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Hell Let Loose and other [Military shooter]s that aren't Battlefield or CoD

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    emp123emp123 Registered User regular
    I played a couple of rounds last night, some map I dont remember (googling I think it was Sainte-Marie-du-Mont, I didnt make it past the first hedgerow) and then Foy and Carentan. Did better than I expected, my first death was definitely a I think I see a guy, no wait maybe not, oh I'm already dead guess it was situation.

    Foy was pretty cool, the bombing runs were impressive enough that I stopped just to watch...until I realized the bombs were heading straight for me. I died to explosions a lot on Foy, which surprised me given how much running through open fields I had to do. Round ended pretty quickly, we started losing soon after the match started and it never got better.

    Carentan was brutal just a slow creeping loss. I did switch from Rifleman to try out medic and I kind of like it, lets me get used to the starting guns while still making me feel useful by keeping people alive.


    It was fun, definitely more fun with a squad that tried to work together which wasnt always super easy for me since I need to develop a sense of locations they're talking about, but that'll come with more play time. I have no idea how to tell if I've killed someone though, apparently there's a ping/thud noise depending on where you've hit someone but I dont think I've heard it (maybe its really faint and gets drowned out by the sound of gunfire/explosions?)


    I also noticed really weird ghosting on Carentan, mostly happened on edges of buildings. It may be related to my framerate? Despite vsync being off I never saw more than 60fps and I never saw my GPU at over like 70% utilization (and 70% was a spike, it was normally 40-50%). Maybe switching to dx12 would solve that issue. Just throw -dx12 in the launcher right?

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    The only kill notification is from a headshot (you will hear a lovely plonk! when you get it, no matter how far they are fron you). Body shot kills, if you're close, you can hear the thuds from hitting the body, but there's no indicator.

    For DX12 yeah, just put -dx12 in the launch options. Also put the game in Windowed Fullscreen, which cuts down on the crashing you might get. Something else that really helped was -notexturestreaming which loads all of the matches textures into your VRAM at the start rather than as you see them, but you need a video card with a huge amount of it. I get away with it because my 6800XT has 16gb of it.

    Worth remembering that it's a launch option only because there's no optimisation or effort done on the devs side to enable it. It's there because Unreal Engine supports DX12, so crashing and random stutters can and will happen.

    However, you should see a huge uptick in framerate. I went from averaging 60-70fps to averaging 120fps. I started getting little stutters when I aimed and focused, but that goes away after the first 5 or so minutes of the match.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    Well that sucked, I was having an absolute blinder of a game as AT. I'd taken out a couple of trucks and a couple of heavy tanks and a crapton of infantry and was on 400+ points of combat effectiveness and well over 1500 points of overall points. I noticed near the end that my team wasn't responding to my talking, so I went into options and did a mic check and... crashed. Should have just stayed silen for the last 15 minutes of the match...

    edit - thread name slightly changed since it's pretty much just HLL talk in here.

    -Loki- on
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    MulletudeMulletude Registered User regular
    Don't play HLL if you're tired. Spent maybe ten minutes spawning, getting blasted and doing it again.

    Realized I was just running forward and not focusing at all. Not a game I can play on instinct just yet :)

    XBL-Dug Danger WiiU-DugDanger Steam-http://steamcommunity.com/id/DugDanger/
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    McGibsMcGibs TorontoRegistered User regular
    I spent an entire game harassing a German artillery team. Just running up while they were firing, Garanding them down, then running away for a few minutes until they respawned, gave up the hunt, and went back to blasting, whereupon I'd hop back out and dome them again. Eventually they'd set some trap or call for backup and dig me out, but then I'd respawn and hike back to throw more wrenches into their work.
    It felt like the entire game was just us 3 or 4 people playing protracted cat and mouse, but I had a lot of fun being a dingdong. Being an artilleryman seems like the absolute most boring way to play this game, so I like to think that I made their night a bit more frustrating interesting.

