Hitboxes of objects. The single most anoying thing is opening fire, thus revealing your position, just to find out that the hitbox of the object your hiding behind exceeds its visual modell. Or worse, blasting yourself to shreds with any AT weapon. Drives me nuts. The rest I can live with, but hitting invisible objects actually irritates me.
Literally did this yesterday. Had a perfect line of sight on an MG that kept wrecking our team and preventing us from capping. Open fired on his head in about 3 different positions, only to clip the wall and then him just turn on me and spray with his MG.
A lot of beginning players think supplies are something that you pick up and take somewhere. A squad leader last night thought he had picked up supplies and went all they way across the map to set up a garrison and was unable to and thought there was a bug in the game. It should simply say in the tutorials that you can only build within the general vicinity of a supply drop. It doesn’t say anything.
Hahaha, I heard that in a match yesterday too. Had no idea what they were talking about for several minutes. Def need some in game hints that can be enabled/disabled or maybe a way to click on something while in game and a little hint pops up.
@@TheHavnmonkey heard thus on console too at the weekend. Plenty of chat, not enough game experience with lack of understanding basic mechanics. Maybe a tier system to be introduced, of squad leader at a minimum xp, and most definitely commander at minimum xp earned in the game, safety mechanism of game experience. Much like IRL, we don't have generals and the like straight out of basic training controlling of valuable assets to be waisted on a whim ?!?!? Oh wait, Boris Johnson and Joe Biden 😳 (Joke for context)
Even a series of simple, 2-3 minute long tutorial videos on the main game screen about how to play each class in a nutshell would be helpful. Ain't nobody got time to get through 40 page tutorial just to do some casual pew-pew.
I could see spending hours on that server. I’d love to see my target impacts and different ranges. If not paper then steel targets to know your hitting.
@@bencetakacs7600 It is more complex than that. Every weapon has different ballistic arcs, time to target, and lead requirements. At any reasonable range, aim AT your target and you are not going to hit it.
@@MrShadowpanther3 we talking about the m1 carbine yeah the bullet is gonna drop too but most of the time the distance you shooting at you dont need to raise the sights or you need to raise very little if you choose the carbine you have to understand that is MOSTLY effective about a 100-125 yards and pls stop talking BS a 30. carbine and a 80mm rocket propelled grenade are not the same thing especially in ballistics
Mass disconnect bug, Grenade bug, Level 1 loadout bug, MG placement bug, Prone aiming bug, Having to jump over small objects randomly bug, Hitboxes on sandbags and many map assets bug. Please no more additions until these are fixed.
There needs to be a “vote to kick” added to the game where as long as a simple majority of squad leaders vote “yes” that any player including a squad leader or even the commander can be immediately removed. There are not only people who intentionally team kill all match, but players intentionally taking the roles of commander for the sole reason of sabotaging the entire team. Players shouldn’t have to put up with that in a game that can last over an hour. There needs to be a way to immediately remove that player. A majority squad lead vote is the simple yet effective solution.
Indeed. We definitely need a "vote" for demoting the commander. I've been in a few games with a random player picking commander and doing nothing... That turns the whole game to crap.
Just came from a match like that. Everybody knows the dude is working for the enemy team and destroying our garrisons and teamkilling. Too frustrating.
same, at first i was wondering why my tank isnt moving, then i looked at the bottom right and saw i have to shift gears lol shifted to highest gear still didnt move then i remembered you start from 1 then move up the gear once you get speed like how cars work lol
@@svetozarstojkov6333 But targets aren't available on empty servers. No idea how you're doing after you get the mechanics down. You can learn to drive a tank there. Also, say you want to try to switch from SL to an engineer, you aren't allowed to. So a training server is a good idea.
Yeah I think with some more realistic like penetration areas the tank play would be awesome. I appreciate the angling and that you do have to take into account t which tank type you’re facing so you know where to hit them, but I’d like to see a tiger crew have to hit the 76 in the machine gun port to one shot you know?
100% agree about the artillery, I hope it gets replaced by mortar teams. Dedicated squads would be more fun than locked infantry squads with one person. And the shorter range would allow regular infantry squads to hunt mortar teams the same way you would hunt garrisons. Directional sound is something that needs to be improved bc it's not very good right now imo
I think artillery should not be removed entirely; I think it should be placeable like garrisons but, are more expensive for the team to fire. mortar teams should still be a thing they add though, as a completely separate squad.
@@nickysimi9866 yeah the AT gun is already so niche that making it only usable by AT would be insane. Plus you cant even fucking rotate it all the way????? LET US ROTATE THE DAMN TOWED GUN. Its literally designed to be able to be picked up and easily rotated by one dude. I understand making it fully movable would be a bit more complicated, but letting it rotate all the way is crucial to its usefulness. Tank happens to appear 1 degree out of your vision cone? Woops guess you're fucked and now your class has zero relevance, and then you go back to the zooka or satchel loadout, AT gun never gets touched again.
great video. thank you for speaking out mono. such a great game and i am loving it so much. but theres is so much to fix and improve. all the big things u said but also small bugs like the grenade bug. and invisible walls/larger hitboxes for sandbags and such. also deploying the MGs is really annoying. i can put it on a fence that gives me no cover but i cant put it on a broken wall of a house that does give me cover. either because the wall just wont allow it or the rubble or barrels on the floor are in the way. another BIG problem is people who use mouse buttons for voice comms have a ton of bugs. it will cut off those keybinds and stop you from talking when u die. this for me has been a huge problem.
It’s crazy how this was posted over a year ago and only a couple of the issues have been addressed. I’m surprised how little the developers listen to the community.
Great video, as a console player I really hope they release the first console update soon and communicate with the player base more in general. I hope the devs all watch this video because it’s full of super helpful tips
Ditto, also a more manageable coms system on console, with every other fault listed, if coms are present, this would offer another another avenue of approach for the teams playing. At the moment coms on console are without doubt dubious at best 👌 Switching squads personally found to be the better option to get green back working 💪
Unfortunately, most PC to console ports the console base gets shafted. I've been playing console and PC since the early 90s but the last 10-15 years it seems console (if the game was PC only previously) the console players just get left behind. Either the updates come late (2-4+ weeks later) or not at all. Further, the updates that console gets doesn't generally take into account controller limitations/jankiness and things specific to console overall. I think some of it is due to lack of experience on the devs' side of dealing with console and perhaps just limitations in technology, budget and time. I don't even play HLL (I'm a Post Scriptum guy) but given the lack of any hardcore shooters on console in this genre I really hope y'all get what's needed to keep the game enjoyable.
The problems you've mentioned plagues the game for such a long time Mono. From a veteran HLL player perspective allow me to say my friend: YOU NAILED IT! I'm a regular of Discord / Pc Feedback channel and always read what people think and what people complain about what do they suggest to improve the experience. Oh man! There are gazillions of absolute awesome feedback given and posted for so many times by so many people. From node mechanics, arty loop, barbed wires, armor overhaul, hit boxes, upgradeable AT guns, gun bipods, gun firing modes... List may longer and longer but apparently and lately they deliver so little and so few. Dev briefs are revolving around mish mash things and community videos. Somehow, they lost the touch the with their fans... The only solid thing we have is the immersion, low TTK and my community and friends. That's what keep me going nowadays. And god knows I love this game SO MUCH! But it's so heartbreaking to see the devs care so little about our concerns. May be i'm being wrong and may be their silence was deliberate and will make a big surprise. I don't know. We ain't fortunetellers and in the end we talk about what we got here. A BIG thanks for bringing up those problems to the table! Please make another run and delve deeper into the "wrong" episode. Keep up the good work chief! *firm handshakes* WTH Attila
man i was so ultra hyped for this game and i wanted to like it, i really freakin tried but there is a little game that came out 11 years ago, which is still beeing played, called "Red Orchestra 2" and Hell Let Loose cant hold a candle to RO2! of course the gameplay is different but RO2 just had some great mechanics (some buggy tho) and a really special feel to it which HLL will never achieve in my opinion, and one thing that drives me nuts in HLL is that there is no head-bobbing! i mean, honestly?!?!? EVERY game these days has it! and i would prefer playing a human instead of 2 disembodied arms attached to a steady-cam. next thing: is there actually a overarching goal in this game or are you just playing 5 rounds and who wins, just wins?!?! cuz IF SO, i dont see any reason for why i should feel a sense of urgency, defending the points. maybe i just had to high hopes which got crushed and now i am mad who knows?! now my last hope lies in Post Scriptum but from all that i've got its pretty much the same as HLL so yeeeeaaahhhhh! #RedOrchesta2RemasteredFTW
If they actually remove artillery and replace it with motors that will be a huge improvement. Artillery just slows down the already slower pace of HLL even more and I have been in several games where we had a good team but the enemies artillery prevented us from doing anything. Without artillery it will feel like a completely different game and it will be for the better.
One QOL addition I would like to see is allowing squads to chat for 15 seconds after a match ends. Sometimes the match can end abruptly without allowing the chance to say anything about the match, say good game, goodbye, or whatever.
In the game Squad everybody starts shrieking into their mic as soon as the round ends which is the most annoying bs ever. Please dont add that to HLL. You can still type to your squad after the round, gg, dont forget to commend, see ya next round.
HLL could definitely benefit from some of the features in Beyond the Wire. Players can cut barbed wire but it takes some time and there is a practice range from the main menu for example
Something else to consider that stems from lack of "on boarding" with new players (especially on console). A lot of times I find myself having to play as the officer because the complete lack of knowledge, as new players just accidentally become them or complete incompetence of other players. Sometimes I don't like playing as an officer, especially when command chat is just insane. I think there needs to be an extra incentive playing as an officer that encourages experienced players taking the lead. I think possibly having a magnified primary as an option (not a sniper). Something that gives the actual infantry gameplay a little bit of an edge that makes me want to play that role more.
@Mo No Right I agree, but I think there should be something in place that incentives good officers. Like I play a ton as officer, but sometimes I want to play a different class because I can have a slightly better gun or more tools. If there was a way that made high level officer have a little bit of an edge thats not super OP, I think that would make the good officers want to continue to play as them.
@@singleproppilot that's no fun though, and enabling this mindset will cause the game to suck. It should be fun whenever you play, even if you don't have time for full match.
