Hell Let Loose

Hell Let Loose

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20 Thg11, 2020 @ 9:16am
Developer Briefing #103 - Supplies, Resource Nodes, Ammo Types, Wilhelm Update
Xem toàn bộ thông tin sự kiện tại đây:
https://steamcommunity.com/ogg/686810/announcements/detail/2921109788452434373
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THORNO 20 Thg11, 2020 @ 2:09pm 
lol at these pepe kids
Techno78 20 Thg11, 2020 @ 2:19pm 
Now we need fuel supplies to ;-)
Skram 20 Thg11, 2020 @ 2:28pm 
Nguyên văn bởi TFB Mitsie:
Will HLL ever come to VR, would be awesome to play with the complexity and depth of game play that HLL has to offer with the immersion of VR.
Nobody cares about your overpriced fad box
Lorem Ipsum 20 Thg11, 2020 @ 2:36pm 
Nguyên văn bởi FWS Telu:
So ennemy will not destroy manpower nodes in ennemy territory because they know than support can't reach them to get a new supply case. Very Smart from the dev.

Tanks will aim truck for 3 sector range to destroy any possibility for the support to build garrisons.

Snipers will kill the monkeys who try to bring supply crates near a capture point to build garrison.

Artillery will destroy garrison so support can't really build garrison again since they don't have supply crates.

The 5 soldier of a squad will switch to support to get 5 supply crates. Since the support can't get a crate when he die.

People will be forced to build nodes in friendly territory. So they will get only +5/min. I hope the node limit will be rise up.
I have to agree that many of these will happen to one degree or another.

They came up with a complex solution to a simple problem which will only create more problems.

People will get annoyed with being asked to swap to support. People will get annoyed as a support having to run to a node to get resupplied with supplies.

Engineers will get annoyed at only being able to build one node at a time and then run to find more supplies. They will get annoyed at having to rebuild nodes that have been taken down because they had to be built in an area that is public instead of remote.

Here's the simple solution: Supplies, ammo crates, and even tank ammo is replenished by being inside any currently held strong point or HQ Spawn.

That's it. It's that simple. Go there and start the process of getting more ammo, supplies, or fuels. No screwing up the rest of the game and making people spend half the game running around and swapping roles instead of playing the actual game.

If they want to make nodes an additional place to replenish these items, fine, but having them be the only place is going to screw many things up.
Lần sửa cuối bởi Lorem Ipsum; 20 Thg11, 2020 @ 2:42pm
[BLK] Telu 20 Thg11, 2020 @ 3:06pm 
Yeah, they should stop making features like that and concentrate on making new western map. (Who care about a eastern front who will be so expensive, since you need to reskin everything instead of just making a map) There is not so much map. Or maybe creating a SDK to allow modders to create map with the workshop. Like on Team Fortress 2. Then, we will have something to play on it instead of replaying all maps & hating PHL, HILL400 & Hurtgen forest because of bad level design.

A sdk during early access is pretty common in modding hobby. Modders can handle that without real issues.
Lần sửa cuối bởi [BLK] Telu; 20 Thg11, 2020 @ 3:08pm
Taldren 20 Thg11, 2020 @ 3:27pm 
Nguyên văn bởi Flump:
What happens if you are pushed back to the last sector?

You cant build nodes in the first 2 rows.

Yet you can only resupply support boxes at nodes..... that cant be built where you have been pushed back to????

I can foresee a lot of SLs desperately asking players to jump in and out of roles just to get support boxes down from different players.....and no one listening......as the team slowly loses.....so SL leaves and rejoins squad as support.......by which time the encirclement is complete and your teams demise is imminent.



ps...Player icon scaling ….bravo!

This is a good point.

Can we assume that you get fully resupplied when you spawn on an HQ point? It would make sense because then the downside of doing that is the trek back to the front, making it only valuable if you can hitch a ride in a truck.
Taldren 20 Thg11, 2020 @ 3:33pm 
Nguyên văn bởi Lorem Ipsum:
Nguyên văn bởi FWS Telu:
So ennemy will not destroy manpower nodes in ennemy territory because they know than support can't reach them to get a new supply case. Very Smart from the dev.

Tanks will aim truck for 3 sector range to destroy any possibility for the support to build garrisons.

Snipers will kill the monkeys who try to bring supply crates near a capture point to build garrison.

Artillery will destroy garrison so support can't really build garrison again since they don't have supply crates.

The 5 soldier of a squad will switch to support to get 5 supply crates. Since the support can't get a crate when he die.

People will be forced to build nodes in friendly territory. So they will get only +5/min. I hope the node limit will be rise up.
I have to agree that many of these will happen to one degree or another.

They came up with a complex solution to a simple problem which will only create more problems.

People will get annoyed with being asked to swap to support. People will get annoyed as a support having to run to a node to get resupplied with supplies.

Engineers will get annoyed at only being able to build one node at a time and then run to find more supplies. They will get annoyed at having to rebuild nodes that have been taken down because they had to be built in an area that is public instead of remote.

