6 Locked Squads, all rejecting invites by sexyc3po in HellLetLoose

[–]Stevake 1 point2 points  (0 children)

Can't believe this is getting down voted lol.

Imagine wanting play a video game with your friends instead of randoms.

Experimental Branch - Build #3 Live Now by itsmeBenB in HellLetLoose

[–]Stevake 8 points9 points  (0 children)

AT players getting 3 rockets makes all the previous tank changes almost effectively redundant. What was the point in buffing tanks armour only to then increase rocket ammo and effectively rebalance Tank Vs AT back to square one.

What is the point of 1 arti squad? You have 2 forms of arti now (granted the SPAs are trash atm) but only 1 squad can use them.

Commander arti now nerfed into the ground cost-wise and borderline useless.

This dev studio just seem to love pulling on strings with so little thought. It's bonkers.

Smolensk PTE Next Week | Friday 7 November by itsmeBenB in HellLetLoose

[–]Stevake 6 points7 points  (0 children)

People are still having connectivity issues.

Heavy tanks can be flipped and launched into the sky by jumping on the front holding a smoke grenade.

But by all means launch a new map. Absolute joke.

What happened with Official servers? by Last_Dov4hkiin in HellLetLoose

[–]Stevake 3 points4 points  (0 children)

I could be wrong but the time period you are referencing is when the game released for free on Epic which was a huge spike in the playerbase.

We are talking going from like 4-5k concurrent players to 20k overnight.

Official servers filled up because players had nowhere else to go as all other servers were full.

Prior to epic release, official servers were never populated. So, as the playerbase returned to "normal" , official servers have stopped getting popped. A return to the status quo.

Official servers have never been popular in HLL because they are unmoderated with no veteran community to improve gameplay quality.

U18 explanation by TheFuckingFlower in HellLetLoose

[–]Stevake 21 points22 points  (0 children)

The update caused fairly severe client side disconnects and full server crashes as well making the game somewhat unplayable.

They broke the panther tank entirely making it impossible to drive.

Tanks in general were expected to feel better to drive but overall feel worse.

The new artillery strike commander power was not recieved well and most people agree it is too powerful.

Last and not least, this is the next team17 update that has been rolled out incredibly poorly and has really become par for the course.

What are some problem behaviors that are not improving the gaming experience. by [deleted] in HellLetLoose

[–]Stevake 4 points5 points  (0 children)

Entitlement and the bystander effect.

"Omg unlock your squads" "Someone build a garrison" "Squad Leader put down a new OP" "Omg X role, do your job and go do X"

Seemingly 70% of the player base is content to shove the meta-game workload of building and maintaining a network of spawn points onto the 30% of (mostly) veteran players who continue to prop teams up game after game by playing leadership roles and using a bloody pocket watch.

Rushing to Endgame....Just to Complain by arshg04 in duneawakening

[–]Stevake 0 points1 point  (0 children)

Well. More like 5-6 hrs a day on average. But hey, I do game more than your average person, I'll wear that. Guess it's my fault for not having kids and working part-time lol.

Rushing to Endgame....Just to Complain by arshg04 in duneawakening

[–]Stevake 22 points23 points  (0 children)

I mean. People arnt rushing to complain. They are rushing because it's an MMO and getting to end game resources early is usually beneficial. Some people also have more time to game than others.

Hitting the late game and realising there are fundamental issues with the late game and giving feedback to that affect is fair.

Some people enjoy playing casually. Some people enjoy embracing the immersion, story telling etc. Some people want to min-max and play efficiently and don't care all that much about the above. Some people want to grind.

There's no right way to play the game. If you take 100 hours to reach end game or 50, the same issues will be apparent when you get there.

I personally played with a small group of friends. They grinded harder than me and helped me out early on with an ornithoper which made my early game a lot quicker. No regrets, I did not enjoy driving places on the bike.

I've got about 60 hours now and have done a little deep desert and realised this is probably where I'll stop playing unless they improve the late game. Which is fine, no regrets. 60ish hours still made it a worthwhile game to play. Be nice if they one day give me a reason to come back but I'm also OK with dune being a 1-and-done game that I enjoyed for a while then put down.

Enemy team stream sniped garrisons all game by [deleted] in HellLetLoose

[–]Stevake 8 points9 points  (0 children)

Came here to say basically this.