I was fortunate enough when I started playing about 2 weeks ago, to end up in a squad with a very patient player. He showed me everything he could during a match and explained to me that just because there are objectives, attrition and spawn areas will win the game much faster than throwing bodies at an op. Anyone who thinks they should buy it, should honestly just buy it. If anything this player base should be used as an example for bigger companies to put out better games.
I think the factions are to similar. I would make the AT guns different, Revert the AT rocket loadouts, let the Russian AT rifle be able to damage the crew or engine. Re balance tanks by faction not class. I loved the old rock paper scissors aspect of HLL where factions had strengths and weaknesses. They still kinda do but I feel that they are all slowly being blended into the same to keep it "fair"
When the game had more of an asymmetrical balance, people bitched endlessly that the Germans were at a disadvantage (which wasn't even exactly wrong, either) so I don't see this being something most actually want. It's one of the oldest dilemma's in any multiplayer shooter. Balance vs. Realism / Accuracy. Shit like this is why the FG42, despite firing the same cartridge as the MG34/42 and Kar98K, fails to one shot past 100M even though those other guns are a universal one shot at any range. Hell Let Loose is a game without an identity, it's trapped in a limbo between arcade battlefield-y type FPS and hardcore tactical FPS / light MILSIM type FPS. I wish it would just decide on what it wants to be.
@@HystericalHuntress I would argue the Germans had a distinct advantage, the Kar98 was not nearly as good as a base loadout Semi auto...but they out classed USA in every other option: MG, Stg, MP40, Panzerschrekt, unique loadouts like Ammo Carrier for Rifleman and Raider for Assualt to offset the some of their disadvantages. They still have better defenses but with the satchel meta its kinda moot. I'm not saying the game should be more realistic or Milsim. Just that I enjoyed the perks and downsides to each faction. The Loudout differences still kinda exist but they've been making changes to level it out more which imo is a mistake.
@@PB-re1mm The MP40 is not better than the Thompson in most scenarios, what? The Thompson has a higher rate of fire and is a much better gun in CQB where SMG's shine because of it because it has the same magazine capacity and weird hacked up EZ-use sights so it's not like the MP-40 does anything to objectively pull ahead. The PS isn't better than the Bazooka, it's equal to it. Historically, it was objectively worse. Also the MG42's extremely high rate of fire means it's empty quicker, I've personally found the 1919 to be the best overall MG because the 250 round capacity combined with the perfect sweetspot fire rate means that gun suppresses you and keeps on going f o r e v e r. The Germans also have this allegedly better MG level-gated behind the second loadout where-as by default you get the horrible MG-34 with the second lowest ammo capacity and second highest fire rate of any of the MG's, this thing is a gun you constantly have to reload. Level 1 US gunner gets the 1919. Those unique loadouts mean nothing when the vast majority of US loadouts get a semi automatic one-shot killing machine (The M1 Garand by itself makes the US better, sorry) or a spray-happy SMG. Germany was at a demonstrable, marked advantage before.. and all those unique loadouts happened BECAUSE of the complaints about balance btw. You must be newer.
@@HystericalHuntress Yeah I've only been playing less than a year. I dont know where you think I'm arguing about historical accuracy? I'm saying I preferred the loadout differences and felt the game was slowly becoming equal classes. The PS when I started 2 shot ANY tank and the Zooks took 3-4... imo I preferred the faster rate of fire and sights for the German MGs, in my experience the Thompson was a clunkier gun with harder recoil to manage and a worse sight which also applies to the BAR compared to the STG which is an amazing gun. I'm only like lvl 100 and I've felt like I've gotten used to every gun in the game at this point but everyone has their own gun preferences...
@@PB-re1mm I much prefer the MP-40 to the Thompson. It’s got a much more stable rate of fire and I can actually reliably headshot people with a one-tap rather than the Thompson which flies off the handle every time I pull the trigger. Thompson is great in close quarters, but the amount of times I find myself in that situation is significantly less than the amount of times I find myself in a long range engagement past 100 meters.
8:50 "getting stuck on small things" We had a tiger get stuck on.. a shovel. A shovel at the end of a trench hung our tiger up where he couldn't move Another good point to nodes for manpower. If built near a garrison, it can cut the 40 second respawn down to maybe 25 or 20. That makes nodes forced to be out in the open too. Or munitions nodes able to resupply ammo/explosive ammo. That would make nodes be more useful to others and make them be a priority to the team instead of the build in HQ and forget
Honestly, I really love HLL alot, As a console player I always wanted a tactical shooter like this, However, The hype I have for playing is slowly decreasing due to the lack of updates. I find myself looking at PC players playing Russian DLC while we haven't even gotten 1 update since 2022 started. I would like something fresh and new at this point.
i loved the idea of HLL so i bought it played 2 3 times and havent touched it in weeks.. did not like the long running only to die to someone i cant even see but maybe cause i was solo and could be better with friends
@@DreamFamilyHouse93 stick to COD then lol nothing wrong with the long running in the game if you are playing as a team player and building close garrisons and OPs
With the tank problem, I know it might be unrealistic but it would be sick if the war thunder damage model were to be brought into HLL, like killing, or disabling individual crew by shooting certain weak points and disabling certain parts by shooting them.
I think one easy and powerful improvement would be to give medics a combat loadout. They get two measly magazines which deters players from using the class at all. Games like Battlefield and HLL greatly improve the more medics are running around.
I guess the only reason they don’t do that is because otherwise people would just use it as an infantry load out and not bother to perform medic duties.
More smokes and more ammo. Also the pistol only classes are never used and should be given real rifles or smgs. Give the medics better weapons overall, but not the top tier.
@@CaptainPrice360 yeah they should bump up the mag count I think, or at least for each person you revive you scavenge some ammunition, that’s a way to promote medics to do their job!
Before watching the video, the first thing mentioned should be spawn camping. I get it that people do it to neutralize arty, but when you are just trying to get a supply truck to build a Garry and you get headshotted 5 times in a row, it makes me wanna commit a felony. Artillery needs to be a SL or commander ability that has a 10 minute cooldown or something and mortars need to be added. Then the HQ sector needs to be off limits until the last cap point is active.
I totally agree, the fact that a recon can stall supply chain for 20 minutes is not realistic and not fun. Its not the role of the sniper to halt a supply chain.
Yea that would be cool, either include a new role or new squads or maybe engineer should have a mortar. They would need to like work closely with supports to have supply drops to create mortars to shot with. And add ability to use artilerry as a commander option, though not sure how it would work, i guess the best would be the option to like select a few places on a map in a row to shoot.
I agree with op... Having tank carcasses could be abused however it's a strategy none the less. In enlisted, you can push tank carcasses with another tank
When I am SL, I mute most of the other squads except the tank squads and maybe whoever is on arty. Not ideal but it helps me to be able to hear my squadmates and the commander when he is speaking. Also helps with hearing footsteps etc when there isnt someone talking every second
I don't know about you guys but out of any game I played the audio is so flat and lifeless guns sound so similar etc its like tarkov before they changed their audio
My biggest gripe in the game is the spawn camping. Ive never played a game that allows you to literally lay in the enemies spawn and pick people off. I will 100% argue that recon should not be allowed within a certain distance of enemy spawn regardless if you think its an "actual" tactic. You know what else is a genuine tactic? Using the arty. I will gladly sit on the gun the entire game and help my team advance. Nothing pisses me off more than some sniper that places an OP in my spawn and shoots me off. "Well its the only way to counter it" Damn maybe consider hopping on your own arty and using that too? Maybe use better tactics as a SL and guide your men away from incoming IDF? Or perhaps developers should include a mobile mortar system that send shells downrange considering thats how wars are won anyway.
It's not a question of using the arty as well. If you have 3 guns going off, there are some maps where it's literally unplayable. Remagen, some areas in maps like Carentan or PHL. And when I mean "literally unplayable" I mean I have tested with 10 dudes trying to go over a bridge that's being hit by 3 guns and none made it through in 15min. Not even CLOSE to making it through. So yes, it's the only way to counter it. Go to discord.gg/hellletloose and tell them the artillery system needs a rework, because the devs have made an awful system where camping is required. And yes, you can fire all 3 guns forever without running out of resources.
@@monoespacial To me that's simply coordinated teamwork which is the objective of the game yes? Frustrating of course, however a commander's strategic use of a single bombing run can be more detrimental than any artillery. Hell, I've been killed by a strafing run while on the guns and it still had the same effect as being sniped off. And regarding 3 guns in use at once, out of my 200hrs of playtime its incredibly rare to have all 3 guns working at once. Arty is the king of battle for a reason and not using it is the biggest mistake players make.
@Ya Boi Again, it's not a question of frustrating or not. It's a question of "is this even playable?". Spawn camping the artillery is something that's built into the game as a way to counter it. Recon squads can place their OP anywhere on the map. They aren't spotted by the Recon tanks camera nor the recon plane. This is intended. It is absolutely horrible game design. Artillery guns at HQ should be replaced with build able guns or mortar teams with limited ammunition or something of that nature. 200hs, btw is nothing in a game like this. I don't say that arrogantly or anything. It's a game where most matches last over an hour. So you have maybe 150-160 matches? Depending on server and platform it's not surprising you haven't seen arty used a whole lot (also because they made camping easier by not showing the recon players on the map when scouted). When you were able to properly defend yourself against a camping recon team, you would see all 3 guns firing in MANY matches. The current player base is highly diluted with a ton of new players thanks to sales and all. Most current players have no idea how to use artillery or how effective it is. I've been on both the receiving end and the giving end of a full 3 gun barrage non stop for a full match, which didn't last 1h30min because people start disconnecting after dying 25 times in a row to artillery. A bombing run or strafing run will interrupt artillery for 30s tops. I don't understand why you even think that's an effective way to counter it. And yes, a bombing run is very effective but hardly comparable to artillery in any way. One has a cool down and can be used a limited amount of times. The other is literally infinite. If you know the game and can predict garrison locations, you can easily get +150 kills on arty if a recon doesn't counter you.
tanking needs loads of work, if you ever played post scriptum tanking it was so much better. Driver could turn out and have spotting scope, commander could turn out, gunner also had a periscope.
