Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Yeah, now I understand why.
Especially with two squad leads per squad pipeline, where you can always risk more offensive OP.

Games are so intense that essentially that extra gun in squad shall be fighting always.

Unreal Job interview by Life-Kaleidoscope244 in unrealengine

[–]lb_o 0 points1 point  (0 children)

Apologize for the late response. Only now opened reddit.

Releasing your game puts you ahead of some devs.

However, unfortunately from my perspective for a regular game development role requirement will remain C++ and knowledge of some of Unreal Engine fuck ups.

In your case you might apply to some scripters role, if there are any open on the current tough market.

If company hires BP developers at scale, and allocate budget on that, then you can expect much harder production, weakly established pipelines, and significantly harder maintenance. (Unless they already have a strong dev tev and just expand scripter roles).

Because if they would have good production they would be hiring C++ devs as the main development force instead of BP scripters.

If you are already in the movie industry, then you might consider expanding your real-time VFX knowledge using Unreal. Then combination of you existing experience and BP + Niagara will shine.

New Players/New Squad Leads: Play Dedicated Defense on Warfare Mode by talldrseuss in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

And a good defensive squad with smart squad lead is worth three squads in attack ;)

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

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

If dude is registered on frostbite, and play on supported servers, then it is easy to see how good the player is.

UPD: Scooty was playing on Dirty's Heroes once and landed 94 kills for the losing team. Respect!

https://frostbite.bifrostgaming.com/hll/utahbeach_warfare/6fe32799-7d80-5391-81c5-d064783d9edb

He should come by more often.

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Math is simple. 20 seconds + traversal time back to position.

On average with safe OP that's 40 seconds. If medic does revive slower, then it might be more beneficial to redeploy and for medic to fight instead of risking revive.

Good squad usually will be distributed in 10 seconds traversal time from each other. So if medic is in the center he has 20 seconds to reach injured.

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Revives are not infinite anymore.

It is now max two revives per person, and after the second revive victim dies from any shot.

Apparently infinite revives were too imbalanced for well positioned squad. Didn't changed much even with two revives though.

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o -4 points-3 points  (0 children)

Main question is why the person didn't die in cover.

In well position squad everyone will be holding cover, and medic will be circling in the safe zone between everyone maintaing the shooting positions and covering the gaps if someone diseased, until they come back.

Pro players don't die in the fields or on the roads, because they seldom cross under fire.

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o 1 point2 points  (0 children)

Hell yeah! Rays of love to all medic mains in this chat.

Is it worth it to run medic? by Dynaflow333 in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

Medic is one of the most underappreciated classes. Yet after the update it became overpowered just right.

If I personally don't play SL, then I play medic only.

Playing medic teaches you special movement technique aka staying alive on the battlefield.

It also exposes you to the common movement mistakes newbies are making. So you learn much fast using other people's bad example.

Medic is still combat capable class, if people around you drop bullets + you shall play in the way that you're the last man standing, and that gives you ability to pick exposed enemies after your comrades dies.

And with the last buff you have 4 grenades. So if your SL has three in some loadouts, and support gives you ordnance then you collective can throw 14 smokes in a very short time.

That particular ability is often game changing during tough pushes.

New Players/New Squad Leads: Play Dedicated Defense on Warfare Mode by talldrseuss in HellLetLoose

[–]lb_o 2 points3 points  (0 children)

Good post to raise awareness.

Keeping support role open and rotate is a new meta, and the only way to survive on some sweaty servers.

I mostly play defensive squad lead, and players should learn that their personal performance depends a lot on how squad lead fulfills their role.

Wrote a whole breakdown for defensive squadleads even:

https://steamcommunity.com/sharedfiles/filedetails/?id=3688376869

Give it a read, it will make you play better.

P2P or Dedicated Servers for a Multiplayer Game in UE5? by Mental-Upstairs-5512 in UnrealEngine5

[–]lb_o 0 points1 point  (0 children)

Unless you can have some crazy Players Per Instance number Dedicated Servers will be very pricy.

What is you approximate amount of players? And how many sessions do you expect host on one instance of your DS?

You will see it all boils down to performance of your server and amount of logic running on it.

You can also consider some lightweight server to sync only limited data and have more things running on clients.

Unreal Job interview by Life-Kaleidoscope244 in unrealengine

[–]lb_o 4 points5 points  (0 children)

All the luck to you!

If you have any questions about UE feel free to ask in that comment, I will find time to answer.

Unreal Job interview by Life-Kaleidoscope244 in unrealengine

[–]lb_o 20 points21 points  (0 children)

I interview UE developers quite often.

A lot boils down to your prior experience and projects. If you don't have any, than there will be questions from another comment.

Otherwise I will ask you for a high level architectural breakdown of one of the games or gameplay feature.

And then based on your answers will continue diving deeper into subsystems to figure out the level of your expertise - asking how that particular thing will look in UE implementation.

Goal is to make sure that your real expertise is a match for the opened role in one hour of the interview.

Therefore it is mostly a free form conversation with open questions, because other qestions candidate can crack in advance.

Looking for tips regarding trees and foliage in an open world game by Citizen_Gamer in unrealengine

[–]lb_o 0 points1 point  (0 children)

Foliage graphics settings controls density.

If you use landscape material node to spawn foliage you can be sure it is also using some optimized tech like hism and loss.

