Really appreciate the video update on how the PTE is going. My girlfriend and I can’t wait for the 14.2 patch as we were never a fan of the new run speed. We are both console players (me on Series X and her on PS5) and are both looking forward to our Friday night HLL session, beers are already chilling.
I use a controller on PC and was able to do it. I can't see how console would be much different? Maybe the controller layout is different. On PC we used to be able to look at the map while taking down a garrison or node, but now we can't because apparently on console, looking a the map while performing this action would act like 2 people taking down a node. This was in the changelog. So there could be differences.
I wish the rifles were lethal, then I could call it hardcore. But changing the run speed definitely makes you decide on your routes a bit more, which I like.
I think if they refine it and then re-introduce it, it could be a welcomed addition. But as it stands, we went years without it, and it never took away from the gameplay. There is alot of things HLL needs before they re-introduce this. It's not a game breaking mechanic even though it did break the game, and divided this small community. Nodes need a rework, Artillery needs a rework, Hit-Detection, Server Performance, Tutorial, Medic Class, Entire catalog of British Weapons, etc. Regardless, I think you'll be more pleased that the guns actually kill, and your aim doesn't micro stutter when making minor adjustments or the lag and rubber-banding that's plagued every map since U13.5. Which is a far superior experience than diving into a trench.
@@colton2680 I agree, the awkward forward movement to prone needed to go but being able to dive behind cover or into a trench was something I wanted for a long time and was happy to see. I don't think most people would softly lower themselves down while under fire. All it needed was a larger delay between jumping to prone and standing back up and maybe an increase to fall damage while falling in the prone state
@@drpompo they just needed to dial the dive back a little and it would of been fine honestly. They need to fix the basics before adding new mechanics though and there is a lot.
That's interesting. I don't play recon a lot, but people seem to think that the loadout bug comes from a period of being idle. I cannot confirm this, but seems plausible. Is there any other outlying factors that might be at play here? Because I get the bug at such random times, and it's always at the worst times.
I came back after half a year... Just today. Dolphine dive was nice. Saved me quite few times. I can imagine when mg is on you ass, you would jump into that trench as if your life depends on it. Cant say it was bothering me. I dont agree that "its a game and there should not be any movement penalty" like if you are hit in leg you should slow down for example, when you zig zag it also should be somewhat different, like movement should have the weight, it's odd to sprint and suddenly stop. I would say it's about animations, if they are smooth and good it's ok, if they dont feel natural, thats what is causing the problems. What i am eagerly missing is characters... red orchestra ogs would remember. Every soldier had character, when you saw tank, your soldier was yelling in fear "panzeeeer!", "Ivan" or panicking when nade landed next to you, or enjoying mg full auto or panicking under supression. Hll is too quiet, yes you talk a lot but still. Another thing i miss is that when you mounted mg you could take cover while still mounted it made mg role much more emjoyable in hll you are too exposed and every time setting fire position is just too risky. This is what i would like to see in the future. AND EASIER PROGRESSION like leveling is such a grindfest... Wish i had those fps tho... Running it on rtx3960 laptop and cant get over 70-80 fps.
Well welcome back, but alot has happened since you've been gone. Nobody really has an issue with the dive function itself. The issue was that it could be spammed, and you could go right back to running before the animation finished. You don't have to disagree with me, as you aren't aware of what I'm referencing in the video, because you've been gone. But stacked on top of the dive to prone function, as a hotfix, was an acceleration penalty when standing still to getting to top speed, to combat people spamming the dive. Also with this hotfix, they added a slowdown penalty for zig-zagging. Black Matter curbed the zig-zag movement with lowering the run speed, not adding penalties on top. Now that you've been brought up to speed on what's been changed, do you still disagree with my statement? "Its a game and there should not be any movement penalty". I get having inertia or weight as you call it. But for the last 4 years, this game hasn't had any of that, and trying to fix a poor implementation by stacking more clunky stuff on top, is a major issue. Never-mind all the server performance issues that have come along since U14. This game will never have mechanics where getting shot in the leg will slow you down. That's way above these devs abilities, not to mention half the playerbase has left the game already, let alone adding more BS on top. Character is something that was discussed a long time ago, and it was decided that with Prox, Squad, and Command chat all going at the same time, adding more fake audio on top of all of that would be distracting, and break immersion. If they ever add that, they better put a toggle to turn it off. Nobody I play with wants to hear some repetitive audio clip of calling for a medic like in BF5 - Sanitäter! It's just not necessary, and my chat is full of conversation 90% of the time. There's really no downtime, unless I'm playing with randoms with no mics. HLL is too quiet? Stay in the action. I'm averaging 50-60 kills a match, and when there is a moment of awkward silence, it's refreshing to a degree, and there's already guns firing and dogs barking off the edge of the map, that's distracting enough for me. When could you take cover as MG? They let you duck when in a half track, but never as MG, unless you mean clipping into the ground? I think the progression is fine, because the feeling of reward for unlocking Assault 9 is so good. What they could do though, is if you are SL for example, and already level 10, you should be able to allocate your XP to a certain class. That incentivizes people to continue to play SL and Commander. They could also add more loadouts, to make the progression feel faster. But with how they implemented their horrendous attempt at bringing in the British faction, there's a part of me that doesn't think Team17 has any clue how this game works, let alone runs. They will learn over time of course, but hopefully by then all the major long standing bugs are gone and the community is excited for content. You put RTX3960, do you mean RTX3060? Yeah a laptop with a 3060, is basically a full size 3050ti. I did put out a guide recently that should help you achieve a higher frame rate. Although heat is your enemy on a laptop. ruclips.net/video/4o_vzr-XKFU/видео.html
lvl 73 - as far as I know I've never experienced the grenade glitch or the loadout glitch. What are they? The glitch I've experienced a lot is the not-firing-when-I-click -the-mouse glitch. Has gotten me killed many times.
