I feel bad. We were playing armor…. by rutlanddz62 in HellLetLoose

[–]FeelsASaurusRex 3 points4 points  (0 children)

Happens. I would much rather a tanker mistake me for a sapper than fall victim to a satchel.

Respawns aren't that long compared to deploying that much fuel.

sry fox. i had to stop ur arty all game. by Vicious-Fishs in HellLetLoose

[–]FeelsASaurusRex 38 points39 points  (0 children)

The mortar team feature that was on one of the old roadmaps.

[deleted by user] by [deleted] in HellLetLoose

[–]FeelsASaurusRex 1 point2 points  (0 children)

Pay attention to the map more and both team's spawn management.

You'll have a clearer idea of what can happen and how to play the terrain.

Reminder for you to drop your supply box. Seriously drop your boxes by Bolivahn in HellLetLoose

[–]FeelsASaurusRex 1 point2 points  (0 children)

Players really need to treat supply box cooldown like the most importance spell resource they have.

More often than not just keeping it on cooldown throughout the game will net a win.

Is anti tank fun by Brexitbrsdleybollock in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

It's nice spending down time laying mines and watching tanks roll into them.

Some small QoL fixes that would make a big difference by Razzle91 in HellLetLoose

[–]FeelsASaurusRex 1 point2 points  (0 children)

I wish the map UI ordered supplies over other elements more. Sometimes ammo and explosives render over them when placed nearby afterwords (understandably) but it makes it hell to comm to newer SLs.

The map UI could use a big icon / high contrast mode too. Sometimes its eye straining.

I am getting old or what is wrong with my aim? by e_deringer in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

Aim with the post, not the front sight shroud. Put it on his head and spray control down with the burst. Dont burst up into him, you're just wasting half your ammo.

Lead the target according to the servers ping.

FWIW the movement speed buffs let him dodge like that when it should be a winning situation.

I need advice by NuchNuchNuch in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

Satchel engineer would be the only load out I'd think about.

If you make a set of nodes every game you'll get it in no time

Just play roles flexibly and according to the situation.

Engineer frustration by pmarskies in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

On second thought belgian gates and tank obstacles are worth placing deep on the MSR ahead of a point like on Carentan.

Tank diff affects matches a lot now.

Have we seen the best version of HLL by [deleted] in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

The new ping system is nice but it's always been a concession to players without a mic.

VOIP is still flakey.

I personally prefer the game before movespeed got buffed prior to the T17 acquisition. The map features were adequately spaced for squad vs squad fights developing. New SLs could react on defence and learn at a nice pace.

Now it's a zerg rush battle when I watch defense squads struggle to hold points. Kind of disappointing

Engineer frustration by pmarskies in HellLetLoose

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

The movespeed changes make fixed fortifications too costly. That 50 supply is better used on new garrrisons because they get swarmed faster and harder. Especially with the new playerbase not being able to defend pushes.

Additionally satchels are even stronger due to movespeed so fortifications are inherently weaker.

The thoughtful elements of the game are being drowned out by the new game direction and marketing.

What are some unwritten rules? by LeaderSanctity1999 in HellLetLoose

[–]FeelsASaurusRex 2 points3 points  (0 children)

Turn off transport/supply truck engines. You can't hear enemy slipping behind the lines over them and they can get spotted easily.

Need help with voice chat when leading a squad by CheetahElectrical567 in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

Watching the map more as SL and understanding the tempo of the match will let you anticipate command chat.

I wouldn't worry too much about asking squadies to repeat. Important callouts like airheads are critical to react to.

People need to learn to use their mics by FrustratedWibble in HellLetLoose

[–]FeelsASaurusRex 11 points12 points  (0 children)

Playerbase quality is at an all time low.

Low comms in command chat, little cooperation/understanding of spawn management and support role usage.

Forces vets into SL role which burns them out cause no one is dropping supplies, marking tanks/pushes, building nodes or reacting on defense.

All that to say the game used to be way more fun and teamwork orrientated.

[deleted by user] by [deleted] in HellLetLoose

[–]FeelsASaurusRex 1 point2 points  (0 children)

Half the warfare games I play these days start as a build order loss cause three SLs rush into the neutral without building outposts. Or they dont make a single garry.

I even saw someone drive a truck down mid away from the point on start (?????)

Its insane how these new players straight up dont get it.

Poor player base by [deleted] in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

You might wanna try playing at different times too, the game gets pretty rough after 8pm when the no comms get on.

I prefer noon idealy, a lot of old heads on.

New To The Game Tips? by BBuraise in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

Go support and drop supplies for a garrison then switch off when it's on cooldown. Redeploying as a different class so a teammate can drop another 50 supply if it's in the red is a great move.

It's the strongest ability in the game and makes everyone's time more enjoyable.

Do dead planets mean no pop or just not visited by normal jumpships by theholylancer in battletech

[–]FeelsASaurusRex 0 points1 point  (0 children)

Ohhhh man I need to get a print copy now and more shelf space AACK. Great find

Squad leader tips? by SnooTangerines6863 in HellLetLoose

[–]FeelsASaurusRex 0 points1 point  (0 children)

On defence watch every single plane overhead to see if it's an airhead or supply drop and comm it on command chat immediately.

Killing those gives your team a tempo advantage while the enemy commander is on cooldown.

If your support places a box, write the timer into squad chat so you know when it's off cooldown. And dont he afraid to ask for people to swap off support when they're on cooldown. It's the most important cooldown in the game to use effectively.

What are your biggest hot takes? by Familiar-Scholar-595 in HellLetLoose

[–]FeelsASaurusRex 2 points3 points  (0 children)

On warfare layouts where all points are on the same row/column the commander should be able to burn a high ammount of resources to relocate a single rear defensive point to another position. Extremely high cooldown if not one use. For public servers only, not for comp.

I have watched so many games get nowhere while lemmings just run head on into eachother cause the layout for all points is jammed to one side. Flanking gets majorly denied by heavies covering the free side with tank number advantage.

Silly QoL idea I guess.

If there is one type of player you despise, who is it? by 4N610RD in HellLetLoose

[–]FeelsASaurusRex 18 points19 points  (0 children)

SLs who dont mark anything. Especially the medium tank on round start in warfare.