the night maps just feel like such a cop out from actual content. "Hey guys here's this map that we have had in the game for 3 years but guess what? It's new content because we just turned the lights off."
DUDE ONE THING I REALLY WANT THEM TO ADD IS ENEMY VOIP SO YOU CAN HEAR THE ENEMY TALK TO LOCAL UP TO A CERTAIN DISTANCE. THAT WOULD MAKE GAME PLAY SOO MUCH MORE INTERTERACTIVE. IM ALSO EXCITED FOR THE NEW MAP.
There are a few changes I'd like to see. 1) Make the arty damage-able and repairable. So that a tank or someone with a satchel can blow up the guns, and force the the enemy to send support and engi's back to repair them before they can be used again. 2)Take the flamethrower from Support and give it to Rifleman. 3)Give Support players the ability to pick up their supplies and move them in a tiered system. Lvl 1 Support can pick up and drop their supplies. Lvl 2 can pick up supplies dropped by other support players. Lvl 3 can pick up supplies (50 at a time) from air drops or trucks. But have a movement penalty for carrying extra supplies. 4)Make Halftracks drivable only by SL or Commanders. 5) Fix the sound while inside the Church on SME! 6) Make Artillery squads. Kind of like tank squads. With a Loader, Gunner, and Spotters. Have the Spotter be in Command chat. The Loader and Gunner can repair minor damage to the guns, but would need supplies and engi's if guns are destroyed.
Squad leader rewards for playing well and building garrasions would be awesome imo. Like squad leader getting a ammo call in, strafe, and things of those nature that can help the squad in intense gun fights would be awesome.
1- Night maps will be 100% fun if they remove the awful fog and limit the brightness to 100%. Also maybe give flares to other classes that light up the area but don't reveal anything like the recon flares. 2- Make tanks withstand one more shot. A heavy 3 shot a heavy and 2 shot a medium. A medium 3 shot a medium. Tank battles are too fast and who ever lands the 1st shot almost always win. 3- Fix ATs where not a single AT can't kill a medium tank and disable a heavy. And limit the satchel to only 2 classes. People used to run away from tanks and now half of the team hunt them all over the map. 4- SL lock where you need to be level 40-50 to play as an SL. 5- Squad dismantle if there is no SL after 1 min. Now in every match you find multiple AT and Eng with no SLs and they provide nothing to the team but hunt tanks behind the enemy lines. 6- Halftracks only be drivable by commander and SLs. 7- Increase some of the heavy tanks speed to 20-22 and fix the turning speed where it would drops to almost half when turning. (Churchill and IS-1)
1. One radical change could be to remove the fixed artillery, replace it by self-propelled artillery . Ammunition types: a) HE (High-Explosive), b) HEAT (High-Explosive Anti-Tank) c) Smoke (Smoke Rounds) d) Illumination (Flare Rounds) e) Incendiary (Fire Rounds) 2.Let the server admin choose heavy tank or self-propelled artillery. Makes a new target for tank sq and more random gameplay.
No wonder they don’t communicate, since Team17 fired their PR, QA and whatnot teams at the end of last year. What baffles me the most is there is no activity from Cover 6 studio, that should be the main team working on it. Instead just members of Expression studio is seen in update articles.
Small correction for FGB but nodes take one minute to dismantle each. So dismantling three whole sets is nine minutes and not 18. And having people help you on each node obviously makes it go quicker as well.
always hated when you "track" a tank, you can just hop out give it a blow torch for 2 seconds and all the sudden the tank is back to normal.... makes absolutely no fucking sense.
Night Kursk is a great map. With regards to arty, how about making them a commander call which opens the guns to be fired for a few minutes. And add artillery tanks.
7000+ HLL Steam hours HLL veteran here, ever since the HLL day 0 (alpha/beta playtests) and indeed it has been going from bad to worse, when it comes to the development of the game. I lost all the remains of hope for its current dev team. Performance terrible even on the good PC rigs, plenty of bugs, devs's silence & no dialogue, no overhauls, no any substantial devBriefings, devs keep doing stuff the community didn't ask for. It's sad.
