Hell Let Loose

Hell Let Loose

Statistiche:
Dude , they've gotta fix HQ spawn killing.
Sorry probably a repeat post but like at least give 5 second HQ spawn kill immunity or something. Like every gamer in the entire world knows spawn killing is lame c'mon. Let them snipe arty or supply truck after 5 second whatever but this blows.
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Messaggio originale di Pvt. Dr. Sinclair 16th IR:
Messaggio originale di Pvt. Parts:
Agree. It’s gotten really obnoxious lately. They can roll a tank right in to your HQ and blow everyone away. I’ve said since I started playing that the row of map tiles where your HQ is should have a death timer, just like when you walk out of bounds. Get rid of the arty so you have no reason to go walk in to the enemy spawn.
get rid of an essential game mechanic [arty] to stop spawn killing... lol no
They could make Arty a commander perk so only commanders can call it in like they do with bombing runs etc.
Artillery is OP and lame.

Spawnkilling is also lame.

People that support spawnkilling have a skill issue.
Well to be honest spawn killing can get boring real quick and those who like spawn killing or encourage it doesn't want to offer fair play experience for the other team. Cause right now they prefer to rush the game early on and spawn killing, and other players will leave due to the experience they had.

There were a lot of suggestion to negate spawn killing or offer another chance for the other side being spawn killed to get back into the game but sadly there wasn't. It's all about forcing the other teams to quit and spawn kill none stop. I tried spawn killing before with an LMG yeah got a lot of kills but didn't make the experience a lot better.

Also arty should be a off map support for SL or commander and they should add other essentials to enhance the game play further and making each role more worthy, but sadly there isn't a recon can harass the whole HQ and camp.
Maybe put trucks and tanks behind a little "clear forcefield wall" that you can't shoot in or out of? Keep repair outside of it. Just a place to get in vehicle. I dunno just spitballing here. I vote mortars and commander arty but understand possible OP meta mortar scenarios.
I agree the HQs and arty are poorly thought out game mechanics, much like many other aspects but this is HLL we're talking about after all.

In all fairness, you're all wasting your breath anyway. This feedback was given back when the game was in EA and was ignored then. It's even less likely anything will change this late in the games development life cycle. So just butch up and deal with it or find something else to do.
Ultima modifica da Uncle Bunkle Beard; 24 ott 2022, ore 5:23
Put an AI machine gun turret in spawns.
Yeah I agree. Spawn killing should not happen at all, I don’t remember this being a problem a few years ago but not 30 minutes into a match and our tanks are getting destroyed , howitzers sabotaged, and our spawn zones camped. It really takes away from the focus of the game, capping and defending points.
Messaggio originale di bernz:
Put an AI machine gun turret in spawns.

I like this idea, even better than the death timer I suggested. The HQs in the game look nothing like what I imagine an HQ would be. There should be piles and piles of supplies, vehicles, all surrounded by a barbed wire fence with towers manned by sentries. It shouldn’t be so easy to just walk right in from any angle.
Messaggio originale di North_Dumpling:
HLL devs know nothing about game design and they pretend its fine. They wont fix it, they are too far gone

This is the truth, recon running for 10 minutes just to spawn camp artillery is terrible game design.

Then we also have these gigantic maps that could probably fit 300+ players, but instead we have 100 players which results in dumb flanks around the world. The maps are way too big for the current player limit. If the game dynamically adjusted the out of bounds areas based off of the strong point layout we'd get more of that reverse tug-of-war gameplay. Instead most games are usually 1 team teleporting behind the enemy via redeploy and then ninja capping everything before the other team can react.

One of the worse offenders is when the strong points go all along 1 side of the map, so you're close to an out of bounds line on one side, and the other side has a ridiculous amount of space allowing for some really dumb flanks.

I enjoy the gunplay in HLL but the overall gameplay is just trash.
Messaggio originale di cinoryn:
Messaggio originale di North_Dumpling:
HLL devs know nothing about game design and they pretend its fine. They wont fix it, they are too far gone

This is the truth, recon running for 10 minutes just to spawn camp artillery is terrible game design.

Then we also have these gigantic maps that could probably fit 300+ players, but instead we have 100 players which results in dumb flanks around the world. The maps are way too big for the current player limit. If the game dynamically adjusted the out of bounds areas based off of the strong point layout we'd get more of that reverse tug-of-war gameplay. Instead most games are usually 1 team teleporting behind the enemy via redeploy and then ninja capping everything before the other team can react.

One of the worse offenders is when the strong points go all along 1 side of the map, so you're close to an out of bounds line on one side, and the other side has a ridiculous amount of space allowing for some really dumb flanks.

I enjoy the gunplay in HLL but the overall gameplay is just trash.

i disagree, 300 players would mean that flanking would be near impossible to do without being seen and likely taken out, and points are too small for 300 players
it's been 3.5 years that you can counter hq camps with scout cars (recon + attack)

Yall just too stupid to do it.
I agree with the guy above me.
i thought you were leaving... XD
Messaggio originale di Busty milf stuck in dishwasher:
I agree with the guy above me.

Often times as well, a camped HQ is only there to deal with arty, people complaining about just wanting a truck Or a tank, ask ur commander to drop it off at a side HQ, it’s not hard
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Data di pubblicazione: 11 ott 2022, ore 18:31
Messaggi: 74