How to fix Hell Let Loose | Most requested features
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- čas přidán 19. 06. 2024
- If you hadn't heard Hell Let Loose has new developers. Blackmatter are out and a new studio of "AAA" developers has been created.
So far the updates of their intentions are vague, so I've "penned" an open letter with a 10 point plan containing the most requested features from the community, for quality of life updates and immersion, rather than MORE CONTENT.
00:00 Intro
02:00 Console server list and crossplay
02:30 Bi-pod placement
03:12 A tutorial?
04:38 Medics need to change
05:45 Post Scriptum did it better...
06:18 Garrison placement
07:00 Spawning vehicles / tank combat in general
08:30 Artillery vs Recon, it needs to change! Mortars!
10:30 Spawning / garrisons / tables in fields
12:20 An honest roadmap & optimization (or lack of!)
Links mentioned in the video:
Hell Let Loose - What Happened • Hell Let Loose | What...
Blackbird Interactive devblog • Developer updates aren...
#hellletloose
patreon.com/Twiglets2 - Hry
You guys have such great ideas in the comments of previous videos that I had to put the best together for the new developers' attention. These are the ones that come up time and again, but what others would you like to see? Not just more and more content, but quality of life and immersion tweaks? I look forward to hearing your suggestions!
@@maximvh1 Thank you! Great idea, I'll do that now :)
@@maximvh1 Thank you! And thanks for the time stamps reminder, I'll get onto that when I'm on my break!
@@maximvh1 Thank you! I'll get some time stamps in there, and great idea on the artillery, it seems something needs to be done!
Hey. Great vid. and on point too. I completely agree with all the things you mentioned. I started playing HLL on July 1st and have over 500 hours in it already. So I guess I can consider myself an experienced player. There are a few things I would suggest for the devs to do (both short and long term) to make the game better and more immersive, imho.
1. since the addition of jeeps, they have been fun but mostly useless since commanders rarely spawn them and most consider it a waste of resources. jeeps need to spawn from the start like any other vehicle, for recon or commander to be able to use it. especially for recon, jeeps would be so much better as a starting vehicle than taking a truck.
2. uniform patterns should be locked to a specific map. it looks odd when dudes storm omaha in their 1943 pattern winter coats or jungle camo. this would make it more period correct. in the long run, each map should have a specific uniform loadout available based on what units fought there historically.
3. tanks should also be map specific and limited to specific patterns that were used there historically. heavy tanks should be made more rare (by increasing cost and spawn timer) in order to break the meta. more variants of pz3, pz4, sherman, and t-34 need to be introduced. heavy tanks can also have a timed limit for when they can be available to spawn. let's say the team gathers resources fairly quickly, but the heavy should still be on a timer and be available only after 30mins (or more) since match start.
4. tank camo and customization should be available and tied to player progression. these are cosmetic only. different camo patters, stowage, twigs and branches as camo, nets, paintjobs and markings, etc. when a commander spawns a base version of a specific tank model, once the tank commander claims that tank, its appearance changes to his loadout (also map based for better historical accuracy).
5. tank crew ability to pop their head out of the hatch for better visibility. as a driver, I want to be able to open my hatch and see where the heck I'm going and if I can fit there. same for commander - he should be able to pop his head out and observe the surroundings. you make yourself a target, sure, but that's your problem)) would make yourself a more compelling target for enemy snipers (assuming they remove arty and people will stop screaming "recon, go kill arty now!!!")
6. machineguns on vehicles that can be used by crewmen and infantry alike. having a .50 cal on your tank's turret that can be used by your supporting infantry, would make light and medium tanks a more viable solution as infantry support in urban environments.
7. Offensive mode needs rebalancing really badly and urgently. it's not fun and mostly unplayable since the defending side is at a disadvantage in most cases. I'm not exactly sure how to fix it, but perhaps rebalancing the resource generation timers and spawn timers would somewhat help. for example, let the defending team spawn faster. remove auto resource generation and make each team build nodes. while letting the defending team to infiltrate further into enemy territory to disrupt logistics (could be limited to recon squads only), but give some ways for the defenders to slow down the attackers.
8. fix the goddamn collisions! it's so frustrating when you seemingly can't jump over an obstacle that's barely knee high. I got killed so many times because my positioning wasn't pixel perfect when jumping over a fence or some rubble. same for vehicles that get stuck or can't go through things that should be passable. a tiger shouldn't be stopped dead in it's tracks by a flimsy wooden cart or a fence post. same when rolling over a bush. a bush should not stop a freaking 40ton tank or bullets for that matter. I understand that having some reliable cover is crucial, but making it impossible to shoot through things that have zero to no density is plain stupid. fixing collisions should be on top of the list, now that I think about it... anyway, they need to be addressed first, before anything else is done and have some consistency on what's passable by vehicles and players, and what can be shot through.
9. anti tank rocket launchers need to have proper elevation sights. it's there, on the models, just not working. I want to be able to select which sight I'm aiming through rather than taking a guess and shoot blindly at a vehicle that's 100+ meters away. if you look at the bazooka, for example, it has 3 sights for 100yd, 200yd, and 300yd.
I'm pretty sure I forgot some of the gripes I had with the game that I would like addressed, but that's still a huge list of improvements that's likely to take years to implement. and considering they plan on releasing new factions, maps, weapons, mechanics, etc. the things above are likely to never make it into the game. there, my ranting essay is over, lol.
@@hodsmat Thank you for the essay, I found it interesting!
I agree with all of that, just a shame that it'd take them so long to include everything. Guess I'd be happy if at least a few of those are included!
You’re definitely right about the mature player base. a lot of us gave up on the arcade shooter and came here. I’m glad I found a new home. The community is amazing.
@Waylonfair I'm exactly the same as you, and I think there is a risk the new developer doesn't realise that and treats us like a less mature playerbase with the risk of annoying us all! Hope I'm wrong of course...
Well said mate, spot on!
Ah yeah, the medic...yesterday i was tutoring a lvl 1 player, and told him "don't play medic, u'll just get frustrated. I play medic in other games, but not in this one." Squad and even Foxhole will let you carry/pull a wounded player to cover...but not this game.
@Omidion Exactly this! I've played medic in these kind of games for more than 20 years so it saddens me how unviable they are. Another fun game where you can drag players is Battlebit, just goes to show how easy it is.
The medic was the first thing i went to as a new player. You dont have to focus fighting. Honestly a great way to ease into the game. Teaches how to gauge the danger of an action. Other roles are are stressful. Dragging would be nice but the wonky terrain blocking would need to be fixed first.
@@ThefanaticFoxUser That's an interesting point, I can see how medic would be good for a newer player to ease into the game.
With the wonky terrain I think you've touched upon a bigger problem with the game. I agree that could get in the way of a dragging mechanic because of the way the game is, and ultimately I think "the way the game is" will stop many things being introduced, it's like they need to start fresh with these new mechanics in mind, but easier said than done!
Medic is objectively the worst class in the game because it just doesnt fit due to bad game design
-Dying and respawning doesnt have a negative Associated, only positives
-dying and respawning gives free full gear and equipment
-being revived is worse than respawning, by being revived you are denied from having your gear and grenades restocked
-the amount of outposts and garrisons is far too high, theres too many spawnpoints in this game and that has many negatives associated, dying and respawning doesnt take long and you will be in action very quickly because you dont have to respawn far from combat. Players dont fear dying because it literally just doesnt matter.