I would like to see a rework of how kills are counted and the bleed out timer. Like you drop a dude, and you don't get credited with the kill until they actually go back to the spawn screen. You could literally, get shot and lie there bleeding out for 10 minutes, get revived and the person that shot you doesn't get credited with the kill. That bugs me so much. There have been numerous occasions where I've shot 3-4 players within seconds of each other only for me to be killed and the majority of the people I killed, get revived and I'm only credited with one kill and not 3-4
Squad counts enemies incapacitated in addition to full kills the same way you described. HLL is forked from the squad engine so I imagine it's already tracked in-game, just has to be included in the HUD
They could just make a single player ‘boot camp’ mission that will take about 10-15 minutes to complete that teaches you the basics and a firing range would be great too
They could incentivize going through boot camp by rewarding players with a few cosmetic items. Nothing crazy, just something a little different from the standard uniform and helmet. They get to stand out a bit, and us veterans get go see which new player has at least a sense of what's going on around them
Performance is for sure one of the biggest issues as much as newbie friendly explanations. Maybe we'll see a 2nd HLL sooner than the list of problems resolved
in the video i miss one point, just one. the Bipod-placing-Mechanics! its such a apin in the ass to find spots in battle where you can place your bipod, see the enemy (because grass is always 1 meter high...) and not sticking out of the enviroment like a lighttower. and than you can sometimes place it on complete odd items like a fence but not on a rock or a tankcorpse... its just complete inconsistent. and than the angles you sometime get by placing the bipod... complete off angles so you have to place it three or four times untill you can fire the enemy...
This has driven me crazy since day one and I can't believe it hasn't been fixed. That hesitation as you spam F to place the bipod meanwhile exposing yourself to enemy fire only to finally get it to attach and then not be able to rotate or traverse the gun to where the enemy is at all and then get shot is enough for me to not play the class at all. ALSO deploying on the ground in a field and having grass in your eyeballs! You NEED to set your MG up on a barb wire fence or whatever because deploying on ground level means you simply cannot see anything, even though your bipod should raise your gun at least enough to see thru grass! Meanwhile the LOD glitches mean you cannot see thru grass and are effectively blind, meanwhile some sniper 400m away doesn't render the grass and you are totally exposed. Grrr rant over! lol
Have they ever fixed phantom grenades? And shooting out of windows or behind an object and the bullet hitting the window frame even when your rifle is clear of obstructions
For artillery it would be cool if recon teams could get like a thermite charge or something that could destroy artillery and then it would cost teams a lot of supplies to repair them, like 200 supplies per cannon. That would make it easy to shut down artillery for a long period of time, but would also mean that enemy teams could rebuild their artillery later in the game
For volume sliders, I'd suggest do like Squad. They gave the players ability to change the headset audio balancing between left and right. I usually put command chat on the right side and squad chat on the left. It helped me a lot in terms of communication because in Squad markers alone don't really do much as it can be innaccurate.
Just started playing and the immediate issue is how OP snipers are. The maps are gigantic and are a snipers dream. Easy pickings for the only one on the team with a scope, it's no contest. It's a very clunky game on console and the audio is really poor on console
Never have good connection on this game even on next gen console enemies still rubber band, vehicles still stutter in place, zero hit registry. Needs a good update to be playable
Didn't watch the whole thing so sorry if you covered these things but: Virtually no input is required from players: SL's and commanders are basically glorified tard-wranglers and can only "encourage" players to do the right thing. They basically just have to go around and put spawns close to objectives/key terrain otherwise most people will just run in a straight line until they reach something to shoot at. Post Scriptum's spawn system requires far more coordination and input from the majority of the squad members for it to work. Hell Let Loose places all the burden of teamwork on the SL while everyone else just go around and plays more-realistic Call of Duty. The current state of gunplay in HLL actively discourages historical use of weapons: If Hell Let Loose was representative of real life, then every GI was issued a Thompson, every Soviet was issued a PPSH, and every German was issued an MP40 or STG44. There is no such thing as weapon's fulfilling specific roles in Hell Let Loose, the gunplay is almost as binary as the armor gameplay. The faster a gun shoots the better it is, it is literally that simple. The recoil on the majority of guns is far too generous, suppression does not work well enough, and quite frankly many of the guns are too accurate. Obviously weapons back then were accurate at the average Hell Let Loose engagement distance but from what I've noticed weapons lose absolutely no accuracy over range. Where you aim is quite literally where you will hit and the only contributing factor is bullet drop (Which is also just a straight decline, no variation the the right or left.) Combine this with the fact that suppression does not work well enough makes it infuriating to play any sort of static gun role. You will get maybe 2-3 bursts off with and MG only to get headshot by a PPSH at 200 meters. MG's feel almost like an after-thought in Hell Let Loose whereas they were absolutely crucial in World War 2. In addition to the armor being too binary, there is a distinct lack of vehicles dedicated to infantry support. Why did it take months for half-tracks to get MG's on them? Why is there no such thing as armored cars? The only vehicle in the game right now that is actually a cost-effective means of infantry support is the Luchs but seeing as IT DOESN'T EVEN HAVE FUCKING AP you might as well not even bother because even if you have a side-shot on a Stuart guess what you don't have AP so you can't fight back. I know this comment sounds petty but Post Scriptum is dying a very slow death and this is the game that has filled the void so far. I do really like the game but the problems that plague it right now are very serious and it feels like the direction the game is moving is becoming even more arcadey and more unrealistic.
Had a game on console, two nights ago, where there was a brand new player who took the SL spot and was trying to run the squad. Bless him, but he didn't even know how to put down an OP, like he thought engineers put those down. People aren't reading the manual, so yea, a tutorial would be great, at least for people to understand mechanics. And I wish that the manual would talk on some mechanics more, like how capturing/defending are different in offensive and warfare. On the artillery, I can understand why they aren't buildable, and why they have fixed positions. Console kind of balances itself at current as people get bored of using artillery and will step off the gun line to go play infantry. That, and alot of people don't know how to run arty.
As a newbie. Ive played 2 games. Ive played spotter both games. Why? So i can hug the snipers hip and figure out wtf im supposed to be doing, ill try other roles soon once ive figured this one out i just dont wanna be the useless teammate lol
@@faasnuhind8578 precisely what ive been doing, been asking what obj i should be pushing, sticking with my squad mates and playing medic so at least i can revive the guys that know what to do lol spotters mp40 wasnt it im doing much better with a rifle
yeah dude we should have a pair of wirecutters to cut through barbwire. im a new player and i think its really dumb i have to stand up and then jump over the barbed wire. Cause when i do this i have to be a huge target. Also the fences where one of the things is messed up. I should be able to crawl under that. Sometimes the wonky thinks in the game get me killed more than me being dumb. But hey honestly i havent played a game this fun since planetside
@@monoespacial sorry im super new but maybe i was meaning fences. Wait no man i have jumped over those barbed wire fences. not like the ones they put on prison. But like the regular fences im pretty sure. I dont mean like the ones people can build i mean the map ones. unless im delusional.
Hey Mono, I really appreciate your commentary and guides for this game. I was in a match with you yesterday where we lost on St Marie Du Mont. It was my 2nd time as SL for the whole match and my squad pretty much got stuck on defense at Dugout and then Hill 6. The chat was absolutely annoying; so difficult to hear my squad. Even though that team was so dysfunctional, I still enjoyed it more than the modern COD or Battlefield games. My least favorite map is Purple Heart, and I think I enjoy Stalingrad and Kursk the most. Keep up the content. So many of us newer players have learned a lot from you.
Oh dude that SMDM match we had a lvl 33 commander that was adamant he was doing great. He wasn't. We ended up losing from an easy win. It was super frustrating. I agree about mildly enjoying it because the gameplay is so good though.
oh jesus purple heart lane is the most horrid shithole ever. But if you came for realism, then it was accurate alright. It was called purple heart lane for a reason.
I actually really like my nodes being built in HQ because I can redeploy, get a sub 10sec respawn, then have my supply timer get reduced. It is much faster than putting a node on a point and possibly have a 40sec respawn timer
but thats simply and utterly boring. and thats coming from someone who basically mained engineer. i would LOVE more complexity, but even with the simple stuff the devs tried lead it to players just not building any nodes. i agree with mono, there need to be greater benefits to nodes
@@ladmad9196 are u not talking about complexity?? 🤔 Build all nodes in hq its really complex...yeah... I just hope the devs will change that stupid mechanic. Cya
I think the tank gameplay is more of a positional one, you need to place your tank in a way that’s it supported by infantry, relevant and that you move it often to get the first shot on ennemy tanks
I think there should be "resource zones" (much like those control zones in Company of Heroes) where you need to put your resource nodes. Different zones would need different nodes, and the zones closer to the middle of the map would give exponentially more resources... That way you get different secondary firefights across the map...
You are so correct with the arty loop. When I play recon, I feel obligated to baby sit the arty, and it's so boring. Especially on the maps where a you have to be inside 100m to get a clean shot, at that point, it's a waste of having a scope.
As a console player it’s really frustrating not having an update or a patch almost since launch and having to deal with all this glitches on my daily games is soooo damn annoying I don’t know why it’s taking soo long, and the most annoying glitch for me as a tanker it’s not having functional breaks for PS5 because for some reason on Xbox breaks actually works
devil's advocate: some triple A games and studios can't get a game right, or fix it over an extended period of time - I think the team is doing fine =]
That's indeed absolutely fine. The game is fun as it is. It is just really sad that HLL could be so much more. The game is not being built in vacuum, there are already several semi-realistic tactical shooters in similar settings and Black Matter could really capitalize on their decisions. It's time to heavily invest in game design and refactoring of game's most outdated systems.
Biggest bug bear for me as an engineer at the moment is how difficult it can be to place a barricade or barbed wire down. I end up running about under fire like an a**hole trying to find a slightly less muddy piece of ground so I can start building.
One thing in this video I didn't realize I needed and that's the sliders for the chats. I cant tell you how many times I've had to have a squad mate repeat themselves because someone is screaming on command chat.
I’d like to see artillery class; where you can move and operate mobile AT guns or mortars, or be a class specialized toward using / defending the hq artillery. Spawns with like 4 AP mines that they can deploy around the HQ.
