Hell Let Loose

Hell Let Loose

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Orihalcon Dec 22, 2023 @ 9:05am
Suggestion: Change of Rules for supply trucks in Offensive mode
I want to suggest a change of rules for supply trucks in offensive mode.
As defender, you are unable to build up a defensive point because of the rules that do not allow to drop supplys from trucks in the first 2 sections of the map
maybe please change that rule for offensive gamemodes so you can build fortifications in your last position without wasting commander resources?
Would apprecheate that.
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Showing 1-7 of 7 comments
DesertDust Dec 23, 2023 @ 12:27am 
You can drop supplies in the first two lines as defenders, but not in the grids of the sector which is last do defend.

It is possible to drop those supplies just behind two lines or on the sides of it - and bulid your fortifications there. It works.

There is also a manpower node mechanic, which reduces supply box cooldown for support soldiers.
Last edited by DesertDust; Dec 23, 2023 @ 12:28am
Orihalcon Dec 24, 2023 @ 5:02am 
It should be possible to drop boxes in the grid of the last to defending sector, otherwise it's completely useless how it is now.
and yeah, what FlamingDeath says is accurate
DesertDust Dec 24, 2023 @ 6:57am 
Tried to drop supplies from supply truck on El-Alamein - British offensive as Germans in vehicle depot, which was the last sector to defend - game didn't let me. Imho working properly.

Didn't test on german offensive, but i think it should be the same.
Zeu$ Dec 24, 2023 @ 12:19pm 
The defenders already have all the advantages. They have arty who can't be killed for most of the match, default garries with short spawn time, attacking teams who can't build nodes or blue zone garries at start of game. Fairest thing to do is to change first two squares from red zone to blue zone for both teams.
Teh_Diplomat Dec 24, 2023 @ 12:32pm 
The issue is the crux of all issues with HLL; there are designs and game rules, but no central tenet, or philosophy as to why it's this way.

Offensive mode in theory should be amazing, and help you to understand how to defend the various control points on each map. Since it's randomized on offensive mode, and in Warfare the points have to connect/touch (straight or diagonal) to truly allow for some great flanks; but the game has arbitrary rules that needlessly leave the mode feeling disjointed.


As others have brought up: Recon can only go 2 grids beyond the active capture point, meaning Arty can't be stopped until after you've taken the middle. That's insane, considering they are RECON lmao.

Only one side gets Arty - and it's not like it even makes sense, maybe if defenders have it, but then offensive side can acquire their guns after another sector capture, or a commander ability to soften/smoke a target before attacking?


Also, when the match starts, the Defenders can drop supplies in their VERY FIRST point from the trucks; where as the offensive team needs to drive PAST those 2 grids to drop theirs. Meaning, all the defenders Nodes, can be built immediately and allows them to never run out of abilities as Cooldown is the only factor.

Also, the Defenders (for their 2nd point) get 3 indestructible garrisons on 10 second respawn timers, that have to be manually pulled down; they can't be bombed, rocketed, satcheled, or shot with Tank Shells.


Defenders should be given 5 minutes to set up defences with 2 of each truck, and not be able to build in the first 2 grid sections to allow the attackers to at least gain the 1st point.

The fact it has the same start up phase is also weird, as only 1 team is defending, as opposed to the tug-of-war nature of Warfare mode.
Last edited by Teh_Diplomat; Dec 24, 2023 @ 12:35pm
Zeu$ Dec 24, 2023 @ 12:39pm 
Hopefully the new Offensive skirmish mode will have improvements which could get implemented into the normal offensive mode in the future.
DesertDust Dec 25, 2023 @ 1:24am 
Originally posted by Teh_Diplomat:
The issue is the crux of all issues with HLL; there are designs and game rules, but no central tenet, or philosophy as to why it's this way.

Offensive mode in theory should be amazing, and help you to understand how to defend the various control points on each map. Since it's randomized on offensive mode, and in Warfare the points have to connect/touch (straight or diagonal) to truly allow for some great flanks; but the game has arbitrary rules that needlessly leave the mode feeling disjointed.


As others have brought up: Recon can only go 2 grids beyond the active capture point, meaning Arty can't be stopped until after you've taken the middle. That's insane, considering they are RECON lmao.

Only one side gets Arty - and it's not like it even makes sense, maybe if defenders have it, but then offensive side can acquire their guns after another sector capture, or a commander ability to soften/smoke a target before attacking?


Also, when the match starts, the Defenders can drop supplies in their VERY FIRST point from the trucks; where as the offensive team needs to drive PAST those 2 grids to drop theirs. Meaning, all the defenders Nodes, can be built immediately and allows them to never run out of abilities as Cooldown is the only factor.

Also, the Defenders (for their 2nd point) get 3 indestructible garrisons on 10 second respawn timers, that have to be manually pulled down; they can't be bombed, rocketed, satcheled, or shot with Tank Shells.


Defenders should be given 5 minutes to set up defences with 2 of each truck, and not be able to build in the first 2 grid sections to allow the attackers to at least gain the 1st point.

The fact it has the same start up phase is also weird, as only 1 team is defending, as opposed to the tug-of-war nature of Warfare mode.

Default garrisons can be satcheled. Attackers can drop supplies from supply trucks just before they capture the first point, so you can mitigate this.

As for recon - thats unpopular opinion - i prefer that they can enter into just 4 lines into enemy territory, because its easier to find their outposts. Countering recon in Warfare is unnecessary complicated. I find it overpowered, that they can place their outposts anywhere. Argument "But they are recon, they are supposed to create chaos behind enemy lines" doesn't convince me. I won't continue on this to not derail the thread. ;)
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Date Posted: Dec 22, 2023 @ 9:05am
Posts: 7