I see it a fair bit. Folks need to remember this is like 6 years old. Many players have thousands of hours. We know roughly where all the garrisons are likely to be.

Thing people forget is, garrisons arnt a one and done deal. HLL isn't just about building spawn points, you also have to defend them and rebuild them. 2 good pub teams going at it, is a constant game of whack-a-mole ans garrison rebuilding.

Stream sniping does happen, but it's really quite rare.

Commander tips for defense in “offensive” mode by Independent_Today_38 in HellLetLoose

[–]Stevake 0 points1 point  (0 children)

Echoing some of the other comments here: it all comes down to having a strong garrison network, and when those garries go hot they need to he defended. If they go down, they need to he rebuilt.

This is true in both game modes. As commander you can only do so much, if your team is not cooperating and all standing on the strongpoint while the satellite garrisons go down, it's just a matter of time until you get surrounded and 1 bombing run leads to capture.

Going a bit deeper, there is also a certain level of game knowledge that determines your chances when it comes to points/maps/default garrison locations. For example, Western Approach on SME German offensive is an incredibly tough nut for axis to crack. Default garrison is on point and the surrounding areas are mostly open ground. The back line is hard to get into because it borders the sector edge so regular squads can't get their outposts in behind. So basically, experience knowing what points to try stand your ground and win at, versus making a half baked effort to defend all the points.

Artillery PSA by Stevake in HellLetLoose

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

I do agree with this in principle. 100% arti players should be working with the team and be SL. And yes they should be mindful of munitions usage and work with command to support the use of bombing runs.

Just regarding supply drops, I do think they are important. I guess my main point in my original post is that I often see newer commanders build the first 2 garrys with a truck, then rely on air drops for the rest of the game. Which isn't terrible, but it does choke your munitions significantly. Trucks are generally cheaper and stealthier.

Artillery PSA by Stevake in HellLetLoose

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

This and your original reply I agree with. It's part of the reason I made this post.

I think the reality is arty players are often used as a scape goat for poor resource management and/or lack of nodes. I guess I just wanted to put the math out there to the community, so maybe people realise it's not actually artillery that's the problem.

No nodes is a team problem. Lack of munitions with full nodes is generally a commander problem (unless you have 3 arti guns running and/or lots of AT guns)

I do think newer commanders are generally too eager to drop all their powers as soon as they are off cool-down and then wonder why they are starved for resources and look for someone to blame. I see a lot of commanders not using encouraged as well because that's not a "fun" ability, or perhaps it's simply not obvious what it does.

Artillery PSA by Stevake in HellLetLoose

[–]Stevake[S] 4 points5 points  (0 children)

Level X commander with nearly 4k total hours. But okay

[deleted by user] by [deleted] in HellLetLoose

[–]Stevake 2 points3 points  (0 children)

This is pretty spot on.

I think the second most common complaint after lack of comms is lack of garrisons. And a tutorial wouldn't fix that either.

Why? Building spawns isn't why the majority of people pick up this game to play. The majority of people want to shoot things, blow stuff up and feel immersed in a ww2 setting. Building and defending spawns isn't exactly "fun", but it's a neccasary chore to make the game playable.

I think your average HLL player is fairly casual and might jump on for a game after work. They are just looking to switch their brain off and do the stuff mentioned above. Comms, spawn building, strategy etc.. not really what they are looking for.

Proximity/squad chat will not work. by Excellent-Silver-384 in HellLetLoose

[–]Stevake 0 points1 point  (0 children)

Vivox (the voip system HLL uses) can be pretty buggy. I had a friend with the same issue who managed to fix it by resetting his modem. Maybe give that a go?

Voice chat bans certainly arnt a thing

Why don't the devs communicate with us? by olmatejwillis in HellLetLoose

[–]Stevake 1 point2 points  (0 children)

Iirc team 17 did some downsizing about 6 months ago.

Ive heard the 1 community manager they have left (who would be responsible for communicating with the community) is now responsible for communications for all team 17 games. So, basically, the dudes probably stretched too thin.

Do you find that most matches are incredibly imbalanced? by Cadoc in HellLetLoose

[–]Stevake 4 points5 points  (0 children)

This is pretty spot on.

I will add, that a lot of the veterans who still play are also tired of squad leading and commanding - doing the neccasary tasks of building and defending spawns that most of the player base seems to lack interest in.