    Some random thoughts about the game after playing it a bit more:
    I'd only played as Germans for the most of my games before, and switching over to Americans with Garand's is just... it's hilariously a no contest. Most other WW2 games I've enjoyed try to balance the weapon asymetry between forces a bit better. Germans might get more effective antitank in the form of rifleman carried Panzerfausts, and more deadly Panzershrecks, or might have better general LMGs with MG34/42s, or actual assault rifles with STG44s to make up for their bolt action mausers. In something like Rising Storm, the Japanese have access to powerful knee mortars, a supression-resistant banzai mechanic, and numberious map specific spiderholes to balance out their weapon asymmetry with American marines. It's great when historic games do this, it helps diversify the factions and opens up different tactics for each team.
    But in HLL, Americans and Germans have pretty equal parity, EXCEPT the Americans all have massively improved rifles that absolutely crush in firefights. Americans have squad level LMG browning guns, which were pretty non-existent (the 1-man "stinger" variant was only briefly used by the marines in the pacific) and one of the main defining factors of American infantry is them not being based around a squad LMG the same way germans or british or soviets were. The BAR was a pretty poor stopgap squad support weapon, but in HLL it's treated as almost identical to the STG44 as an assualt rifle. The American bazooka guy carries a full blown Garand as his backup weapon?
    I guess all this was done to make the class levelup system work across multiple factions, but for me it really flattens out the experience, especially when I compare it to other ww2 tactical shooters I've loved.

    My other sticking point seems minor, but it's really been hampering my enjoyment: the fact that there's no ticket or reinforcements system. In pretty much every other shooter like this I've played, each team has a ticket ammount to represent their manpower or battle willingness, or whatever. Every time a player respawns, it costs a ticket (and sometimes capturing points adds or drains tickets, but that's not core), which means that every time you kill an enemy player, you helped your team get one tiny step closer to winning. But in HLL, maps are won and lost purely on the end-state of the capture points when the timer runs out. And I just... it doesn't feel like I'm meaningfully contributing to anything when I kill an enemy, or cap a point, or defend an area. You could kill waves and waves and waves of enemy soldiers pouring in from a garrison, and it really doesn't amount to anything except inflating a scoreboard. The end result of the map could shift in an instance when a truck full of enemies sneaks around and backcaps a flag (which has happened). I find it really hard to commit to an almost 2 hour long game when moment to moment actions have almost zero impact on the larger scope of the victory conditions.

    I feel like I'm giving this game a fair shake, but aside from the squad-mechanics clicking when they click (which is honestly more a community positive rather than a game-mechanics positive, imo), I'm really struggling to get this game into my pantheon of ww2 tactishooters the same was as something like Rising Storm, Post Scriptum, or even some early BF1942/2 mods from back in the day.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    Loadouts have been a point of contention for some time, for exactly what you pointed out. The most logical way I've heard it for the US to make the MG a specialised class like Recon, where you only get two on the team. Regarding the bazooka/panzershreck balance, the bazooka used to do less damage per hit but you also carried 4 ammo compared to the Germans 2 ammo. I haven't seen anyone happy with the change, as it made German armour more threatening since it took longer for the US to kill them which helped balance the US fire superiority with their self loading rifles.

    AT have rifles because there's not enough armour in the game, or enough ways to reload their explosive ammo, for them to just have the AT gun. They could probably give them a pistol like medics get in one of their loadouts, but that would change the class to being used only when a vehicle shows up as a reaction which, as you mentioned, screws with progression. Though honestly I think they just need to ditch class progression entirely. Locking loadouts sucks.

    About tickets, this is what makes me like the game over other large scale games like this. You get long, protracted fights that can last over an hour, where people try all kinds of different ways to attack an objective. With a ticket system, a match tends to be over before it gets interesting because idiots bleed tickets by running into enemy gunfire trying to be the hero. I much prefer games about the objective than about killing the enemy. Anyone can just set up a gunline with a little organisation - the interesting part comes with how the team gets past the gunline, and how the gunline evolves their tactics to compensate.

    And, as someone who often plays defense (I just manage to almost always join a squad that's tasked with defense. It's getting annoying), what you did that game constantly harassing artillery is what defense teams awlays scream for. Spawn/die over and over is one of the most irritating things artillery does in the game and we're always asking command to get someone onto their artillery to make it stop. I guarantee your efforts were very much appreciated by your team.