The grenade bug is attached to the gun not firing bug. It's a delay when throwing a grenade, where you player goes through the motion of throwing, sometimes throws, sometimes doesn't, then followed by your gun automatically firing a round, then the very next bullet will be a blank. Where you press fire, and nothing happens. The loadout bug, is where you pick a loadout and it gives you a default level 1 loadout. Play this game long enough and you'll experience it. These bugs used to be few and far between, but with recent updates seem to happen more frequently. I can usually recreate the grenade bug, by throwing a grenade instantly after firing my gun, using a bolt-action mainly, not an SMG.
If they're not reverting the move speed then there's not point in returning. Unless they balance tanks to be faster there's not a point if infantry can outrun vehicles.
@TwinCityShredder gameplay is still too much people running at one another with SMGs, which is why they changed it in U8 in the first place, won't be back until they revert it
Did you play prior to U8? I don't think anyone would say it was slow as a snail. I agree post U8 was a tad slow. But I think many will be ok with the change. Oh and the return of good hit detection, which is more important.
Did you play prior to U8? I don't think anyone would say it was slow as a snail. I agree post U8 was a tad slow. But I think many will be ok with the change. Oh and the return of good hit detection, which is more important.
@@jerome6095 U8 came out in December 2020. I think most people will hardly notice a change from the faster speed. Especially when the game runs so much better, and there isn't an acceleration penalty when getting to top speed. It should be a happy middle ground between hit reg, server performance, and risk to movement when running across an open field.
Loadouts are kept on the server side. So it's possible. But I always restart my PC before launching the game, and I have had the loadout bug about 20 times since U14 launched. Keep in mind I'm playing less since then. But over all I have had this bug 100+ times. I will be playing more after 14.2 comes out, since the current hit reg makes me alt+f4 right out of the game. Curious how many hours you have in the game, and what rank you are? Apparently this loadout bug has never happened in the PTE because everyone is Rank 500, with all loadouts unlocked, so the presumption is the server cannot keep track of everyone's loadouts when some players are idle for 5 min or so.
And not a single one of us has been paid for our work. While mentioning the issues with vigilance that have been ignored. I really don't think BM ever played their own game. Nor do I think they knew how to fix the issues. I think Team17 has had an even harder time with this, but at least they have the funds to figure it out. I have a feeling that all the map issues will take years to overcome.
I am NOT happy about losing the dive. The run speed was not an issue for me, if you look at similar games the run speed in HLL is still slower than most. I know that I am not alone in this opinion. Fix the Brits. Fix the bugs and let us continue to enjoy HLL.
The dive will be coming back. It was a terrible implementation with zero testing. This is not an ok approach. The run speed was too fast compared to all the other mechanics in the game. So overall it was a huge problem. Especially for server performance, which I'll take good hit detection over faster run speed any day. I'm am sick of having to put multiple bullets into an enemy at 5m, with a rifle, just for them to turn around and 1 shot me with a SMG. It makes me never want to play this game ever again. Comparing the run speed to other games is a weak minded approach, and never includes all the other issues that resulted in this change. As those other games do not suffer from massive frame drops and servers that cannot keep track of where you are at on the map. The code for this game is so delicate and fucked up, that the hit boxes are literally behind the visible player, almost like every player has a 300 ping, and the tank penetration is beyond fucked up, all because of a "simple" run speed increase. I'm all for a speed increase across the entire game. But at this point if people do not realize the full scope of server impact, then they must be very unaware or just think the game is running how it always did. Stuttering and laggy, with rubber banding, and game crashes. The truth is, HLL is so unenjoyable at the moment that half the playerbase left. That should be all the confirmation needed that something is very wrong. If the damage range for rifles is a 2 hit kill past 200m, and they don't even kill with 3 shots at less than 10m, then something has to change, and the run speed caused it, so the removal of it, is the best quality of life change for the game. HLL should not be compared to other games. It isn't those games and never will be. So comparing them is like comparing a fork to a spoon. The PTE was available for 4 days. And the 200 people who played it get to decide the future of the game. I'm willing to bet, that most people will hardly notice the speed change, as it's pre-U8 speed. But what you will notice is how smooth everything is, and how there's no stutter when you ADS, and how enemies actually die when shot. Another thing you will notice in your peripheral view, is that players running in the distance actually look like they're running instead of floating and glitching. It's a big win for the game, regardless of what any player thinks, including myself.
When I watched it again, I noticed I pulled away to the left assuming I got the kill. But then had to put a couple more shots on him. The hit reg is not perfect. It hasn't been good since U8. There was another scene in the PTE, where an enemy was on the other side of a box, about 2m away from me, and all I could see was shoulder up, and I hit him dead center, and he ran away, and I had to come around the box to finish him. It's really game breaking and needed to be fixed like 2 years ago. But I think that many factors are at play here, like ping and server performance. It seems as though the hit box doesn't follow the player very well. Especially when shooting someone in the back or if the enemy is laying on the ground. I can say the PTE had way better hit reg then the current U14 gameplay. I feel that run speed is attached to this, as if the server cannot keep up.
Can see you run up to 9 Gb VRAM same as me. A graphics card with minimum 10 Gb VRAM should be the optimal for higher resolutions, but is doesn't say that on the recommended hardware info.