For artillery either have field artillery and give it a range of 500-800 so it’s not so deep, and/ or have artillery squads that have mortars that have a range of up to 200-300. Resource nodes should go back to the previous building style where you’re encouraged to place them right next to the front line in order to get more resources and utilize the support cooldown but they’re more likely to be destroyed so you’re having to keep a look out while using them. Make it so they can’t be blown up by artillery tho so either an engineer can satchel them or someone can take them apart
Mono, curious about ur twitch streaming… do you use a delay when streaming HLL, and if so how long typically? 15min? Longer? Thanks and happy Tuesday :)
Was the last update not a big performance boost for people? I went from an unstable 60-90fps on low to a rock-solid 110-120 on max (3070, 12600k, 32gb 3200mhz RAM) And the prone situation gets so much worse than just aiming, your body will settle at whatever the lowest angle of fire you have. So if youre able to aim straight down at the ground when you're prone, your legs will be sticking straight up in the air
Rendering issues: what looks like concealment to you is wide open to the enemy making hiding or crawling in grass impossible. Your view is located in your chest instead of your head where your eyes are. So when you peek, you're exposing way more of yourself then you think you are. In a tank you can drive through stone walls but get stopped by small trees. Bullets don't penetrate wood objects like they should. Bomb impacts don't kill inside buildings like they should. I could go on for days, but my biggest gripe is everybody plays this shit like battlefield and there's usually zero coordination leading to matches becoming a free for all
+1 for the volume sliders on chat channels. I know in Arma 3 you can can have chat channels in left or right headphone. So Command chat in Left and Team in Right. that would be so much better!
Commander needs to be a squad of its own. 3 command roles working together, spreading out the tasks - Team commander - Manpower The highest commander guiding the team, in charge of bombing runs and infantry command, organize attacks, counter attacks etc. - Engineer commander - Munitions In charge of supplies, nodes, and structures. Main objective is to build garrys, nodes and help constructing and maintaining defenses - Armor commander - Fuel In charge of the armored units, working closely with tanks, support vehicles and artillery, gather intel of enemy tanks and relaying it to the friendly crews etc. This would allow for the commander to be more active in the battlefield and not lie in a bush in HQ looking at the map the entire game, would also be way more fun. Imagine being the team commander on the front lines launching an assault on a point with airheads etc, while engineer is working on supplies and support etc.
Shooting around walls and hitting invisible barriers has gotten me killed more times than i can count. they definitely need to fix hit boxes on a lot of stationary cover.
I love this game but I absolutely hate the reloading glitch for the kar98k. Idk if it’s just me but when I reload a new clip into the kar98k is repeats the animation again
They need to fix stuttergrad (Stalingrad). It's the only map where I lose significant frames at random moments. They also need to state the game mode before we get in and when we tab or look at the map. I frequently get confused if we are supposed to cap in the circle or the area around it.
Nodes should be a big part of the game. I would like to see man power and ammunition nodes have to follow the front line so it's an ongoing thing to take down and remake them, Even to get them back from enemy territory. You should get 5 points having nodes anywhere on the map and 15/20 points if they are in the two rows of your caped point you hold. Once built they should replenish ammo and supplies in half the time for everyone holding those boxes in these two rows. It should also be one supply box to make both nodes. Fuel nodes should be the repair stations but they have to be built by tank crews. They should get 10 points any where in the map and resupply tank ammo
Make tanks have weak spots again except those spots are where you can incapacitate a unit inside the tank. The tank can still be blown up but like in real life if it takes a hit in a specific spot that crewman is getting hit.
Why can the officer talk to commander and Co when the support class has the radio?? Imagine if it was proximity talk only, radio communication required you to call for the support guy to come to you in order to speak to commander and Co.
A hybrid of something like Company of Heroes, where certain points allow certain types of garrisons to be built could possibly make a difference. Having a point in each side that supplies fuel and becomes a FOB for vehicle resupply, or AT ammunition etc would help. Further, i think by making AT towable, you could have a mechanic where the gun needs to be built at those locations, And then can be moved to a position afterwards by a track etc. It makes logistics play a part in garrisons. Edit: Additionally, make it so that AT ammunition has to be grabbed from those depots. That way, it slows AT spam.
Maybe one idea for changing nodes is to steal from Squad's idea of FOBs and make it so that nodes can be built within 50m of a garrison and provide some kind of bonus within that 50m radius of the garrison. I'd love to see garrisons generating supplies that engineers can use to build within that 50m as the current meta for engineers it to build nodes, then maybe get a supply truck and go back and forth to build on the circle, when garrisons are the thing that really need defending. Making it so that garrisons generate the supplies for building defenses would in my mind really improve the engineer experience and drastically improve the pull towards a garrison as well - the hide and seek for garrisons is kinda fun, but making garrisons a lot "louder" by having a bunch of player built defenses near them and hopefully players utilising these defenses would be a bunch of fun, and hopefully make defending more fun too.
My biggest problem is with how armor works. The 76 can shred through any german tank bu shooting the front rectangular plate. I can killed 15-20 panzer 4s in 1 76 if i play correctly
Honestly, I think squadlead should be locked to being above a certain level to make sure noobs like me don't just go "Hey, I can be a squad lead" without understanding the intricate aspects of the game.
The fact that they haven't done some of these is absolute mind boggling. Like the volume sliders for chat channels could be implemented TOMORROW in a hotfix. It could have been implemented at ANY time. It could have been implemented at the initial launch. Some of these issues require testing, big changes in programming, etc etc. But if Console has volume sliders than what in the shit?
One of the videos that led me here was a video that monoespacial made almost a couple years before this, showing in a detailed fashion how to make "an AT guns appear out of nowhere at a moments notice" and how strong they are haha.
I agree that the artillery camp loop is very boring, but I'm curious as a competitive player what effect replacing the arty with deployable mortars will have on the competitive mid-cap meta. Artillery is such a huge part of the initial assault on both sides, it's wild to imagine the game without it
As a console player I'd like to see a server browser. I'd like to have the choice of what map I'm playing on and be able to find a reasonably populated game. Or find a a quiet one to practise on and try stuff out since I'm still relatively new to the game.
You convinced me that the recon vs arty mini game is fun for no one, but I do like how powerful it is. The arty currently is the queen of the battlefield - which it also was in real life - and can also be very immersive.
My suggested fix for the problem of nodes: manpower nodes should reduce cooldown for anything and everything with a cooldown. Ammo nodes should replace ammo/explosive boxes. Fuel nodes should either replace repair stations or just be removed entirely. More incentive to build them closer to the action that way, and for engies to make sure nodes are built
Hitboxes of objects. The single most anoying thing is opening fire, thus revealing your position, just to find out that the hitbox of the object your hiding behind exceeds its visual modell. Or worse, blasting yourself to shreds with any AT weapon. Drives me nuts. The rest I can live with, but hitting invisible objects actually irritates me.
Just a little tip. If you want to test if your shot will clip, ping first
Literally did this yesterday. Had a perfect line of sight on an MG that kept wrecking our team and preventing us from capping. Open fired on his head in about 3 different positions, only to clip the wall and then him just turn on me and spray with his MG.
@@ltmund or do a system like rising storm 2 so you know straight up if you’re barrel stuffed or not
Yup, this is super frustrating.
usually a killshot on armour hitting the thinnest fucking fencepost that has the hitbox of a greatshield
A lot of beginning players think supplies are something that you pick up and take somewhere. A squad leader last night thought he had picked up supplies and went all they way across the map to set up a garrison and was unable to and thought there was a bug in the game. It should simply say in the tutorials that you can only build within the general vicinity of a supply drop. It doesn’t say anything.
The Field Manual provides more confusion than explanation, I think.
Hahaha, I heard that in a match yesterday too. Had no idea what they were talking about for several minutes. Def need some in game hints that can be enabled/disabled or maybe a way to click on something while in game and a little hint pops up.
@@TheHavnmonkey heard thus on console too at the weekend. Plenty of chat, not enough game experience with lack of understanding basic mechanics.
Maybe a tier system to be introduced, of squad leader at a minimum xp, and most definitely commander at minimum xp earned in the game, safety mechanism of game experience. Much like IRL, we don't have generals and the like straight out of basic training controlling of valuable assets to be waisted on a whim ?!?!?
Oh wait, Boris Johnson and Joe Biden 😳
(Joke for context)
Even a series of simple, 2-3 minute long tutorial videos on the main game screen about how to play each class in a nutshell would be helpful. Ain't nobody got time to get through 40 page tutorial just to do some casual pew-pew.
need a playable tutorial
I would love to see at least a firing range. Since its almost impossible to get a to try sniper and tanks to practice even on an empty server.
I could see spending hours on that server. I’d love to see my target impacts and different ranges. If not paper then steel targets to know your hitting.
i literally just drove a tank in an empty server and it was the first time i ever tried
@Olaf Sigurson just the very top of the middle post
@@bencetakacs7600 It is more complex than that. Every weapon has different ballistic arcs, time to target, and lead requirements. At any reasonable range, aim AT your target and you are not going to hit it.
@@MrShadowpanther3 we talking about the m1 carbine yeah the bullet is gonna drop too but most of the time the distance you shooting at you dont need to raise the sights or you need to raise very little if you choose the carbine you have to understand that is MOSTLY effective about a 100-125 yards and pls stop talking BS a 30. carbine and a 80mm rocket propelled grenade are not the same thing especially in ballistics
Mass disconnect bug, Grenade bug, Level 1 loadout bug, MG placement bug, Prone aiming bug, Having to jump over small objects randomly bug,
Hitboxes on sandbags and many map assets bug. Please no more additions until these are fixed.
Oh and options bug i have to turn of the adaptive triggers every single time a boot up the game
On console, the ‘stickyflypaper’ bug, where you get stuck to trees! Love that! “Help! I’m being held as a POW by an American Elm 🌳”
@@johnnottahcal5725happens on PC too...
@@bencetakacs7600adaptive triggers..?
@@siLence-84 its been a year this is fixed
There needs to be a “vote to kick” added to the game where as long as a simple majority of squad leaders vote “yes” that any player including a squad leader or even the commander can be immediately removed. There are not only people who intentionally team kill all match, but players intentionally taking the roles of commander for the sole reason of sabotaging the entire team. Players shouldn’t have to put up with that in a game that can last over an hour. There needs to be a way to immediately remove that player. A majority squad lead vote is the simple yet effective solution.
or Maby a vote demote?