    -Loki- on
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    MulletudeMulletude Registered User regular
    I agree with Loki fully on the issue of a ticket system for HLL. I enjoy the lack of one. It let's the fight play out without worrying about the dumbasses who run standing straight up everywhere bleeding your team dry.

    XBL-Dug Danger WiiU-DugDanger Steam-http://steamcommunity.com/id/DugDanger/
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    McGibsMcGibs TorontoRegistered User regular
    edited February 2022
    I think a lot of it comes down to how information is disseminated to me. With a ticket system, I can look and have a pretty good idea of how things are going in an abstract way. In HLL, there's tons and tons of interesting things happening all the time, but it's all entirely obfuscated. information must be entirely passed on via player communication (which, I get is the crux of the game). But as a humble infantryman, sometimes it's hard to grasp the bigger picture, especially if your squad or team isn't firing on all cylinders (which in my limited experience, is still very much the norm).

    I feel like there's some happy middleground of this type of team-coordination game. I love love love the aspects of constructing spawnpoints and organizing attack and flanks on a large fluid map, but a lot of the tactical fog-of-war is just so hard to rally large groups of players around and make work smoothly. At some point, I want a game to take up a bit of the slack in the information war machine without having to rely on unreliable humans. Let recon units mark out exact positions of enemy units and structures that the whole team can make use of without a game of telephone. Let spyplanes reveal swaths of enemy locations so an organized response can be made. Make hiding and finding the placements of rallypoints and garrisons be something that all players can take part in without needing an orientation primer.
    And before anyone comes back with "it's not realistic!", hardly anyone playing this game is "trained" or following any sort of protocol of how an armed force would actually operate. At some point, you need to abstract game systems to do some leg work that suggests that the soldier's we're playing as know how to use a friggin radio to call in a grid location, even if I, as a player, do not. The more and easier this sort of information can be disseminated to players, the more decision making can happen and the better and more reliable and consistent the team coordination can become.

    What's doubly baffling, is this sort of thing has been available in other tacti-sim shooters going all the way back to BF2's Project Reality mod (the grandaddy of this genre, I'd say), and things like Squad and Post Scriptem. Players can absolutely drop pins and markers on the map that will stay there, visible, for all members of the team (I think the commander has to approve them in some cases?). In Post Scriptem, someone can slap a pin marker on an enemy rally point and instantly coordinate the entire team against it, because all of them can see it and it stays on the map for a long time. But in HLL, there's only a super brief ping system that then has to be completely propped up by player communication to make any use for. When there's communication it's great, but when there isn't it's basically unplayable because of the way information is(n't) distributed.

    I feel like I'm just ranting now, I should probably put the game down for a while instead of smashing my head against it.

    McGibs on
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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    Yeah, it's kind of weird that Recon can't place markers. Seems like an ideal thing for a recon team to do.

    Also, there are recon planes that reveal enemies in a large radius from where the commander places it. However, keeping with the communication lines, only squad leaders (and for some reason, support) can see the enemies on the map, so they need to call out and/or mark enemy concentrations.

    Honestly, a lot of what you're saying comes down to good squad leaders. Squad leaders are not really ment to be taking the fight to the enemy, they're meant to be relaying information from the squad to the team/commander. If your squad is probing out from an objective, and someone calls out 'hey, bunch of guys just spawned on my ping here', the squad leader should be dropping a OP/garrison marker on it. If someone calls out there's a tank on a hill firing at some distant location, the squad leader should be putting a tank marker on the hill. If someone sees a push and calls out the location, the squad leader should be putting an infantry marker on it.

    Then, the rest of the team should be responding. Tank marker? Caooander should be telling Artillery to move their aim to the hill. Infantry push? The commander should be dropping a strafing run or bombing run on it (after telling squad leaders to pull back), or organising squad leaders to redeploy near the area, or getting a light tank to zip over there, or...

    The whole game hinges on having squad leaders who want to be squad leaders and a commander who wants to be a commander. Which gives it a very different feel - but also means a team falls apart as soon as one of those elements decides they'd rather just be shooting some Nazis.

