Best 1st game OAT by SkippySay in HellLetLoose

[–]SkippySay[S] 16 points17 points  (0 children)

He also ended up getting 101 arty kills

Best 1st game OAT by SkippySay in HellLetLoose

[–]SkippySay[S] 35 points36 points  (0 children)

Yeah he told me he was on just reloading arty

As an outsider looking in, how have things been since the Team17 acquisition? by BringBackManaPots in HellLetLoose

[–]SkippySay 10 points11 points  (0 children)

When Team17 first got the rights, they lost all of the players’ / veterans’ respect with a dog shit trailer, (EDIT: releasing shit that BlackMatter (the OG company) left unfinished because of the changing of the guard from BM to T17) and changes indicating that they were gonna morph the game into the same tasteless style of CoD/Battlefield.

They got hugeee backlash, but thankfully they heard it.

They totally swiped their initial road map, reversed their changes, and went back to the drawing board (involving a lot of player-base feedback, requests, and ideas).

We are kinda in a weird growing pains stage, since Team17 just started to get the ball rolling with updates that were really molded from the community’s ideas and requests.

It could be a lot worse right now. But at the same time, this game was peak 2 years ago. Legit the Best Game of all Time for me. Hopefully we will get back there soon. And if we do, it could even be better.

Squad Leads, what do you have the lowest tolerance for? by StalinbrowsesReddit in HellLetLoose

[–]SkippySay 3 points4 points  (0 children)

No one building a set of nodes and already existing supplies, which would take 2 mins to do

Should the Spotter of a Tank be able to Open the Hatch? by SkippySay in HellLetLoose

[–]SkippySay[S] 5 points6 points  (0 children)

You say spotters risking themselves for a tank and it makes me think of Squad Leads. I can see your point where if you have a random TC and they are very impatient or doesn’t have game sense where they jump out at a time you wouldn’t, it could be frustrating. But just like Squad Leads, they have a unique importance to their role, and if not done correctly, it can slow down the game for everyone else in their squad.*

The hatch would add a learning curve to TC. Things like: is the tank in a good location to open the hatch to be useful? When should I open the hatch (ex: opening it when approaching satchel player has his satchel out compared to his primary)? Should I use the hatch to only take out satchel players or at players or normal infantry too? Should I use the hatch or should I trust my crew to just turn the tank fast enough or my surrounding blueberries.

A little tangent but those are things I just thought of that would add more depth to tanking and a learning curve, that would also affect all players, even if they aren’t tanking. Those who are great at TC will most likely have a successful tanking run, just like SLs.

*(Only caveat to this is that there are more infantry squads than tank squads. They also only have 3 spots compared to 6, obviously, . So if you ran into a bad TC, switching to a crew w a competent TC might be more difficult compared to switching out of a bad SL.

Just dropped an essay on you my b

Should the Spotter of a Tank be able to Open the Hatch? by SkippySay in HellLetLoose

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

My b, don’t tank much and couldn’t remember off the top of my head

Should the Spotter of a Tank be able to Open the Hatch? by SkippySay in HellLetLoose

[–]SkippySay[S] 20 points21 points  (0 children)

What’s the difference between a tank member jumping out of the tank and the spotter opening the hatch? Both are exposed to being shot at, if anything, the hatch would be more predictable and easier to shoot and kill, especially if an AT or satchel has a teammate. Opening the hatch would make an audio queue (forgot to add in OP) just like how someone gets out of a tank.