Indeed. We definitely need a "vote" for demoting the commander.
I've been in a few games with a random player picking commander and doing nothing... That turns the whole game to crap.
Just came from a match like that. Everybody knows the dude is working for the enemy team and destroying our garrisons and teamkilling. Too frustrating.
Let's vote on SL who can't or will not communicate. I've been in game with LVL 4's as SL! And, will not communicate...
Call an admin with !admin (reason for calling admin)
I’ll say this as a console player. Even tho I’m eagerly awaiting an update and there’s bugs, this is still the best tactical fps I’ve ever played.
I think I'd have to agree
Same here lads, super grateful for this and Insurgency
Post scriptum
@@nilsdietrich5563 is that game on console?
@@dollazNzentz I am not the authority on this but I believe not.
I would like a training area where I can try out an AT gun or a tank. I dont want to mess up a match because I want experience with these things.
You spawn in a safe location and test it but yea training mode would be good
Every empty server is a training ground... Also try teaming up with a seasoned nice veteran... It's a pleasure playing with some of these guys...
I learned how to drive a tank by just joining an empty server and driving around.
same, at first i was wondering why my tank isnt moving, then i looked at the bottom right and saw i have to shift gears lol
shifted to highest gear still didnt move
then i remembered you start from 1 then move up the gear once you get speed like how cars work lol
@@svetozarstojkov6333 But targets aren't available on empty servers. No idea how you're doing after you get the mechanics down. You can learn to drive a tank there. Also, say you want to try to switch from SL to an engineer, you aren't allowed to. So a training server is a good idea.
For tanks, a more complex penetration system like post scriptum has would be POG
POG?
@@SonOfTheDawn515 dank, fire, good as fuck, dope, baller, sick as fuck, cool may I go on
@@SonOfTheDawn515 originally an acronym meaning play-of-game. Now Twitch slang for sweet, awesome, cool etc. See also: poggers
Yeah I think with some more realistic like penetration areas the tank play would be awesome. I appreciate the angling and that you do have to take into account t which tank type you’re facing so you know where to hit them, but I’d like to see a tiger crew have to hit the 76 in the machine gun port to one shot you know?
We used to have a system somewhat like that but they replaced it with the stupid rock paper scissors system we have now
100% agree about the artillery, I hope it gets replaced by mortar teams. Dedicated squads would be more fun than locked infantry squads with one person. And the shorter range would allow regular infantry squads to hunt mortar teams the same way you would hunt garrisons. Directional sound is something that needs to be improved bc it's not very good right now imo
Find yourself in a small-team battle where it's 20v20 or less. You'll find sound is your biggest asset and the source of your demise.
I totally agree.
I think artillery should not be removed entirely; I think it should be placeable like garrisons but, are more expensive for the team to fire.
mortar teams should still be a thing they add though, as a completely separate squad.
Hadn't seen your reply before I posted mine - exactly this.
Just make the heavy howitzer type artillery an off-map commander ability that cost munitions like a bombing run, and allow mortar squads
Tow-able AT guns could be an interesting change, towable by any vehicle and only operatable by AT class or artillery squad.
or maybe push manually but ofc itll be slow
@@sushiji6914 or Maby both...
@@elitegaming8018 yeah i meant that too
I think it's fine for the at gun to be usable by anybody tbh though
@@nickysimi9866 yeah the AT gun is already so niche that making it only usable by AT would be insane. Plus you cant even fucking rotate it all the way????? LET US ROTATE THE DAMN TOWED GUN. Its literally designed to be able to be picked up and easily rotated by one dude. I understand making it fully movable would be a bit more complicated, but letting it rotate all the way is crucial to its usefulness. Tank happens to appear 1 degree out of your vision cone? Woops guess you're fucked and now your class has zero relevance, and then you go back to the zooka or satchel loadout, AT gun never gets touched again.
great video. thank you for speaking out mono. such a great game and i am loving it so much. but theres is so much to fix and improve. all the big things u said but also small bugs like the grenade bug. and invisible walls/larger hitboxes for sandbags and such. also deploying the MGs is really annoying. i can put it on a fence that gives me no cover but i cant put it on a broken wall of a house that does give me cover. either because the wall just wont allow it or the rubble or barrels on the floor are in the way. another BIG problem is people who use mouse buttons for voice comms have a ton of bugs. it will cut off those keybinds and stop you from talking when u die. this for me has been a huge problem.
It’s crazy how this was posted over a year ago and only a couple of the issues have been addressed. I’m surprised how little the developers listen to the community.
Great video, as a console player I really hope they release the first console update soon and communicate with the player base more in general. I hope the devs all watch this video because it’s full of super helpful tips
Ditto, also a more manageable coms system on console, with every other fault listed, if coms are present, this would offer another another avenue of approach for the teams playing.
At the moment coms on console are without doubt dubious at best 👌
Switching squads personally found to be the better option to get green back working 💪
Unfortunately, most PC to console ports the console base gets shafted. I've been playing console and PC since the early 90s but the last 10-15 years it seems console (if the game was PC only previously) the console players just get left behind. Either the updates come late (2-4+ weeks later) or not at all. Further, the updates that console gets doesn't generally take into account controller limitations/jankiness and things specific to console overall. I think some of it is due to lack of experience on the devs' side of dealing with console and perhaps just limitations in technology, budget and time.
I don't even play HLL (I'm a Post Scriptum guy) but given the lack of any hardcore shooters on console in this genre I really hope y'all get what's needed to keep the game enjoyable.
Aye man watch my video it’s a greasy tank kill
@@SonOfTheDawn515 probably because console players will start demanding skins and perks and the game will turn to shit
@@alexcc8664 thats simply not true
The problems you've mentioned plagues the game for such a long time Mono. From a veteran HLL player perspective allow me to say my friend: YOU NAILED IT! I'm a regular of Discord / Pc Feedback channel and always read what people think and what people complain about what do they suggest to improve the experience. Oh man! There are gazillions of absolute awesome feedback given and posted for so many times by so many people. From node mechanics, arty loop, barbed wires, armor overhaul, hit boxes, upgradeable AT guns, gun bipods, gun firing modes... List may longer and longer but apparently and lately they deliver so little and so few. Dev briefs are revolving around mish mash things and community videos. Somehow, they lost the touch the with their fans... The only solid thing we have is the immersion, low TTK and my community and friends. That's what keep me going nowadays. And god knows I love this game SO MUCH! But it's so heartbreaking to see the devs care so little about our concerns. May be i'm being wrong and may be their silence was deliberate and will make a big surprise. I don't know. We ain't fortunetellers and in the end we talk about what we got here. A BIG thanks for bringing up those problems to the table! Please make another run and delve deeper into the "wrong" episode. Keep up the good work chief! *firm handshakes* WTH Attila
man i was so ultra hyped for this game and i wanted to like it, i really freakin tried
but there is a little game that came out 11 years ago, which is still beeing played, called "Red Orchestra 2" and Hell Let Loose cant hold a candle to RO2!
of course the gameplay is different but RO2 just had some great mechanics (some buggy tho) and a really special feel to it which HLL will never achieve in my opinion,
and one thing that drives me nuts in HLL is that there is no head-bobbing! i mean, honestly?!?!?
EVERY game these days has it! and i would prefer playing a human instead of 2 disembodied arms attached to a steady-cam.
next thing: is there actually a overarching goal in this game or are you just playing 5 rounds and who wins, just wins?!?!
cuz IF SO, i dont see any reason for why i should feel a sense of urgency, defending the points.
maybe i just had to high hopes which got crushed and now i am mad who knows?!
now my last hope lies in Post Scriptum but from all that i've got its pretty much the same as HLL so yeeeeaaahhhhh!
#RedOrchesta2RemasteredFTW
If they actually remove artillery and replace it with motors that will be a huge improvement. Artillery just slows down the already slower pace of HLL even more and I have been in several games where we had a good team but the enemies artillery prevented us from doing anything. Without artillery it will feel like a completely different game and it will be for the better.
One QOL addition I would like to see is allowing squads to chat for 15 seconds after a match ends. Sometimes the match can end abruptly without allowing the chance to say anything about the match, say good game, goodbye, or whatever.
In the game Squad everybody starts shrieking into their mic as soon as the round ends which is the most annoying bs ever. Please dont add that to HLL. You can still type to your squad after the round, gg, dont forget to commend, see ya next round.
HLL could definitely benefit from some of the features in Beyond the Wire. Players can cut barbed wire but it takes some time and there is a practice range from the main menu for example
I think you can cut barbed wire? you can dismantle it with certain roles (I may be wrong)
@@benjredboy you can destroy player built barbed wire
@@joihermanns Ah yes this makes alot more sense :) thanks
Engineer literally has wire cutters on his waist and your telling me I cant cut static barb wire. Kinda bs.
Something else to consider that stems from lack of "on boarding" with new players (especially on console). A lot of times I find myself having to play as the officer because the complete lack of knowledge, as new players just accidentally become them or complete incompetence of other players. Sometimes I don't like playing as an officer, especially when command chat is just insane. I think there needs to be an extra incentive playing as an officer that encourages experienced players taking the lead. I think possibly having a magnified primary as an option (not a sniper). Something that gives the actual infantry gameplay a little bit of an edge that makes me want to play that role more.
@Mo No Right I agree, but I think there should be something in place that incentives good officers. Like I play a ton as officer, but sometimes I want to play a different class because I can have a slightly better gun or more tools. If there was a way that made high level officer have a little bit of an edge thats not super OP, I think that would make the good officers want to continue to play as them.
well, the incentive used to be automatic weapons, but those are becoming more and more common so...
The incentive is you either take the lead or you’re going to lose.
@@singleproppilot that's no fun though, and enabling this mindset will cause the game to suck. It should be fun whenever you play, even if you don't have time for full match.
I was fortunate enough when I started playing about 2 weeks ago, to end up in a squad with a very patient player. He showed me everything he could during a match and explained to me that just because there are objectives, attrition and spawn areas will win the game much faster than throwing bodies at an op. Anyone who thinks they should buy it, should honestly just buy it. If anything this player base should be used as an example for bigger companies to put out better games.