    Honestly, I don't want the game to become more realistic. I don't want to have to drink from my canteen to build stamina back up. I feel they've got the right balance of arcadey shooter dialled just far enough up on the hardcore dial to make it feel a bit punishing. But there's definitely room for improvement. Hopefully now that they're owned by Team17 and have access to more budget they can sort some of this out after getting the console version up to the PC version.

    -Loki- on
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    MulletudeMulletude Registered User regular
    edited February 2022
    To address a couple of those

    There are recon planes that the commander can call in that reveal enemies on the map. Obviously this requires a commander playing commander and not Frontline Submachine Gun Guy though.

    Squad leaders and the commander can drop longer lasting pings in the map, detailed ones for infantry, tanks, etc

    Don't think I'd want all 50 people on my team being able to do that because it would be a visual nightmare.

    I should add though, I don't have much experience with this type of game. The more "realistic" milsim types so I don't have other experiences to inform what I'd like to see in this one.

    Mulletude on
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    McGibsMcGibs TorontoRegistered User regular
    edited February 2022
    I don't think I've ever seen a tank or garrison pin on the map in the 5ish hours I've played, even when playing with communicative squads. Lots of the generic <!> pins that only last for a second or two, but nothing that involved the team trying to "map out" enemy positions like I've seen in other tactical shooters (is there a better name for this genre?). I've seen plenty of recon planes flying around, but never any new information on the map except the occasional <!> ping in a general direction.

    In Squad and Post Scriptem at least (it's been a while, I might be misremembering), only Squad Leaders and Commanders could put pin markers down on the map, but they would be visible to everyone (and last for minutes, or until removed/updated). Squad members could ping other members of the squad so the squad leader could better place the proper pin. I never felt a visual nightmare, but I did usually feel like I got a sense of the battlescape. There would be pin markers of enemy squads, garrisons, tanks, MG nests, etc etc. Some were out of date depending on how good the commander was at updating them, or bad intel (you could also mark a <?> for an unconfirmed mark), but they gave a general impression of the enemy movement. The map was usually covered in intel markers, so even if you were completely unmicced, you could still see what was going on.
    I've really yet to see any of that materialize in HLL, usually the map is entirely barren of markers except for friendly icons and garrisons, and the occasional "attack here" marker from the SL. I've played lots of other games LIKE this, and they've all captured the intel/information side of things much better and more reliably.
    Maybe it's just because HLL is a more popular game that has a larger population of people "not playing it right", or maybe I'm just unlucky with bad teams, but that's my anecdotal impression. I'd love for a game of this sort to come out that didnt rely so heavily on voice communication, and instead put some more tools in the game UI itself. There's been plenty of other shooters that have done so, like APEX or various levels of Battlefield pinging (some broken to the point of wallhacking, but still), but this genre with the garrison spawning and whatnot has always seemed very reluctant to actually present information to the players for the sake of some nebulous "milsim" philosophy.

    McGibs on
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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    McGibs wrote: »
    I don't think I've ever seen a tank or garrison pin on the map in the 5ish hours I've played, even when playing with communicative squads. Lots of the generic <!> pins that only last for a second or two, but nothing that involved the team trying to "map out" enemy positions like I've seen in other tactical shooters (is there a better name for this genre?). I've seen plenty of recon planes flying around, but never any new information on the map except the occasional <!> ping in a general direction.

    Squad Leaders and Commanders get this menu. This is from like... update 4? So some have changed. Infantry is now a helmet. But basically, Squad Leaders and Commanders can place these markers precisely on the map (exactly where they are aiming) and they last until they are removed. They are very large orange/blue markers that show on the map and on your screen when you press T to bring up HUD information. So you call out an enemy Garrison and ping it, and the squad leader should be placing a Garrison marker on your ping. See a tank and ping it, they place the tank marker on the map.

    From what I understand, artillery can use these as well to range finding, but I don't play artillery so I don't know how.

    These permanent markers are visible to the entire team, so it's very helpful if the squad leader actually does their job.
    a45595ea2a16116c34964779a21f098df42e00f8.jpg

    Seems there's no screenshots available that show them on your HUD, but you an see them placed on the map here - the two boot icons are manually placed permanent markers.
    Hurtgen_LineOfAttack-1024x620.jpg

    -Loki- on
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    MulletudeMulletude Registered User regular
    Having not seen the other markers makes me think you've been really unlucky being on real bad teams.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    If anyone is curious what's coming up for Hell Let Loose, this is their current Roadmap. It might be a bit behind (Covid etc), we're about 1/3 into that with Half Tracks just releasing lat last year.

