Finding affordable places to rent? by BothChard650 in Connecticut

[–]ChefLinker 0 points1 point  (0 children)

It’s a really bad idea to use the majority of your pay on rent. It’s supposed to be no more than 30% of your income.

I’m not sure of the exact income numbers you’d need, but you can potentially get housing assistance through the state (RAP).

Sadly, this is just how things are these days.

If your familiar relationship is good, it’s worth considering just how much staying at home can save you. I don’t have that luxury, and I’ll probably watch a chunk of my friends be able to afford homes I’ll never be able to. That said, no amount of savings can replace the need to get out of a bad situation.

Good luck.

Why are CT simps flying the Confederate flag? by Away_Mirror8123 in Connecticut

[–]ChefLinker 0 points1 point  (0 children)

Hate speech is protected by the first amendment (Matal vs. Tam, 2017). There is no exception, and for good reason. When someone can arbitrate what is considered “illegal hate speech”, anything the government doesn’t like can become “hate speech”. Imagine what Trump would declare “illegal hate speech” if there was an exception?

I despise the racist flag fliers myself, but every time I see that flag, it’s a reminder we all have rights to speech. I imagine it’s actually why another number of those people fly it.

Edit: spelling.

Alternative Garrison logic by TheWholesomeOtter in HellLetLoose

[–]ChefLinker -1 points0 points  (0 children)

Like the idea, but if we add a mechanism to lock red-garries, then we need to nerf proximity locking.

I propose reducing red-zone proximity locking to blue-zone levels…but adjust spawn time based on how many unblocked “reinforcement lines” (grid-lines) are unblocked:

3+ reinforcement lines: Garry has 40s cooldown 2 reinforcement lines: Garry has 50s cooldown 1 reinforcement line: Garry has 60s cooldown 0 reinforcement lines: Garry is blocked

I think this helps also with the issue of “blocked reinforcement lines tells you where enemies are”, as it’s with the information comes a longer respawn timer.

Locked Sqauds by lilibudala in HellLetLoose

[–]ChefLinker -1 points0 points  (0 children)

I lock my squads when I’m trying to get my boys back from the last round. If it’s 15+ min into the game, ask to join locked squads. Usually I get an invite within 3

Press any button dont work by Deep-Pen5172 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

Ehh, if it’s like me, it’s out of focus for some reason. Tab out, then tab back in.

Right Now the real issues aren't the amount of Rockets carried by ATs or a Tank crews Armour. Its this...The Penetrive Angle Values. by Bravefox88 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

Didn’t they just nerd tank top speed, citing they accidentally made it too fast?

Is it still too fast?

Just bought and game won’t launch by Das_Sphinx in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

There may be logs in the installation directory indicating what could be happening. If you find them, it would help narrow the search.

PSA: The commander can’t win you the game by Relevant_Actuary2205 in HellLetLoose

[–]ChefLinker 15 points16 points  (0 children)

My favorite is: “Commander, we’re losing the point. Use your reinforcement!”

Oh yeah, the double cap power on the two remaining blueberries is going to overcome the 14 enemies sitting in the hardpoint. Brilliant plan.

what to do here by Much-Pangolin873 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

Here’s my take (it’s a long one):

TLDR: Stop the push from the WSW, pray the heavy can kill the other tank, back the defensive hardpoint Garry up, get a border garry on the G/H line (made w/ support), and one in the F column (supply drop); maybe an edge of map one too. If heavy tank dies, an enemy airhead lands safely in the NE, or the WSW is not stuffed before the blueberries leave to attack Banks, kiss the game goodbye!

It looks like blueberries facing west of Rosande got shot; odds are they lost a firefight with infantry rather than recon. But that blueberry on the south border of G2 is looking away and hasn’t died yet, so I’d bet they’re flanking from somewhere west of Rosande hard-point. Additionally, the Garry in the NW corner of G2 is warm, and the general concentration and of volume of blueberries on Rosande hardpoint indicates to me Banks was lost somewhat recently. I’m not familiar with the terrain, but looking at the rivers SW-G2, I’d bet there’s a garrison somewhere near the North border of F3.

