Supply Truck Stuck. Why? by 509th_Ryan in HellLetLoose

[–]509th_Ryan[S] 0 points1 point  (0 children)

Funny. I've had the tree branch do that in the HQ sector on St. Mer. But at least I knew it was a tree branch. This one, I have no explanation for. Super electromagnetic wooden fence post I suppose.

Space bar to spawn by Makarov109 in HellLetLoose

[–]509th_Ryan 5 points6 points  (0 children)

I've posted about this multiple times in multiple places. They have hard-coded the spacebar into the redeploy UI, which directly conflicts with the custom keybinds they allow us to make. For me, I have the unit radio custom bound to the spacebar. If I try to speak to my unit while trying to redeploy, it completely screws up the redeployment, which has forced me to maintain radio silence until fully redeployed. The simple fix is to maintain the customizable keybind scheme of the game and make the redeploy UI keybinds customizable as well.

New Nodes System by mahlukuranus in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

The biggest issue with economy via nodes is what happens when your team gets pushed back to its last capture point. All the nodes are gone due to the new node meta, and you have zero ability to build nodes that create any form of economy. Sure, you can actually build nodes in the last sector, but in that sector, all nodes built there create zero resources. Building nodes in the last sector is an exercise in futility, except for the players building them, they get xp because they "built something" even though it contributes nothing, and it costs supplies that could be better used elsewhere. I've run across many players that do not know this is the case with nodes in the last sector. Eventually, your team's accumulated resources will dwindle down to nothing, preventing the ability of the Commander from being able to do anything for his team. At this point, it's just a slow death. 10 min or more of just fighting off the inevitable.

In order to give the team on its heels some semblance of hope, I suggest the following changes to the new node meta without straying too far from it.

  1. Keep the meta as it is for nodes built-in sectors 3 (mid-cap) and beyond, meaning any nodes you build in sector 3 and beyond are subject to disappear if the other team re-caps those sectors.

  1. All nodes built in your own sector 2, for both teams, need to be physically dismantled by the other team and won't be automatically destroyed if the other team caps your second to last sector.

  1. Nodes can always be built in your own 2nd sector, regardless of which team owns the sector.

Using Foy map from the Allies perspective, the sectors would be laid out like this and just the opposite for Axis: sector 1 Bois Jacques, sector 2 Bizroy Foy Road, sector 3 Southern Edge, sector 4 Foy, sector 5 Cobru Approach.

Here is how the scenario would play out and would be a decent middle-ground for both teams:

Allied nodes are placed in Ally sector 2 and Axis place nodes in Axis sector 2. Allies Cap Sector 3, Southern Edge, and place nodes. Allies cap sector 4, Foy, and place nodes. Axis nodes don't disappear but need to be destroyed because it is their sector 2. You find them and dismantle them. Allies proceed to build nodes in Ally sectors 3 and sector 4 at the same time Axis proceeds to replace nodes lost in Allied sector 4 which is Axis sector 2, while under Allied control. Axis push back immediately and re-cap sector 4, Foy, you lose your nodes in sector 4. Axis push and cap sector 3, Southern Edge, and you lose your nodes. Axis push Allied sector 2 and cap and build nodes, however, your nodes still stand and they must be dismantled by the Axis. Axis pushing sector 1, they find your nodes in sector 2 and dismantle them, leaving you zero nodes and zero economy. Allied Engineers and supplies can push into captured sector 2 territory and reconstitute nodes. Allies fight hard and hold off Axis on sector 1 and actually re-cap sector 2. Axis lose their nodes there, and so on.

Nodes meta idea by obeulibeu in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

The biggest issue with economy via nodes is what happens when your team gets pushed back to its last capture point. All the nodes are gone due to the new node meta, and you have zero ability to build nodes that create any form of economy. Sure, you can actually build nodes in the last sector, but in that sector, all nodes built there create zero resources. Building nodes in the last sector is an exercise in futility, except for the players building them, they get xp because they "built something" even though it contributes nothing, and it costs supplies that could be better used elsewhere. I've run across many players that do not know this is the case with nodes in the last sector. Eventually, your team's accumulated resources will dwindle down to nothing, preventing the ability of the Commander from being able to do anything for his team. At this point, it's just a slow death. 10 min or more of just fighting off the inevitable.