    6tgv6brftqd71.png

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    JusticeforPlutoJusticeforPluto Registered User regular
    McGibs wrote: »
    I spent an entire game harassing a German artillery team. Just running up while they were firing, Garanding them down, then running away for a few minutes until they respawned, gave up the hunt, and went back to blasting, whereupon I'd hop back out and dome them again. Eventually they'd set some trap or call for backup and dig me out, but then I'd respawn and hike back to throw more wrenches into their work.
    It felt like the entire game was just us 3 or 4 people playing protracted cat and mouse, but I had a lot of fun being a dingdong. Being an artilleryman seems like the absolute most boring way to play this game, so I like to think that I made their night a bit more frustrating interesting.

    Some random thoughts about the game after playing it a bit more:
    I'd only played as Germans for the most of my games before, and switching over to Americans with Garand's is just... it's hilariously a no contest. Most other WW2 games I've enjoyed try to balance the weapon asymetry between forces a bit better. Germans might get more effective antitank in the form of rifleman carried Panzerfausts, and more deadly Panzershrecks, or might have better general LMGs with MG34/42s, or actual assault rifles with STG44s to make up for their bolt action mausers. In something like Rising Storm, the Japanese have access to powerful knee mortars, a supression-resistant banzai mechanic, and numberious map specific spiderholes to balance out their weapon asymmetry with American marines. It's great when historic games do this, it helps diversify the factions and opens up different tactics for each team.
    But in HLL, Americans and Germans have pretty equal parity, EXCEPT the Americans all have massively improved rifles that absolutely crush in firefights. Americans have squad level LMG browning guns, which were pretty non-existent (the 1-man "stinger" variant was only briefly used by the marines in the pacific) and one of the main defining factors of American infantry is them not being based around a squad LMG the same way germans or british or soviets were. The BAR was a pretty poor stopgap squad support weapon, but in HLL it's treated as almost identical to the STG44 as an assualt rifle. The American bazooka guy carries a full blown Garand as his backup weapon?
    I guess all this was done to make the class levelup system work across multiple factions, but for me it really flattens out the experience, especially when I compare it to other ww2 tactical shooters I've loved.

    My other sticking point seems minor, but it's really been hampering my enjoyment: the fact that there's no ticket or reinforcements system. In pretty much every other shooter like this I've played, each team has a ticket ammount to represent their manpower or battle willingness, or whatever. Every time a player respawns, it costs a ticket (and sometimes capturing points adds or drains tickets, but that's not core), which means that every time you kill an enemy player, you helped your team get one tiny step closer to winning. But in HLL, maps are won and lost purely on the end-state of the capture points when the timer runs out. And I just... it doesn't feel like I'm meaningfully contributing to anything when I kill an enemy, or cap a point, or defend an area. You could kill waves and waves and waves of enemy soldiers pouring in from a garrison, and it really doesn't amount to anything except inflating a scoreboard. The end result of the map could shift in an instance when a truck full of enemies sneaks around and backcaps a flag (which has happened). I find it really hard to commit to an almost 2 hour long game when moment to moment actions have almost zero impact on the larger scope of the victory conditions.

    I feel like I'm giving this game a fair shake, but aside from the squad-mechanics clicking when they click (which is honestly more a community positive rather than a game-mechanics positive, imo), I'm really struggling to get this game into my pantheon of ww2 tactishooters the same was as something like Rising Storm, Post Scriptum, or even some early BF1942/2 mods from back in the day.

    I've noticed a lot of WW2 games do that. Day of Infamy had it so the STG and BAR as "heavy assault weapons" where the BAR is supposed to be the base of fire for the US.

    And you're right, it does kinda mess with the balance. Germans should get better MGs to compensate for their bolt action rifles.

    Seems like the "Automatic Rifleman" role should be removed. Give the US a 1919, the Soviets a Maxim or SG-42? The Germans could get tripod mounted MG 34 for 42, trading accuracy and stability for deployment speed.

