Hell Let Loose

Hell Let Loose

View Stats:
ΛTA-RED Dec 25, 2021 @ 4:43pm
Redeploying is not fun.
We need to move away from the "redeploy" meta and understand we need to start playing differently. This game has to move away from time-penalties and allow players to customize their load-outs. Hell Let Loose should ease on restrictive class load-outs, allow players to choose his/her weapons and construction capabilities. Lets expand our current capabilities to other classes to allow variety of new game play.

I lay down my 50 supply crate start of the game and redeploy as an engineer to put down a Manpower Node, repeat the process redeploying as a support putting down your 50 supply crate, and building all your nodes.

I want more freedom in choosing what load-out my character has during the game. I want my engineer to be allowed to carry his own supply crate to avoid having to redeploy as a support. This will help avoid those stifling deployment timers. Everyone from the Commander to the AT guy with his AT-Gun is asking for supplies. Allow other classes to be capable of putting down new supplies and explosive ammo.

I say we move away from restrictive class load-outs and give players more freedom to choose what load-outs they want during the game. That means weapons and abilities such as construction of defense fortifications. This game has to stop punishing players with time-penalties for redeploying for simple supplies.

"Redeploying" is not fun and it ruins the immersion of playing a WW2 game.
Last edited by ΛTA-RED; Dec 25, 2021 @ 8:29pm
< >
Showing 1-15 of 24 comments
Hydrated Dec 25, 2021 @ 4:50pm 
No :peace_hoi:
Find something else to play. CoD is available.
Teh_Diplomat Dec 25, 2021 @ 4:57pm 
I suspect the redeploying is a central theme to the game, it's likely why we don't have 'tickets' as you would with most similar types of games.

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
Last edited by Teh_Diplomat; Dec 25, 2021 @ 7:29pm
TWB*Clell_Miller Dec 25, 2021 @ 5:45pm 
Deal with it.
Emme Dec 25, 2021 @ 6:58pm 
Completely agree on the redeploy side of things. At least the redeploy button needs to go away for this game to come to it's full potential.

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!
Last edited by Emme; Dec 25, 2021 @ 7:10pm
ΛTA-RED Dec 25, 2021 @ 7:12pm 
Originally posted by Emme:
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.

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.
ΛTA-RED Dec 25, 2021 @ 7:21pm 
Originally posted by Teh_Diplomat:
As to whether you get a team that would be as organized is an altogether different issue tho lol

Hey, thanks for replying.
generalcarver Dec 25, 2021 @ 7:40pm 
NO way. If you want custom loadouts and no historical accuracy.. go find another game. MOST games on the market are that way. Lets keep Hell Let Loose in line with history.
Medryn Dec 25, 2021 @ 7:42pm 
Originally posted by Teh_Diplomat:
I suspect the redeploying is a central theme to the game, it's likely why we don't have 'tickets' as you would with most similar types of games.

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
Manpower acts as tickets though, you just dont lose the game with none, just spawns are much slower.
ΛTA-RED Dec 25, 2021 @ 7:47pm 
Originally posted by generalcarver:
NO way. If you want custom loadouts and no historical accuracy.. go find another game. MOST games on the market are that way. Lets keep Hell Let Loose in line with history.

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.
Medryn Dec 25, 2021 @ 8:08pm 
Originally posted by HUNTER-GORE:
Originally posted by generalcarver:
NO way. If you want custom loadouts and no historical accuracy.. go find another game. MOST games on the market are that way. Lets keep Hell Let Loose in line with history.

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.
There's already a lot of famous historical battles presented on HLL.
Originally posted by Teh_Diplomat:
I suspect the redeploying is a central theme to the game, it's likely why we don't have 'tickets' as you would with most similar types of games.

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
Pretty much on point.
Last edited by 〘キ〙GrimⅩⅠⅠⅠGeis†; Dec 25, 2021 @ 8:30pm
Vlenzo Dec 25, 2021 @ 9:16pm 
Manpower has no bearing on spawns all spawn points are on a set timer. Manpower at this point is for 3 things Reinforce it just makes your guys count for more well defending Encourage gives you more resources of all types for a few mins and the only other thing you really use manpower for is to convert to ammunition and fuel if need be.

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.
Medryn Dec 25, 2021 @ 9:26pm 
Originally posted by Vlenzo:
Manpower has no bearing on spawns all spawn points are on a set timer. Manpower at this point is for 3 things Reinforce it just makes your guys count for more well defending Encourage gives you more resources of all types for a few mins and the only other thing you really use manpower for is to convert to ammunition and fuel if need be.

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.
No, it isnt. manpower is consumed by spawning at a garrison, your spawn time will go up when you run out of manpower.
Vlenzo Dec 25, 2021 @ 9:39pm 
You are right about it being consumed when you die but it has nothing to do with spawn time. Garrisons 40 seconds HQ 10 seconds APC 60 seconds Outpost 20? or 15? seconds and Airheads are 30 seconds none are affected by 0 manpower. As for being consumed when killed I think if I remember right it is 10 manpower for a commander kill 5 for a squad leader/tank commander/recon leader and 2 for everyone else.

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.
< >
Showing 1-15 of 24 comments
Per page: 1530 50

Date Posted: Dec 25, 2021 @ 4:43pm
Posts: 24