Please dear God can we fix the crap machine gun bi-pod mounting problem they have in this game..... Why is it so damn finicky?
On console right now the class is mostly unplayable because of this.
aiming while prone is a big issue its kinda crazy that i cant aim like 2 more degrees up to save my life
I think the factions are to similar. I would make the AT guns different, Revert the AT rocket loadouts, let the Russian AT rifle be able to damage the crew or engine. Re balance tanks by faction not class. I loved the old rock paper scissors aspect of HLL where factions had strengths and weaknesses. They still kinda do but I feel that they are all slowly being blended into the same to keep it "fair"
When the game had more of an asymmetrical balance, people bitched endlessly that the Germans were at a disadvantage (which wasn't even exactly wrong, either) so I don't see this being something most actually want.
It's one of the oldest dilemma's in any multiplayer shooter. Balance vs. Realism / Accuracy. Shit like this is why the FG42, despite firing the same cartridge as the MG34/42 and Kar98K, fails to one shot past 100M even though those other guns are a universal one shot at any range. Hell Let Loose is a game without an identity, it's trapped in a limbo between arcade battlefield-y type FPS and hardcore tactical FPS / light MILSIM type FPS. I wish it would just decide on what it wants to be.
@@HystericalHuntress I would argue the Germans had a distinct advantage, the Kar98 was not nearly as good as a base loadout Semi auto...but they out classed USA in every other option: MG, Stg, MP40, Panzerschrekt, unique loadouts like Ammo Carrier for Rifleman and Raider for Assualt to offset the some of their disadvantages. They still have better defenses but with the satchel meta its kinda moot. I'm not saying the game should be more realistic or Milsim. Just that I enjoyed the perks and downsides to each faction. The Loudout differences still kinda exist but they've been making changes to level it out more which imo is a mistake.
@@PB-re1mm The MP40 is not better than the Thompson in most scenarios, what? The Thompson has a higher rate of fire and is a much better gun in CQB where SMG's shine because of it because it has the same magazine capacity and weird hacked up EZ-use sights so it's not like the MP-40 does anything to objectively pull ahead.
The PS isn't better than the Bazooka, it's equal to it. Historically, it was objectively worse. Also the MG42's extremely high rate of fire means it's empty quicker, I've personally found the 1919 to be the best overall MG because the 250 round capacity combined with the perfect sweetspot fire rate means that gun suppresses you and keeps on going f o r e v e r. The Germans also have this allegedly better MG level-gated behind the second loadout where-as by default you get the horrible MG-34 with the second lowest ammo capacity and second highest fire rate of any of the MG's, this thing is a gun you constantly have to reload. Level 1 US gunner gets the 1919.
Those unique loadouts mean nothing when the vast majority of US loadouts get a semi automatic one-shot killing machine (The M1 Garand by itself makes the US better, sorry) or a spray-happy SMG.
Germany was at a demonstrable, marked advantage before.. and all those unique loadouts happened BECAUSE of the complaints about balance btw. You must be newer.
@@HystericalHuntress Yeah I've only been playing less than a year. I dont know where you think I'm arguing about historical accuracy? I'm saying I preferred the loadout differences and felt the game was slowly becoming equal classes. The PS when I started 2 shot ANY tank and the Zooks took 3-4... imo I preferred the faster rate of fire and sights for the German MGs, in my experience the Thompson was a clunkier gun with harder recoil to manage and a worse sight which also applies to the BAR compared to the STG which is an amazing gun. I'm only like lvl 100 and I've felt like I've gotten used to every gun in the game at this point but everyone has their own gun preferences...
@@PB-re1mm I much prefer the MP-40 to the Thompson. It’s got a much more stable rate of fire and I can actually reliably headshot people with a one-tap rather than the Thompson which flies off the handle every time I pull the trigger. Thompson is great in close quarters, but the amount of times I find myself in that situation is significantly less than the amount of times I find myself in a long range engagement past 100 meters.
8:50 "getting stuck on small things"
We had a tiger get stuck on.. a shovel. A shovel at the end of a trench hung our tiger up where he couldn't move
Another good point to nodes for manpower. If built near a garrison, it can cut the 40 second respawn down to maybe 25 or 20. That makes nodes forced to be out in the open too. Or munitions nodes able to resupply ammo/explosive ammo. That would make nodes be more useful to others and make them be a priority to the team instead of the build in HQ and forget
Flame thrower needs a buff, feels super underwhelming. So sad the state it is in
Honestly, I really love HLL alot, As a console player I always wanted a tactical shooter like this, However, The hype I have for playing is slowly decreasing due to the lack of updates. I find myself looking at PC players playing Russian DLC while we haven't even gotten 1 update since 2022 started. I would like something fresh and new at this point.
i loved the idea of HLL so i bought it played 2 3 times and havent touched it in weeks.. did not like the long running only to die to someone i cant even see but maybe cause i was solo and could be better with friends
@@DreamFamilyHouse93 stick to COD then lol nothing wrong with the long running in the game if you are playing as a team player and building close garrisons and OPs
@@GeneralCormy i dont play cod
@@GeneralCormy that’s exactly what i said cant u read? Im a solo player. And thar game def isn’t catering to solos. Its boring as hell for us
Also allowing me and my buddies to join together before going into a server would be nice as well.
With the tank problem, I know it might be unrealistic but it would be sick if the war thunder damage model were to be brought into HLL, like killing, or disabling individual crew by shooting certain weak points and disabling certain parts by shooting them.
I think one easy and powerful improvement would be to give medics a combat loadout. They get two measly magazines which deters players from using the class at all. Games like Battlefield and HLL greatly improve the more medics are running around.
I guess the only reason they don’t do that is because otherwise people would just use it as an infantry load out and not bother to perform medic duties.
@@jimmyb1643 Yeah im sure that's their intention but it leads to no one using the class to begin with, which is the problem Id like to see addressed.
More smokes and more ammo. Also the pistol only classes are never used and should be given real rifles or smgs.
Give the medics better weapons overall, but not the top tier.
@@CaptainPrice360 yeah they should bump up the mag count I think, or at least for each person you revive you scavenge some ammunition, that’s a way to promote medics to do their job!
Give me 2 extra smokes, and a total of 5 mags. Medic class is fun to play.
Before watching the video, the first thing mentioned should be spawn camping. I get it that people do it to neutralize arty, but when you are just trying to get a supply truck to build a Garry and you get headshotted 5 times in a row, it makes me wanna commit a felony.
Artillery needs to be a SL or commander ability that has a 10 minute cooldown or something and mortars need to be added. Then the HQ sector needs to be off limits until the last cap point is active.
I totally agree, the fact that a recon can stall supply chain for 20 minutes is not realistic and not fun. Its not the role of the sniper to halt a supply chain.
Yea that would be cool, either include a new role or new squads or maybe engineer should have a mortar. They would need to like work closely with supports to have supply drops to create mortars to shot with.
And add ability to use artilerry as a commander option, though not sure how it would work, i guess the best would be the option to like select a few places on a map in a row to shoot.
i think destroyed tanks shouldn’t de-spawn just to add some cover and inmersión
This could be exploited to essentially break some maps, for example purposefully abandoning vehicles across bridges or stuff like that.
I agree with op... Having tank carcasses could be abused however it's a strategy none the less. In enlisted, you can push tank carcasses with another tank
@@monoespacial That's what satchels would be good for. Give people a reason to use them more often anyway.
@@monoespacial Then again, you can destroy wreck of a truck with a satchel. You could possibly do the same to a tank wreck.
@@Vancaify true! It would need to be a satchel or other explosives but that would be cool
When I am SL, I mute most of the other squads except the tank squads and maybe whoever is on arty.
Not ideal but it helps me to be able to hear my squadmates and the commander when he is speaking. Also helps with hearing footsteps etc when there isnt someone talking every second
I don't know about you guys but out of any game I played the audio is so flat and lifeless guns sound so similar etc its like tarkov before they changed their audio
Not being updated on console yet 😂
My biggest gripe in the game is the spawn camping. Ive never played a game that allows you to literally lay in the enemies spawn and pick people off. I will 100% argue that recon should not be allowed within a certain distance of enemy spawn regardless if you think its an "actual" tactic. You know what else is a genuine tactic? Using the arty. I will gladly sit on the gun the entire game and help my team advance. Nothing pisses me off more than some sniper that places an OP in my spawn and shoots me off.
"Well its the only way to counter it" Damn maybe consider hopping on your own arty and using that too? Maybe use better tactics as a SL and guide your men away from incoming IDF? Or perhaps developers should include a mobile mortar system that send shells downrange considering thats how wars are won anyway.
It's not a question of using the arty as well. If you have 3 guns going off, there are some maps where it's literally unplayable. Remagen, some areas in maps like Carentan or PHL.
And when I mean "literally unplayable" I mean I have tested with 10 dudes trying to go over a bridge that's being hit by 3 guns and none made it through in 15min. Not even CLOSE to making it through.
So yes, it's the only way to counter it. Go to discord.gg/hellletloose and tell them the artillery system needs a rework, because the devs have made an awful system where camping is required.
And yes, you can fire all 3 guns forever without running out of resources.
@@monoespacial To me that's simply coordinated teamwork which is the objective of the game yes? Frustrating of course, however a commander's strategic use of a single bombing run can be more detrimental than any artillery. Hell, I've been killed by a strafing run while on the guns and it still had the same effect as being sniped off.
And regarding 3 guns in use at once, out of my 200hrs of playtime its incredibly rare to have all 3 guns working at once. Arty is the king of battle for a reason and not using it is the biggest mistake players make.
@Ya Boi
Again, it's not a question of frustrating or not. It's a question of "is this even playable?".
Spawn camping the artillery is something that's built into the game as a way to counter it.
Recon squads can place their OP anywhere on the map. They aren't spotted by the Recon tanks camera nor the recon plane.
This is intended. It is absolutely horrible game design. Artillery guns at HQ should be replaced with build able guns or mortar teams with limited ammunition or something of that nature.
200hs, btw is nothing in a game like this. I don't say that arrogantly or anything. It's a game where most matches last over an hour. So you have maybe 150-160 matches? Depending on server and platform it's not surprising you haven't seen arty used a whole lot (also because they made camping easier by not showing the recon players on the map when scouted).