It's funny you mention that. I used to joke around about the "recommended specs" on steam. While I used to play this game in a Ryzen 1600AE and a 1660 Super at 1440p with a range of 60 to 110fps. Their current specs don't match what you should run to maintain a competitive frame rate. I still got lows of 100 with a 4080, and because it's optimized so poorly, my 1% lows can dip down to 50. There's a thread in the HLL Discord of a person who took the PAK file and put it in UE4, and stated that many objects in the game are using a very high triangle count. Some bushes and trees are using 170,000 triangles when they should be about 30,000 triangles. That means that at some point, these devs will have to redesign the most damaging assets. Many maps use the same assets, so whichever one has the most triangles and is used the most times should be optimized first. In reality, hell let loose doesn't care about PC specs, as it will bring the best hardware to it's knees.
I would have like to see the dive reworked instead of removed, but all the things they added on top of it just felt clunky. As long as they refine it first I can wait for its return.
I can relate. The first time I played U14, I had forgot about the new mechanic, and ran up to the top of a crane on the bride on Driel, and slid off the end all the way to the ground and died. I'm glad it's gone too.
Omg can you imagine being able to see an enemy that's shooting at you from a window that actually renders in at 70m. They should take the stupid window trim out of the windows too. An MG42 bullets gets stopped by window trim.
@@TwinCityShredder i didn't even know this wow. The Tree LOD is more of an aesthetic complaint, the window part seems more important than my complaint! My issue is that there should be a few LOD steps between the ps1 trees and the normal trees, as it is currently the trees render their lowest quality sometimes very close and to me its quite distracting. Before 1.0 they didn't do this but performance was also much worse so I understand why they have aggressive LOD.
Haha I see now. I'll keep quiet about it from now on. Next Video: The game's perfect now guys. I'm getting 600fps, and it's butter smooth. With no issues whatsoever. If you are having issues, it's not the game, it's your PC. Go ahead and send your dxdiag file to T17 and they'll be sure to help remind you that your 3090ti is a little out of date.
How long were your sessions? I did one 45mins match and then a 1hr match later. Both times the stuttering/freezing crept in about the 30min mark. The first match got to about 50 people on server, The second only got to about 16. My ping stayed steady between 40-48. I did not get a loadout or grenade bug but I did get a no fire bug, a spawn bug and got stuck on many low objects that step height failed to navigate.
About 4 hours in total. I played 6 different maps. I didn't have the no fire bug, which I normally get constantly. Whats the spawn bug? Where is hangs on zero until next spawn? Getting stuck on many low objects, might be back if they removed all the code related to this. I didn't get stuck at all except from on the normal stuff like broken wood piles on Kharkov, which was still the case after U14. I think there is many things still wrong with the maps, that don't allow easy travel over objects. This will require a look at all maps to fix though. I'm interested to see what the tankers say, and they used to get stuck on little sticks.
@@TwinCityShredder Ya spawn bug is when you hit deploy with 5 or less seconds and the button and map turn gray and it holds you in limbo for an entire spawn phase before it spawns you in. Meanwhile you can't do anything. I like the old run and prone. Could be tweaked very slightly but its fine. I just see the freezes/stutters and hit reg problems being a major issue. They needs to strip all their spaghetti out of there.....a rollback or something. Its just not working.
Do you mean when they ran with the guns in hand? vs 1 hand? I can say this though, players running in the distance look to be actually running vs. floating and glitching like they do now.
There's a couple reasons why. It wasn't implemented very well, then T17 tried to stack spam prevention on top of it. Which just made it another clunky aspect of the game. Another, I think many people had an issue with it because it wasn't in the game for the last 4 years. Some other factors include, the run speed, which allowed people to evade getting shot. If you include this with the 2 hit kill past 200m for the rifles, It pushes the rifles even further into extinction. I was actually surprised that it wasn't in the PTE. I initially thought it was gonna be revises, but I believe it's coming back after they rework it. I didn't mind the dive. But there needs to be a buffer on it. But I think an even better solution, would be to have prone and dive on the same keybind but for instance press Z to prone, hold Z to dive. Black Matter never intended for players to avoid getting shot, which makes you plan your movements and stay with your squad. And with the implementation of the run speed increase and dive, you have a lot more Rambo players, running around with no penalty for making risky decisions. I hope that explains it a bit from every direction. I want it to return, especially with the Pre-U8 run speed. There just needs to a delay of 15-30 seconds between dives, to prevent spam. But it needs to be predictable, so you don't dive when you want to just go prone. T17 needs to test everything before adding it to the game, and with everything around U14, it was just clearly thrown in and never tested.
@@user-xc8js7ec1n interesting. To be fair, I've avoided playing the British like the plague, and have not run into this issue or seen it in real time. I have used the lewis gun, but never had that issue. I would assume once they rework the British guns, this issue would be cleared up.
What's not to like? The only thing that makes me Alt+F4 right out of the game, is when I get the jump on an enemy, get 2 bullets into them, and they turn around and kill me. As long as hit detection works I'm pretty happy. Also the speed feels balanced. Which is what this game needs..
It only happens on PC (I believe) because the bug occurs when you go AFK for like 5 minutes straight and then choose a class. On console, you'll just be kicked before that happens.
I wonder if it's not as common on console. But I have had it happen more on PC with U14 than I ever had before. It always comes at the worst time too, like when I need a satchel. U14 will go down as the worst update this game has ever seen. It lacked everywhere.
I just hope that the new update translates just as well to console. I play on a PS5 and ever since U14 the severs have been absolute dog shit, I'm talking enemies popping in and out of reality levels of dog shit and it makes the game unplayable which strikes a nerve real hard for me bc im addicted to this game and it was extremely difficult for me to have to put it down.
@@TwinCityShredder thats the update that i started playing in and I remember being surprised so many times by how smooth the game ran. Your video certainly gave me hope for the future.