Here's the simple solution: Supplies, ammo crates, and even tank ammo is replenished by being inside any currently held strong point or HQ Spawn.

That's it. It's that simple. Go there and start the process of getting more ammo, supplies, or fuels. No screwing up the rest of the game and making people spend half the game running around and swapping roles instead of playing the actual game.

If they want to make nodes an additional place to replenish these items, fine, but having them be the only place is going to screw many things up.

I agree with the Support role switching, that sounds awful and annoying. The node thing doesn't bother me that much because hiding nodes randomly in enemy territory is a massive time sink and, frankly, stupid. It takes one squad several minutes to run to the +15 area and role swap until everything is in place, just to get the resources. So, consolidating resource nodes closer to main objectives sounds like a way to focus things.
Taldren 20 Thg11, 2020 @ 3:44pm 
Now that one of the issues could be members of squad swapping to Support to quickly get more supplies without waiting on the cool down, is there a way to make it so the supply cooldown for the Support role is actually for the entire squad? That way if the roles are swapped or someone leaves and a new person joins and chooses Support, his cooldown is based on the last time a Support from that squad dropped supplies?
Lorem Ipsum 20 Thg11, 2020 @ 3:54pm 
Nguyên văn bởi Taldren:
Nguyên văn bởi Lorem Ipsum:
I have to agree that many of these will happen to one degree or another.

They came up with a complex solution to a simple problem which will only create more problems.

People will get annoyed with being asked to swap to support. People will get annoyed as a support having to run to a node to get resupplied with supplies.

Engineers will get annoyed at only being able to build one node at a time and then run to find more supplies. They will get annoyed at having to rebuild nodes that have been taken down because they had to be built in an area that is public instead of remote.

Here's the simple solution: Supplies, ammo crates, and even tank ammo is replenished by being inside any currently held strong point or HQ Spawn.

That's it. It's that simple. Go there and start the process of getting more ammo, supplies, or fuels. No screwing up the rest of the game and making people spend half the game running around and swapping roles instead of playing the actual game.

If they want to make nodes an additional place to replenish these items, fine, but having them be the only place is going to screw many things up.

I agree with the Support role switching, that sounds awful and annoying. The node thing doesn't bother me that much because hiding nodes randomly in enemy territory is a massive time sink and, frankly, stupid. It takes one squad several minutes to run to the +15 area and role swap until everything is in place, just to get the resources. So, consolidating resource nodes closer to main objectives sounds like a way to focus things.

In warfare if you do it intelligently (the current way) you end up with a flanking garrison and safe nodes.

In offensive mode this new way is going to be a nightmare for defenders. Imagine you're defending omaha beach and manage to hide all your nodes far forward when the game starts. Then you lose a couple sectors. Those sectors are then locked to normal infantry - how are they going to get to those nodes to resupply? Even if they are not so far back that they're locked but sill in red territory, there will be no close garrisons, so the choice is for every squad to put their outposts in enemy territory that has no strategic value other than they're close to nodes they need to get 50 meters near in order to magically resupply their supplies. Then they run hundreds of meters to use the supplies. Ridiculous.

Like a lot of things that the devs have been doing recently it looks like they didn't bother to think through all the ramifications of their decisions.
Lần sửa cuối bởi Lorem Ipsum; 20 Thg11, 2020 @ 3:55pm
SneakyToaster 20 Thg11, 2020 @ 4:05pm 
Nguyên văn bởi Logancio:
Nguyên văn bởi SneakyToaster:

Runlikehell,

I think we all appreciate your honestly...Note: YOU Sir, DO NOT SPEAK FOR THE TREES...aka this community.

Be part of the solution and either provide constructive feedback through the appropriate channels, realize the game is still in early access, and play the freakin game man. Or do the alternative, find another community to grip to, but not this one.

You aren't entitled too to speak in behalf of the "community" a lot of players agree that some root bugs have to be fixed asap instead of getting more stuff aka more bugs in the game, so let the people express his opinions freely, u ain't but a player here, Mr.


Attempting to insult someone who calls out a whining and gripping post, who appears to desire the game to fail...ok bro. I'll admit, I neglected to include the glitter, unicorns, and forgot to complete my sensitivity training for this month. Probably should have came across much nicer than I did, and for that I apologize. Sorry Runlikehell. (good song btw).

Did I censor him? Did I report him? Did I ask him to delete his post? No.

He has a right to share his thoughts, as do all of us. Good Day Sir...

I said GOOD DAY!

Sounds great across the board, I think it will solve most issues and put the game in a position were you can start ironing out the final bits before the east front.

I'm not sure about the cooldown system. Its definetly an improvment to the old system, but consider puting the cooldown on the node itself, and that it can hold a couple of "charges." Maybe they can hold 4 "charges" of 50 supplies, and they will refil one charge per minute.

That would keep the limitation, but yet alow bursts of hard work, in a way removing the tedium of waiting. In addition to this consider alowing the support to place several boxes of 50. Maybe 4 boxes.