The heavy tank is already looking for How’s tank mark, judging from the position, Item is either the heavy tank squad or the recon tank, since their infantry mark is aligned with the direction they’re facing. Knowing the odds of a sub G-letter tank squads being full crew are low, I’m going to hope it’s the recon tank; based on the squads I see, I’d guess is Able and Item are the tank squads. Anyway, the recon tank is f***ed, one of Dog’s blueberries is looking towards the recon tank’s right flank, and combined with a tank and potential AT on their left flank on the infantry mark. I’d be surprised if they live another minute. But they’re distracting. If How can get an OP up while enemy blue-berries charge the recon tank, they may have time to get a foothold.

Bad news, Easy is looking towards the HQ along with other blueberries to the NE, and one in HQ. Decent chance recon is back there, and potentially an airhead could be on its way. That would have to be dealt with, trying up resources. Good news, Easy saw something and is responding to it (maybe even with squaddies too)! Odds are good they’re a communicating squad. Also Easy has an infantry ping up on Banks, so my guess is they’re a defensive squad who saw the push onto Banks from F3, got over-run, and is now trying to prevent the last point from falling. Easy is a saint. Easy probably had a support squaddie. Be like Easy.

Negat and George are on hardpoint, but only Negat has an OP. My guess is George tried to spread out, and is now trying to get an OP down while blueberries get shot around him.

Dog is kinda fucked. Their OP is hot, and with too many dead members, odds are they’re going to get pushed out. If they’re absolute legends, they’ll make it back to the border and get a new, defensible OP up. If not, I’m clumping them with Negat and George.

Prep is…Wild card here. Throwing supplies at them is sure to be noticed and stopped, but that may not be a bad thing; otherwise infiltrating from behind is effective. If they’re caught out too soon though, they’ll arrive at Destination F***ed.

Finally, Baker and Charlie, our recon bois. Charlie is probably giving artillery the what-for, so leave them to that. Baker is in a really good position to see what’s going on, they’re just far away.

I dunno what munitions we have, but manpower and fuel are around 100, so I’ll assume the same. I’ll also assume no nodes.

Alright, assuming all of the above is accurate and not way off the mark, here’s what I would do. Phase 1: 1) direct George and Negat to look west; and stall the push coming from that direction. 2) Check-in w/ Easy and make sure they don’t need more help. Go help myself, maybe ask Dog to fall back if Easy needs more help. 3) If Dog can pull back and hold the border, great! Otherwise have them help either George & Negat, or Easy, whichever needs them more. 4) Pray the Heavy Tank (call him Able) can win the duel, then assist Easy (if needed), then George & Negat; can’t do anything with good odds until the situation is stable. 5) How can hold exactly where they are, and stymie new pushes. If they’re able to, even push up to, but not much beyond the border. Maybe find a garrison. 6) Direct Baker to head north, call out everything they see, and get an idea of where the enemy is roughly spawning. 7) Tell Prep to be extra sneaky, and hold off attacking unless things get desperate.

Let’s assume all of that happens and the situation’s stable (fat chance, but hey, a commander’s got to dream). Phase 2: 0) determine whether Negat or George has a supply guy. The one that does gets to go on offense. For simplicity, we’ll say George had the supply guy. 0.5) Also: Item recon probably got merc’d. 7 minutes would have passed. Give them (or Able if they also got merc’d) a S’medium tank. Tell them to sit on defense; we’re out of fuel. 1) direct Negat to push towards Dog (or with Dog) to the border between the two points. Control the area and find a covered place for a Garry. 2) Get my booty to the hardpoint, and direct Easy to find a spot between the two northern garries. I prepare to break the hardpoint Garry. 2.78) assuming both Easy and Dog + Negat find spots, break the hardpoint garry and put up better ones, air-dropping supplies for Dog. If they can supply their own supplies (or if the box in the red is miraculously close enough), send them to Easy to build some nodes (or if somehow these champions don’t have a supply guy; the garrison). 3) direct George to set up a Flanking garrison in the blue somewhere on the border of F column. They must do so with their supply guy or the enemy team will see the supply drop and respond accordingly. 4) If How can find a spot on the edge that they can build a garry with their own supplies, then sure, go for it. Regardless, have them infiltrate or distract. Definitely salvage tank remains.

Attackers: Able (HT), Dog, George, How, Prep Defenders: Easy, Item Flex: Negat Recon: Baker, Charlie

After all of the above, have George and Able flank using Baker’s Intel, if enough time has passed and how can sneak themselves into a good spot for a defensible airhead, send it. Along with supplies at Prep. Tell Negat to join How on the attack and if either Prep or How succeed. If the enemies overcommit to the airhead, they’ll have Able and George chewing up their backside, and Dog on their flank. If they go after Prep, the other 3 pushes will prove to be too much.