- a player has very few reasons to wait for a medic, waiting for a medic revive is only a roleplay/immersion thing mostly, unless you are far away from spawn points and want to continue the flank.
I have max lvl medic and used to main it, i just found myself dragging down the squad by not being combat effective past close range with my pistol(i prefer infinite pistol ammo over extremely limited rifle ammo)
@@chost-059 Good points, many times as a tanker, after and AT guy shot his two rockets i've said "don't reload him, don't kill him !" :)
Also think Squad handled the medic role way better.
Really happy you mentioned the whole COD thing too many world war games being ruined
@colwee5721 Fingers crossed but I have a bad feeling. Did you see their latest update? Seems fine on the surface but directing us to their privacy / use of data policy. It does make me wonder what they're doing under the surface!
Sad thing is Cod didn't used to be the arcade over adrenaline option, was always fast-paced, but the maps were bigger, expanding on the good from mohaa/cs/bf, to be its own game with realistic asthetics (for the time of crt monitors go). Now every game stives for that adrenaline rage with pink slipper dlc.
One thing that wasn't mentioned which I'd like to see is changes to the collision between placeable objects and the map. We shouldn't have to find surfaces of the map which are free of anything to collide with the object being placed. I'd like to see OPs on the second story of buildings, ammo boxes on tables, supplies dropped on benches etc.
Similarly, the placement of wire and barricades would hugely benefit from the same treatment. Where a small stone prevents the placement of a segment of wire/seamless piece of wall, perhaps changes can be made. I dream of a more user-friendly style of placement for defenses. Something akin to the click > drag > build mechanic of wall placement in RTS games. Perhaps this style of defense building could be implemented to choose the height/elevation of sandbag walls or raise an AT gun high enough to shoot from a trench position?
Another thing! I’d like to see them also think about grass in high foot traffic areas being “hidden” or deleted somehow. It doesn’t make sense to see grass blades sticking through the floor of bunkers
@camskies4595 Great points all! I do wonder if the devs are limited by the engine they are currently using. I would guess part of them would like to scrap it all and start again with these suggestions in mind from the ground up...we can only hope they improve things!
I mainly play as a medic in HLL I agree 100%. If you could drag downed players out of the way, it would be game changing in the best way.
-doc
@jake5025 I'm glad you agree. It may not resolve all issues, but I reckon it would help!
Something i would love is the chance that medics are revived as well. I see two options here: having 2 medics per squad; or everyone being able to revive, a limited amount of times, like in Squad or Post Scriptum (in those games this is a lot more fun and forgiving for the medics, although i understand that it doesn't make too much sense).
Give the downed player a reason to live, give the medic a bigger purpose. Personally I like it for the roleplay value, I liked it when you originally spawn with a pistol and a dream (alpha). But 'meta-game' says respawn, its faster and more effective 😢
Squad and other games have a few ways of making your downed player want to stay in, spawn adjustments, loadout resources, and characters buffs/debuffs.
I really don't want for Artillery to be removed, it's one of the things that really makes this game stand out to me. I just want it to be reformed with a variety of mechanics
@user-bv7zo6vd4m That's fair enough, how would you like to see artillery or other mechanics change??
@@twiglets2 just to throw out a couple of ideas: the most obvious one would be to make the Artillery pieces destructible so there is a counter for them other than spawn killing. They could work like garrisons in that they could be destroyed at range with an explosive weapon, or by pressing e to dismantle them
The second is to make the actual shells more visible so you don't just die to them suddenly. They could make them make the hissing noise, leave a trail of smoke behind them and stuff like that, depends one how much realism they want to sacrifice. If players where able to avoid Artillery this would also make it an effective area denial tool.
And finally I would suggest that the actual mechanic of shooting the Artillery becomes more skill based. It already kind of is, with the distance-elevation ratio, but you can just have a calculator and then you have 100% accuracy. There are lots of stuff they could do with this, like different ratios of gunpowder, different kinds of shells, wind direction, that sort of stuff
@@user-bv7zo6vd4m Now that you mention it, there are many possibilities. I hope they explore them and don't just try to give us a battle pass and a new tank behind a pay wall!
mobile mortar unit instead of artillery.
@@emanuelherrerias4082 Sounds pretty cool to me!
As far as garrison design goes, I'd do with two designs: Officers place down a large army tent with a closed entrance while the older table garrison would stay as the commander's garry. Similarily, i'd also tweak the outposts so the existing design would stay as a high-profile outpost that would indicate infantry while recon squads would get a camouflaged low profile outpost.
Great idea
Make driving less awkward, I am tired of getting a tank stuck in a literal piece of rubble down the road or a small bump, just after "phasing" through rock walls.
Tanks are also supposed to be able to cross trenches, but that only works sometimes, I've seen tigers upside down in trenches, I even saw a panther stuck on a electricity pole, it was on top of it.
@egonzalez4294 100% they need to sort that, and how small pieces of environment can block a tank shell is ludicrous!
Gotta go fast AF and get lucky with those teenchs
Excellent video, HLL is an unpolished gem, great fun with even more potential.
lovely video, I hope the devs would follow along to improve the game and make it even better !
@abdullah20f76 Thank you! I hope they do, we know very little about the new studio other than two brief blogs which don't say very much. Do you enjoy the game as it is? Any improvements that you would like to see first?
GARRISONS: Well a big difference about when i jumped from Squad and Post Scriptum to this game is that the garrisons/spawns can't be put inside buildings. For me, it makes more sense that you have to attack key buildings instead of key "yards". But maybe, like in those games, you can change the tables for tents, or something a little more remarkable.
MEDICS: Another big difference i always found is that in Squad and Post Scriptum anyone can revive others (a limited amount of times). This makes the game a lot more forgiving and entertaining for medics, since they can have the main quest of reviving people, but when it comes to the case of them being wounded, the others can help them too (although i know it isn't as realistic). As another option, you could otherwise have 2 medics per squad, so they can help and revive each other. But we also have to remember that in Squad and PS you have tickets mechanics, so they're more important. Here not being the case.
SUPPLIES: I often don't understand very well how/when the supplies are put in the ground or loaded in the trucks, or the area of influence, but i didn't focus THAT much on it, so it's just a little comment.
OBJECTIVE: I've listened to a lot of hardcore players complain that the new players don't know how the capture system works. That you only need to be inside the sector and not necessarily inside the circle to capture. But the game interface/map doesn't indicate that. You only see a big circle; it's only natural that new players are gonna go there. If you just need to be inside the sector, maybe it should be indicated. Another options is, again, the Squad and Post Scriptum system: just 1 invisible proximity capture zone per objective (not 2 different measures).
@santiagorojaspiaggio All very logical, to be honest reading it like that I find it hard to believe the devs haven't already implemented some of this, it just makes so much sense to!
Perhaps tying the respawn rate to a resource (like manpower) could help incentivize the medic role to be of greater value (and in general).
Ex: Hypothetically let's say having at least 100 manpower is the normal respawn rate on a spawn point, however, a higher or lower resource begins the speed up or slow down the respawn rate of your team. Again this is entirely hypothetical... a 1:1 ratio of MP to respawn % is absurd, but let's say: [95 MP = 95% respawn rate] versus [105 MP = 105% respawn rate]. Additionally, each role could carry considerable manpower cost i.e commanders, SLs, and other "valuable" roles cost you more MP than compared to simple rifleman. Tying a specific respawn timer to each role could be interesting as well i.e. "valuable" or "unique" roles take a bit longer to spawn than say a rifleman.