I lost my love to console. Can't play this game anymore, after 8 months of constant gaming the charms has gone. I'm going to build a PC from scratch and I'll give HLL a chance. I hope it will charm me again. If not, there are plenty of other games with more beautiful graphics, optimization (!) and realism - sadly, not WW2 games. Fingers crossed.
@@AGC479 I gives me hope too. I've been playing since U7. I'd hate to think I've wasted so much time on this game. This is the most hopeful I've felt about this game since before the announcement of a console release. That's why I almost never make videos like this. I don't like to get my hopes up, but I feel good about this one.
The biggest issue on console is lack of servers. I'm done with playing with dumb ass people who don't get this game and I'm done with playing the same maps over and over - I'm sick of the French and Belgian maps. Hope PC version will address this concern and I'll be happy again.
People bitching and moaning about zigzagging are coping so fucking hard. Just hit your shot. People zigzagged before the move speed increase. Hell if you were running from bullets in real life, would you just run straight? Id be zigzagging lol
If the zig-zagging wasn't an issue, then the years worth of decision making my Black Matter to prevent this must be worthless. It isn't about hitting shots, that's just some basic level misunderstanding of what it did to the game. I've never seen someone zig-zag in real life when running from gun fire.
@@TwinCityShredder what did black matter ever do in this regard? From my experience the small amount of inertia they put in the most recent update was the only time I've ever seen a patch directly address it as an "issue"
@@DammitBobby In Dev Blog #106, they stated that slowing the movement speed was to reward intentional movement and and decrease the amount of “zig zag” “mosquito” movement. store.steampowered.com/news/app/686810/view/2943629688060587579 This is the issue with the new speed that many people over look. Currently you can dodge so much gun fire, that allows you to make worse decisions, knowing you'll likely evade death. This has a compounding effect that allows people to be more successful at being Rambo, removing the reliance of squad/team work. Which I feel makes this game so special. It's a balancing act, that was perfect Pre-U8. And changed without warning for U8. U14 also had a speed change that was never mentioned, and we all know what happened there. I firmly agree that if the run speed increase had been coupled with every other aspect increasing in speed, then the change would have been welcomed, if it didn't take away from the performance and hit reg. I think overall, you will appreciate the smoothness in movement and aiming and shooting, over the infantry speed increase. Console could use all the performance it can get, and when I tested HLL on PS5, the performance drops were so bad, I knew when I was near enemy, without ever seeing them, just based on FPS drops into the 40's. There has been many changes to this game, and every update has come with it's faults, but each update shouldn't require relearning major aspects of the game. Battlefield 5 learned this lesson the hard way with U6.2, which raised the TTK so new players wouldn't die as often to higher rank players. They also added aim-assist in that update. HLL, I feel, tried to do the same, without telling anyone. HLL already changed it's TTK, and made every SMG the exact damage rate at certain ranges, where it used to go off of caliber and distance, with Black Matter also stating they they would never do anything to raise the TTK, or adjust gun damage values at range. Well that did end up changing in U6, where they implemented a completely new ballistics system, that was amazing, but then shifted into what we have now. It went from realistic and complex in U6 and slowly shifted into this hodge podge of unrealistic weapon damage. I mean scoped rifles kill in 1 hit to 500m. Meanwhile unscoped rifles are a 2 hit kill past 200m, Which now it only matters who has the faster firing gun, and since rifles don't always kill in 1 shot under 200m because of hit detection issues, the game has a heavy focus on SMG's when WW2 relied on rifles. Dev Blog #73 explains the ballistics system overhaul: store.steampowered.com/news/app/686810/view/2228662320402646589
Yet the devs agree with these people and are now changing it back. The only one who needs to cope now is you. If you don't like it stop playing, it worked for the people who didn't like the faster speed which is why the devs are changing it back.
Update 14.2 isn't out yet, but I assume in the next 2 weeks or so. Current speed is 5m/s Pre U14 was 4m/s, pre-u8 was 4.5m/s. I believe the new update is 4.5m/s.
Really appreciate the video update on how the PTE is going. My girlfriend and I can’t wait for the 14.2 patch as we were never a fan of the new run speed. We are both console players (me on Series X and her on PS5) and are both looking forward to our Friday night HLL session, beers are already chilling.
That's so wholesome dude. I think performance all around was better. That should be not only noticeable on screen but in the controller latency too.
Protect that woman at all costs. Women like her are a rarity to be treasured and they’re sooo cool haha
that is a fire relationship. love to hear it
The dolphin dive was only spammable on pc with M/K players. I play on console and never once saw anybody spamming the dolphin dive on console.
I use a controller on PC and was able to do it. I can't see how console would be much different? Maybe the controller layout is different.
On PC we used to be able to look at the map while taking down a garrison or node, but now we can't because apparently on console, looking a the map while performing this action would act like 2 people taking down a node. This was in the changelog. So there could be differences.
As a console player im really happy this is going back to its hardcore routes .
I wish the rifles were lethal, then I could call it hardcore. But changing the run speed definitely makes you decide on your routes a bit more, which I like.
@@TwinCityShredder ive noticed on ps5 the rifles are 1 shot kills now up to around 200 metres and the slower gameplay is great
Tbh I wanted them to keep the dive to prone so I could dive into the trenches
I think if they refine it and then re-introduce it, it could be a welcomed addition. But as it stands, we went years without it, and it never took away from the gameplay.
There is alot of things HLL needs before they re-introduce this. It's not a game breaking mechanic even though it did break the game, and divided this small community.
Nodes need a rework, Artillery needs a rework, Hit-Detection, Server Performance, Tutorial, Medic Class, Entire catalog of British Weapons, etc.