I didn't agree with all the stuff that has been said/suggested in the video, but I agreed with like 95%, +it captures the state of the game generally pretty well, so I have given a👍.
@@sam_15_svk90 I think we vented quite a bit in this cast. No way we will be able to fully speak on behalf of the community ofc but I feel we're part of enough smaller communities to have a general consensus on major pain points I truly love the game, that's why I also have thousands of hours of play time. I think fresh and I genuinely just want our great game to keep getting better. I unfortunately totally understand your sentiment and hope that creating more videos and podcasts talking about good and bad things help move some of these conversations forward and better prioritize fixes
I love the half track idea, Rework Arty to be a commander ability or limited use, i like a commenters idea that SL have flares on night maps, I thought an airhead rework would be cool, instead of a type of spawn drop, you actually have players dropped from a plane with chutes, scatter them in a square instead of a grouped spawn and its like a minute of use, wishful thinking but thats my two cents,
So about the bugs. Sure, they did fix the loadout bug and that’s commendable. But the grenade throwing animation is still not 100% flawless. If you switch to a grenade and try to throw it too fast the animation will skip a step and just lob the grenade when it wants to. And in the devs most recent dev blog on the Steam store page. If you go to the comments for it and go to page 3 I posted an entire list of bugs that are still in the game. Many of which have been in the game for years. And many of which the new devs introduced and just literally have not fixed even after people report them. They should not be praised for fixing bugs. There are so many ridiculous things they just overlook. It drives me nuts.
Hey Guys! One simple idea regarding the garrison topic. You don't need any new garrison models or other fancy stuff. Just work with incentives. Give the players who build a garrison way more XP for the buildup and also XP for every player using that garrison as a spawn. And let use the players XP in general for leveling up the class they WANT, not just the class they are playing in that moment. It could be soooo easy. Incentives are the force that let people do the stuff that you want them to do. And the best part: You don't need to make a lot of programming to implement this idea. Raz and FBG - please use your voice to flag this idea! TY guys and take care
@@mars6760 I mean I think that's how arty currently is tbh.. It's absolutely broken, everything from the recon arty gameplay loop, to the fact you can't counter it for half the game in the offensive game modes My vision for the commander call in arty would be essentially the same as the current katyusha rockets but just a different effect
Overall good podcast, touched on decent number things that need changed that, at least me, didn’t think too much about it. A tank rework is needed, skirmish mode seemingly had good intentions but terrible execution (is it worth saving)SL’s and Cmdr’s should be only ones who can drive halftracks, etc. Only thing I disagreed with is a offensive game mode with default garrisons on every point unless there is a massive rework of how they work to make them not broken lol. Weird question, is it even worth trying to get into the war correspondent program at this point? Seeing as the communication has slowed down a lot. Also it seems like that T17 is lackluster to listen to the community to say it lightly.
@@ChaoticHammer_ tysm! I think it's a great point you bring up in regards to the garrisons. I would agree, probably a large amount of work to make that happen. I suppose having a way to spawn at each base goes back to the education that needs to happen towards new players I. E. An in game Tutorial
@@Raz_Bora sounds good, do you know how I could about asking about that? Sorry if this isn’t the best place to discuss that. I do appreciate the response back
Why did you talk about there being no comms from devs and not mention why that is, even if you have speculate? Would have loved to hear the possible reasons....
i gotta disagree with how to fix heavy tanks in the current meta. imo, nothing really needs to change with most heavies (besides the jumbo 75), they just need to be rarer. give them a 15 or 20 minute cooldown. they can still be the heavy hitting hard to kill beasts that need to be outplayed to take out, just force mediums to be used more often out of necessity. now theres also an argument that theyre a little too easy to kill by infantry, but thats another story.