So if you have a stockpile of MP you could afford to throw greater numbers at the enemy through brute force though over time your forces will become less frequent due to the loss of resources a team is continually losing. This resource "rework" could be applied to arty as well i.e. shells cost a ton more so this could incentivize being intentional with accurate shots instead of mindlessly pounding a mark (perhaps including stricter limitations on recon as well i.e. OP placement, respawn time, MP cost, etc).
Of course, this could further complicate games because newer players need to understand this, so things such as an effective tutorial should definitely be focused on. I'm not sure how much I really agree with the other changes in the video; certainly something to consider, but the more pressing concerns with the game seem to really need optimizing, reworking some maps, and my god fixing the MG / aiming while prone on specific terrain.
I’ve been playing hell let loose for over three months now and I got into it at the beginning of this year, late last year. I play on console and the biggest issues that I come across is vaulting over objects, speed of switching weapons, healing animation having to press down twice on the button, mobile and heights (a simple combat roll to prevent damage and laying prone on soldiers back), keeping artillery but being able to Advance forward by uncovering already placed artillery from fixed locations, and if I’m being picky running faster with smaller weapons or melees
@andremartinez2401 Thanks for your input! I do believe they would be best to improve those issues rather than gives us new content. If anything, new content would create more issues!
amazing video man! more people (and the devs) need to see this
@bud560 Thank you! Let's hope the Devs get some sensible changes in there soon!
Some great points here mate, i couldnt agree more! You hit the nail on the head that's for sure. 🙌🏻
@Ozzies thank you my friend, let's hope the devs make some common sense moves in the months ahead!
@@twiglets2 Fingers crossed 🤞🏻
Brooo sick mic, keep up your work, very nice edited
1.Allow marks to be placed while dead, allow the SL to kick and invite people to squad whilst alive. 2.Add the commonwealth and italy, in a new area with a package of maps: North Africa. 3. Get rid of backline artillery, replace it with SL's being able to call in small strikes with a new Radio role, and Commanders the ability to call in bigger strikes. 4. yes, fix medic - in fact - just carbon copy the system in squad.
Allowing commander to put Arrow marks/directions on the map.
If He marks ENEMY INFANTRY; let him put an arrow pointing the direction they are moving in.
Also the arrow can be placed by a friendly outpost letting people know the direction that squad should be moving.
I'm a developer on Darkest Hour: Europe '44-'45 (a mod of the original Red Orchestra), and in our opinion we "solved" the spawning issues that plague HLL ages ago.
The spawning system is the weakest part of HLL and why I have a bad time every time I play it. You didn't mention that rampant spawn killing that plagues the entire game, and I don't know why people don't bring this up more. Spawning out in the middle of nowhere next to a table with 30 other people only to be gunned down en masse for the third time in a row is...bad design, perhaps?
Our game is a little bit smaller in scale, but we do a number of things to make sure players have a good a stable spawn to get to the battlefield that could very neatly apply to HLL and similar games.
1. Infantry can spawn as riders on vehicles in friendly territory (not only practical, but also very fun to dismount into battle with a full squad)
2. The most forward "secure" objective areas (i.e., inactive & secure objectives) act as spawns for both infantry and vehicles. For infantry, this is meant to be a backup spawn when all other options fail, but it is usually the best option for spawning vehicles.
3. Outposts (we call them Rally Points in our game), are very fragile, but each squad can have 2 of them (only one active at a time) and there is only a ~1 minute delay between placing them. If someone is killed within ~5 seconds of spawning at an outpost, the outpost will be destroyed. If you have a backup, it will automatically be activated and the squad can use that instead. This allows for "hot outposts" as you're on the attack, but doesn't doom your squad to not having a good spawn point once it gets overrun. You are also able to easily kill rally points (outposts) by simply shooting at them with small arms. If an enemy can see and shoot your outpost, how can it be a safe place to spawn?
4. Garrisons (we call them Platoon HQs) are command tents that can be spotted from long distance, and so can be targeted by artillery, tanks, etc. Unlike in HLL, it is very difficult to "hide" a *team wide spawn* unless the terrain allows for it, leading to more sensible and conservative HQ placement. We have a number of spawn-killing mitigation systems in place on this; for example, if someone is spawn-killed on an HQ, the HQ spawn is deactivated for a time so that it can't be kill-farmed by the enemy team, and gives the attackers an opportunity to come and tear it down.
5. On some of our especially large maps, we have what we call "deployment vehicles", which are basically just half-tracks that can be spawned on so long as they aren't in enemy territory.
There are other changes I'd like to see as well, including the removal of the "wave" spawning system, at least on certain spawn types. Being forced to sit and stare at the "you are dead" screen for another 40 seconds because you missed the spawning window by 1 second is infuriating. The objective and territory system is also basic as hell and feels woefully underdeveloped. The spawning, objective, and territory mechanics are all interconnected and need to be designed holistically.
HLL has the opportunity to be a truly great game, but it's this refusal to iterate on and improve on its own core game-play mechanics that is keeping people like me away from it.
Thank you for coming to my TED talk.
@cmbasnett Thank you for sharing your thoughts, it's interesting to hear from someone who has hands on experience tackling these issues, compared to the rest of us who do our best to guess.
Each of your points on Darkest Hour makes it sounds appealing. Sounds like it's worth picking up Red Orchestra in order to play your mod.
Thanks for the Ted talk!
Wow what an amazing response, I really like hearing your implementations and solutions. HLL was a great game at launch but it's shortcomings have not been improved upon in the slightest, sad that this game's "development" was a regression, even adding MTX pay store in the game before improving the game at all. Sad
Good list, here are some toughts;
Start by adding a ticket mechanic to stop these 1,5h stalemates on the final point.
Fix strong points that are on the map edge and thus doesn't allow for 360 degree flanking manoeuvres around it such as Doug out barn and WN7. It's just a tactical lacklustre to be limited by an in game wall of death. Maybe shift the entire play area two squares in appropriate direction when this happens.
The medic. Adding tickets is a start to make revives relevant. Remove the head shot mechanics from every class except sniper and HE shells. Don't give them worse gear and less ammo for no reason. Add dragging.
Artillery. Remove as is today. Add two support weapons squad with 3 player limit. Allow them to build either a mortar, AT-gun or tripod HMG. Remove AT-gun from AT-class. Remove some tank squads to not lower the total infantry pool. Adjust the supply-cost accordingly. Allow recon vehicles to normal infantry for mechanised gameplay and add some passenger slots.
@Bamsefil I agree with your list, but in particular I like the idea of support weapons squads.
Having that option of Mortars, AT gun or HMG, you get some choice in there and also make a real difference, but ultimately once you've chosen a location you're committed until you take the time to move on and set up elsewhere. That sounds very cool to me!
Good words man. You speak right from our gamer souls.
@Riosoner Thank you my friend, I'm glad you think so!
Regarding the ability to build garrison as a role other than SL - I would really love engineers to be able to build a more expensive 'command bunker' (or an underground bunker) that has the ability to spawn as a garrison, but also gives some cover and would require satchel/precision strike to be destroyed.
To balance this, it could either be a blue zone building only or, alternatively, cost whole 150+ supplies to build in red.
As engineer main - this is my dream in HLL that is never going to happen, sadly.
@10litu What a great idea! Having a defensible garrison would be useful, and even assaulting that bunker would be a cool experience too, knowing that taking it out would make a difference by denying spawning...!
