Hell Let Loose

Hell Let Loose

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Why there's no incentives to build nodes
When command tells people to build nodes SQUAD LEADERS almost never specify which squads are building nodes and five or six people ends up wasting 5 minutes redeploying twice. No wonder nobody wants to build nodes when command says.
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Showing 1-15 of 21 comments
Maulwürfelchen Jan 14, 2022 @ 11:01pm 
There is... If you build nodes, you get extra XP every minute the nodes are up. When you change the role, you get the extra XP for that role. So, if you want to level a role, it's a good idea to build nodes first...
AnthraX Jan 14, 2022 @ 11:19pm 
why wait for commander to ask in the first place, just pick engi at start and build 3...
Oedipus's Stepdad Jan 15, 2022 @ 12:20am 
Originally posted by AnthraX:
why wait for commander to ask in the first place, just pick engi at start and build 3...
half-way through the battle when nodes are being destroyed
kingsbishop7 Jan 15, 2022 @ 12:34am 
OP - Commanders don't like to spend command points on supplies trucks. It's low on there priority list. Result, lack of nodes.
Maulwürfelchen Jan 15, 2022 @ 2:47am 
Originally posted by kingsbishop7:
OP - Commanders don't like to spend command points on supplies trucks. It's low on there priority list. Result, lack of nodes.
No commander I know doesn't spawn sup trucks... Doesn't make sense too, as fuel nodes will give you back the fuel spent on the truck...
Chequematte Jan 15, 2022 @ 6:19am 
You dont need a commander to set up nodes or a truck just spawn at HQ as a Support and drop supplies then redeploy and grab engi then build manpower node 1st then lay mines then build next node then redeploy and grab support by the time youi get back into game supplied will be reloaded and you build next node. Now you can wait a couple of min for supplied to reload or redeploy and get into the fight but by doing this you help the team and get good ep for what ever you are working on.
Digital Merc Jan 15, 2022 @ 9:08am 
Originally posted by kingsbishop7:
OP - Commanders don't like to spend command points on supplies trucks. It's low on there priority list. Result, lack of nodes.
maybe idiot commanders... but any commander worth a commend is gonna drop you a truck as soon as an engy or SL asks.
Last edited by Digital Merc; Jan 15, 2022 @ 9:08am
fire_hive Jan 16, 2022 @ 7:41am 
I mean most games with a competent commander you will often see 2 sets of nodes be built right away. After that first 5-10 min there doesn't seem to be much incentive to expand or modify that generation further unless the originals get destroyed.

That said, I really wish the mechanics encouraged node building throughout the game either through positional buffs (your nodes generate more the closer they are to the front line), or by offering stronger AOE/sector perks.

Nodes as a chore you do at the start of each game then ignore for the next hour+ (unless destroyed) is a bore.
Digital Merc Jan 16, 2022 @ 8:37am 
Originally posted by fire_hive:
I mean most games with a competent commander you will often see 2 sets of nodes be built right away. After that first 5-10 min there doesn't seem to be much incentive to expand or modify that generation further unless the originals get destroyed.

That said, I really wish the mechanics encouraged node building throughout the game either through positional buffs (your nodes generate more the closer they are to the front line), or by offering stronger AOE/sector perks.

Nodes as a chore you do at the start of each game then ignore for the next hour+ (unless destroyed) is a bore.

it does kind of feel like a chore when you're one of a few people who start the match by building nodes in spawn... all the while the window lickers run off to stare at a candy-cane-magical-wall and watch a timer instead of swinging a hammer and getting some exp when you're otherwise locked out of earning any.

it still has more to do with the players than the game itself.
Caelib Jan 16, 2022 @ 8:47am 
If you cannot see the incentive, then you probably don't understand how the game works. Nodes are essential to winning a game. Not only that, they are a constant source of free XP to whatever kit you are playing.

If you are getting so salty over having to redeploy, then consider that it's just you that is the problem, not the nodes or the process of getting them built. It's pretty easy to look at the map and resource pools to determine how many nodes are built, if anyone is on the way to building them, etc.

