Hell Let Loose

Hell Let Loose

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Zen Aug 16, 2021 @ 7:29am
Maps too big for the amount of players that can play on each server.
Basically what I just said. Maps either need to be smaller or you need to provide support for more players. Half of the time you are travelling trying to get to the fighting which is really boring. Of course you can create forward garrisons but its still too slow and the deploy timers are also a bit harsh.
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Showing 1-15 of 44 comments
RED Aug 16, 2021 @ 7:41am 
Sound like you might want to go back to BF or COD. Not a jugement just facts
Gog Aug 16, 2021 @ 7:43am 

Well, the whole aspect of forcing infantry on both teams to run from HQ at the start of the match is totally unnecessary. There is so much time wasted for both teams running across the map, or trying to coordinate/wait for people to pile into a truck.

Just allow infantry to spawn further up the map, closer to the center objective on both sides. Let both setup their spawns and duke it out after warmup, while the Armor has to make their way from HQ. It would allow both teams to create a front line right off the bat.

This would help a lot with the maps feeling so empty. While also allowing infantry on both teams to guide their armor to where they need them. Like spotting enemy armor and guiding their teams armor into them, or help reinforce the front line.
Last edited by Gog; Aug 16, 2021 @ 11:09am
angriff Aug 16, 2021 @ 8:07am 
It is too small.. in my opinion.
tørfisk Aug 16, 2021 @ 8:08am 
Originally posted by Crafty:
Well, the whole aspect of forcing infantry on both teams to run from HQ at the start of the match is totally unnecessary. There is so much time wasted for both teams running across the map, or trying to coordinate/wait for people to pile into a truck.

Just allow infantry to spawn further up the map, closer to the center objective on both sides. Let both setup their spawns and duke it out after warmup, while the Armor has to make their way from HQ. It would allow both teams to create a front line right off the bat.

This would help a lot with the maps feeling so empty. While also allowing infantry on both teams to guide their armor to where they need them. Like spotting enemy armor, or help reinforce the front line.
you're not forced to run from hq. you take the transport trucks or wait for a squad leader or commander to build a garrison. if you're running from hq you are doing something wrong
Marty_ Aug 16, 2021 @ 8:57am 
Completely misses the point of the game
Malker Aug 16, 2021 @ 9:02am 
The new breed
DRGoodfellow Aug 16, 2021 @ 9:53am 
lol maps to big these are baby maps compared to the likes of Planetside 2 which has whole continents as the map and hundreds of players
kingsbishop7 Aug 16, 2021 @ 10:15am 
OP - I disagree. I think the maps size about right, they allow flanking which smaller maps would not.
Daddy Kermit Aug 16, 2021 @ 10:24am 
I think the maps are fine in their current size, allowing for even armor to flank positions allowing for more dynamic gameplay.
Gog Aug 16, 2021 @ 10:52am 
Originally posted by PBS tørfisk:
you're not forced to run from hq. you take the transport trucks or wait for a squad leader or commander to build a garrison. if you're running from hq you are doing something wrong

I said that.

Still is totally unnecessary. There is no reason not to just allow both teams to start with a more defined front line right off the bat. It would allow for way more satisfying matches imo.

Again, allowing only infantry for ether team to spawn further up near the center objective point while the Armor start at HQ. This would actually simulate how combat during WW2 was like.

Other than this, there are still some major flaws with this games design. Just jumping back into HLL and I can't believe there are still these same issues with how the objectives work compared to how they worked in alpha. Where you have one team leap frogging over the other after they take an objective totally uncontested because there are absolute zero spawns nearby, other than HQ.

Usually nether team builds defense spawns close to their "fall back objective". Both teams just depend on winning the first point before they decide to do anything about it.

The flaw is, the early objective points are already pre-captured. So someone has to go out of their way to head to the objectives you already have captured and build backup spawns.

While in something like Squad, each team has to manually capture each objective point from their HQ onward. Which is when they usually build their "fallback spawns".

The way it is now with both teams having their first 2 objective points being already captured makes even more sense to just allow teams to be spawns further up the map.

Or, fix this huge design flaw and force both teams to capture their first 2 objectives so people actually build backup spawns. You can't depend on a bunch of public players to go way out of their way to do this kind of thing because they almost never will, unless its "on the way".

I know i'm off subject of the thread, but jesus... how has this gone on this long and not been addressed or even brought up? People just run around every match like lemmings. The games design has literally gone backwards compared to what has come before it.

Last edited by Gog; Aug 16, 2021 @ 11:22am
alphajim49 Aug 16, 2021 @ 11:38am 
Originally posted by Crafty:
Originally posted by PBS tørfisk:
you're not forced to run from hq. you take the transport trucks or wait for a squad leader or commander to build a garrison. if you're running from hq you are doing something wrong

I said that.

Still is totally unnecessary. There is no reason not to just allow both teams to start with a more defined front line right off the bat. It would allow for way more satisfying matches imo.

Again, allowing only infantry for ether team to spawn further up near the center objective point while the Armor start at HQ. This would actually simulate how combat during WW2 was like.

Other than this, there are still some major flaws with this games design. Just jumping back into HLL and I can't believe there are still these same issues with how the objectives work compared to how they worked in alpha. Where you have one team leap frogging over the other after they take an objective totally uncontested because there are absolute zero spawns nearby, other than HQ.

Usually nether team builds defense spawns close to their "fall back objective". Both teams just depend on winning the first point before they decide to do anything about it.

The flaw is, the early objective points are already pre-captured. So someone has to go out of their way to head to the objectives you already have captured and build backup spawns.

While in something like Squad, each team has to manually capture each objective point from their HQ onward. Which is when they usually build their "fallback spawns".

The way it is now with both teams having their first 2 objective points being already captured makes even more sense to just allow teams to be spawns further up the map.

Or, fix this huge design flaw and force both teams to capture their first 2 objectives so people actually build backup spawns. You can't depend on a bunch of public players to go way out of their way to do this kind of thing because they almost never will, unless its "on the way".

I know i'm off subject of the thread, but jesus... how has this gone on this long and not been addressed or even brought up? People just run around every match like lemmings. The games design has literally gone backwards compared to what has come before it.
Or just make it yourself.
If nobody does it (you included) then the team doesn't deserve the win. Simple and no dev time required.
Cptn_Miller Aug 16, 2021 @ 11:48am 
the maps are really the only single f'n thing in this game that are historically accurate per say...

and the op wants small maps lol....... fubar
Last edited by Cptn_Miller; Aug 16, 2021 @ 11:48am
Gog Aug 16, 2021 @ 11:59am 
Originally posted by Cptn_Miller:
the maps are really the only single f'n thing in this game that are historically accurate per say...

and the op wants small maps lol....... fubar

I don't think they're too big ether. I just don't think they're utilized very well.

A lot of fat could be trimmed off with how the game modes are designed.
Cptn_Miller Aug 16, 2021 @ 12:01pm 
odds are they will do that and go full rtard
Last edited by Cptn_Miller; Aug 16, 2021 @ 12:01pm
Zigzagman Aug 16, 2021 @ 12:19pm 
The respawn flow is the real issue and moving. Trucks still drive like crap.
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Date Posted: Aug 16, 2021 @ 7:29am
Posts: 44