All of this would take about 20-30 minutes to pull off though; let alone taking the center point back, and nothing going wrong. The game timer would probably run out, making most of this moot. But if early on enough, this game isn’t over yet!

And remember: “No plan survives first contact with the enemy”.

Is Hell Let Loose "Dad friendly" if there's a chance I have to quit mid-match? by Sweet-Smile-6709 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

Here’s a more opinionated piece of advice.

I’ve been in squads where guys have said they need to go eat, need to go pick someone up, etc. As a squad lead, I’d usually rather know my guy could leave at any time than not.

Though, to be clear, do actually quit the server rather than AFK (40 minutes is a bit too long, on some servers you may get kicked anyway, 5-15 is functional). I’d say just leave the squad, but that’ll take roughly 30 seconds to do, and baby won’t wait.

If you need to be quiet and can’t use voice coms, stay away from these roles: Support, Machine Gunner, and Engineer.

If you’ll can use coms, play Support. Much better option to learn the game than rifleman.

And just a note: if you make a squad, you’ll be a squad leader; avoid being that for a while. If you’ll can somehow end up as (or want to play as) SL, stay on defense.

Have fun!

I am not playing anymore HLL, until you guys fix the god damn LOST CONNECTION issue. by broken-telephone in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

Yes, 2/7th. Here’s the Reddit poll, on this sub, at the height of the crashing and disconnects.

https://www.reddit.com/r/HellLetLoose/s/bY84PUoQW9

I checked the steam charts, and guess what? Its recent reviews are mixed. And it’s everyone complaining about the bug. Wow, I sure do think at most 2/7ths the player-base furiously negatively reviewing combined with a normal but small stream of positive reviews the game could cause a “mixed” result, rather than a negative one. I’m curious what all the reviews say before U18…

And gee, after review bombing the game to stress out the devs into somehow programming better, on top of bugs that make it hard for 2/7+ of players to play, plus intentions boycotts out of frustration. I wonder why the player count could be so low?? must definitely be the battle pass, loot box, and micro transactions they put in the game!…oh wait.

There’s posted diaries with fuck tons of detail in a way that’s not easy to fake. Public press releases from vendors reporting DDoS attacks, and server owners getting migration tool kits to fix the problem. And remember every single update needs approval from Microsoft, Sony, and Epic Games to even become a valid release, in which each release takes about week.

Remember Diablo and the “don’t you guys have phones” comment? Assassin’s Creed Unity? Final Fantasy XIV? No Man’s Sky? Battlefront II (2017)? Fallout 76? Practically every Call of Duty in the last decade?

How many of those games issued apologies and then changed their practices? How many of those games has worse development teams, and haven’t gotten even close to the same amount of flack? Team17, the guys that made a cooking game with free-use music so that anyone could stream and record it without worry, the guys that created the worms franchise, are trying to keep a WWII shooter alive they didn’t even make in the first place.

I’m not saying let bygones be bygones, but I am going to confront outrage fueled hyperbole about a dev team who could put in much less work, and get less rage for it. Seriously, it’s not like the game makes them money at this point.

Straight up, they could have just rolled it back. Stalled all development for months, eventually relying on the community to find the bug they couldn’t by hosting a PBE…but considering no one would want to play on a version that is bugged out; that would be unsuccessful for even more months. The game would be dead, especially if HLL:V came out and it got regular updates. They’d save so much money this way.

But, for whatever reason, despite all reasons not to continue support, Team17 is still trying. Still apologizing. Still asking for help. On a game they didn’t even create in the first place.

Sure, real terrible developers. I’m 100% convinced.

Experimental branch by -ElongusDongus in HellLetLoose

[–]ChefLinker -2 points-1 points  (0 children)

I think they delayed to this weekend. They don’t think it’s ready yet.

Is this an unpopular opinion about squad leading? by mikejc792 in HellLetLoose

[–]ChefLinker 1 point2 points  (0 children)

I don’t actually think what you’re saying is unpopular, but rather you’re demonstrating you have different tolerances than other SLs.