Take the time to learn the mechanics of the game in terms of the default resource counts ... it's +30 each. Nodes add +10, to a maximum of 3 nodes of each type. That means the max resource pool for each type is +60. So if you open your map and see that there is any below +60, then look and see if there are any engineers with supply trucks or moving to existing supply to build nodes. Honestly, it's not hard but it does require some analytical brain power instead of just being a lemming and doing what you are told.
Last edited by Caelib; Jan 16, 2022 @ 8:51am
Digital Merc Jan 16, 2022 @ 8:52am 
Originally posted by Caelib:
If you cannot see the incentive, then you probably don't understand how the game works. Nodes are essential to winning a game. Not only that, they are a constant source of free XP to whatever kit you are playing.

If you are getting so salty over having to redeploy, then consider that it's just you that is the problem, not the nodes or the process of getting them built. It's pretty easy to look at the map and resource pools to determine how many nodes are built, if anyone is on the way to building them, etc.

Take the time to learn the mechanics of the game in terms of the default resource counts ... it's +30 each. Nodes add +10, to a maximum of 3 nodes of each type. That means the max resource pool for each type is +60.

that doesn't mean its not tedious, annoying and time consuming to do, but thankfully a lot less annoying now that we can place them in spawn and they still count to resource production. Though I do find myself getting quite annoyed when folks decide to place them outside the initial two 'HQ' rows... because anytime territory flips, the nodes go poof.
Caelib Jan 16, 2022 @ 10:57am 
Originally posted by datCookie:
The removal of this, coupled with the addition of nodes, a feature we were initially told was a placeholder until they reworked the resource system, utterly destroyed any kind of resource meta the game had or could have had.

The old system was fundamentally flawed ... once a team was pushed based to their last sector, it was almost impossible to recover because there was no way to generate resources. The new system isn't perfect, but it's miles better than what was there before.
_Artnik_ Jan 16, 2022 @ 11:34am 
You just need 2 soldiers - support and engeener. Often i create a locked squad, my bro choose supp then i reenter to the squad as eng.

1. Support drop crate on HQ.
2. Eng build Manpower node first
3. Cooldown of crate is reduced by 50%
4. Build other nodes.
5. Swap roles between eng and supp
6. Build a new 3 nodes.

This easy trick will help you build nodes in your HQ in safety. Need only 3 minutes for 1-st series of 3 nodes. In fact you even can do all this without 2-nd soldier. Just select supp, drop a crate, then as eng build a manpower node and plans for other nodes. Then reenter as supp and wait until cooldwon on your crate is over. Plans will exist enough long and you could build all nodes by support.
Last edited by _Artnik_; Jan 16, 2022 @ 11:40am
Andy Jan 16, 2022 @ 11:48am 
I agree with datCookie.
One of the things nodes were also supposed to do, was add another important feature on the map to be attacked/defendded. An important secondary objective(s) After the devs removed the original game mode, without it being properly tested. They said this about nodes.

In addition, these act as objectives and points of interest that you’ll either want to defend or attack, depending on who’s side the nodes are on

With this addition we’re hoping to add a new layer of strategy to Warfare mode and give players more tactical decisions and combat options that take advantage of the whole map in every match they play.

See what the devs said about the original meta being dropped. I.E the problem nodes were trying to solve.

the soul of the sector gameplay we initially described is diluted. We can see that we've compromised the level of strategic freedom that we described in the Kickstarter. If you’re a community member who feels frustrated by this, I’m keen to let you know that our key task now is to introduce additional features that add and emphasise greater strategy and RTS elements of the game. For the Warfare gamemode, this means looking at implementing secondary objectives and reworking how resources are acquired in order to give each team the ability to effect their resource flow in a more meaningful way (eg. building a Fuel Dump to generate fuel). It also means looking at our upcoming Offensive gamemode and making sure there is a decision-making process in every attack.

But, they're never given the importance the devs intended. What was intended as a substantial secondary objective that teams would try hard to attack/defend. Now is an rush to get them in at the start followed by largely ignoring their presence.

This was supposed to reignite the strategic gameplay from the original meta.
Utter fail.
Last edited by Andy; Jan 16, 2022 @ 11:50am
HaKke Jan 16, 2022 @ 4:08pm 
can we get the possibility to create support suqads? why can i build as ingi only each node once?
why can't we build all 3sets as support suqad?
the possibility of building tank barriers is actually also ridiculous due to the terrain.
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Date Posted: Jan 14, 2022 @ 10:37pm
Posts: 21