@@romulus304 I 100% agree with you... HOWEVER site lines in HLL simply don't allow for the "out playing" aspect of it as well as the vehicle speeds. With it being a one tap always to anything under a heavy, the heavy just needs to sit back and snipe and they will always win. Honestly I could count on one hand how many times I've personally been killed in a heavy by a medium and it's only bc they shot our engine out. If they ever shoot our side I can always rotate towards them fast enough
@@Raz_Bora i remember when they changed the fuel cost of heavies a few years ago with the justification of "we want them to come on to the field and be a menace to the enemy team. something the enemy has to work together as a team to take out." yet i see 2-3 heavies alive at the same time in comp matches, and a consistent flow in pub matches when a crew dies. honestly, whats the point of fuel when you only feel the loss of it towards the last 15 mins of a game.
@@romulus304 agreed, it truly is though that you almost save fuel by having more heavies bc you don't have to spawn anything else lolol I think that also goes back to the nodes and that system and economy simply needing a rework
As far as nodes go, make them buildable in red zone, but make them capturable. A team can build 3 sets of nodes, but can capture enemy nodes for 1/2 the production.
VoIP is absolutely garbage now on console, and I’m not going in my router changing things when all my other games works fine. Loadout bug is still a thing on console, the new ui is terrible, still terrible lag and stutter on certain maps. I haven’t crashed since the servers but now my console sounds like a jet getting ready for takeoff. I’ve posted clips in your discord under the hell let loose tab for the devs, no response so I left. Love the game but all this BS on console is getting old.
Pretty much stated every gripe I have with the game. It sucks but a HLL 2 is really the only option with pretty much everything rebuilt from the ground up. Everything in this game is just badly designed or implemented, even the most minute of details
Fresh I think your time playing Hell let loose has come to an end go play squad 44 because this game isn't going to change to what it could be unfortunately , I tried 44 it wasn't for me so until something better comes out Im gonna try not to moan to much
The reason they've had to revert the initial releases of the last two patches is because they refuse to test them publicly. BM tested everything including popcorn farts and T17 just throws it up and calls it good.
Mortain really was the nail in the coffin for me. The first map T17 developed and it showed. Lazy copy and pasted buildings. Lazily thrown together capture points. Not to mention, Mortain is a battle literally no one knows or cares about. Just bad choice for a map. Would rather have shitty maps like Mortain tho opposed to another bullshit lazy night variant map
@@ozzinator6137 very true, will definitely take this into consideration! I think it's easy to get into that pitfall of like "ugh this is annoying and this is annoying etc" it's equally important to reinforce things that are working, or things that I enjoy as well! Appreciate the genuine sincere feedback 😁🙏
That would imply that there is a balance between good and bad things occurring with the game's development, there is not. But fuck it I'll bite. Good: - New map. - New game mode. - Console server browser. - Grenade and loadout bugs fixed. - Map reworks. Bad: - New map performs poorly and isn't well regarded amongst the community. - New game mode is poorly executed and doesn't offer any meaningful new gameplay. - Updates bring new bugs into the game that require weeks/months to fix. - No communication or contact from the community about planned content or the general state of the game. - No changes to the meta or gameplay loops that could easily improve the game. - Increasing the price of an aging game despite no substantial content on the horizon. - Charging $12USD for skins available on only one map, which before the newest update, console players couldn't even guarantee they'd play on. There's more I could add but it could be considered nitpicky. The general theme is that new content is few and far between and what is released isn't meaningful to making this game succeed, and we have no idea if they even know or care.
the night maps just feel like such a cop out from actual content. "Hey guys here's this map that we have had in the game for 3 years but guess what? It's new content because we just turned the lights off."
DUDE ONE THING I REALLY WANT THEM TO ADD IS ENEMY VOIP SO YOU CAN HEAR THE ENEMY TALK TO LOCAL UP TO A CERTAIN DISTANCE. THAT WOULD MAKE GAME PLAY SOO MUCH MORE INTERTERACTIVE. IM ALSO EXCITED FOR THE NEW MAP.
There are a few changes I'd like to see.
1) Make the arty damage-able and repairable. So that a tank or someone with a satchel can blow up the guns, and force the the enemy to send support and engi's back to repair them before they can be used again.
