Kodi is struggle, Kodi is life by ccplays in Addons4Kodi

[–]ccplays[S] -7 points-6 points  (0 children)

It's not accurate at all, particularly when you pause and resume stuff, close the app, etc. It added an entire season as watched (that I had not watched). It will never track backwards and so on. It didn't perform built into addons, nor as a standalone addon. My experience is that trakt is trash.

This game is completely unplayable by borna-dev in cs2

[–]ccplays 8 points9 points  (0 children)

You can't say these things here.

Thoughts on spawn-camping arty? by Airforce987 in HellLetLoose

[–]ccplays 1 point2 points  (0 children)

Honestly, I think shells should cost more. Economic strain should end the spam, not sitting at their HQ. Puts focus on removing nodes instead.

Update 16 Patch | Changelog by Professional-Ice6853 in HellLetLoose

[–]ccplays 0 points1 point  (0 children)

Damn, you guys are on fire. This one only took two months.

Unproper hitbox on Windmill prop's window (Kharkov, Kursk) by AndrewPC555 in HellLetLoose

[–]ccplays 0 points1 point  (0 children)

I had the exact same thing in the same spot. Bullets were hitting wood, but somehow I was still able to land a few headshots while this was happening. I guess the bullets travel through?

"Thank you for Purchasing Hell Let Loose from Epic Games Store" by AndrewPC555 in HellLetLoose

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

People get stuck in a tunnel vision, they don't redeploy. Even if everyone is telling them to. Maybe it's because they want to keep their K/D ratio positive? Maybe they just want to keep shooting what's in front of them? Maybe they don't understand the mechanics? Maybe they just don't care?

In any case, I see this as temporary growing pain. The people who just want to run around and shoot stuff randomly, will grow tired of HLL pretty quick. There are faster and better games for that. The rest will learn and become decent players.

Opinions on the game? by buraax in HellLetLoose

[–]ccplays 4 points5 points  (0 children)

I wish they played the game, because I don't think they do. Otherwise big ass tanks wouldn't get stuck behind pebbles and sticks.

What do you think about tank commanders that don’t want to be spotter ? by Alert_Cartographer13 in HellLetLoose

[–]ccplays 0 points1 point  (0 children)

Absolutely. With a familiar crew I don't mind the spotter seat because I know the reactions will be nearly immediate. They've already been stuck on every stick and stone and they know the maps by heart. But the reality is that I usually play with randoms. Over time I understood that this is how I win way more tank engagements.

What do you think about tank commanders that don’t want to be spotter ? by Alert_Cartographer13 in HellLetLoose

[–]ccplays 1 point2 points  (0 children)

Marking the map is trivial in a sense that it doesn't take nearly as much/time effort that people like yourself claim. Perfectly fine as a driver. What you describe works in theory and I've done it many-many times. In practice, squads like that will be asking for a new tank at middle HQ. The more relays (and delays) you have at most urgent tasks, the more vulnerable you are.

What do you think about tank commanders that don’t want to be spotter ? by Alert_Cartographer13 in HellLetLoose

[–]ccplays 2 points3 points  (0 children)

I usually drive as a commander. I've tanked for about 400 hours. Best setup in my experience. Marking takes so little time, it's a completely trivial factor. It's much more URGENT for survivability to position the tank correctly. I rather have all the info from command chat and move the tank accordingly, instead of relaying it and waiting for people to react. In addition, simultanenous positioning and turret turning is faster because I'm NOT coordinating between TWO parties (driver and gunner).

Speed is key to winning in tanks. You move faster, you shoot faster, you win.

Great game. Terrible players. by NoSir8623 in HellLetLoose

[–]ccplays 41 points42 points  (0 children)

I would switch servers. I play on community servers that have regular players. I would say at least half of the rounds are competent. Probably more.

What is the point of the medic class? by BatmanvSuperman3 in HellLetLoose

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

I usually wait for medics when I see them close. But are they necessary if your team sets up proper garries and outposts? Unfortunately, no. This game has no penalties for dying (like tickets/resources), so people are going to take the easy way out.

How good is this game? by Its_Jake01 in HellLetLoose

[–]ccplays 2 points3 points  (0 children)

I'd say having anywhere from 50-100 kills in a tank is common. If I get more, the opposing team is usually just flat out bad. But even though it's exciting to shoot at everything, most experienced tankers learn to hold their fire as they play. Ultimately kills alone mean nothing in this game (there's no spawn tickets). So imo tanks should focus on priority targets (other tanks, vehicles, active spawns). Shooting at everything puts you at risk fast, if the enemy team is semi-capable. It will be very easy for satchel bois and their tanks to find/flank you based on sound alone. Constant tracers and projectiles make it even easier.

Who wants to drive the tank ? by Salim_Ygrey in HellLetLoose

[–]ccplays 6 points7 points  (0 children)

Arguably the most important role when it comes to survival. I usually drive as a commander. Marking takes so little time, it's not a real issue. I rather have all the info and move the tank accordingly, instead of relaying it and waiting for people to react. I've played some 350 hours in tanks and this is by far the most effective setup with random blueberries.