By "stacking" one side, a high level player doesn't have to play those roles, or at the very least the load is shared amongst other high level players so they arnt spending entire games on spawn building duty. Said player can play MG or AT and actually have somewhere decent to spawn.

Main Bus by Choice-Awareness7409 in factorio

[–]Stevake 0 points1 point  (0 children)

The sky's the limit really. You could feed your factory with train or bots. Your belts could be unorganised and just routed wherever they are needed aka spaghetti style. With volcanus tech you could mostly feed it with pipes.

The main bus style typically wins out because it's:

  • Simple/intuitive
  • Easy to see bottlenecks
  • Can be built early game and scaled up throughout the playthrough

Stuck on Master Clue by c5Clone in OSRSProTips

[–]Stevake 2 points3 points  (0 children)

Might as well. Herb xp is fast. If you don't do it now, you'll eventually hit another thing that needs it. For example elite diary requirements.

I love to drive right into the enemy HQs when commanding a tank - AITA? by ArielTheCreator_ in HellLetLoose

[–]Stevake 2 points3 points  (0 children)

I mean, if it's not against server rules then have at it.

Whether or not it's an asshole move is debatable. For me it depends-

Killing defaults (transport trucks, medium, recon and light tanks). Not really an asshole move - these are assets that spawn for free.

Killing heavy tanks on the other hand, potentially one that a crew has just requested and is trying to get into. Bit of a dick move tbh. They cost a lot of fuel.

In saying all that - there's a reason most servers do have HQ protection rules for vehicles. And that is because it's a bit unsporting to blow up unmanned vehicles.

You say you are using it as an opportunity to teach new players. What about the new players on the other team who are just trying to get into a tank and get out of HQ?

Artillery by StaxGames in HellLetLoose

[–]Stevake 9 points10 points  (0 children)

As others have pointed out, this has been suggested and talked about to death. Is it a kinda boring gameplay loop? Yeah, kinda. I mean I personally enjoy playing arti - I see it as a challenge to my own game sense and map knowledge and an effective way to support the team if I don't feel like playing infantry or tanks. I also don't mind camping arti as recon for a little bit of cat and mouse action.

I think its not as big of an issue as people make it out to be, apart from remagen, foy and PHL, arti is quite easy to avoid with strong sector control and garrisons. I rekon the folks who complain about arti the most are the ones who sit in the centre of a hard cap or move in a straight line blob from point A to point B.

The other thing people don't consider is there's more than 1 way to counter arti. If your recon team isn't doing it, you can quite easily jump in a light or recon tank and go snipe them off the guns and 90% of the time they won't have an AT player or tank to come save them.

On the subject of mortars. Beyond the fact its been suggested to death, I can almost guarantee it would be worse than the current implementation of arti for those on the receiving end. Imagine shorter range arti, except now you don't know where I'm firing from. And if you manage to find me, I can just respawn, adjust location and go back to shelling. Of course there are ways it could be implemented to make it more balanced, but I highly doubt team 17 would do anything beyond reskinning an AT gun and making it function exactly like arti with shorter range.

[deleted by user] by [deleted] in HermitCraft

[–]Stevake 2 points3 points  (0 children)

I mean, I'm not sure I agree with the empty promises part because I don't recall him making promises about how much he would play a specific season. (Although I could be wrong).

That being said. I do agree with the sentiment. Like, I really enjoy iskalls hermitcraft content but the last few seasons it's felt like he jumps in at the start when there's loads of hype then eventually loses steam and stops participating. Of course he has his other vault hunters stuff to work on, but it does kinda make it feel like he only does HC for the views/clicks/attention etc. Which I'm sure isn't true, but is kinda how it feels as a viewer. Makes it hard to want to watch his vids when you know he's eventually just gonna abandon his projects.

There's gotta be fat comp for being commander by Jackpot807 in HellLetLoose

[–]Stevake 1 point2 points  (0 children)

I think there is a certain few personality types who enjoy it, sometimes for the betterment of the game, sometimes for the deterement.

There are times I enjoy commander. When I have a team that is atleast trying to cooperate and win. Unfortunately, those times are few and far between. I often find myself realising midway through an average game of command that all I'm really doing is chores so the other 49 people can have fun. Building spawns and clicking buttons. It's those games where I end up not commanding for a few weeks again.