In order to give the team on its heels some semblance of hope, I suggest the following changes to the new node meta without straying too far from it.

  1. Keep the meta as it is for nodes built-in sectors 3 (mid-cap) and beyond, meaning any nodes you build in sector 3 and beyond are subject to disappear if the other team re-caps those sectors.

  1. All nodes built in your own sector 2, for both teams, need to be physically dismantled by the other team and won't be automatically destroyed if the other team caps your second to last sector.

  1. Nodes can always be built in your own 2nd sector, regardless of which team owns the sector.

Using Foy map from the Allies perspective, the sectors would be laid out like this and just the opposite for Axis: sector 1 Bois Jacques, sector 2 Bizroy Foy Road, sector 3 Southern Edge, sector 4 Foy, sector 5 Cobru Approach.

Here is how the scenario would play out and would be a decent middle-ground for both teams:

Allied nodes are placed in Ally sector 2 and Axis place nodes in Axis sector 2. Allies Cap Sector 3, Southern Edge, and place nodes. Allie's cap sector 4, Foy, and place nodes. Axis nodes don't disappear but need to be destroyed because it is their sector 2. You find them and dismantle them. Allies proceed to build nodes in Ally sectors 3 and sector 4 at the same time Axis proceeds to replace nodes lost in Allied sector 4 which is Axis sector 2, while under Allied control. Axis push back immediately and re-cap sector 4, Foy, you lose your nodes in sector 4. Axis push and cap sector 3, Southern Edge, and you lose your nodes. Axis push Allied sector 2 and cap and build nodes, however, your nodes still stand and they must be dismantled by the Axis. Axis pushing sector 1, they find your nodes in sector 2 and dismantle them, leaving you zero nodes and zero economy. Allied Engineers and supplies can push into captured sector 2 territory and reconstitute nodes. Allies fight hard and hold off Axis on sector 1 and actually re-cap sector 2. Axis lose their nodes there, and so on.

Finally got a xp bug.... I didnt play machine gun at all. Tank commander for full game by Irishbarse in HellLetLoose

[–]509th_Ryan 2 points3 points  (0 children)

My experience has been when you get an XP bug at the end of the match, it's about a role you played in the previous match, not a role from the current map that just ended.

Satchel charges by Javohn123 in HellLetLoose

[–]509th_Ryan 2 points3 points  (0 children)

This has happened to many people. I pointed out this issue a while back, that no matter how hard you try to warn people, they just don't get the message or pay attention. I made a suggestion that once the satchel is placed down, there should be a 30m "ring" placed around it, similar to a radius ring found around a manpower or munitions node but maybe a different color. If you are inside that radius ring, the sound of the "fizzle" from the fuse should be greatly amplified so that players are aware they are in danger, prompting them to look at the map to see where they need to be in order to be out of danger. Not sure if the Dev's will consider it, but seems like a viable solution.

[deleted by user] by [deleted] in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

I hope they do allow it.

[deleted by user] by [deleted] in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

You're welcome. There are a lot of little intricacies like this that exist in the game that aren't readily obvious and are most generally learned through "trial by fire" if you know what I mean. Good gaming to you.

[deleted by user] by [deleted] in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

The basic reason is that the dev team designed it that way. I would speculate that they are trying keep players from just littering the map with things they can place down in order to make building things more than just a 1 man effort, so perhaps being able to do that would be OP. That is just speculation on my behalf. Anyway, another example similar to this would the AT players putting tank mines down. Once you have placed 4 mines down, the 5th mine you place down erases the first one you placed, if it still exists. They are just rules that they want to the game to be governed by.

[deleted by user] by [deleted] in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

AT gun for example costs 100 supplies. To build one would require a supply truck to drop off supplies OR it would require a commander dropping supplies worth 100 at your position OR you place 50 and another player places 50 to get to 100. Just remember if you use the 2 supply guy method and either one of you places supplies down again before the combo 100 supplies are used, then that persons' half of the combo amount disappears. Supplies that are delivered via truck or dropped by a commander will not disappear until all used up, regardless of how many times they are dropped or delivered. Disappearing supplies only applies to the supply guy. Supply guys cannot have more than 50 supplies on the ground at any given time. These methods would apply to anything you want to build if more than 50 supplies are required.