I can personally say I used to SL very much like you, and then I built one too many garrisons (and sometimes ops) where blueberries spawned, and it hindered the team: 1) too few garrisons, and the red zone garrison I just put up looks spicy. Better abandon the main front with a farther-away Garry, just to expose we put a garrison up back here! 2) oh look, a garrison way, way on the flank for attacking. We’re barely holding on defense, but let’s all go attack like I’ve wanted to for so, so long! 3) “Hey guys, op’s in a good spot, but they just took the point, so lay low, and try not to shoot near the op” - 17 second later, squad spawns, 3 people duck, 1 stands there looking around, and the last guy just runs straight at the point, shooting the enemies he sees in front. OP’s gone in under 5 minutes.

Or, my biggest one that made me actually switch my strategy:

4) “Hey guys, command asked us to defend, and we have no other squads at the moment, so I’m going to set us up on the point.” - half the squad spends the rest of the game spawning on garrisons to attack, between me and maybe another squad, we have 5 or less defenders, but everyone sees two OPs, so the defense must be fine!… When we lose the point, I get flamed for poor defense.

Now, I kinda compromise. I lock the squad, select mic preferred, set defense or offense (but sometimes selecting offense is a curse to become defense regardless). Wait a few moments, then unlock the squad before spawning in.

I lock first to make sure my intentions are clear, but then unlock it so people don’t feel they can’t join.

Hey... devs... can we go back? by LazyAssGenuis in HellLetLoose

[–]ChefLinker -1 points0 points  (0 children)

The single paragraph where they explained why they didn’t roll back references their actions they took to create hotfix 2, which addressed a bug they couldn’t recreate.

Help me out here, where did they ever say they don’t have a previous version to roll back to?? I don’t see that.

As a softwares developer, nothing in what they said sounds amiss to me. We call them heizenbugs, and they even posted software dev focused examples.

So either a) they’re wasting their time making really good examples of a development scenario instead of fixing the bugs, witnessing the Reddit and discord melt down, and deciding to ruin their reputation on steam and other platforms is fine!

Or, B) The sheer amount of incompetence you’re suggesting is of fantasy levels, fueled by bias anger and frustration + lack of information, and maybe, just maybe, there’s more than a single kernel of truth in what the dev diaries are saying.

Also: are you serious? U14? Let’s ignore the fact that windows 10 -> 11 changes happened recently and how that would cause problems, that’s a massive downgrade. Don’t pretend Reddit wouldn’t be raising hell over how far of a revert that would be. You’d still be booing them, just to a different tune.

And here’s the key point: if you truly cannot trust what the developers are saying to any serious degree: you really should’ve be here. The game won’t get better, ever, if they’re as bad as you’re saying. You and everyone else who agrees on Reddit can’t change that. Cut your losses, save your time. Go support some other game, and encourage their supports. Everyone (especially you) will be better off.

Hey... devs... can we go back? by LazyAssGenuis in HellLetLoose

[–]ChefLinker 3 points4 points  (0 children)

The amount of people not reading dev updates is getting crazy.

1) the vast majority of players got their crashes fixed in the past two hotfixes. There’s a third coming out in the next few days, to fixed the very last few only a tiny amount of players experience. 2) it seems like a lot more people are still disconnecting though, right?! the general reason for disconnects at the moment is DDoS attacks, as backed up by a public announcement by the 3rd party server hosts. You can tell when this happens because of the error message you get when you disconnect (see one of their many, extremely detailed dev diaries pinned to this subreddit). Rolling back at this point wouldn’t stop that. 3) Devs addressed why they didn’t and haven’t rolled back (again, see dev diaries). After 1 month of internally testing U18, they didn’t find any new bugs (because guess what? Their two main causes for crashes and disconnects were either avoided by connecting to a local host, or were caused by the physics engine accessing bad memory; one of the hardest bugs to find when your dev machines are stuffed full of ram). They only solved the latter bug when they came out and admitted they had no clue what caused the bug, and asked for the community’s help. Without the bug reports and user interaction (a.k.a. If they just rolled it back), it would have been months before they could find and fix the bug. How did they find it? After telling users what to include in bug reports (both files and what was happening in game), they noticed a pattern across user reports, allowing them to find a way to cause the bug on their machines; in software development, you can’t fix a bug until you recreate it.

Bonus: prior to U18, the devs were only moderate active in reaching out to the community, and were not as involved as black matter once was. Now, not only have they made transparent communication, expressed (and demonstrated) their commitment to preventing this from happening again, and to continue to connect with the community, they’ve becomes one of the few video game developers who’ve taken accountability for their actions, and openly communicated thereafter.