Regardless, I think you'll be more pleased that the guns actually kill, and your aim doesn't micro stutter when making minor adjustments or the lag and rubber-banding that's plagued every map since U13.5. Which is a far superior experience than diving into a trench.
@@TwinCityShredderit was fine. It provided fluidity to the movement.
@@colton2680 I agree, the awkward forward movement to prone needed to go but being able to dive behind cover or into a trench was something I wanted for a long time and was happy to see. I don't think most people would softly lower themselves down while under fire. All it needed was a larger delay between jumping to prone and standing back up and maybe an increase to fall damage while falling in the prone state
@@drpompo they just needed to dial the dive back a little and it would of been fine honestly. They need to fix the basics before adding new mechanics though and there is a lot.
Great video!
Thanks bud I appreciate it!
I get the load out bug the most when I'm playing as recon and I'm the SL. It's happened to me in that role more often than others.
That's interesting. I don't play recon a lot, but people seem to think that the loadout bug comes from a period of being idle. I cannot confirm this, but seems plausible.
Is there any other outlying factors that might be at play here? Because I get the bug at such random times, and it's always at the worst times.
I came back after half a year... Just today. Dolphine dive was nice. Saved me quite few times. I can imagine when mg is on you ass, you would jump into that trench as if your life depends on it. Cant say it was bothering me. I dont agree that "its a game and there should not be any movement penalty" like if you are hit in leg you should slow down for example, when you zig zag it also should be somewhat different, like movement should have the weight, it's odd to sprint and suddenly stop. I would say it's about animations, if they are smooth and good it's ok, if they dont feel natural, thats what is causing the problems. What i am eagerly missing is characters... red orchestra ogs would remember. Every soldier had character, when you saw tank, your soldier was yelling in fear "panzeeeer!", "Ivan" or panicking when nade landed next to you, or enjoying mg full auto or panicking under supression. Hll is too quiet, yes you talk a lot but still. Another thing i miss is that when you mounted mg you could take cover while still mounted it made mg role much more emjoyable in hll you are too exposed and every time setting fire position is just too risky. This is what i would like to see in the future. AND EASIER PROGRESSION like leveling is such a grindfest... Wish i had those fps tho... Running it on rtx3960 laptop and cant get over 70-80 fps.
Well welcome back, but alot has happened since you've been gone. Nobody really has an issue with the dive function itself. The issue was that it could be spammed, and you could go right back to running before the animation finished.
You don't have to disagree with me, as you aren't aware of what I'm referencing in the video, because you've been gone.
But stacked on top of the dive to prone function, as a hotfix, was an acceleration penalty when standing still to getting to top speed, to combat people spamming the dive. Also with this hotfix, they added a slowdown penalty for zig-zagging. Black Matter curbed the zig-zag movement with lowering the run speed, not adding penalties on top.
Now that you've been brought up to speed on what's been changed, do you still disagree with my statement? "Its a game and there should not be any movement penalty".
I get having inertia or weight as you call it. But for the last 4 years, this game hasn't had any of that, and trying to fix a poor implementation by stacking more clunky stuff on top, is a major issue. Never-mind all the server performance issues that have come along since U14.
This game will never have mechanics where getting shot in the leg will slow you down. That's way above these devs abilities, not to mention half the playerbase has left the game already, let alone adding more BS on top.
Character is something that was discussed a long time ago, and it was decided that with Prox, Squad, and Command chat all going at the same time, adding more fake audio on top of all of that would be distracting, and break immersion.
If they ever add that, they better put a toggle to turn it off. Nobody I play with wants to hear some repetitive audio clip of calling for a medic like in BF5 - Sanitäter!
It's just not necessary, and my chat is full of conversation 90% of the time. There's really no downtime, unless I'm playing with randoms with no mics.
HLL is too quiet? Stay in the action. I'm averaging 50-60 kills a match, and when there is a moment of awkward silence, it's refreshing to a degree, and there's already guns firing and dogs barking off the edge of the map, that's distracting enough for me.
When could you take cover as MG? They let you duck when in a half track, but never as MG, unless you mean clipping into the ground?
I think the progression is fine, because the feeling of reward for unlocking Assault 9 is so good. What they could do though, is if you are SL for example, and already level 10, you should be able to allocate your XP to a certain class. That incentivizes people to continue to play SL and Commander. They could also add more loadouts, to make the progression feel faster. But with how they implemented their horrendous attempt at bringing in the British faction, there's a part of me that doesn't think Team17 has any clue how this game works, let alone runs. They will learn over time of course, but hopefully by then all the major long standing bugs are gone and the community is excited for content.
You put RTX3960, do you mean RTX3060? Yeah a laptop with a 3060, is basically a full size 3050ti. I did put out a guide recently that should help you achieve a higher frame rate. Although heat is your enemy on a laptop. ruclips.net/video/4o_vzr-XKFU/видео.html
lvl 73 - as far as I know I've never experienced the grenade glitch or the loadout glitch. What are they? The glitch I've experienced a lot is the not-firing-when-I-click -the-mouse glitch. Has gotten me killed many times.
The grenade bug is attached to the gun not firing bug. It's a delay when throwing a grenade, where you player goes through the motion of throwing, sometimes throws, sometimes doesn't, then followed by your gun automatically firing a round, then the very next bullet will be a blank. Where you press fire, and nothing happens.
The loadout bug, is where you pick a loadout and it gives you a default level 1 loadout.
Play this game long enough and you'll experience it.
These bugs used to be few and far between, but with recent updates seem to happen more frequently.
I can usually recreate the grenade bug, by throwing a grenade instantly after firing my gun, using a bolt-action mainly, not an SMG.