2)Take the flamethrower from Support and give it to Rifleman.
3)Give Support players the ability to pick up their supplies and move them in a tiered system. Lvl 1 Support can pick up and drop their supplies. Lvl 2 can pick up supplies dropped by other support players. Lvl 3 can pick up supplies (50 at a time) from air drops or trucks. But have a movement penalty for carrying extra supplies.
4)Make Halftracks drivable only by SL or Commanders.
5) Fix the sound while inside the Church on SME!
6) Make Artillery squads. Kind of like tank squads. With a Loader, Gunner, and Spotters. Have the Spotter be in Command chat. The Loader and Gunner can repair minor damage to the guns, but would need supplies and engi's if guns are destroyed.
Get Scotty Bugatti on here!
Squad leader rewards for playing well and building garrasions would be awesome imo. Like squad leader getting a ammo call in, strafe, and things of those nature that can help the squad in intense gun fights would be awesome.
1- Night maps will be 100% fun if they remove the awful fog and limit the brightness to 100%. Also maybe give flares to other classes that light up the area but don't reveal anything like the recon flares.
2- Make tanks withstand one more shot. A heavy 3 shot a heavy and 2 shot a medium. A medium 3 shot a medium. Tank battles are too fast and who ever lands the 1st shot almost always win.
3- Fix ATs where not a single AT can't kill a medium tank and disable a heavy. And limit the satchel to only 2 classes. People used to run away from tanks and now half of the team hunt them all over the map.
4- SL lock where you need to be level 40-50 to play as an SL.
5- Squad dismantle if there is no SL after 1 min. Now in every match you find multiple AT and Eng with no SLs and they provide nothing to the team but hunt tanks behind the enemy lines.
6- Halftracks only be drivable by commander and SLs.
7- Increase some of the heavy tanks speed to 20-22 and fix the turning speed where it would drops to almost half when turning. (Churchill and IS-1)
1. One radical change could be to remove the fixed artillery, replace it by self-propelled artillery . Ammunition types:
a) HE (High-Explosive),
b) HEAT (High-Explosive Anti-Tank)
c) Smoke (Smoke Rounds)
d) Illumination (Flare Rounds)
e) Incendiary (Fire Rounds)
2.Let the server admin choose heavy tank or self-propelled artillery. Makes a new target for tank sq and more random gameplay.
No wonder they don’t communicate, since Team17 fired their PR, QA and whatnot teams at the end of last year.
What baffles me the most is there is no activity from Cover 6 studio, that should be the main team working on it. Instead just members of Expression studio is seen in update articles.
Small correction for FGB but nodes take one minute to dismantle each. So dismantling three whole sets is nine minutes and not 18. And having people help you on each node obviously makes it go quicker as well.
I appreciate night maps just because I know at the time it had to have sucked for the men who lived it.
Or at least that's how I cope with them
always hated when you "track" a tank, you can just hop out give it a blow torch for 2 seconds and all the sudden the tank is back to normal.... makes absolutely no fucking sense.
Night Kursk is a great map. With regards to arty, how about making them a commander call which opens the guns to be fired for a few minutes. And add artillery tanks.
lol I forgot about the PHL rework vote.
I'm sure T17 is hoping you did too 👀😅
Hell yeah, razcast is back
7000+ HLL Steam hours HLL veteran here, ever since the HLL day 0 (alpha/beta playtests) and indeed it has been going from bad to worse, when it comes to the development of the game. I lost all the remains of hope for its current dev team.
Performance terrible even on the good PC rigs, plenty of bugs, devs's silence & no dialogue, no overhauls, no any substantial devBriefings, devs keep doing stuff the community didn't ask for. It's sad.
I didn't agree with all the stuff that has been said/suggested in the video, but I agreed with like 95%, +it captures the state of the game generally pretty well, so I have given a👍.