When you were able to properly defend yourself against a camping recon team, you would see all 3 guns firing in MANY matches.
The current player base is highly diluted with a ton of new players thanks to sales and all. Most current players have no idea how to use artillery or how effective it is.
I've been on both the receiving end and the giving end of a full 3 gun barrage non stop for a full match, which didn't last 1h30min because people start disconnecting after dying 25 times in a row to artillery.
A bombing run or strafing run will interrupt artillery for 30s tops. I don't understand why you even think that's an effective way to counter it.
And yes, a bombing run is very effective but hardly comparable to artillery in any way. One has a cool down and can be used a limited amount of times. The other is literally infinite. If you know the game and can predict garrison locations, you can easily get +150 kills on arty if a recon doesn't counter you.
tanking needs loads of work, if you ever played post scriptum tanking it was so much better. Driver could turn out and have spotting scope, commander could turn out, gunner also had a periscope.
Swimming! The swimming controls suck and why can I only hold my breath for 6 seconds before dying?
I would like to see a rework of how kills are counted and the bleed out timer. Like you drop a dude, and you don't get credited with the kill until they actually go back to the spawn screen. You could literally, get shot and lie there bleeding out for 10 minutes, get revived and the person that shot you doesn't get credited with the kill. That bugs me so much. There have been numerous occasions where I've shot 3-4 players within seconds of each other only for me to be killed and the majority of the people I killed, get revived and I'm only credited with one kill and not 3-4
Squad counts enemies incapacitated in addition to full kills the same way you described. HLL is forked from the squad engine so I imagine it's already tracked in-game, just has to be included in the HUD
This game isn’t about KD
@@MLHMODZ Never said it was, but it would be nice to be credited with the kill when you shoot someone. That's generally how FPS games work.
They could just make a single player ‘boot camp’ mission that will take about 10-15 minutes to complete that teaches you the basics and a firing range would be great too
They could incentivize going through boot camp by rewarding players with a few cosmetic items. Nothing crazy, just something a little different from the standard uniform and helmet. They get to stand out a bit, and us veterans get go see which new player has at least a sense of what's going on around them
Performance is for sure one of the biggest issues as much as newbie friendly explanations. Maybe we'll see a 2nd HLL sooner than the list of problems resolved
From the start this game felt like the Red Orchestra games to me, but worse, much worse.
in the video i miss one point, just one. the Bipod-placing-Mechanics! its such a apin in the ass to find spots in battle where you can place your bipod, see the enemy (because grass is always 1 meter high...) and not sticking out of the enviroment like a lighttower. and than you can sometimes place it on complete odd items like a fence but not on a rock or a tankcorpse... its just complete inconsistent. and than the angles you sometime get by placing the bipod... complete off angles so you have to place it three or four times untill you can fire the enemy...
This has driven me crazy since day one and I can't believe it hasn't been fixed. That hesitation as you spam F to place the bipod meanwhile exposing yourself to enemy fire only to finally get it to attach and then not be able to rotate or traverse the gun to where the enemy is at all and then get shot is enough for me to not play the class at all. ALSO deploying on the ground in a field and having grass in your eyeballs! You NEED to set your MG up on a barb wire fence or whatever because deploying on ground level means you simply cannot see anything, even though your bipod should raise your gun at least enough to see thru grass! Meanwhile the LOD glitches mean you cannot see thru grass and are effectively blind, meanwhile some sniper 400m away doesn't render the grass and you are totally exposed. Grrr rant over! lol
@@mashattack551 100% agree, bro!
I just tried it and i won't be going back. If devs couldnt be bothered why should i?! Looks good though.
Have they ever fixed phantom grenades? And shooting out of windows or behind an object and the bullet hitting the window frame even when your rifle is clear of obstructions
For artillery it would be cool if recon teams could get like a thermite charge or something that could destroy artillery and then it would cost teams a lot of supplies to repair them, like 200 supplies per cannon. That would make it easy to shut down artillery for a long period of time, but would also mean that enemy teams could rebuild their artillery later in the game
For volume sliders, I'd suggest do like Squad. They gave the players ability to change the headset audio balancing between left and right. I usually put command chat on the right side and squad chat on the left. It helped me a lot in terms of communication because in Squad markers alone don't really do much as it can be innaccurate.
Just started playing and the immediate issue is how OP snipers are. The maps are gigantic and are a snipers dream. Easy pickings for the only one on the team with a scope, it's no contest. It's a very clunky game on console and the audio is really poor on console
Never have good connection on this game even on next gen console enemies still rubber band, vehicles still stutter in place, zero hit registry. Needs a good update to be playable
Console?
@@monoespacial yeah, on a one S
Didn't watch the whole thing so sorry if you covered these things but:
Virtually no input is required from players: SL's and commanders are basically glorified tard-wranglers and can only "encourage" players to do the right thing. They basically just have to go around and put spawns close to objectives/key terrain otherwise most people will just run in a straight line until they reach something to shoot at. Post Scriptum's spawn system requires far more coordination and input from the majority of the squad members for it to work. Hell Let Loose places all the burden of teamwork on the SL while everyone else just go around and plays more-realistic Call of Duty.
The current state of gunplay in HLL actively discourages historical use of weapons: If Hell Let Loose was representative of real life, then every GI was issued a Thompson, every Soviet was issued a PPSH, and every German was issued an MP40 or STG44. There is no such thing as weapon's fulfilling specific roles in Hell Let Loose, the gunplay is almost as binary as the armor gameplay. The faster a gun shoots the better it is, it is literally that simple. The recoil on the majority of guns is far too generous, suppression does not work well enough, and quite frankly many of the guns are too accurate. Obviously weapons back then were accurate at the average Hell Let Loose engagement distance but from what I've noticed weapons lose absolutely no accuracy over range. Where you aim is quite literally where you will hit and the only contributing factor is bullet drop (Which is also just a straight decline, no variation the the right or left.) Combine this with the fact that suppression does not work well enough makes it infuriating to play any sort of static gun role. You will get maybe 2-3 bursts off with and MG only to get headshot by a PPSH at 200 meters. MG's feel almost like an after-thought in Hell Let Loose whereas they were absolutely crucial in World War 2.
In addition to the armor being too binary, there is a distinct lack of vehicles dedicated to infantry support. Why did it take months for half-tracks to get MG's on them? Why is there no such thing as armored cars? The only vehicle in the game right now that is actually a cost-effective means of infantry support is the Luchs but seeing as IT DOESN'T EVEN HAVE FUCKING AP you might as well not even bother because even if you have a side-shot on a Stuart guess what you don't have AP so you can't fight back.
I know this comment sounds petty but Post Scriptum is dying a very slow death and this is the game that has filled the void so far. I do really like the game but the problems that plague it right now are very serious and it feels like the direction the game is moving is becoming even more arcadey and more unrealistic.
Bro wtf go outside
@@Rickhdhdbd 🤓🤓🤓🤓🤓
How about blocking lv 1 from being squad leaders or commanders
Had a game on console, two nights ago, where there was a brand new player who took the SL spot and was trying to run the squad. Bless him, but he didn't even know how to put down an OP, like he thought engineers put those down. People aren't reading the manual, so yea, a tutorial would be great, at least for people to understand mechanics. And I wish that the manual would talk on some mechanics more, like how capturing/defending are different in offensive and warfare.
On the artillery, I can understand why they aren't buildable, and why they have fixed positions. Console kind of balances itself at current as people get bored of using artillery and will step off the gun line to go play infantry. That, and alot of people don't know how to run arty.
As a newbie. Ive played 2 games. Ive played spotter both games. Why? So i can hug the snipers hip and figure out wtf im supposed to be doing, ill try other roles soon once ive figured this one out i just dont wanna be the useless teammate lol
@@keltongillanders5736 ask questions and play the objective, you will be far better than people who only go for K/D
@@faasnuhind8578 precisely what ive been doing, been asking what obj i should be pushing, sticking with my squad mates and playing medic so at least i can revive the guys that know what to do lol spotters mp40 wasnt it im doing much better with a rifle
yeah dude we should have a pair of wirecutters to cut through barbwire. im a new player and i think its really dumb i have to stand up and then jump over the barbed wire. Cause when i do this i have to be a huge target. Also the fences where one of the things is messed up. I should be able to crawl under that. Sometimes the wonky thinks in the game get me killed more than me being dumb. But hey honestly i havent played a game this fun since planetside
Some fenced you can crawl under. You can't jump over barbwire.
@@monoespacial sorry im super new but maybe i was meaning fences. Wait no man i have jumped over those barbed wire fences. not like the ones they put on prison. But like the regular fences im pretty sure. I dont mean like the ones people can build i mean the map ones. unless im delusional.
Lol same issues still exist after me quiting this game one year ago.
Hey Mono, I really appreciate your commentary and guides for this game. I was in a match with you yesterday where we lost on St Marie Du Mont. It was my 2nd time as SL for the whole match and my squad pretty much got stuck on defense at Dugout and then Hill 6. The chat was absolutely annoying; so difficult to hear my squad. Even though that team was so dysfunctional, I still enjoyed it more than the modern COD or Battlefield games. My least favorite map is Purple Heart, and I think I enjoy Stalingrad and Kursk the most. Keep up the content. So many of us newer players have learned a lot from you.
Oh dude that SMDM match we had a lvl 33 commander that was adamant he was doing great. He wasn't. We ended up losing from an easy win. It was super frustrating. I agree about mildly enjoying it because the gameplay is so good though.
oh jesus purple heart lane is the most horrid shithole ever. But if you came for realism, then it was accurate alright. It was called purple heart lane for a reason.
as im wathcing the tank its kidna silly you cant run over trees
They need to collaborate with the dev's of Graviteam Tactics to fix the artillery and tanks.
I actually really like my nodes being built in HQ because I can redeploy, get a sub 10sec respawn, then have my supply timer get reduced. It is much faster than putting a node on a point and possibly have a 40sec respawn timer
Well... but you're gonna have to then redeploy again from HQ to one of those 40s respawn timers... so...
but thats simply and utterly boring. and thats coming from someone who basically mained engineer. i would LOVE more complexity, but even with the simple stuff the devs tried lead it to players just not building any nodes. i agree with mono, there need to be greater benefits to nodes
Easy fix, "cant build nodes on first 2 rows"
@@PieCaluso yeah then the nodes are 1m away from the line in the third sector.
much improve
@@ladmad9196 are u not talking about complexity?? 🤔
Build all nodes in hq its really complex...yeah...
