Hell let loose - replay

Started by Raptor-Man, November 07, 2021, 04:18:06 PM

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Raptor-Man

Polished Day of Defeat feelz ...

Start watchiung at https://youtu.be/jlloizVCmuQ?t=1099 - there's a push within 2min of this timestamp

Apparently your squad leader posts the rally/drop/respawn if not too deep into enemy territory - which would seem to fix my number one issue with ARMA & other squad based games, spending all your time getting back to group to play as a group.

https://www.nexus.gg/karmakut/hell-let-loose

* Probably another dead game in terms of longevity. Battle metrics says the top 20 servers are 90% full most of weekend.  Arma3 is showing 25% 75% full by way of comparision
* since resources influence play, suspect losing becomes less & less fun

From the nexus page:

• Fight in epic 50 vs 50 multiplayer battles.
• Two distinct gamemodes - Offensive and Warfare
• 9 maps with more added frequently - land at Omaha Beach, fight through Carentan and into the frozen forests of Foy before climbing Hill 400.
• Never fight the same battle twice - 99 capture point variations per map, means thousands of potential battles.
• Play and master one or many of 14 unique roles, including:
Officer, Medic, Machinegunner, Commander, Crewman, Sniper and more.
• Constantly updated with new maps, weapons, features and fixes.
• True to life ballistics and recoil patterns create satisfying, skillful gunplay.
• In-game proximity voip, command voip and unit voip.
• Brutal combat - friend and foe are dismembered by heavy weapons.
• Persistent player progression - show off your experience by unlocking new uniforms, loadouts and other customisation options as you level up each individual role, as well as your player.
• Take control of a huge array of WW2 vehicles - including the Tiger, Sherman, Stuart, Puma and more - with additional vehicles still to come
• Bombard and wipe the enemy from the field by taking control of heavy weapons - such as anti-tank guns and artillery.
• Build defenses on the battlefield to fortify your position.
• Use teamwork to smash through the enemy front line and push through to victory.
• Play the game as the Commander and lead your team to victory using different abilities as you orchestrate your forces via the tactical map.

=JpS=SgtRock

Looking forward to seeing the replay! If you're enjoying Hell Let Loose, the next time that you're on why don't you post an Event in the Llama Steam group and here? There may be others who would be interested in joining you. Feel free to use the TeamSpeak server if you want. It's there for the clan after all.

QuoteApparently your squad leader posts the rally/drop/respawn if not too deep into enemy territory - which would seem to fix my number one issue with ARMA & other squad based games, spending all your time getting back to group to play as a group.

Actually, there are multiple ways to solve that particular issue in Arma. It's just that the two mods that we've been playing, KP Liberation and Antistasi, don't support it all that well. (Well, to be fair KP Liberation has the multiple HQs that we really haven't taken major advantage of.) However, that's one reason that Arma has player revive baked in. It's supposed to be the default action as part of the milsim gameplay.

That said, though, the respawning options in Arma are really very broad. Missions can be built to take advantage of spawning on fixed points, squad leaders, captured sectors, a vehicle, or even spawning on a Rally Point defined as a tent pulled from someone's Inventory! I think I've used every option at one point or another for the missions I built for LAN parties. As usual, Arma gives us the tools to do what we want and even things we didn't know we wanted. ;)

I've been relatively quiet on the server but I haven't given up on Arma. Actually, I have been playing around in the Editor, trying some different approaches. Recently I have been working on building an ALiVE mod composition that can be used to quickly build up a background scenario that can then be used for missions and campaigns. It's pretty much complete at this point. I just started work on a campaign on Isla Abramia using it. I have a lot of vacation built up that I have to burn off by the end of the year. I hope to have the campaign in a rough but ready to play state relatively soon.

Back to your point about spawning. One of the things that I've been thinking about is what spawning strategy would be most useful in any given mission. They all have advantages and disadvantages. I'm not a big fan of including every option in the whole world for a variety of reasons. Picking a couple for any given mission, though? Yep, I think that absolutely makes sense. :)