@@sam_15_svk90 I think we vented quite a bit in this cast. No way we will be able to fully speak on behalf of the community ofc but I feel we're part of enough smaller communities to have a general consensus on major pain points
I truly love the game, that's why I also have thousands of hours of play time. I think fresh and I genuinely just want our great game to keep getting better. I unfortunately totally understand your sentiment and hope that creating more videos and podcasts talking about good and bad things help move some of these conversations forward and better prioritize fixes
I sorta wish half tracks were used different instead of jsut bein driven to a remote spot for a backup gari more like used in assaults
I love the half track idea, Rework Arty to be a commander ability or limited use, i like a commenters idea that SL have flares on night maps, I thought an airhead rework would be cool, instead of a type of spawn drop, you actually have players dropped from a plane with chutes, scatter them in a square instead of a grouped spawn and its like a minute of use, wishful thinking but thats my two cents,
So about the bugs. Sure, they did fix the loadout bug and that’s commendable. But the grenade throwing animation is still not 100% flawless. If you switch to a grenade and try to throw it too fast the animation will skip a step and just lob the grenade when it wants to.
And in the devs most recent dev blog on the Steam store page. If you go to the comments for it and go to page 3 I posted an entire list of bugs that are still in the game. Many of which have been in the game for years. And many of which the new devs introduced and just literally have not fixed even after people report them. They should not be praised for fixing bugs. There are so many ridiculous things they just overlook. It drives me nuts.
Hey Guys! One simple idea regarding the garrison topic. You don't need any new garrison models or other fancy stuff. Just work with incentives. Give the players who build a garrison way more XP for the buildup and also XP for every player using that garrison as a spawn. And let use the players XP in general for leveling up the class they WANT, not just the class they are playing in that moment. It could be soooo easy. Incentives are the force that let people do the stuff that you want them to do. And the best part: You don't need to make a lot of programming to implement this idea. Raz and FBG - please use your voice to flag this idea! TY guys and take care
Your incentive for building garrison is to win.
@@Midz350i fully agree. But that incentive obviosly doesn't work.
@@Gutsherramoebe yeah I think this is a wonderful idea, specifically how you should be able to have xp be "flexible" once you've capped it
Would you rather have arty in its current state or a commander call in Thanos snap where half the enemy team dies?
@@mars6760 I mean I think that's how arty currently is tbh.. It's absolutely broken, everything from the recon arty gameplay loop, to the fact you can't counter it for half the game in the offensive game modes
My vision for the commander call in arty would be essentially the same as the current katyusha rockets but just a different effect
@@Raz_BoraI think recon should have tnt to spike the guns to take them offline. Either that or remove them make it a commander ability.
Overall good podcast, touched on decent number things that need changed that, at least me, didn’t think too much about it. A tank rework is needed, skirmish mode seemingly had good intentions but terrible execution (is it worth saving)SL’s and Cmdr’s should be only ones who can drive halftracks, etc. Only thing I disagreed with is a offensive game mode with default garrisons on every point unless there is a massive rework of how they work to make them not broken lol.
Weird question, is it even worth trying to get into the war correspondent program at this point? Seeing as the communication has slowed down a lot. Also it seems like that T17 is lackluster to listen to the community to say it lightly.
@@ChaoticHammer_ tysm!
I think it's a great point you bring up in regards to the garrisons. I would agree, probably a large amount of work to make that happen. I suppose having a way to spawn at each base goes back to the education that needs to happen towards new players I. E. An in game Tutorial
@@ChaoticHammer_ for the WC question, if you can I would. You don't lose anything so why not!
@@Raz_Bora sounds good, do you know how I could about asking about that? Sorry if this isn’t the best place to discuss that. I do appreciate the response back
Why did you talk about there being no comms from devs and not mention why that is, even if you have speculate? Would have loved to hear the possible reasons....
i gotta disagree with how to fix heavy tanks in the current meta. imo, nothing really needs to change with most heavies (besides the jumbo 75), they just need to be rarer. give them a 15 or 20 minute cooldown. they can still be the heavy hitting hard to kill beasts that need to be outplayed to take out, just force mediums to be used more often out of necessity. now theres also an argument that theyre a little too easy to kill by infantry, but thats another story.