    Makes me wonder what the Brits will have. Is the Bren going to the Automatic Rifleman? What will be their mg then?

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    McGibsMcGibs TorontoRegistered User regular
    edited February 2022
    You're right, the Automatic Riflemen class is a really odd choice. The STG44 should just be rolled into Assault/Squadleader like it is in pretty much every other ww2 game, and the BAR is the American LMG equivalent.
    Then you just have a gunner class with BAR, MG34/42, DP28, and Bren. For medium machineguns, you have a deployable emplacement by Engineers using supply (I see deployable HMGs on the roadmap at least) with M1919, Tripod MG34/42, Maxim, and Vickers guns.

    For limited weapon equips, they could also tie things into the munitions nodes or supply trucks, having them be limited spawnpoints for Bazookas or extra STG44s or whatever other fancy gear they want to keep powerful, but rare.

    McGibs on
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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    Personally, I want deployable mortars. Mostly because they've said that the artillery emplacements were temporary, since the range on them doesn't fit with the size of the maps. They want artillery to be a commander ability to call in off-map artillery strikes.

    With deployable mortars, they might finally remove the artillery emplacements, and assholes dropping bombs on your head will have to start setting up closer to the front, where you can actually have a decent chance of taking them out. Add to that the 'New Commander Abilities' hopefully will include commander artillery, and you won't have the absurd 3x artillery rain on objectives while you're defending.

    Flamethrowers is a weird one for me. The idea of using a Flamethrower in this game sounds like it should be awesome fun. In reality, I expect it to be much like the Trench Gun - some maps it's semi-viable, most maps you step onto an open field and explode as someone shoots your fuel tanks.

    -Loki- on
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    Phoenix-DPhoenix-D Registered User regular
    What's with the AA on the roadmap? There's barely any air

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    JusticeforPlutoJusticeforPluto Registered User regular
    I think flamethrowers exploding is actually more a myth than reality.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    Phoenix-D wrote: »
    What's with the AA on the roadmap? There's barely any air

    From what I recall, the AA will be able to stop bombing and strafing runs that pass through their area.
    I think flamethrowers exploding is actually more a myth than reality.

    So you don't explode, but the same result as the Trench Gun. You walk onto a field and get shot from across it with no way to retaliate.

    It's just an odd weapon to add to the game considering how it plays.

    -Loki- on
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    McGibsMcGibs TorontoRegistered User regular
    edited February 2022
    Yeah, it's like car gas tanks exploding. Unless you hit the tanks with some sort of incendiary round, the most that will happen is the fuel will leak out or the pressurized air will burst unpleasantly.
    The more dangerous thing about carrying a flamethrower is that everyone hates you and you have a giant target on your head.

    At least from the current maps, there doesnt really seem to be enough entrenched positions or bunkers to make a flamethrower that worth while. Maybe on Omaha, but I rarely see german players actually using the bunkers because they're death sentences from accurate riflefire.
    Because the game relies on players making their own spawnpoints, its hard to sort of set static defences, aside from just the map capture zones, and even those are pretty large. The type of game where flamethrowers excel in are ones with a flag or something inside a bunker chokepoint murder-hole that has the entire enemy team camping inside it.

    McGibs on
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    JusticeforPlutoJusticeforPluto Registered User regular
    Like RS2. The flamethrower on Hue City is scary.

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    McGibsMcGibs TorontoRegistered User regular
    Flamethowers in Rising Storm/2 are horrifying just from the audio design alone.
    Those games also do a good job of making the flames "bounce" off walls and around corners, so you can really just squirt a jet of fire through a firing slit and torch the entire bunker. I havn't played many other shooters that modeled that effect quite as well.

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    emp123emp123 Registered User regular
    I played as squad leader for the first time yesterday...I'm not sure I'm good at it? Probably should put more time into the game before really giving it a go since I've only played most maps once and there are still some I havent seen, but it really sucks not having a squad leader. I didnt even know there was a commo rose feature a la BF until I saw it in this thread, I was spotting and then marking on the map.

    I've been enjoying the medic class since it gives you more utility than normal rifleman but still lets you run around with a rifle. Running around as a Russian medic is pretty funny though, there's no morphine to revive you just pat them on the back and then bandage them up.