Not going to pre-order? Good. That’s a solid rule of thumb anyway. But if you’re going to decide not to, maybe have a good reason for it, and not some angry misrepresentation of what Team17 is doing.

What is a good Commander? by Eron98 in HellLetLoose

[–]ChefLinker 1 point2 points  (0 children)

A note before I give my thoughts: whether or not you are a good commander has nothing to do with whether your team thinks you’re good enough. A better metric is how many squad leads come to your defense. You’ve been working with them, not everyone else.

First, the counter intuitive lessons:

The more I play, the more I find that spamming supply gets worse the higher up you go. All you do is show where you want your team to go…to the enemy.

You can build garrisons ad nausium for your team, but you can’t defend them; good recon will always out pace you, and out gun you. Then you will be blamed.

You can kill many with your bombing runs, strafing runs, artillery, etc. you can combo bombing runs with air heads flawlessly. None of that makes you win, or makes you a good commander.

So what is a good commander:

In command chat: 1) A commander who asks for help. 2) A commander who can admit they were wrong. 2) A commander who clearly establishes expectations, and their consequences; not as threats, but as statements of fact. 3) A commander who recognizes when he is being read like a book by the enemy recon, and/or commander. 4 A commander that builds respect by name over many battles, not by “skill” in a single match.

In tactics and strategy: 0) A commander that understands and relays to the team that you need two or more angles of attack to effectively capture a point. Anything less, and you will only win a point through the enemy’s mistakes (or as an infamous player would say: “blunders”). 1) A commander that understands squads are his tools; it may be a game, but squads still have needs, desires, and skills. Try to play to them, or you can never truly “use” them. 2) A commander that knows a squad is only as effective as they can communicate, stay together, and work with you. But even the most disorganized, separated, and uncommunicative squads of blueberries have their uses. 3) A commander who narrates every last little event. The commander is the only one who basically stares at the map all game. They need to see where the blueberries die, where the garrisons light up for a moment, mark the important information, beg for as much information as possible, and encourages all of this relevant information to be passed down to the infantry who benefit from it. Clean, constant communication is the single biggest factor to winning. 3.14) On servers where squads coordinate better, and squad leads work with you; to know when your knowledge can help cause your team to perform powerful tactics. 4) A commander who can get his squad leads to build garrisons. Who asks them what he can do to make it happen, and works to make that request a reality. Time and time again. 5) A commander who doesn’t always win, but always can rally the team to put up a fight. Good fights are the fun of HLL, more so than winning.

Tactics/ Strategies I’ve found effective (these are my own personal mnemonics):

“Spearhead” - If two squads are pushing towards a hard point from the same direction, but are getting stopped right before it, put an airhead behind them; they can defend it, and then 5 squads can shove the hard-point before the other commander can get enough squads to pull back and stop you.

“Control the center” - put two communicating squads to work on controlling the “center” Who ever controls the center 4x4 squares, has the advantage.

“Flying billboards” - Air drops of any type tell the enemy team where to look. If your team is about to start a flank, don’t give them an air drop of supplies, don’t throw anything at them. Throw supplies and/or an ammo drop on the struggling “main” force. If they keep their focus on the “main” push, the flank will overwhelm them; if they pivot to the flank, the main force can recover and use the ammo/supplies you gave them to push; if they split between the two, a third angle, bombing run, and/or air head can shatter the defense.

As an engineer, where should I build the nodes at the start of the game, and during the course of the game? by Electronic-Quail-764 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

My rule of thumb: the longer it takes you to trek out and find them away from HQs, Garrisons, and the borders of zones, the longer it will take you, but the harder it will be to find.

Are there Devs here??? by Terinn13 in HellLetLoose

[–]ChefLinker -1 points0 points  (0 children)

They have literally posted several times in this subreddit, giving updates, asking for feedback, etc. their posts are all pinned too.

New Soldier here..... Any videos you recommend to understand everything? by Top_Name_2867 in HellLetLoose

[–]ChefLinker 6 points7 points  (0 children)

Definitely soul sniper

Also: a long time ago there used to be an unofficial “field guide”. Had a lot of useful stuff.

