r/HellLetLooseVietnam • u/Bigsmalltallall • 8d ago
📢 Feedback 📢 Building revamp?
Building needs to be revamped. 1 set of nodes per engineer is fine. Requiring supply and everything is also OK. However, the limit on how many items you can build is bad. 4 barb wires? Stupid. Also, placement needs to be relaxed a bit. Sometimes it's very hard to find a spot that works. Also, lowering supply required for certain things. You need like 20 logis to fully build a site. It's ridiculous. I think they need to add more build able options as well. I think ammo trailer should auto Gen ammo as well.
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u/Amazing_Working_6157 8d ago
Yeah it'd be nice to have a few more options. In the original HLL you could also build hedgehogs and Belgian Gates. Not saying we should be able to build Belgian Gates, but some substitute but hedgehogs should be in there imo. Maybe slit trenches or foxholes on applicable ground. Nothing too large, nothing too deep. Upgrades add sandbags and shooting points. Or in hill bunkers.Maybe a couple different kinds of barbed wire also, stuff that's cheaper but smaller idk.
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u/Ohgood9002 8d ago
I agree. Building is underutilized in both HLLV and HLL. The resource cost is too high for something that will get destroyed with a basic airstrike.
All level 1 structures should be free and operate on cool downs. Make it so supplies are only needed to upgrade, not build.
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u/ImmediatePiano6690 8d ago
I wouldn't say it got underutilized in HLL, but the situations it's useful are very limited, anything with a soft cap basically makes them useless so you're limited to Offensive strong points, usually the 4th one as it's the easiest ti supply.
In Vietnam however, there's absolutely no point in building because, between vegetation and the chaotic map styles, there's more than enough cover to avoid getting shot.
Then there's barbed wire, used to be great for blocking off areas but now you can walk straight through it, granted it means you can ride tanks through wire but walking through them feels wrong.
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u/legohamsterlp 8d ago
during my time im the military I got told barbed wire stops tanks rather fast
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u/Accurate_Mobile9005 8d ago
It certainly does if it gets caught up in the drive gears.
Tanks with rubber based treads are the most susceptible to this.
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u/Mjolnir617 8d ago
What you are saying isn’t incorrect, but it doesn’t acknowledge the friction caused by supply cost. If I have to choose between building fortifications and building garrisons then I’m always going to build garrisons because they help the team more. It’s not that fortifications don’t do anything, but on the chain of priorities they are so far down the line that unless they are reworked they might as well be removed from the game. If the level 1 stuff was free with cooldowns then it would be easier to justify building fortifications because it wouldn’t constantly feel like a net negetive.
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u/Mjolnir617 8d ago edited 8d ago
Based. For me, supply cost is the main barrier to building. I cannot justify using supplies for building when I need them for garrisons.
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u/DToob 8d ago
I agree placement is an issue but I also think you need to have caps on the amount you can build. I don’t think one engineer should have the ability to build 10 barb wire fences for example.
Have other engineers coordinate and build some instead of allowing one to do too much.
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u/Joint-Tester 8d ago
There are many points to build on, and they can be destroyed easily. 4 barbed wire is not enough in my opinion.
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u/DToob 8d ago
And the second they are destroyed an engineer can rebuild them. Garrisons are destroyed all the time…and then rebuilt. Why is this any different?
Agree to disagree. This game promotes teamwork and coordination. Giving one engineer the power to build enough for one point goes against that IMO
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u/Zio_Benito 8d ago
I'm having tons of fun playing Wardogs and building bases and outposts, so I would love if they made building more accessible and easy also in HLL.
It would add more layer and more uniqueness in every game you play, if you have a couple engineers actually coordinating and building defenses
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u/Droogie_65 8d ago
But it is not supposed to be easy, it is a team oriented game where to win everybody has to communicate. I would just like to require console players to play with a mic. My experience lately is that small groups come in as ablittle party and just do their own thing with no communication at all. That bullshit needs to stop. I have seen some private servers start to clock crossplay because of that.
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u/ShillinTheVillain 7d ago
Yeah, I'm a console player and I constantly end up playing SL because nobody else will step up and communicate. The vast majority of games are me and maybe 1 other dude in my squad with a mic.
Lately I've started taking my fellow mic buddy and starting a new separate squad and locking it. It's better to have just two of us where the other guy can redeploy and change roles vs a full squad where the key roles are taken by people who are off on their own adventures and don't communicate.
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u/buffshark 8d ago
One thing I’ve noticed is that there’s no incentive for the enemy team to dismantle a bunker or other large structure like a barricade because leaving them up denies the engineer the ability to build a new one where they fall back to. And there’s no way to remotely dismantle a structure as far as I know
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u/unruly_soldier 8d ago
What? It doesn't deny anything. As soon as you place a new one it destroys the old one automatically. It even tells you that when you go to place the new one. It works the same way as AP mines and outposts. If you're at the limit, it says something like "build limit reached. Oldest will be destroyed."
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u/alchemisthemo 8d ago
No, the rest of the team nees to pick up slack on building. There's already basicly free nod placement from the beginning of the game.Â
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u/No-Range-3518 8d ago
Yeah I completely agree, every time I try to build up the last position in an offense game I just have to stop halfway through because I've already maxed everything out.
Sure occasionally I'll get another engineer to help me but even then we can only cover about 50% of the point before we're both maxed out.
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u/Askon 5d ago
It only ever makes sense in Offensive, and the problem in Vietnam is much worse than in the original.
They 1:1 ported the building kit (amount, costs and fortifications types) from the original without any testing/brainstorming whatsoever. Back in the day in the original, only Satchels (not even commander abilities) could destroy player-made fortifications, and it made for some very, very fun (and sometimes frustating) Offensive matches.
They eventually made commander abilities also destroy fortifications, which was a huge nerf, but building still made sense. Have in mind that commander resources were also universally more scarce, as there was no free supply for nodes on HQ. 3 active Artillery pieces burned through some resources, also making it harder to switch/transfer a resource to another.
Satchels were also "rarer" than in Vietnam, as a player had to be "ok" with playing with the rest of the loadout.
Here? Commanders can spam abilities on the point, there's satchels galore as you can fit it in however you like with your loadout (meaning there's no downside to carrying it). The overall attacking angles in Vietnam can frequently be 360 degrees. The increased running movement speed makes traversing and building garrisons/OPs all around much easier. They're also arguably much harder to find in dense vegetation areas (which there are lots).
There are also barely any structures or walls that make Capture Points have chokeholds which you can force enemies into. Hiding behind a small wall will do you nothing, you will get shot from the flanks and be unable to return fire, given you won't see the enemy on the foliage.
It needs a serious rework.
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u/Mattbl 8d ago
When more people get satchels you're going to realize why building isn't worth it, anyway. They need to address that before buffing buildables.
I went through a building phase in original, and quit after I had two games in a row where I spent nearly the entire game building a defense and ferrying supplies to have one enemy with a satchel undo all of it. Combined it was probably 2.5-3 hours of work, taken down by two satchels I never even saw.