I would love this I have been thinking a new commander ability could be forward operating base “fob”. Basically just a garrison with walls and barb wire around it. have it on s 15 minute cool down and you could make it expensive so they couldn’t have one in the beginning of a match it’s the big push ! You build up too you know But the engineer could definitely work I think there needs to be more supplies some how it would be awesome to build more stuff but getting supplies is annoying.
@@ruff_randy6925 I don't play engineer often, but as far as I'm aware building things as an engineer isn't much fun. Often you can't build defenses due to a lack of supply, and when you eventually can the battle has moved elsewhere.
I'm sure experienced engineers find a way, but I've heard negatives also.
I agree with everything said here. Let´s hope the developers go in the direction suggested here.
The last point you made puts a big smile on my face. HLL is at its core a strategy game. I like to compare it to Men of War: Assault Squad 2.
Awesome video. Keep it up.
What's brilliant is that its a strategy game where you get to play it in first person, unlike the top down ones that have been around for ages. The Battlefield games are cool but chaotic, like a COD game trying to be a HLL game. I love the idea about Engineers having Garrison priveleges and the mortar concept. Now, if only I could throw a grenade without my Mp40 going off immediately afterwards like I got hit with a COD shock stick I'd be in a better place. I'd also like to have the option of using L1/R1 for aim/fire as I tend to maintain better aim and control over the weapon.
We need better squad management for officers. We should be able to remove people from the squad without having to commit suicide beforehand. A player who is removed should be instantly killed and their role should be released for other players. And to avoid having to take extreme measures like removal, we should have some kind of resource that facilitates the approach of players with the same group philosophy. Nobody can tell that squads have definitions because those icons are tiny. I suggest larger designation icons or even a specific banner for each type of squad and the possibility for the officer to write a brief description of the squad's purpose, so maybe players can identify with the tactical style in the description and match with the squad according to their roleplay philosophy.
I think adding a sound file of equipment clanging together when running and vaulting over a wall would add immersion and realism. The footsteps currently sound so hollow and empty. You have your equipment and dog tags clanging in reality and movies, but not here.
Well, to be perfectly fair to the devs, each map grid square is 200mx200m...
Artillery is fine how it is in my opinion, it is pretty accurate. During war artillery was a fearful tool and there were specialized squads dedicated to destroy artillery guns. We could introduce that, de possibility to disable artillery with explosives, add an engineer slot to the recon squad and let the other team repair artillery with an engineer. I love the mortar idea, also very accurate but it should be implemented with limitations
@IvanGreguricOrtolan Great ideas. Especially having an engineer in the recon squad so you can destroy the artillery, that would be a lot of fun!
I came into HLL looking for teamplay, communication, tactics, etc. What I found was just a lot of people running around randomly shooting and getting shot. A game about putting the crosshairs on the target faster than the other guy, and not much else.
@Tom_Quixote The game does have its moments but yes, unfortunately my experience is often the same as yours.
Another ww2 shooter that increasingly gets my attention is Enlisted. Once you get over the bots it's a cool game and there seems to be lots of new content!
Also on point number 4, the medic class themselves could have a bit more survivability than other roles because he is a medic.
@robfer5370 I was playing the new update a few hours ago and my squad mate went down about 5m in front of me (I was a medic). But no chance I could go get them as they were in the middle of a kill zone and they'd pick me off right away, sad times!
everything u said is spot on
Expecting recon to just go and kill artillery is really underselling what that squad can do in a game. We use it as basically a pain in the ass behind lines, either attacking a point from the rear to help or team cap, or if they look like they're going to succeed, pre-softening the next point. We focus on locating and destroying their logistics to cripple their defence or offence. It's not our primary squad choice as there's rarely two of us, but given the kill count we typically achieve, taking us out of the game to camp on artillery is usually not a great idea. We're more useful taking out all their spawn points while killing off machine gunners etc.
Surprised nodes didn't get mentioned in this video.
@skartimusprime4779 A big shame for recon to only be viewed in this way. The amount of times I've heard "recon do your job" when the enemy use artillery...
Good point about nodes. I don't know about you but I find having a resource system is an interesting addition to the game. But the way it currently works is a bit....weird?
As with most things in HLL, much potential is there but now that the game has grown someone needs to update the systems to better suit where we are today imo
Hit the nail on the head with this one ... Hope the devs watch this and take it on board...
@SkankNasty Thank you my friend, it'd be interesting to know what their plan is, but I have a feeling it looks more like Fortnite than the suggestions in this video...!
Love it man!
@sirlancealot2043 Thank you my friend!
As someone who mains tanks I feel I can speak for the majority by saying we need the TREES fixed asap
Given that they're supposedly people who worked on triple A titles, we're probably going to get all the dumb shit we don't want, like cosmetics and battle passes.
Yea, "Triple A" isn't a positive description in my mind...
@Walerwhite-pb6hh That is exactly my fear. They see that HLL has grown recently and will want to turn it into a battle pass fest with stupid cosmetics. I hope we're wrong, but I doubt they want players like us, they want COD players and it'll end badly...!
@@mrhenrik7472 Me either, and I don't think there is a definition for AAA so very curious which games they've actually worked on before...! I would much prefer indie developers with some passion
@@twiglets2 how about “play the game this long to unlock this DLC or make it to this level OR you can just buy it”
They've already said that they won't implement a classic tutorial for the sole reason that they want to keep most of their code server side as an import part of their strategy to prevent cheating. But I do agree, that a tutorial is needed. The text just does not cut it, at least there have to be videos so people actually bother with learning the game.
As for the artillery: Reduce the number of artillery pieces, place them outside of the HQ spawn and increase the reload. Ideally you also implement a way for recon to disable it so that it has to be repaired or something in order to use it again.
@p3llaeon Well that sucks if there won't ever be a tutorial!
Would you like to see mortars introduced?
@@twiglets2 I mortars would be really cool to play as well as play against. I like the idea of an even distribution of power within the team, so that not everything relies on the commander. I really like your proposal of the engineer being able to build garrisons =)
@@p3llaeon Let us hope the developers make some common sense decisions, and don't just try to turn this into Fortnite!
Great video, I'll throw in a couple of other improvements...
Free look needs to be added, with the size of the maps the ability to check your flanks as you're running would save a lot of deaths.
The map...it should centre on the player whenever you open it up., the amount of times i've been killed accessing the map, only to have to scroll, zoom and try to find myself is super frustrating. Also, why oh why are the vehicles you're in coloured white on the map?
@Kymbo202828 The map centering on the player is such a great idea, now that you mention it it's so annoying trying to find yourself on the map!
this is a great video, all solid pointers
I do agree they should focus on stabilizing the game overall, than adding more content, we're content with what we have as it is (see what I did there ?) , we've not had a content update in months and I think most of us wouldn't mind waiting a couple more for some optimization updates
@jackye611 Thank you! I'm glad you agree, though it doesn't look like they're taking our suggestion. I see a whole bunch of new content on the way, which is great, but I suspect it'll be full of bugs!
Of course I hope I'm wrong...
As someone who only plays the game on free weekends I agree with this
@Iwillskinyoualiveheh Are you tempted to purchase the game?
@@twiglets2 Still unsure about it, I'm in Asia and the which means a lot of Languages smooshed altogether. And as someone who loves communicating with my team it's just sad most of the time I'm the only guy who speaks English in my squad lol.