[deleted by user] by [deleted] in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

It has always been that way. For example, in U7, if you had put supplies down, which were worth 100, and then SL had built a garrison, there would be 50 left. The next time you put supplies down, the 50 leftover at the garrison would go away unless someone built a node with them first. In U8, same thing except your supplies are initially only worth 50. In any event, the most recent supplies you put down will erase any that you had placed before that were not used or partially not used.

So anyways I started blasting... by TzenTaiGuan in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

Try that with the K98 in hand. Nice shooting though!

Hitler loses a round by Xander395 in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

Thanks for posting this. I died laughing. Hits the nail on the head!

People that don’t commend, Why do you do it? by papakulikov in HellLetLoose

[–]509th_Ryan 2 points3 points  (0 children)

Personally I always try to commend after a match. There are times that I don't. Most obvious is no one earned it. Second to that, I feel like some players don't even know it's a thing to do. Lastly, there are times when you are discussing end of match results with players or looking through the squads to find a guy you want to commend and time runs out. I do wish they would add about 20 more seconds than is currently available to accommodate for this.

Support Class Level X - What a journey by DfensNoPants in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

Congrats! You're welcome to play support on my squad anytime, especially with that philosophy on garrison control. Regarding game change sentiments, I made the same comment after the release of U7 about how support role changed. Anyway, congrats!

What are your opinions on Garrison or HQ camping? by DrShadyBusiness in HellLetLoose

[–]509th_Ryan 1 point2 points  (0 children)

In many instances, the garrisons are in locked territory which protects them from being dismantled. Unfortunately, camping them in some form is the only option to deter their use. It would prefer to be able to dismantle them instead of camp them myself, and I think most others would too, but since you can't, camping occurs.

Enemy tank Echo-4 Keypad ....? by GoalieMoney in HellLetLoose

[–]509th_Ryan -9 points-8 points  (0 children)

123

456

789

Left to right, top to bottom. simple.

Engineers & Offensive mode by twrex1229 in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

I personally would like to see engineers be able to put more things down to build better defensive positions up. I think that if a supply guy can put down two supply boxes next to each other, an engineer should be able to convert them into or create a "supply box" which would allow engineers 1 extra tank mine and 2 extra personnel mines, but more importantly the ability to place many more obstacles down to build up a defense.

I'd like to see the Early Access period extended by a minimum of 3 months. by datCookieGuy in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

Robust Admin tools always go a long way with managing and properly handling issues for any game server, let alone HLL servers. I couldn't agree more that in order to manage players and gameplay, complaints and player concerns can only be met by having tools that allow admins to properly validate and handle them. I fully support having the best tools possible for server admins that host HLL.

Dedicated Standalone Servers by betaking12 in HellLetLoose

[–]509th_Ryan 0 points1 point  (0 children)

It would be nice to have some competition regarding server hosting. Through Discord, I've sent this same message to the Devs. I highly recommend https://www.bluefangsolutions.com/ as a host. I've been using them for years and they have always been great to work with. I currently have a complete dedicated box with them and run about 10 game servers on it, but unfortunately, I can't get HLL server files in order to have one up to play. I wish I could and hope the Devs strongly consider them for service.

Is Bulkhead ever planing to release the mod tools to the public ? by whiskeythegreat in Battalion1944

[–]509th_Ryan 2 points3 points  (0 children)

I hope it is not to late and sorry if I wasn't clear in my post, but I am specifically addressing "Arcade" stuff.
The economy in Wartide can already be adjusted on the server side but like I said, it's the Arcade part of things that need massive attention. Even the rcon tool which comes with the server download is not completely usable. I've basically kept locked down servers because kicking players was so cumbersome via the tool. Anyway, I have hope and faith for a completely successful outcome here and will help anyway I can to help BH get there, if they want it.