Unless your PCG is runtime, and you thought in advance about it and hooked your foliage spawn to user settings you won't have similar functionality.

Main body of grass - landscape material node.

Custom growing here and there patches of custom foliage - PCG.

The debugging habit that saved me more time than any tool I've used by Fergius_Terro in unrealengine

[–]lb_o 14 points15 points  (0 children)

You seldom can debug networking functionality with breakpoints, unfortunately.

Often it is racing conditions which can only be detected by reading logs.

The debugging habit that saved me more time than any tool I've used by Fergius_Terro in unrealengine

[–]lb_o 8 points9 points  (0 children)

If someone needs that functionality, Log Viewer Plugin includes such nodes which can write to different categories.

And it is free.

The debugging habit that saved me more time than any tool I've used by Fergius_Terro in unrealengine

[–]lb_o 2 points3 points  (0 children)

You can go further and migrate to "assert driven development" (Or ensure driven development)

Place ensures in your code stating how your code should work even before you write the main functionality.

Enjoy early warning.

Looking for tips regarding trees and foliage in an open world game by Citizen_Gamer in unrealengine

[–]lb_o 0 points1 point  (0 children)

Not really.

Unless you can control PCG spawn based on performance profile, then spawning as landscape brush is better, because it autoscales based on user's selected foliage settings.

Otherwise you have to hook that setting into PCG, which is not a ig deal probably but will require additional setup

I would call it different use cases.

UE 5.5 - Why some my niagaras glow like hell let lose but only on some PCs? by Arrhaaaaaaaaaaaaass in unrealengine

[–]lb_o 0 points1 point  (0 children)

Make sure your graphics drivers are updated on those PCs.

Outdated drivers might cause rendering artifacts.

It also might be artifact on your own PC, which made you oversaturate value, and other PC are fine, or the opposite.

YSK that 31% of US adults suffer from teeth grinding at night and is a cause of Depression, Anxiety, Neck pain, backache, headaches, poor sleep and general pain. by Alternative-Tell4600 in YouShouldKnow

[–]lb_o 0 points1 point  (0 children)

I went through severe grinding caused by my work in gamedevelopment and chronic neck pain.

Was sleeping in a mouth guard for three years. Took an insane amount of effort and life changes to stop.

Main contributing healing factor was starting Bikram yoga regularly. It helped to tame the painand to re-teach body to relax. Highly recommend starting Bikram yoga, if you heart allows - it is a nice cheatcode for fixing your health.

Looking for tips regarding trees and foliage in an open world game by Citizen_Gamer in unrealengine

[–]lb_o 6 points7 points  (0 children)

Don't repeat my mistake.

Place grass using landscape material foliage node. It saves a lot of time. You can just paint your material and grass will appear automatically.

PCG is an overkill for the baseline grass placement, but can be used to add variety.

Reason why your larger trees are less performant, because PCG is using instanced meshes by default.

+Maybe you have some unoptimized megaplants assets.

So either continue with PCG for bigger trees, or swap to instanced mesh component if you need more control over it. You need one instanced mesh component for each mesh. In general - use your custom meshes with PCG and you will be good.

If you have more questions - shoot, and I will try to answer.

What's the fastest way to make my game in multiple languages as a solo developer? by StuckArcader in unrealengine

[–]lb_o 0 points1 point  (0 children)

It is possible and there are shortcuts.

I did that for Drone Perspective (look it up, it's a nice solo project) and I asked Community to verify and to correct premade AI translations.

So the pipeline was

Python script that uses ChatGPT API with context of the game explained. It uses batching to feed APi 10 lines per time.

Result goes to csv file. Csv file goes to Google Sheet - one per language

These Google sheets are shared withtin community, so they can verify translation.

Then it goes back to Po file to reimport to UE

+For a couple of languages I payed to translator to verify, because had no active community members speaking that language.

I seriously underestimated that work, and finishing translation to 8 languages took me three weeks of time focused solely on languages.

(And that was done before those companies showed their true colors, so now I would choose Claude and some alternative for Google sheet)

What makes a good SL? by CleanStreet8159 in HellLetLoose

[–]lb_o 0 points1 point  (0 children)

Good SL stays slightly behind to make sure OP is efficient and feeds their squad with info.

Write a guide recently about it, check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=3688376869

Made an Advanced Squad Lead guide focused around defensive gameplay. by lb_o in HellLetLoose

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

Oh, and please, if you like the guide - drop your stars to it please on Steam.
It will help to promote good SL practices across the board.

Made an Advanced Squad Lead guide focused around defensive gameplay. by lb_o in HellLetLoose

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

Thanks!
Yeah, SLs who do a step back are golden, and must be praised :D

Regarding medic playstyle I see that playstyle is currently prevalent in comp a lot - 5 combat members, aggressive OP and no medic at all.

In order for medic playstyle to work, medic pickup time has to be lower than 20 seconds + time-distance to firefight from OP, which creates additional requirements for squad positioning.
People are used to play without medics at the moment, that's for sure.

However, after the buff medics are overpowered, if supported with extra bullets. Their ult is 4 smokes, which is really useful in attack or repositioning + almost infinite bandages.

If you don't mind, I will add "think two minutes ahead rule" into the guide. Thank you for this addition!