- In many places, there is inconsistency in what can and cannot be crossed by vehicle. The fact that a tank cannot go through thin hedges is simply ridiculous.
- The most annoying is when you can't fit between two hedges, i.e. "a few leaves" cause the tank to get stuck!!! But sometimes we also get stuck in a grape stalk or a bucket! XDDD
In War Thunder or Enlisted you can destroy walls. Okay not destructible, because it's technically challenging, especially on a big map (it really is), but at least it should be consistent, so that the tank can go over low walls, hedges, and scattered objects, preferably without extra wobbling.
- And if the tank stuck, physics shouldn't jerk it. Increase the damping of the physics in such cases. There is a tech that works for this.
- Against spawn campers in the rearmost zone where the guns are should automatically reveal all enemy units continuously on that area on the map.
- Spawning tankers is a joke when you have to find and reach the tank from Africa...
- The physics is so lackluster that there are times when you hit an enemy infantryman with a vehicle and he gets pushed away and is not hurt, and other times your companion standing next to the tank that moves less than 5km/h and dies in a "hit and run" because physics can't push object in that case....
@KugleeKuglee you've reminded me of some funny moments when a tank gets stuck and jumps all over the place, fun times! But also, they need to fix it so bad
Yes, optimization above all else, PLEASE. Bugs and inconsistent frame rate are the main reasons why I struggle playing this game. My frame rate at medium-high graphics is usually +100 fps. However, it regularly drops to unbearable rates and often without an apparent reason (like huge amount of visual effects on the screen).
@danielkoskinen8811 I really hope they sort that issue out for us all!
I want to see some of the change that Squad did, making firefights more immersive and making suppression and covering fire an important tactic. And no more running faster than tanks....
@evolgenius1150 I haven't played Squad much but the changes look awesome, have you tried it yet? The idea that suppression makes you focus on what in front of you, pretty much forcing you to seek cover is a great idea in theory!
I wish when you placed a satchel charge it would lock when you first place it because In tight spots you'll be in the middle of placing it and the tank moves and charge goes on to the ground 😅 or let us toss it 5 meters so you could hit it while it's moving 😆
Any options to turn off the gore? Blood splatters, dismemberment, etc?
@blah_4781 Hmm I hadn't thought of that, but I believe the answer is no. If anything, they've increased it without the option to turn it off!
I started playing Hell Let Loose on PC and I loved it but I wanted to enjoy it with my brother so when I heard it was coming to console, I per-ordered it whenever it became available. Ever since then me and my brother absolutely love the game and I now only play of console. Now, I am NO 'Veteran' of the game, I still don't know how to use about 80% of the mechanics for Officer and Commander but here are somethings I would love to see changed or tweaked:
1) Running; Some of the faces our characters can have make them look young so I'd like to think a 18+ year old soldier (or any soldier for that matter) wouldn't be light jogging up Omaha Beach or across a field under fire. I'm not saying Call of Duty's insane sprinting or the sprinting shown in Pre-Alpha footage of HLL but a little faster wouldn't hurt.
2) Frame Rates; This was talked about in the video but on console, more specifically for me Xbox Series X, in chunks of all the maps I get frame drops so bad I often have to reset the entire game and usually nothing is going on when the frame drops occur. It's not all the time, but it happens enough to wear it seems to be an issue
3) Swimming; I mean what trained soldiers do you know drown in 5ft deep rivers? Maybe not even full swimming but floating without being able to use our weapons.
I would add more but I unfortunately have to leave for work. I know that (and have had) some people get angry at me cause I haven't played the game long enough to understand but I don't feel that is necessary to give back criticism.
@PennySaverVarietyChannelLink Thanks for your contribution, it's interesting to hear the opinion of someone who has played both PC and console, I've heard console players are having a hard time at the moment!
I hadn't even thought about the drowning in 5ft of water, I should have included that! I'd be curious to hear more when you have the time for sure
@@twiglets2 Absolutely!
The biggest issue I see for consoles (besides the frame drops, which like I said isn't too too bad) for me is the fact that there is no server browser. You did mention this in your video but it gets a little crazy on console. For example, on the 18th me and my brother decided to play a match or two just cause it's been a while. So he joined me and I started a queue for a game, we found one immediately and loaded in but there was one issue. It was JUST me and him. The entire Kharkov server was empty. We said "Yeah, that happens." , reset the game, waited 10 minutes and went back in. Once again, immediate queue and game loads. I kid you not, it was the same empty Kharkov server. Cutting the story short, this proceeded to happen 5 more times in a row without failure and me and my brother ended up playing BF1. There is a severe need for a server browser. On the off chance we do get into a match, it's the same three maps. Saint-Mère-Église, Hill 400 and Purple Heart Lane. I have never played any of the other maps no more than once. For a week, I didn't know Kharkov was even released and playing you'd think the Soviets weren't even in the game all together. On PC you get a great shuffle of servers that have either new maps only or just one map but on console it feels like there is only 3-4 maps.
Another thing I would like to mention that kind of plays into the server browser and empty games is cross-play. Now I understand a majority of HLL players are on PC, but console players will never stand a chance to them. Turning off cross-play just gives you empty servers no matter what (for the story above we had cross-play on), or for me at least I can't play with it off. Having a server browser will at least allow console players to play on specific console servers.
I would say something about the progression but I have no solution to making that any better. All I can say is it can be grueling to just get a shotgun or flamethrower.
Besides everything said above + frame rate issues from the first time I commented, I think the console experience is pretty solid and can be a good time!
@@Penndrick Wowowow I didn't realise it was THAT bad with the console servers!
I have given up trying to grind the FG42, I like the gun but prefer to play MG so have accepted I won't ever get it...!
6:23 you always ping from where you are planning to build a garrison on the map and check the distance first. not only Squad leaders but support players should learn to do this so they arent wasting their supplies being dropped when its too close. Also supports and mostly SL should tell their commander theyre building a garrison on a position even better if they use the place garrison marker so their commander and other SL can see it on their maps/hud. this could be one of the things incorporated into the training camp you mentioned at the start. dont go making the game "easier" for lazy players like they have been doing for fighting games like the street fighter series. if people dont want to put the time in to get better at HLL and learning/communicating is a big part of it they can always go back to an easier game of battlefield or call of duty. my friends who play these other games didnt even last more than an hour of hell let loose because theres no crosshair from the hip, and no scopes or modifying guns and the time to kill is 1 bullet above the waist within 200 metres with any rifle and no cam footage of where it came from. was funny hearing them whine about dying all the time cause they thought running through and open field with no cover was a good idea.
8:31 increase the costs of ammunition per round of arty so if they want to spam it non stop with 3 guns going for gold the amount of ammunition it costs to the commander remove the use of things like precision strikes and bombing runs in no time. lock arty out until the first point has been taken.
@tma78 As you say, a tutorial would likely solve that and many other issues, let's hope they churn out some sensible ideas soon...!
All of these suggestions, 100% would make a great game sooooooo much better
@ericcaldwell1213 Let's hope we get some new features soon!
I heavily agree with the Medic thing
@renayjain4216 It's a shame really as medic has the potential to be a rewarding class!
Any thoughts on what they could do to improve it?