@@TwinCityShredder Thanks
It looks good I subbed
Thanks for your support bud! I appreciate it! Have a great day!
If they're not reverting the move speed then there's not point in returning. Unless they balance tanks to be faster there's not a point if infantry can outrun vehicles.
He said they reverted the move speed in the video though.
Run speed is now Pre-Update 8 speed, which is faster than Update 8 to 13.5, but slower than Update 14.
Thanks for explaining this:)
@TwinCityShredder gameplay is still too much people running at one another with SMGs, which is why they changed it in U8 in the first place, won't be back until they revert it
Back to the speed of a snail
Did you play prior to U8?
I don't think anyone would say it was slow as a snail.
I agree post U8 was a tad slow. But I think many will be ok with the change. Oh and the return of good hit detection, which is more important.
Did you play prior to U8?
I don't think anyone would say it was slow as a snail.
I agree post U8 was a tad slow. But I think many will be ok with the change. Oh and the return of good hit detection, which is more important.
@@TwinCityShredder been playing for a year and half now
@@jerome6095 U8 came out in December 2020.
I think most people will hardly notice a change from the faster speed.
Especially when the game runs so much better, and there isn't an acceleration penalty when getting to top speed.
It should be a happy middle ground between hit reg, server performance, and risk to movement when running across an open field.
Could the loadout glitch be related to Steam somehow? I never get the glitch when I restart Steam before launching the game.
Loadouts are kept on the server side. So it's possible. But I always restart my PC before launching the game, and I have had the loadout bug about 20 times since U14 launched. Keep in mind I'm playing less since then. But over all I have had this bug 100+ times.
I will be playing more after 14.2 comes out, since the current hit reg makes me alt+f4 right out of the game.
Curious how many hours you have in the game, and what rank you are?
Apparently this loadout bug has never happened in the PTE because everyone is Rank 500, with all loadouts unlocked, so the presumption is the server cannot keep track of everyone's loadouts when some players are idle for 5 min or so.
As the community we kinda do tho we’ve been playing for 2 years figuring out bugs and glitches jumps and binding spots etc
And not a single one of us has been paid for our work. While mentioning the issues with vigilance that have been ignored.
I really don't think BM ever played their own game. Nor do I think they knew how to fix the issues.
I think Team17 has had an even harder time with this, but at least they have the funds to figure it out.
I have a feeling that all the map issues will take years to overcome.
I am NOT happy about losing the dive. The run speed was not an issue for me, if you look at similar games the run speed in HLL is still slower than most. I know that I am not alone in this opinion. Fix the Brits. Fix the bugs and let us continue to enjoy HLL.
The dive will be coming back. It was a terrible implementation with zero testing. This is not an ok approach.
The run speed was too fast compared to all the other mechanics in the game. So overall it was a huge problem. Especially for server performance, which I'll take good hit detection over faster run speed any day.
I'm am sick of having to put multiple bullets into an enemy at 5m, with a rifle, just for them to turn around and 1 shot me with a SMG. It makes me never want to play this game ever again.
Comparing the run speed to other games is a weak minded approach, and never includes all the other issues that resulted in this change. As those other games do not suffer from massive frame drops and servers that cannot keep track of where you are at on the map.
The code for this game is so delicate and fucked up, that the hit boxes are literally behind the visible player, almost like every player has a 300 ping, and the tank penetration is beyond fucked up, all because of a "simple" run speed increase.
I'm all for a speed increase across the entire game. But at this point if people do not realize the full scope of server impact, then they must be very unaware or just think the game is running how it always did. Stuttering and laggy, with rubber banding, and game crashes.
The truth is, HLL is so unenjoyable at the moment that half the playerbase left.
That should be all the confirmation needed that something is very wrong.
If the damage range for rifles is a 2 hit kill past 200m, and they don't even kill with 3 shots at less than 10m, then something has to change, and the run speed caused it, so the removal of it, is the best quality of life change for the game.
HLL should not be compared to other games. It isn't those games and never will be. So comparing them is like comparing a fork to a spoon.
The PTE was available for 4 days. And the 200 people who played it get to decide the future of the game.
I'm willing to bet, that most people will hardly notice the speed change, as it's pre-U8 speed.
But what you will notice is how smooth everything is, and how there's no stutter when you ADS, and how enemies actually die when shot.
Another thing you will notice in your peripheral view, is that players running in the distance actually look like they're running instead of floating and glitching.
It's a big win for the game, regardless of what any player thinks, including myself.
3:30 why the fuck did that shot not immediately fold him up like an accordion
That’s the stuff in the gameplay that is going to kill my drive for hell let loose
When I watched it again, I noticed I pulled away to the left assuming I got the kill. But then had to put a couple more shots on him.
The hit reg is not perfect. It hasn't been good since U8.
There was another scene in the PTE, where an enemy was on the other side of a box, about 2m away from me, and all I could see was shoulder up, and I hit him dead center, and he ran away, and I had to come around the box to finish him.
It's really game breaking and needed to be fixed like 2 years ago. But I think that many factors are at play here, like ping and server performance. It seems as though the hit box doesn't follow the player very well. Especially when shooting someone in the back or if the enemy is laying on the ground.
I can say the PTE had way better hit reg then the current U14 gameplay. I feel that run speed is attached to this, as if the server cannot keep up.
@cgzlez7845 I agree, it aggravates me to no end. By far the most defeating aspect of the game.
Can see you run up to 9 Gb VRAM same as me. A graphics card with minimum 10 Gb VRAM should be the optimal for higher resolutions, but is doesn't say that on the recommended hardware info.
It's funny you mention that. I used to joke around about the "recommended specs" on steam.
