's also really no need for engineer fortifications and such. Which completely takes away a lot of tactical gameplay possibilities right from the get go, just because of the current design of the redeploy meta.
Building outposts and such should also take more people having to interact with each other instead of just one engineer constantly redeploying.
HLL is completely lacking in defensive gameplay which is the second most important tactical component to a tac fps. Overthinking the current redeploy mechanics imo is the only way to balance HLL in almost any regards, be it classes or any tactical gameplay!
Hey, thanks for replying.
There's a slower paced game style that is being overlooked here. Some HLL players stay back behind the front lines building fortifications because it's simply fun to. Building stuff in a war zone brings a different perspective and this game should expand on that.
Hey, thanks for replying.
Hey, thanks for replying.
I agree, we should do our best to stay in line with history. This game does a great job with maps and I can't wait to play in more historically famous battles.
As to the redeploy meta the devs refuse to listen to there community or play there own game and consistently add things to the game that are not helpful and no one asked for well ignoring problems that have existed since day well also adding band aids to there fundamental problems. So at this point with games pretty much being won and played by redolying you cant really put that cat back in the bag without changing the whole meta. Its like when they added the extra 10 second if you redeploy when in most cases redeploying benefits the team so in most cases your punished for helping lol.
O yea manpower has one more little thing for the rare instance when timer runs out but cap zone is being contested in offense mode. Any remaining manpower will be used as a timer well being actively contested until it runs out or point is lost or capped.