@@twiglets2 1. carrying wounded to reach a medic for 200 meters
2. increasing the time of giving up by at least 50 percent
3. adding a new stage of injury where you can bleed out or burn
4. Making the medic role more specialised, special medicine to treat different wounds
5. Medics and Engineers increase XP the most
@@loadeddiaper4216 Sounds awesome, especially having different medicine for different wounds! That way you can just sprint up to someone and try to stab them with an injection to make them better. Even more emphasis on dragging them to safety so you can assess what they need and apply the medicine accordingly....personally I love that idea!
Yea I agree remove artillery and replace with mortar squads. As in add another squad type equipped with deployable 3 inch mortars. Limit to only 1 mortar squad per team initially and then maybe increase to 2 per team. Maybe with a max squad size of 3 or 4. Squad leader can place the mortars and then the team can build with hammers, and require 50 munitions to build. So squad would consist of a Squad Leader, Support Class, Spotter and a Rileman.
@Xiaoxiao738 Personally I think that would work very well. Mortars could make a difference without being overpowered like artillery is in the right hands.
I've had a few players say they want to keep artillery, but even they mostly agree something needs to change!
@@twiglets2 You could keep the howitzers but just make them a deployable. And make it so they can only be deployed beyond the first line of squares. It would fix spawn camping to a degree. And also the cat and mouse game between recon squads and arty players. As you could relocate if found. Which is something actual artillery teams do they will fire a few rounds then relocate to avoid being targeted.
@@Xiaoxiao738 I'd be interested to see anything like that, hopefully they are bold enough to make a change!
Not sure if this is a console-only problem, but I have yet to see crewmen kill each other over a newly spawned tank. Generally what happens is the armor crew requests a new tank spawn and the commander grants it, or doesn't because we're losing and/or nobody built any fuel nodes. The entire node system seems like a half-baked after thought and should either be removed or greatly fleshed out. It's just a weirdly shallow checklist item: build 3 nodes, OK now we can play the rest of the game.
Great Video
@moritzriffel5058 Thank you!
If they made a squad that was artillery only, so they’re the only ones that can operate the guns, give them a basic load out for protection, and programmed it so they could only receive designated artillery request pings from the commander or scouts and officers, I think it would help nerf the artillery a little more.
It would make the artillery squad either have to manually do the math and map calculations to fire on spots that aren’t marked by the said parties, or wait for the pings to give pinpoint accurate fire.
@appealtoreason7584 That's a cool idea, I like how it would increase cooperation too. At this point it would just be nice for them to do SOMETHING and we can go from there!
@@twiglets2 honestly was drunk when I wrote this but it looks like I was onto something lol. But yea no idea how to change the whole scout party just constantly harasses the artillery guns meta though.
Just got into playing artillery and the few things that jumped out to me was how easy it was for me without communication to guess where the enemy is ping it on the map and then perfectly line up the gun with the ping and rack up kills.
And the second thing was how annoying of meta of “get kills with artillery, get killed by enemy scouts, kill enemy scouts hunt down outpost” and then repeating the same thing minutes later.
@@appealtoreason7584 Your drunk self has some good ideas for sure! Something needs to change, so far they've given us a couple of updates telling us that there will be updates...we shall see what they actually do!
I love playing medic but sometimes it’s just so frustrating how vulnerable you have to be when reviving someone
@mattthewarrington5113 Exactly that, being able to drag a player towards the medic would be a pretty cool feature in my opinion, medics shouldn't have to make a suicide charge every time they want to revive someone!
Will they fix the chat bug?
@seanbrennan6844 We're more likely to get a battle pass with disco lemurs, but I remain positive they may do something logical at some point!
The worst suggestion I've heard regarding this game is the proposed removal of Artillery.. It's literally one of the main points I talk about to people when trying to try hell let loose. "you see that artillery coming down, that's actually players doing that - it's so awesome!". Usually makes people impressed with the game and the large scale battlefield vibe the game has. Hard disagree with you on that one hehe :)
@DesmondLeonard You make a good point, it's very cool knowing that each shell is from a real player for sure.
I'll backtrack slightly and say I don't have anything against artillery being in the game as such, but I definitely think something needs to change to make it better for all players including those who enjoy blasting us all apart with artillery!
The running speed and the pixelhunt.
@swedichboy1000 apparently they're turning the game into the next call of duty so we shall see what on earth is going to happen!
I was beside some sandbags an enemy ran out in front of me I aimed and my shot showed sand fly up I moved over a little to get farther from the sand bags shot again and again sand flew up and this time I was no where near them I was a good 4ft away I went to shoot again and the guy shot me I wanted to throw my computer outside at that moment because I had him more than once and that scenario happens relatively often for me the biggest thing for me is that they do not change the core of the game into another battlefield or Cod.
All very good points. I don't want new maps and things while we have the loadout bug so prominent. I struggle to picture the game without artillery/recon cat-mouse, but if a solution can be reached, I'm open to it.
@tofy1608 I think at this point most players would be happy to see some common sense changes to the game, just to get us started and know the Devs are listening!
@@twiglets2 This is a good breakdown of some of what I perceive to be the biggest gripes and issues. I hope the new dev team hears this and takes it to heart.
Bipod placement basically dictates if I play a machinegun in a game and uhhh there is a reason why I played the role one match and havent touched it since. Weapon bracing would be great even if it's just a "soft" bracing. In arma 3 when you are near walls windows, etc and aim the game gives you a slight stability buff as a way to simulate your character resting against a wall or window.Also please add some form of destruction, having tanks just phase through obstacles is confusing for new players(it's unclear what is an obstable and what isn't) and absolutely immersion breaking it looks like an alpha test. It doesnt even have to be amazing destruction I'd take early WoT destruction where stuff just disappears in a puff of dust. It would also allow tanks to do their job of breaking through enemy defenses the orignal tank role.
@hungryhedgehog4201 Agreed agreed and agreed! I can see bracing working very well in this game and it would be nice for a tank to not get stuck on a fence post...!
Nice video
Don't agree with the fix on the garrison placement issue - ie allowing engineers to do it. I think a potentially better idea is to give each player including the squad leader ONE supply box for the whole game, then anybody can drop one box for the SL to build a garrison (or two players drop boses to build in the red zone) or for building defences, or nodes. It would stop the silly double boxing support player switch (popular in comps) and will get everybody more involved in building garrisons. Support player would have another type of ammo box (mortar shells, AP mine, AT mines?) or even a box with medical supplies (bandages). Supplies could still be dropped by air or/and transported by truck. I am sure this mod would see more garrisons build early in the game. The commander could place multiple place garrison markers to tell the SLs were they want the Garrisons built.
@StephenWilliams-ku5tg Great ideas. It's a bit painful explaining the double boxing switch to players and also feels a bit like cheating haha
Artillery fix. Copy Red Orchestra 2 Artillery. squad leader mark for artillery, Commander pick one of many squad leader picks and artillery the spot. though, this should be carefully implemented because veteran could take advantage of this to shell out opponent choke-point rendering them helpless. there are situation in RO2 that this happened when enemy team captured a point as we watched helplessly being barraged at spawn zone.
please tell them to fix connection error on console. I spent $40 on this game and I really want to play it. Thank you for reaching out to them.
As long as they never make it like cod n pay to win I think we should be alright. I want some new maps how about the Pacific campaign as the brits n aussie's. How about damage to the map that you can destroy buildings and when the arty drops it leaves a hole in the ground. The tutorials will be fantastic. And how about you cant take the mean roles unless your a certain rank or have a headset that's my thoughts
For placing garrisons I just use my enemy ping to measure the distance from the other garry
@bronationgamingultimate6760 Nice tip! I wish it was a bit easier for the sake of new players though, if they had a tutorial they could tell you to use your ping!