Consider alowing for multiple refils from the same ammo box, but decreasing the amount in them if you feel the need to balance them.

More mines if you would be so kind. Would create an interesting obstacle, that would work great with the new ammo and fortification system. Maybe a doubling to start with, and see how it works out. Mostly refering to AP mines here. Bring back bauncing Betty!


Adressing some of the problems that some people have pointed out:
There will likely be more nodes now, and not just two placed in the rough middle forcing everybody to run back and forth. That would maybe not work very well, also keep in mind the new trucks, and that the post by the devs is very likely not conclusive.

And on offensive the system will either work differently, or the nodes will be destroyed like everything else is currently (apart from field guns ofc.)

You will likely spawn with full supplies and ammo at HQ.

This will make destroying a garrison more significant, and demand a more long term defensive plan and not just garry spam. The new fortifications (and hopefully the mine addition mentioned above) will maybe balance this out.

And the suggestion to make the hard-cap refil your supplies, would make it even more tedious counter to your argument, and make the game beyond simplistic. The distance would be on average the same, but not alowing for any creative and/or cordinated teamwork which is counter to everything else being attempted. If you can build lets say six nodes (assuming balance of resource spendeture), this would solve the problem but keep the mechanic intact. Not just stripping away everything, because its not yet properly balanced.


But great work so far devs ;)



P.S. I think some people fail to realise that games like these are more about the experience of teamwork, and offering a wide array of tools, some more conventional than others. The idea is a strategy game in FPS format. This demands role to role dependancy, and several ways of tipping the scales, besides the normal "memorize the map, and twitch aim". I can't see a future for a garry spam frontline with some tanks and arty thrown in from time to time. Which seems to be what some people want. This is the eqivalent to increasing difficulity by increasing hit points, or spaming "meta" units just to win without effort, or thinking. Out shooting, should be met with just as much out smarting. Learn to use the tools, and understand that the game is still implementing new ideas and fine tuning can only be done after the interplay between mechanics is clear and a meta has been established.
Lần sửa cuối bởi Jack - (SE.RU.DE.GB); 20 Thg11, 2020 @ 4:48pm
Sleepy_Walker 20 Thg11, 2020 @ 5:00pm 
Interesting change. One of two good thoughts my friend and I had while musing about the subject some months ago.

This gives new synergy between engineer and support. Support can do the normal "build more garrisons" move with the squad leader, or support and engineer can literally build up some major defenses anywhere one supply crate at a time via the manpower node. More supports leverages more defenses and stronger garrisons.

Now, no matter what, engineer has a permanent spot on the team and not just a "switch for a few minutes" class. Moving nodes around, building up garrisons, or frontline cover reinforcement for troops (lvl 1 wall behind a flimsy wood fence?) now becomes the engineer's bread and butter that can last the entire match.

Things to remember that are coming in update 8
-transports (I think)
-bullet penetration
-upgradable defenses
-grass render distance
-more?


Can garrisons and outposts be put in hardened bunkers to protect from artillery? How fast is the resupply timer? How much supplies are needed (as in how fast can it be built) for some of these structures? How many more medical supplies will be used due to bullets going through cover? How many more bullets are going to be used due to shooting blindly at cover? Just how much more effective is suppressing fire going to be with less capable cover? Should a node be built in an occupied building to simulate well supplied troops? Should walls be placed in/outside of buildings (if they fit) to harden them up from penetrating rounds? Should heavy machine guns really have 250 rounds in U8????

All of these play off of each other a lot. U8 will be a big change to how the game flows and plays. Personally, I like the direction the game is going. I have my gripes, but overall I feel these added mechanics and render changes will make the game very interesting.


Concern that has not been voiced:

limitation of nodes (2 per type per team) could really restrict what could be a really interesting game play loop for engineers to refill the reinforcement boxes of the other classes. Perhaps allow more nodes to be built, but have the resources gain at only the best ones or have a resource gain cap at update 7's maximum resource rate...... also let nodes auto-deconstruct/breakdown to not force people to somehow go back to terminate the node. Say, let a player have 1 node of each and then when they place a new one the last one deconstructs. Could also restrict 1 node per type per squad. Personally I think an annoying to rig system (costs time) is nearly as effective as a system that cannot be rigged (one node per type per squad....per person to prevent lots of small squads).
😑 20 Thg11, 2020 @ 6:04pm 
interesting.
can't wait to see how these changes work in practice.
great work as always, glad to know you are taking community feed back cant wait for the update to release, keep up the awesome work
Cardinal 20 Thg11, 2020 @ 7:11pm 
Well now if you want quick supplies you have to have your nodes near the objective at all times, risking the enemy taking them down. I guess that's cool but most of the time people place nodes way ahead, away from any objectives, to get that extra boost of resource income. Things are changing quickly and I'm worried about this. Sounds cool though. Gives you more of a reason to defend around the objective now.
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