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    Phoenix-DPhoenix-D Registered User regular
    I haven't played in a while because I hit my tolerance, are people still really shocked when a medic actually does their job?

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    I had a weird game last night. I was on a team where, according to the squad leader, half the other squad leaders and the commander had no mic, so we got absolutely trounced. We spent over an hour on the very last point but managed to bitterly hold them off. Then they started to spawn camp our HQ spawns, which is against server rules which resulted in tickets being raised with admins, but a bunch of us also just hung back and slowly killed the idiots and got their OPs.

    However, I also had the best Assault round I've played, nearing 1500 overall points and over 400 combat effectiveness with the Gewehr.

    When the timer was ticking down I was in the top of a blown out building and my squad leader was running past and saw me. He turned around and said 'Loki, as your squad leader, I order you to shoot me in the head'. I hit him in the chest.

    'That wasn't my...'

    plonk

    Next round we swapped to the other team and ended up on that same squad leaders squad, and the whole squad was complaining that they were on our side and couldn't get anything done because no one was communicating.

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    emp123emp123 Registered User regular
    Phoenix-D wrote: »
    I haven't played in a while because I hit my tolerance, are people still really shocked when a medic actually does their job?

    I'm usually shocked when I see one, so I'd assume so. You get a lot of praise, but I just chocked it up to people being nice.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    I only play on Aussie servers but medics seem to appear fairly frequently and really try to get to people to revive them.

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    MulletudeMulletude Registered User regular
    Had a great rally last round.

    Played squad leader with a talkative group. We got pushed back to 2nd to last point. Been a steamroll up til then. Squadie spotted enemy supplies coming down so we headed out, checked the push and cut them off. Was a great defensive move by all of them.

    After that it was 4 minutes left so the enemy just pushed hard from the most obvious direction. We readjusted and joined in the meat grinder.

    Rounds like that are just mwah

    XBL-Dug Danger WiiU-DugDanger Steam-http://steamcommunity.com/id/DugDanger/
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    JuggernutJuggernut Registered User regular
    I was playing a game of Isurgency Sandstorm and was the last guy alive and about to clutch the demolition objective with my incendiary when the game blooped and the grenade went off in my hand, killing me instantly.

    Womp womp

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    I've ended up uninstalling Squad. I've given it more of a shot, but the shooting just doesn't feel very satisfying. Also the Australian community seems to have fallen off a cliff and I can barely find a single three quarter full server.

    Still chugging away at HLL. Still trying to get my Assault to level 9 - I'm almost at level 6, which at least gives me the satchel for German and Soviet.

    There's still a weird thing at the moment where people are chain starting squads to leave and come back as their desired role, which leaves half a dozen understrenght squads with no leader at the start. I'm chalking that up to the large influx of new players from the winter sale.

    The sneak peak made me excited (spoilered for big):
    10a1c3f8420ee4fa795bbcb75b10d14885ddd9c1.png

    Looks like they are finally adding the mounted HMG to the Half Track.

    -Loki- on
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    JuggernutJuggernut Registered User regular
    Somebody sarting a squad and then leaving so they don't have to play squad lead is a problem basically every squad based milsim I've played has had.

    Typically it's heavily frowned upon and is one of the things that will lead to heavy shaming if not outright team killing depending on how many they start and then dip out of.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    edited February 2022
    All Australian servers have it banned, but when there’s rarely an admin around, it just happens anyway.

    Just seems to be happening a lot more lately.

    -Loki- on
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    JuggernutJuggernut Registered User regular
    HLL is about the only game I'll take squad lead on and that's only begrudgingly because I hate trying to listen to command chat and my squad at once. That's one thing they need to improve is chat prioritization.

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    JusticeforPlutoJusticeforPluto Registered User regular
    I've had some terrible experiences being an SL in Squad. A multi-minute stand off where no one at the start of the round would make one, followed by me saying "fine I'll do it", followed by lots of chat about "noob SL" and "Why you go SL if you don't know how to play"

    Ugh.....

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    Just a weekly reminder that I absolute love the trench gun.