It would be great if they can add an option for mouse and keyboard or remote for consoles. I prefer mouse and keyboard when playing Hell Let Loose. But it would be nice to have this option console. The game will pick up if you use a mouse and keyboard like Dayz and give you options for servers for playing with mouse and keyboard
@mad3forchaos644 That's an interesting idea! I haven't tried the game on console but have been told it needs a lot of improvements
I think the most pressing problem in the core gameplay is that, well, medics suck as you said, but with the fast respawns, and how easy it is to respawn in the OP, medics make nos ense, respawning is always faster. Fast respawns are also the problem people just run in and die, it's almost deathmatchy, they should learn from squad, make ticket system so respawning has consequence (Medic insta needed class, running and dying unviable, teamwork required) then make respawns slower, and then make the damn maps bigger.
@tangoconcorazon1861 That's an interesting point. At first it seems crazy to lengthen spawn timer because it can be so painful to run for ages and get shot, then have to wait a long time.
But then I thought about it, the short spawn timer is basically compensating for bigger problems, a quick fix to try and make it less painful, but as you say it then makes medics rather pointless.
It would be difficult to get the balance right, but I see what you're saying. It's worth trying anything at this point!
@@twiglets2 yeah, if you haven't played squad I would recommend you try it, it has its own problems but I feel it's what we wish hell was. The problem is what you just said, running and getting shot is frustrating, but you shouldn't be running, you should be moving slowly and clearing stuff.. coordinating with other squads to do joint ops, bug again the map is so small the encounters only ever happen at the capture points and being anywhere else is rather pointless, if it was bigger, then zone control of key points of attack and defense in and around the point would matter.. like hold this bridge because it's important they don't attack here, or this hill because it gives good info, but you don't get that in hll, unless in PHL that the bridge is the point but that's it..
@@tangoconcorazon1861 That does sound like a much better way of doing it. Having a reason to hold a point other than it being THE point... I'm trying to remain positive about all this but it's difficult! Perhaps I should just load up Squad...!
I can sign this video.
I love the artillery it makes it feel life like maybe just limit the shot speed and how many shots so you save them for when you most need it. I hope mortars are coming soon!
On Arty. Yes it's annoying. A temporary solution would be to switch the cost of HE an smoke. Easy and quick "fix".
Half tracks and jeeps are rarly used. Make it cost fuel + manpower or whatever.
@Napswhilewatchin Is it just me or are Jeeps a bit....pointless? I've just assumed I'm missing something...! I don't stay alive long enough to need more ammo so they're not much use to me haha
@@twiglets2 But they are good for drifting and fast as fucc.
@@Napswhilewatchin you had me at drifting, definitely giving that a try now!
@@Napswhilewatchin using them as Anti-Tank personnel delivery vehicles is pretty effective haha
omg yes! I'm so glad I'm not the only thinks the bipod is shit. I find myself going MG often to lay down some suppressing fire for our assault, but often struggle with finding a spot that
A) I'm allowed to place it.
B) A place that doesn't force my gun to be angled into the ground or at the sky
C) A place that allows me to actually aim to the left and right after mounting the bipod
@Midnorme 100%, I play MG most of the time and it's infuriating! Either it's a big pain, or you find yourself glitching into the scenery in a way that you shouldn't be able to!
Fire sector switch for Tommy and bar and bipod on the bar be good
@philhering2760 It would be nice if the bipod worked on any weapon! I also often end up handing an enemy a bandage as it's bound to the same key as deploy bipod!
The only way you're going to make Medics viable is changing the game to a ticket system or change garrisons so they can't be placed in red enemy territory like in an older build of the game.
@Texshy A ticket system has proven a popular suggestion so far. I'm just trying to think of the downsides to a ticket system, and actually at the moment I can't think of many!
Honestly just fixing things such as tanks don’t drive on most terrain, My machine guns bipod mounts funny, my grenade don’t throw and my mic stops working. In my opinion the rest is kinda secondary to these problems and if they do get fixed then the devs would already be on the right track
@ridwithad2196 I couldn't agree more. I appreciate developers and players want new content, but personally if they fixed those problems you highlighted I'd be happy playing HLL for another year without any new content at all, it'd be great!
VOTE KICK in console much needed
One time we were playing offensive and we were the attacking team
The commander wasn't talking however we reached the last objective when the commander decided to ruin our game
He dismantled all the garrison and he placed 8 garrisons on our HQ
We played for almost 2 hours so one guy can ruin it for us
@absulazizalhomeidan236 Wow what a d***!
There are some very basic quality of life features such as that which would improve the player experience for sure. I'd like new content but think they should concentrate on this sort of thing, thanks for the suggestion!
Was expecting you to address ammo. The ammo system is non existent, why have ammo boxes for rifleman and support when people die before getting to the 3rd clip. Explosive ammo is fine, really, but rifle ammo is basically infinite, in all my time in HLL i ran out of ammo...once and it was coz i was firing suppressive fire as an assault.
Think devs should reduce the number of extra clips/mags a player carries (think 3 is enough) just so that ammo drops and ammo boxes have some meaning, screaming "AMMO" just brings to immersion.
Except for AT and Recon the Ammo air drop is useless...ok you can use it as cover and to bait the enemy to look at the sky while you drop supplies in the other direction, but that's just pushing it's use beyond the design.
@Omidion I'm glad you mentioned ammo my friend as that very nearly made it into the video but I felt it was a bit long already.
I never ever run out of ammo so found it amusing when they told us the jeep dropped ammo! What do you think about Machine Gunners having less ammo too? I play MG myself quite a lot and wouldn't mind relying on others more to resupply me, it'd give me a reason to talk to people!
@@twiglets2 Glad it's on peoples mind at least. Jeeps can drop ammo ? :D hahaah what a joke.
Regarding the MG i think in real world the MG would always be a two man job, one carries the gun the other carries the ammo, it's too heavy for one person to carry both. So yeah the MG should have 1 or 2 belts on him and the rest would have to be supplied by his team mates.
P.S. The tank ammo mechanic is so lazy that it isn't a mechanic. Out of ammo ? No problem drive all the way back and resupply, than drive all the way to the front...what !? At least give the ammo drop an ability to refill like 10 shells by proximity to the tank.
@@Omidion yeah that would be cool. I think a buildable Ammo Depot for tanks would be better (like the ones at HQ) since we can already build Repair stations
Give support binoculars. Let them be a spotter for the squad.
@Starpigs92 Ooo, now that IS a good idea!
fax bro
Me and my friend might get this game is it worth the money I heard from people that the update ruined it but also saw that their working to fix it
@Sneakytoot34-wx4jz if you have a friend to play with I think yes, it's worth it. This game is great when you communicate with other members of your squad.
The newer updates weren't great, but the game is still fun. They didn't break the game or anything, it's just the experienced players are unhappy. As a new player you really won't notice the difference that we're all complaining about.
Hope that helps!
Thank you very much I subscribed this really helped me on my decision I’m gonna get it
@@Sneakytoot34-wx4jz No problem and thank you for subscribing! Let us know how you get on with the game once you've given it a try!
I got it today I played 3 rounds we lost all of them but had a ton of fun we became a recon squad and I called out where we needed artillery for our commander and became friends with a medic named private parts it’s the best war game I’ve ever played it’s better than cod and battlefield I can’t wait to play more rounds
@@Sneakytoot34-wx4jz Glad you're enjoying it! Nothing better than spending time flanking around the edge where it's quiet and getting into a good spot where they don't expect you!
