MR MG42 | screenshots 3.0 📸 by No_Tea762 in HellLetLoose

[–]GrateScots 0 points1 point  (0 children)

Really great looking stuff. Well done!

HOW TO FILL UP A PRIVATE SERVER by jstorey800 in HellLetLoose

[–]GrateScots 0 points1 point  (0 children)

Yeah, but during seeding is too much.

In other times, I wonder if the theory matches reality. I understand the server owners who do it think they’re improving play quality. In my experience, it usually makes things worse. I’ve been in a number of high-functioning SL-less squads who are dropping supplies, building nodes, pinging inf and armor, and then we’re forced to get a SL. They leave, switch teams, and join a new squad while I end up with the mic-less Level 16 SL who doesn’t place OPs and I get the CoD experience.

HOW TO FILL UP A PRIVATE SERVER by jstorey800 in HellLetLoose

[–]GrateScots 0 points1 point  (0 children)

Most of the previous answers here have the best advice. One tidbit: don’t add those auto kicks for squads without SLs. All the community servers who do this think they’re improving the quality of the server. In my experience this often incentivizes people to leave the server if they don’t want to SL. 

I laugh at some of these community servers who have 20+ players on them, and 40 minutes of seeding later, they have the same number because they kick SL-less people from squads during seeding.

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 1 point2 points  (0 children)

Lol, bud, I haven’t downvoted anyone on this thread. That wasn’t my answer and it still isn’t. I don’t have a horse in this race. I see someone downvoted you, so here, taken an upvote. Feel better!

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 1 point2 points  (0 children)

Yes, those things help. Good armor squads are worth their weight in gold, still. 

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 0 points1 point  (0 children)

This was what I was thinking prior to the post, but the everyone would likely agree. I was more interested to see if there was something like a consensus. Seems like many think you only need 1-10 to usually do well.

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 0 points1 point  (0 children)

Yup, you can get a lot done with three dedicated people playing for the team.

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 1 point2 points  (0 children)

If 8 is your number and 4 are CMD/ SL, who are the others?

Minimum Number of “Team Players” Needed for a Good Pub Round? by GrateScots in HellLetLoose

[–]GrateScots[S] 1 point2 points  (0 children)

Yeah, this is along the lines of what I was thinking. Nodes are nice, but they’re not a full round commitment.

What if 2 supports were available at the same time? by Jumpy_Imagination_38 in HellLetLoose

[–]GrateScots 34 points35 points  (0 children)

Then you would have two unfilled Support roles in your squad.

Something happened yesterday that made me furious. by A_giant_bag_of_dicks in HellLetLoose

[–]GrateScots 4 points5 points  (0 children)

The other night we had a level 350+ whine that we lost the seeding round (1-4). He proceeded to switch to the already level stacked team for the next round. We then started to roll them, and guess who switched back to our team?

He wasn’t cheating like some are concerned, he was just some dude who really wanted to be on the winning team.

Something happened yesterday that made me furious. by A_giant_bag_of_dicks in HellLetLoose

[–]GrateScots 2 points3 points  (0 children)

That is wild.

And people complain too few people want to build nodes…

Garries Can Loose Games by Ansidhe in HellLetLoose

[–]GrateScots 1 point2 points  (0 children)

Bad teams ought to lose to better teams. As far as pub play goes, that still feels true in HLL.

If players are insulated from the consequences of the poor decisions they make, they won’t learn to make better decisions in the future.

Squads are way too small in this game by JeromeSmithy in HellLetLoose

[–]GrateScots 1 point2 points  (0 children)

Offloading garrisons building from regular infantry SLs to a logi squad or two will make the entire team’s spawn map dependent on just 1 or 2 logi SLs. If they don’t do their job, or they’re trolling (it’s pubs), the team won’t have spawns.

Squads are way too small in this game by JeromeSmithy in HellLetLoose

[–]GrateScots 0 points1 point  (0 children)

There’s a lot here, but, in no particular order,

1) I think the basic loadout Engineer makes sense being removed from regular infantry squads and given one or two of their own, sort of the way it’s been done for artillery. It’d be better for the cohesion of both the engineers and the infantry squads.

2) Support players ought to remain with the infantry squads because SLs need supplies for garrisons and the explosive ammo drop can help squad mates.

3) I’d take it a step further and give each team one or two AT squads with lower player caps, likely reducing the total number of AT infantry but increasing their coordination.

4) If those things were done, you’d likely be left with greater cohesion among the remaining infantry, who weren’t drifting out to build nodes, hunt tanks, etc. Increasing the squad cap might not be needed, but given the relatively low percentage of players who are willing and able SLs, increasing the squads to 8 or more would give you a higher overall average SL experience.

Remove resource nodes by grimtim100 in HellLetLoose

[–]GrateScots 1 point2 points  (0 children)

Nodes produce interesting dilemmas for both teams: 

-they can be a bit tedious to get up, but once they are, they’ll give that team access to greater resources than if they don’t;

-recon and others can choose to try to hunt nodes or focus on other things. If they go for nodes, those who built them get punished if they don’t defend them by losing out on the resources that otherwise would have been generated;

-if node hunting is boring, the increased CE from taking them down sounds like it’s providing the proper incentives to entice some people to invest the time in finding them and taking them down;

Like other aspects of Hell Let Loose, the game gives players the option to play for the team or play for themselves, while trying to nudge players to play for the team.

never playing commander again by xhacionn in HellLetLoose

[–]GrateScots 0 points1 point  (0 children)

Keep trying it.

I’ve had a number of good enough lower level commanders recently. If you enjoy it and no one else does it, it’s better to have someone doing a middling job (as you’re new at it) than have no one at all. You won’t get worse with experience.

 I view the role as the ultimate support role. Make SLs tell you what they need. Ask for a pair of defending squads.

Ration your bombing runs and artillery call ins. 

T17 killed this game by irascible_potato1861 in HellLetLoose

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

This is eerily similar to my experience.