@@romulus304 I 100% agree with you... HOWEVER site lines in HLL simply don't allow for the "out playing" aspect of it as well as the vehicle speeds. With it being a one tap always to anything under a heavy, the heavy just needs to sit back and snipe and they will always win. Honestly I could count on one hand how many times I've personally been killed in a heavy by a medium and it's only bc they shot our engine out. If they ever shoot our side I can always rotate towards them fast enough
@@Raz_Bora i remember when they changed the fuel cost of heavies a few years ago with the justification of "we want them to come on to the field and be a menace to the enemy team. something the enemy has to work together as a team to take out." yet i see 2-3 heavies alive at the same time in comp matches, and a consistent flow in pub matches when a crew dies. honestly, whats the point of fuel when you only feel the loss of it towards the last 15 mins of a game.
@@romulus304 agreed, it truly is though that you almost save fuel by having more heavies bc you don't have to spawn anything else lolol
I think that also goes back to the nodes and that system and economy simply needing a rework
"occasional Podcast"
@@mandiblejones6966 😅😅😅
As far as nodes go, make them buildable in red zone, but make them capturable. A team can build 3 sets of nodes, but can capture enemy nodes for 1/2 the production.
It used to be buildable on the red. The deeper you build them behind the enemy lines the more recourses they produce per minute.
Night maps are fine if it fits the historical side of it.
I think the problem with night maps is that they are selling it as new content, when they are just refurbishing old content.
VoIP is absolutely garbage now on console, and I’m not going in my router changing things when all my other games works fine. Loadout bug is still a thing on console, the new ui is terrible, still terrible lag and stutter on certain maps. I haven’t crashed since the servers but now my console sounds like a jet getting ready for takeoff. I’ve posted clips in your discord under the hell let loose tab for the devs, no response so I left. Love the game but all this BS on console is getting old.
Pretty much stated every gripe I have with the game. It sucks but a HLL 2 is really the only option with pretty much everything rebuilt from the ground up. Everything in this game is just badly designed or implemented, even the most minute of details
How about just make a new game in a better engine that doesn't feel like your playing in a ww2 painting
Fresh I think your time playing Hell let loose has come to an end go play squad 44 because this game isn't going to change to what it could be unfortunately ,
I tried 44 it wasn't for me so until something better comes out Im gonna try not to moan to much
The reason they've had to revert the initial releases of the last two patches is because they refuse to test them publicly. BM tested everything including popcorn farts and T17 just throws it up and calls it good.
Mortain really was the nail in the coffin for me. The first map T17 developed and it showed. Lazy copy and pasted buildings. Lazily thrown together capture points. Not to mention, Mortain is a battle literally no one knows or cares about. Just bad choice for a map. Would rather have shitty maps like Mortain tho opposed to another bullshit lazy night variant map
Would have been great to hear a more balanced portrayal, like Bad and Good. You comments makes made me wonder why you play HLL.
@@ozzinator6137 very true, will definitely take this into consideration! I think it's easy to get into that pitfall of like "ugh this is annoying and this is annoying etc" it's equally important to reinforce things that are working, or things that I enjoy as well!
Appreciate the genuine sincere feedback 😁🙏
That would imply that there is a balance between good and bad things occurring with the game's development, there is not. But fuck it I'll bite.
Good:
- New map.
- New game mode.
- Console server browser.
- Grenade and loadout bugs fixed.
- Map reworks.
Bad:
- New map performs poorly and isn't well regarded amongst the community.
- New game mode is poorly executed and doesn't offer any meaningful new gameplay.
- Updates bring new bugs into the game that require weeks/months to fix.
- No communication or contact from the community about planned content or the general state of the game.
- No changes to the meta or gameplay loops that could easily improve the game.
- Increasing the price of an aging game despite no substantial content on the horizon.
- Charging $12USD for skins available on only one map, which before the newest update, console players couldn't even guarantee they'd play on.
There's more I could add but it could be considered nitpicky. The general theme is that new content is few and far between and what is released isn't meaningful to making this game succeed, and we have no idea if they even know or care.