A true proximity chat would be great.
I would love....Engine upgrade to next version of engine. Water craft for bridge map, pref amphibious equivalent to half track. Air drop instead of air head (players must be on the plane in time and can only drop two squares out. Bridge building tanks for canal maps. Alternative offence mode with two points that can interlock= Team split in 2 of 25 players so you are each responsible for a point and these remain random.
@soulsynthesisrecords I think an engine upgrade is the one thing this game needs, and probably the hardest thing to do!
I do hope that the new devs manage many positive changes, but I suspect there are limits to what they can do with the current engine
@@twiglets2 yeah no doubt but seems to be a bit of a trend lately... Shame the developers changed as would be a great learning experience for HLL2... Also I'm desperate for pacific maps but don't think the engine would do those islands well...
@@soulsynthesisrecords I think my PC would melt with the current engine!
As someone who plays enlisted i have to ask, why would crossplay be a bad thing? It makes the game feel more alive and populated (especially if a platform lacks players the other ones have) and the skill difference doesn't appear too massive why not?
@greatmatt301 I guess the answer is "it's complicated", sometimes it's a great thing! But there are games where it leads to arguments, especially in shooters where controller vs keyboard & mouse is a hotly debated topic.
Personally I'm thinking here that I'd prefer them to focus on other things, and it would create other issues to solve (how much auto aim assist do you include for controller players to even things up etc).
I'm not against cross play as such, I think console players in particular would benefit as it sounds like player numbers are an issue on console at the moment.
I think you're right about the skill difference though. HLL rewards that one carefully considered shot which can be delivered by controller or a mouse pretty equally... or am I oversimplifying?!
I also dislike the table. I think it would be good to to spawn in an actual barracks with beds and stuff. You could choose the size of the barracks, larger = more spawners per spawn. Smaller barracks or table means less can spawn but harder to find. I also don't like the supplies system but don't know the solution.
@TroublesomeTrueStory A spawn point you could actually defend would be a good start!
The supply system feels like an afterthought. In theory it's cool that this is an FPS game that also has logistics, but like you, I'm not sure what the answer is!
I guess something that encourages you to fight for map control would be good
Crazy good! When I first got game I was so excited because that was what I was looking for! Strategy, slow paced, ww2, fps game. New update is cool but running is now too fast! As you already explained, we want historicaly accurate, strategic, kind of hard game to play! 1 more thing I would add is cmd and officer role level limitation so nobody below at least idk 50-75 level, not sure about exact limit, can't take them. I am pissed off when some idiot with level 14 take cmd role and starts bullshiting about making rommel proud since it is fun for him or he is just shooting at you because he is a commander and dont care what you say... This is not COD and I dont want it to be! Everybody needs to know their role responsibilities!!! Tutorial would fix that i guess... Great video!
@lukastanisic8205 Thank you, I'm glad you think so! Usually a tutorial is nice to have but not too essential, but in HLL HOW you play is so important I think it makes a tutorial super important. I hope they deliver on that soon!
I am all for the realism in tank combat, it just feels so braindead. Tank combat is basically like this - Do I have better tank tier than the enemy? Did I spot the enemy tank first?
@NinjonikSVK Absolutely! I enjoy the tank combat (when it doesn't suck) but think it has real potential to be next level, I just hope they spend some time on it.
I absolutely hate when my player gets stuck in a strand of grass or cannot jump over a tiny stone. Also when the tank gets clipped on a wooden fence. Or when shooting a bazooka through a bush but there is no damage to the enemy. Ow and me having to click 10 times to throw a grenade. Ow and siming down the sights of thr mosin barely seeing the iron sights. Ow and placing a machinegun on a window and the mid window frame is always in the sights so you cant see past it… ow and the loadout bug is still there… ow and my player being unable to jump over a little fence… ow and ow and ow and…
@snuffying ....and other than that the game is perfect! Let's hope they make some common sense changes to start with, they don't even need to be big, just get some of it sorted!
I just wish they’d get a system where you could join a match without having to wait 15 minutes to play
@professorcinncinatus4619 Yes that would be nice! It's particularly difficult to join the same server as friends.
How about better grass rendering at distance, its really annoying to lay down in the grass just to have some guy 400 meters away dome me because the grass doesn't load at that distance.
@wobbegong9958 Oh man does the grass suck! It's one of those things that you'd forgive when the game was new and early access, but now it's fully launched it's one of several things that don't stand up to scrutiny!
I just want that they set up the rendering distance, because watching a house that is only 100 m away doesn't render properly is so awful
@Pilzhaendler it's so bad! Looking through tank sights and everything looks like it's melting or drawn by a 3 year old child!
Reworking the medic in the way you described doesn't actually solve the issue. At the end of the day it's more worth it to die and get fresh ammo than it is to wait for a medic.
They need new gamemode variety. They have all the tools, can use all the same maps. Get creative, make something original, or take from the numerous examples from games past. Something faster paced, something slower, hard-core...
I do love this game but I love post scriptum more. The only reason I don't play it is that in Aus there are no servers with it almost dead. Its a tragedy but reality so i find myself playing this more. Hell let loose as great in its own right but it has some serious features that are lacking or too minimal. No rate of fire, the horrid bipod, sounds, the absolute lack of communication most of the time, medic's irrelevant, many things you covered. It dumbs it down and as you said, the game without communication and squad interaction is boring. Theres little depth without it. Some features I adore, classes unlocking new weapons, almost reminds of the glorious days of red orchestra 2... Just lacking the hero element. The gunplay too IMO isnt really that great either. It doesnt need to be some sway everywhere thing like PS for me, but it just feels like ot lacks variety and is almost too simplistic. Love HLL and theyre going in the right direction but they have A LOT of ground to cover
The squad locking tank is stupid idea lol
hm, so soothing
If the community wants the game to work as intended, they need to take some extra time to help new players. Not rely on a tutorial to do it. Not only are you teaching game mechanics - but you are also teaching that this game is about meaningful communication.
I don’t like the big garrison table either. I am hoping they one day make the radio model for outposts the new garrison model, and for a new outpost model they create a new model. Maybe the new Outposts model could be a collection of small items in a pile that a soldier might carry. Maybe a map, a bedroll or pack, and a helmet. I don’t think we need to have sounds for outposts like we do now, it’s kind of overkill when we can just walk near it and it disappears
@camskies4595 I completely agree, it feels outdated and should be reviewed. Don't get me wrong, there are bigger priorities, but the table just annoys me!
I love the table, only when it's an enemy garrison though.
Instead of table garries, why not a bigger radio than the OP?
@grimentomori I would probably take anything as long as it isn't a table...!
An interesting suggestion by others was to have a garrison with some basic sandbags around it to help prevent spawn killing...I thought that an interesting idea to be honest
@Twiglets2 kinda like in squad with habs?
@@FighterOperationsGroupFOG Yes absolutely. And a few others have pointed out several of these points are in Squad, but I don't see that as a bad thing. Especially if Squad has already proven that they work!
Medics need more ammo also. 2 mags isn't enough especially when 99% won't throw down any ammo when you ask
@jamessettles6485 It's funny because any other class rarely runs out of ammo!
@@twiglets2 only other class I've ran out of ammo before dieing is MG that's only after laying down relentless cover fire