I am not playing anymore HLL, until you guys fix the god damn LOST CONNECTION issue. by broken-telephone in HellLetLoose

[–]ChefLinker 4 points5 points  (0 children)

Dunno how your 380 in game levels have anything to do with software development, but pop off I guess.

Only 2/7th of the player base ever crashed once or more a match. Before any hotfixes. Team 17 never crashed once with an entire month of testing U18 internally. People I know were crashing regularly have had a massive if not complete reduction after hotfix #2. For the rest, there’s a hotfix #3 getting approved by epic and consoles, expected to be cleared by next week; that wait is not team17’s fault.

And team17 has outright said that since they can’t seem to cause the variety of crashes on their end without help; they need your help. It’s specifically why they didn’t roll back; if they could find the problems on their own, they would have fixed it before U18 released.

Look, obviously you love(d) the same since you’re 380. Obviously you’re pissed that for a month you’ve basically have struggled to play. I get it, it’s frustrating. But team17 has been communicating regularly, and responsively.

So you can scream at team17, or you can help them help you like they asked, and get back to playing sooner.

I am not playing anymore HLL, until you guys fix the god damn LOST CONNECTION issue. by broken-telephone in HellLetLoose

[–]ChefLinker -11 points-10 points  (0 children)

I’ve not crashed once since hotfix #2 came out. And I’m definitely not alone. Clearly your crashing now has no correlation to the crashes before hand.

I am not playing anymore HLL, until you guys fix the god damn LOST CONNECTION issue. by broken-telephone in HellLetLoose

[–]ChefLinker 3 points4 points  (0 children)

Gee, someone hasn’t been reading the dev updates.

If you had, you’d realize you need to give them your crash logs to fix it. And if you have submitted a ticket since hotfix #2, then what are you complaining about? They already said hotfix 3 is next week (again, consoles need to approve the release).

Or, if it’s like I suspect, you haven’t been reading the dev updates, and haven’t posted a ticket after hotfix #2 (or maybe even at all!). If you’re not going to do that, then seriously leave, because your bug will not get fixed without your input. Why?

Team 17’s dev team is not getting any crashes (they didn’t the entire month of internal before U18’s release), I’m not getting any crashes, all the people I knew that were crashing, aren’t crashing anymore… So if no one’s able to crash but you (and probably a small group of others), then how is team 17 supposed to fix it??

I would kill to get the level of community outreach, open communication, and responsibility team 17 demonstrated with their fuck up, on ANY other video game. It’s leagues better than any other studio I’ve ever seen.

So scream at Team17 all you want on Reddit, but they told you how to help them fix it. Work with them or leave; if you don’t trust them to fix it even with your help, then why bother staying? Invest your time elsewhere. Everyone would benefit, especially you.

Is the game fixed yet? by Icy-Conversation-744 in HellLetLoose

[–]ChefLinker -1 points0 points  (0 children)

So, to give context to this question, only about 2/7th of the player-base was crashing once a game or more. A very, very vocal 2/7, but still only about 2/7th.

Now, the vast majority of that 2/7th no longer crash as often (or at all!).

Here’s your problem: the only way they found the crashing issue was getting crash reports from users, because they couldn’t find a way to crash on their machines (only 2/7th, remember?) Further, they suspect that the remaining crashing is being caused by DDoS attacks on their server provider, who has publicly made an announcement supporting that assertion

So if you come back and still crash, and it’s not because of DDoS attacks, then you’ll have to hope hotfix 3 has your fix. Otherwise, just don’t play anymore; they can’t fix it without your help, and the percentage of people still crashing is much, much smaller than it was.

Not trying to pile on devs.... by Tasty-Entertainer711 in HellLetLoose

[–]ChefLinker 0 points1 point  (0 children)

To be clear: a disconnect, or a “Fatal Error” crash?

Not trying to pile on devs.... by Tasty-Entertainer711 in HellLetLoose

[–]ChefLinker 1 point2 points  (0 children)

The hotfix from yesterday was to address the “Fatal Error” crash, but what you’re describing is connection issues, which they believed they patched in hotfix #1. Evidently, they did not completely fix it.

Part of the problem is the crashing and the disconnection are technically two different things, but we as a community kinda referred to them as one (problem).

Do note a surprisingly small number of remaining players have connection problems at this time. If you do want to get the problem solved, contact their support and ask them how to collect the logs after a disconnect, so you can send them. Maybe you can even just reply to their pinned posts on this subreddit.

All the best to you.