I just hope the devs will change that stupid mechanic. Cya
I think the tank gameplay is more of a positional one, you need to place your tank in a way that’s it supported by infantry, relevant and that you move it often to get the first shot on ennemy tanks
I think there should be "resource zones" (much like those control zones in Company of Heroes) where you need to put your resource nodes. Different zones would need different nodes, and the zones closer to the middle of the map would give exponentially more resources...
That way you get different secondary firefights across the map...
This could be really interesting if done right.
YESSS TO ALL OF THESEEEEE. especially the nodes thing. GET THEM OUT PLEASE
You are so correct with the arty loop. When I play recon, I feel obligated to baby sit the arty, and it's so boring. Especially on the maps where a you have to be inside 100m to get a clean shot, at that point, it's a waste of having a scope.
Best critique I've heard in a while; you've covered the priority of genuine grips.
As a console player it’s really frustrating not having an update or a patch almost since launch and having to deal with all this glitches on my daily games is soooo damn annoying I don’t know why it’s taking soo long, and the most annoying glitch for me as a tanker it’s not having functional breaks for PS5 because for some reason on Xbox breaks actually works
devil's advocate: some triple A games and studios can't get a game right, or fix it over an extended period of time - I think the team is doing fine =]
That's indeed absolutely fine. The game is fun as it is. It is just really sad that HLL could be so much more. The game is not being built in vacuum, there are already several semi-realistic tactical shooters in similar settings and Black Matter could really capitalize on their decisions. It's time to heavily invest in game design and refactoring of game's most outdated systems.
Biggest bug bear for me as an engineer at the moment is how difficult it can be to place a barricade or barbed wire down. I end up running about under fire like an a**hole trying to find a slightly less muddy piece of ground so I can start building.
One thing in this video I didn't realize I needed and that's the sliders for the chats. I cant tell you how many times I've had to have a squad mate repeat themselves because someone is screaming on command chat.
There are too many automatic weapons. The vast majority of infantry had rifles, but in this game the vast majority have auto/semi-auto weapons.
I’d like to see artillery class; where you can move and operate mobile AT guns or mortars, or be a class specialized toward using / defending the hq artillery. Spawns with like 4 AP mines that they can deploy around the HQ.
Mortar teams are supposed to be happening at some point.
Ha ha 5 moths and non of this has been addressed yet. Do they listen to the community when it comes to updates?
For artillery either have field artillery and give it a range of 500-800 so it’s not so deep, and/ or have artillery squads that have mortars that have a range of up to 200-300. Resource nodes should go back to the previous building style where you’re encouraged to place them right next to the front line in order to get more resources and utilize the support cooldown but they’re more likely to be destroyed so you’re having to keep a look out while using them. Make it so they can’t be blown up by artillery tho so either an engineer can satchel them or someone can take them apart
Mono, curious about ur twitch streaming… do you use a delay when streaming HLL, and if so how long typically? 15min? Longer? Thanks and happy Tuesday :)
No delay. I stream the game as is.
@@monoespacial have u ever had issues with stream sniping, etc ?
Was the last update not a big performance boost for people?
I went from an unstable 60-90fps on low to a rock-solid 110-120 on max (3070, 12600k, 32gb 3200mhz RAM)
And the prone situation gets so much worse than just aiming, your body will settle at whatever the lowest angle of fire you have. So if youre able to aim straight down at the ground when you're prone, your legs will be sticking straight up in the air
My performance on most maps (besides russian front) have been stable and more than acceptable, I'm running a 2070
There are volume sliders on series x. I have command chat to 10, squad to 30, and proximity to 50.
Rendering issues: what looks like concealment to you is wide open to the enemy making hiding or crawling in grass impossible.
Your view is located in your chest instead of your head where your eyes are. So when you peek, you're exposing way more of yourself then you think you are.
In a tank you can drive through stone walls but get stopped by small trees.
Bullets don't penetrate wood objects like they should.
Bomb impacts don't kill inside buildings like they should.
I could go on for days, but my biggest gripe is everybody plays this shit like battlefield and there's usually zero coordination leading to matches becoming a free for all
+1 for the volume sliders on chat channels. I know in Arma 3 you can can have chat channels in left or right headphone. So Command chat in Left and Team in Right. that would be so much better!
Commander needs to be a squad of its own.
3 command roles working together, spreading out the tasks
- Team commander - Manpower
The highest commander guiding the team, in charge of bombing runs and infantry command, organize attacks, counter attacks etc.
- Engineer commander - Munitions
In charge of supplies, nodes, and structures. Main objective is to build garrys, nodes and help constructing and maintaining defenses
- Armor commander - Fuel
In charge of the armored units, working closely with tanks, support vehicles and artillery, gather intel of enemy tanks and relaying it to the friendly crews etc.
This would allow for the commander to be more active in the battlefield and not lie in a bush in HQ looking at the map the entire game, would also be way more fun. Imagine being the team commander on the front lines launching an assault on a point with airheads etc, while engineer is working on supplies and support etc.
Shooting around walls and hitting invisible barriers has gotten me killed more times than i can count. they definitely need to fix hit boxes on a lot of stationary cover.
I love this game but I absolutely hate the reloading glitch for the kar98k. Idk if it’s just me but when I reload a new clip into the kar98k is repeats the animation again
100% tanks need a rework from the ground up something along the lines of post scriptorium.
Just curious - did you plant the mine behind the tiger at the end of this video? xD
They need to fix stuttergrad (Stalingrad). It's the only map where I lose significant frames at random moments.
They also need to state the game mode before we get in and when we tab or look at the map. I frequently get confused if we are supposed to cap in the circle or the area around it.
One thing I would like is muzzle blast currently enemy shots come from nowhere with no chance to see it un less they are standing in the open
WHY CANT I UPVOTE THIS VIDEO TWICE
all really good layed out and hits the problems on the head. perfect. bravo!
Nodes should be a big part of the game. I would like to see man power and ammunition nodes have to follow the front line so it's an ongoing thing to take down and remake them, Even to get them back from enemy territory. You should get 5 points having nodes anywhere on the map and 15/20 points if they are in the two rows of your caped point you hold. Once built they should replenish ammo and supplies in half the time for everyone holding those boxes in these two rows. It should also be one supply box to make both nodes. Fuel nodes should be the repair stations but they have to be built by tank crews. They should get 10 points any where in the map and resupply tank ammo
Make tanks have weak spots again except those spots are where you can incapacitate a unit inside the tank. The tank can still be blown up but like in real life if it takes a hit in a specific spot that crewman is getting hit.
Volume sliders exists on console. You can lower and raise volumes for unit, leadership, and proximity chats
My personal favorite is the call "on my body, they're right on my body"
Why can the officer talk to commander and Co when the support class has the radio??
Imagine if it was proximity talk only, radio communication required you to call for the support guy to come to you in order to speak to commander and Co.
A hybrid of something like Company of Heroes, where certain points allow certain types of garrisons to be built could possibly make a difference. Having a point in each side that supplies fuel and becomes a FOB for vehicle resupply, or AT ammunition etc would help. Further, i think by making AT towable, you could have a mechanic where the gun needs to be built at those locations, And then can be moved to a position afterwards by a track etc. It makes logistics play a part in garrisons.
Edit: Additionally, make it so that AT ammunition has to be grabbed from those depots. That way, it slows AT spam.
Maybe one idea for changing nodes is to steal from Squad's idea of FOBs and make it so that nodes can be built within 50m of a garrison and provide some kind of bonus within that 50m radius of the garrison. I'd love to see garrisons generating supplies that engineers can use to build within that 50m as the current meta for engineers it to build nodes, then maybe get a supply truck and go back and forth to build on the circle, when garrisons are the thing that really need defending. Making it so that garrisons generate the supplies for building defenses would in my mind really improve the engineer experience and drastically improve the pull towards a garrison as well - the hide and seek for garrisons is kinda fun, but making garrisons a lot "louder" by having a bunch of player built defenses near them and hopefully players utilising these defenses would be a bunch of fun, and hopefully make defending more fun too.
My biggest problem is with how armor works. The 76 can shred through any german tank bu shooting the front rectangular plate. I can killed 15-20 panzer 4s in 1 76 if i play correctly
Honestly, I think squadlead should be locked to being above a certain level to make sure noobs like me don't just go "Hey, I can be a squad lead" without understanding the intricate aspects of the game.
The fact that they haven't done some of these is absolute mind boggling. Like the volume sliders for chat channels could be implemented TOMORROW in a hotfix. It could have been implemented at ANY time. It could have been implemented at the initial launch. Some of these issues require testing, big changes in programming, etc etc. But if Console has volume sliders than what in the shit?
One of the videos that led me here was a video that monoespacial made almost a couple years before this, showing in a detailed fashion how to make "an AT guns appear out of nowhere at a moments notice" and how strong they are haha.
Also stop making us sqawn to the HQ and have to literally walk 12 kilometers to the objectives.
This is your fault, not the game's. Build garrisons.
I agree that the artillery camp loop is very boring, but I'm curious as a competitive player what effect replacing the arty with deployable mortars will have on the competitive mid-cap meta. Artillery is such a huge part of the initial assault on both sides, it's wild to imagine the game without it
Mortar squads would race to set up, and hit 50-100m meters beyond the middle point.
A destruction system, it's ridiculous to run over a fence with a truck and see it intact after such truck passed it
As a console player I'd like to see a server browser. I'd like to have the choice of what map I'm playing on and be able to find a reasonably populated game. Or find a a quiet one to practise on and try stuff out since I'm still relatively new to the game.
The audio slider is in the console version for each chat channel
You convinced me that the recon vs arty mini game is fun for no one, but I do like how powerful it is. The arty currently is the queen of the battlefield - which it also was in real life - and can also be very immersive.
My suggested fix for the problem of nodes: manpower nodes should reduce cooldown for anything and everything with a cooldown. Ammo nodes should replace ammo/explosive boxes. Fuel nodes should either replace repair stations or just be removed entirely. More incentive to build them closer to the action that way, and for engies to make sure nodes are built