    I was running around on Omaha Beach last night with it which is a pretty open map, and I ended up with the second highest kill count only to our AT, which generally gets inflated because vehicle kills give a lot.

    Even out to 100-150m you can pretty easily score a headshot thanks to its pellet spread not being Doom-like, but it spreads just enough that you don’t have to aim particularly well either.

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    TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    edited February 2022
    Juggernut wrote: »
    HLL is about the only game I'll take squad lead on and that's only begrudgingly because I hate trying to listen to command chat and my squad at once. That's one thing they need to improve is chat prioritization.

    Yeah I'd be happy to SL and enjoyed doing it just sweet Jesus the cross talk is awful. HL needs two hot keys added so you can mute one channel or the other (or both to hear yourself think for two seconds) on the fly.
    I've ended up uninstalling Squad. I've given it more of a shot, but the shooting just doesn't feel very satisfying.

    Yeah, and I didn't particularly enjoy the logistics game flow. It may feel more realistic to have a truck to load, unload, blah blah blah but HLL's arcadey supplies system just feels so much better and allows for smoother gameplay. Different strokes and all that tho

    That is what I like about HLL tho. It went arcadey in just the right ways to make the battlefield as nuts as possible.

    TOGSolid on
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    emp123emp123 Registered User regular
    I've been playing a lot of HLL which means I've been running around as squad lead a lot and I dont love it, but I like it a lot more than not having a squad lead. I dont really want to tell people what to do, I just want to sit back and play.

    It'd be great to have the option to mute/heavily lower the volume of voice chat on the fly, its really annoying trying to hunt for the enemy when squad lead chat is going crazy.

    I'd also like to be able to drop more than one infantry/tank marker at a time. I know there are other options, but if I see a group of enemies coming from the north, and another group coming from the west I should be able to put markers in both locations.

    I think the most annoying thing though is the invisible boxes/corners that end up absorbing your bullets even though visually you're like 6" away so instead of shooting a dude you're just giving away your position and end up dead.

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    McGibsMcGibs TorontoRegistered User regular
    edited February 2022
    Has anyone else tried BattleBit Remastered?
    I saw it pop up on a Jackfrag feed and checked it out (it's free currently), and played it for a few hours last night. Aside from being super low-fi, it checks literally every tactishooter box. It's basically a giant mashup of Battlefield, CoD, and Squad/HLL.

    Classes with gadgets? check
    In depth unlock progression and kit customization? check
    Good gunplay with bullet drop, leaning, high TTK? check (it even has thing like sight zeroing and magazine retention for super nittygritty)
    Vehicles? check
    Destruction? check (assault class comes with a sledgehammer for mouse holing through buildings)
    Construction? check (squad leaders can put down fortifications and call in air support)
    Teamplay? check (Full squad/locational voice, it's got BF style squadspawns, anyone can revive with bandages ala Squad, and it even has dragging wounded)
    Game modes? check (it's got everything from 6 person Gungame deathmatches to 250 player(!) gigantic conquest clusterfucks)
    Playerbase? check (15k online when I was playing)

    I had an absolute blast last night. It's a bit chaotic in the larger gamemodes and squadspawns happening all over the place, but it looks like they're constantly adding new things. I wouldn't be surprised to see a Squad/HLL style garrison spawn gamemode in the future to slow things down a bit. Check it out if you can get past the graphics!

    McGibs on
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    DixonDixon Screwed...possibly doomed CanadaRegistered User regular
    edited February 2022
    So I'm not sure if that counts as a shooter, but Chivalry 2 is just so much fun.

    It's a medieval warfare 1st/3rd person shooter/melee game. The physics and gameplay are incredibly well done, and it is just a treat when two teams of 30 just mash into each other. So many moments where you are just dying from laughter.

    It's got 4 classes (Archer, Vanguards, Footmen and Knights), each with 3 sub classes. Tons of weapon choice and customization, and the maps are amazing.

    There is your standard deathmatch, but the bread and butter is the objective game modes that play like Rush from BF. You go through a map doing multiple objectives and each objective then goes into a new section of the map.

    There is also a catapult and ballista stationary weapons, and the ballista pins people to basically anything. Classic Painkiller style.

    https://youtu.be/cHVNwJg8wAE

    Dixon on
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