While I used to play this game in a Ryzen 1600AE and a 1660 Super at 1440p with a range of 60 to 110fps.
Their current specs don't match what you should run to maintain a competitive frame rate.
I still got lows of 100 with a 4080, and because it's optimized so poorly, my 1% lows can dip down to 50.
There's a thread in the HLL Discord of a person who took the PAK file and put it in UE4, and stated that many objects in the game are using a very high triangle count.
Some bushes and trees are using 170,000 triangles when they should be about 30,000 triangles.
That means that at some point, these devs will have to redesign the most damaging assets.
Many maps use the same assets, so whichever one has the most triangles and is used the most times should be optimized first.
In reality, hell let loose doesn't care about PC specs, as it will bring the best hardware to it's knees.
Dive was alright just wasn't a fan of the new speed movement. Well still looking forward for the new patch
I would have like to see the dive reworked instead of removed, but all the things they added on top of it just felt clunky. As long as they refine it first I can wait for its return.
I've dived into mines and off plane wings etc. I'm glad it's gone.
I can relate. The first time I played U14, I had forgot about the new mechanic, and ran up to the top of a crane on the bride on Driel, and slid off the end all the way to the ground and died.
I'm glad it's gone too.
@@TwinCityShreddersounds like a skill problem
@@Plaga_19 The only lack of skill is your learning ability, and mouth skills.
@@TwinCityShredder literally what you’ve describe is a skill issue 😂
@@Plaga_19 That phrase will get nothing but disrespect from me.
I don't care what the reference is.
I hope they fix the tree LOD someday.
Omg can you imagine being able to see an enemy that's shooting at you from a window that actually renders in at 70m. They should take the stupid window trim out of the windows too. An MG42 bullets gets stopped by window trim.
@@TwinCityShredder i didn't even know this wow. The Tree LOD is more of an aesthetic complaint, the window part seems more important than my complaint!
My issue is that there should be a few LOD steps between the ps1 trees and the normal trees, as it is currently the trees render their lowest quality sometimes very close and to me its quite distracting. Before 1.0 they didn't do this but performance was also much worse so I understand why they have aggressive LOD.
Veterans say there is and never was a loudout bug🤫
Haha I see now. I'll keep quiet about it from now on.
Next Video: The game's perfect now guys. I'm getting 600fps, and it's butter smooth. With no issues whatsoever.
If you are having issues, it's not the game, it's your PC. Go ahead and send your dxdiag file to T17 and they'll be sure to help remind you that your 3090ti is a little out of date.
How long were your sessions? I did one 45mins match and then a 1hr match later. Both times the stuttering/freezing crept in about the 30min mark. The first match got to about 50 people on server, The second only got to about 16. My ping stayed steady between 40-48. I did not get a loadout or grenade bug but I did get a no fire bug, a spawn bug and got stuck on many low objects that step height failed to navigate.
About 4 hours in total. I played 6 different maps. I didn't have the no fire bug, which I normally get constantly. Whats the spawn bug? Where is hangs on zero until next spawn?
Getting stuck on many low objects, might be back if they removed all the code related to this. I didn't get stuck at all except from on the normal stuff like broken wood piles on Kharkov, which was still the case after U14.
I think there is many things still wrong with the maps, that don't allow easy travel over objects. This will require a look at all maps to fix though.
I'm interested to see what the tankers say, and they used to get stuck on little sticks.
@@TwinCityShredder Ya spawn bug is when you hit deploy with 5 or less seconds and the button and map turn gray and it holds you in limbo for an entire spawn phase before it spawns you in. Meanwhile you can't do anything. I like the old run and prone. Could be tweaked very slightly but its fine. I just see the freezes/stutters and hit reg problems being a major issue. They needs to strip all their spaghetti out of there.....a rollback or something. Its just not working.
Did they change the running animations with the smgs back to the old ones too?
Do you mean when they ran with the guns in hand? vs 1 hand? I can say this though, players running in the distance look to be actually running vs. floating and glitching like they do now.
Why does no one like the dolphin dive??
There's a couple reasons why. It wasn't implemented very well, then T17 tried to stack spam prevention on top of it. Which just made it another clunky aspect of the game.
Another, I think many people had an issue with it because it wasn't in the game for the last 4 years.
Some other factors include, the run speed, which allowed people to evade getting shot. If you include this with the 2 hit kill past 200m for the rifles, It pushes the rifles even further into extinction.
I was actually surprised that it wasn't in the PTE. I initially thought it was gonna be revises, but I believe it's coming back after they rework it.
I didn't mind the dive. But there needs to be a buffer on it. But I think an even better solution, would be to have prone and dive on the same keybind but for instance press Z to prone, hold Z to dive.
Black Matter never intended for players to avoid getting shot, which makes you plan your movements and stay with your squad. And with the implementation of the run speed increase and dive, you have a lot more Rambo players, running around with no penalty for making risky decisions.
I hope that explains it a bit from every direction. I want it to return, especially with the Pre-U8 run speed. There just needs to a delay of 15-30 seconds between dives, to prevent spam. But it needs to be predictable, so you don't dive when you want to just go prone.
T17 needs to test everything before adding it to the game, and with everything around U14, it was just clearly thrown in and never tested.
i having BUG reloading the machine gun (LEWIS GUN)
often i need reloading twice
All the British guns are getting reworked for U14.3.
I haven't experienced that bug, and haven't read about it either. Is this on console or PC?
@@TwinCityShredder I'm playing on PC
@@user-xc8js7ec1n interesting. To be fair, I've avoided playing the British like the plague, and have not run into this issue or seen it in real time.
I have used the lewis gun, but never had that issue.
I would assume once they rework the British guns, this issue would be cleared up.
I'm not happy.
What's not to like?
The only thing that makes me Alt+F4 right out of the game, is when I get the jump on an enemy, get 2 bullets into them, and they turn around and kill me. As long as hit detection works I'm pretty happy.
Also the speed feels balanced. Which is what this game needs..
I have close to 1500hr on console and have never had the load out bug lol. But good. The game has felt like complete ass ever since U14
It only happens on PC (I believe) because the bug occurs when you go AFK for like 5 minutes straight and then choose a class. On console, you'll just be kicked before that happens.
I wonder if it's not as common on console. But I have had it happen more on PC with U14 than I ever had before. It always comes at the worst time too, like when I need a satchel.
U14 will go down as the worst update this game has ever seen. It lacked everywhere.
@@TwinCityShredder it didn’t just lack, it made the game go from a modern classic to moderately entertaining in small doses
wtf is a shatoosh?
It's one of the finest wools made from a Tibetan antelope.
I just hope that the new update translates just as well to console. I play on a PS5 and ever since U14 the severs have been absolute dog shit, I'm talking enemies popping in and out of reality levels of dog shit and it makes the game unplayable which strikes a nerve real hard for me bc im addicted to this game and it was extremely difficult for me to have to put it down.
I feel that. Console needs some love, but I'm confident that the game will be almost indistinguishable from U13.
@@TwinCityShredder thats the update that i started playing in and I remember being surprised so many times by how smooth the game ran. Your video certainly gave me hope for the future.
I lost my love to console. Can't play this game anymore, after 8 months of constant gaming the charms has gone. I'm going to build a PC from scratch and I'll give HLL a chance. I hope it will charm me again. If not, there are plenty of other games with more beautiful graphics, optimization (!) and realism - sadly, not WW2 games. Fingers crossed.
@@AGC479 I gives me hope too. I've been playing since U7. I'd hate to think I've wasted so much time on this game.
This is the most hopeful I've felt about this game since before the announcement of a console release.
That's why I almost never make videos like this. I don't like to get my hopes up, but I feel good about this one.
The biggest issue on console is lack of servers. I'm done with playing with dumb ass people who don't get this game and I'm done with playing the same maps over and over - I'm sick of the French and Belgian maps. Hope PC version will address this concern and I'll be happy again.
People bitching and moaning about zigzagging are coping so fucking hard. Just hit your shot. People zigzagged before the move speed increase. Hell if you were running from bullets in real life, would you just run straight? Id be zigzagging lol
If the zig-zagging wasn't an issue, then the years worth of decision making my Black Matter to prevent this must be worthless. It isn't about hitting shots, that's just some basic level misunderstanding of what it did to the game.
I've never seen someone zig-zag in real life when running from gun fire.
@@TwinCityShredder what did black matter ever do in this regard? From my experience the small amount of inertia they put in the most recent update was the only time I've ever seen a patch directly address it as an "issue"
@@DammitBobby In Dev Blog #106, they stated that slowing the movement speed was to reward intentional movement and and decrease the amount of “zig zag” “mosquito” movement.
store.steampowered.com/news/app/686810/view/2943629688060587579
This is the issue with the new speed that many people over look. Currently you can dodge so much gun fire, that allows you to make worse decisions, knowing you'll likely evade death.
This has a compounding effect that allows people to be more successful at being Rambo, removing the reliance of squad/team work. Which I feel makes this game so special.
It's a balancing act, that was perfect Pre-U8. And changed without warning for U8. U14 also had a speed change that was never mentioned, and we all know what happened there.
I firmly agree that if the run speed increase had been coupled with every other aspect increasing in speed, then the change would have been welcomed, if it didn't take away from the performance and hit reg.
I think overall, you will appreciate the smoothness in movement and aiming and shooting, over the infantry speed increase. Console could use all the performance it can get, and when I tested HLL on PS5, the performance drops were so bad, I knew when I was near enemy, without ever seeing them, just based on FPS drops into the 40's.
There has been many changes to this game, and every update has come with it's faults, but each update shouldn't require relearning major aspects of the game. Battlefield 5 learned this lesson the hard way with U6.2, which raised the TTK so new players wouldn't die as often to higher rank players. They also added aim-assist in that update. HLL, I feel, tried to do the same, without telling anyone.
HLL already changed it's TTK, and made every SMG the exact damage rate at certain ranges, where it used to go off of caliber and distance, with Black Matter also stating they they would never do anything to raise the TTK, or adjust gun damage values at range. Well that did end up changing in U6, where they implemented a completely new ballistics system, that was amazing, but then shifted into what we have now. It went from realistic and complex in U6 and slowly shifted into this hodge podge of unrealistic weapon damage. I mean scoped rifles kill in 1 hit to 500m. Meanwhile unscoped rifles are a 2 hit kill past 200m, Which now it only matters who has the faster firing gun, and since rifles don't always kill in 1 shot under 200m because of hit detection issues, the game has a heavy focus on SMG's when WW2 relied on rifles.
Dev Blog #73 explains the ballistics system overhaul: store.steampowered.com/news/app/686810/view/2228662320402646589
If the developers don't slow down the movement then prepare to lose your entire playerbase. If you want movement go play call of duty.
Yet the devs agree with these people and are now changing it back. The only one who needs to cope now is you. If you don't like it stop playing, it worked for the people who didn't like the faster speed which is why the devs are changing it back.
So wait sir I'm confused. Was there a update? I played yesterday and the running was nice. I hated the slow slow running.
Update 14.2 isn't out yet, but I assume in the next 2 weeks or so. Current speed is 5m/s Pre U14 was 4m/s, pre-u8 was 4.5m/s. I believe the new update is 4.5m/s.