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Everything posted by Aelfathi

  1. Going for some of the heavy stuff there
  2. @Krunch what was the price of the Apollo. They are not for sale ATM but I wonder where it falls compared to the cutlass red.
  4. Had quite the opposite effect on me. The head sway when running I enjoyed and noticed zero latency problems. The servers seemed to have hadeled 100 players supprise well. Not being able to look at the map while moving, not being able to side step when full sprinting, no "focus and zoom in" all great features for the Tatical / Sim side. Hit detection felt solid, in fact getting kills feels super rewarding and catching people or a Squad in the open feels even better. Visually the game is stunning (more grass draw distance would be nice and removing the cinematic style filter would be cool). The character models also look great. The sound effects are all around very good. Can't wait to see what they do from here. On the con side. You could not modify keybinds in game. The lean keys were not working. Some guns (mp44 for example) did not "consume" magazines when reloading. No Squad control (kicking for example or custom Naming). Changing classes feels clunky (most of the menus do actually but that is all quality of life stuff, or it could just be a matter of personal al preference). There seems to be infinite stamina for sprinting but that could be intentional until viechals are added, so for now I don't mind). The obvious issue is the i game comms. The coms are 3rd party. You cannot see who is talking and the coms were crossed across multiple squads and servers. All in all? A very smooth Alpha launch. Everyone knows (or should know) that closed alpha is going to have bugs, be incomplete or have functions intentionally turned off all together. Taking a step back. My first impression is that the foundation is solid. The playstyle felt fresh and fun. No game breaking bugs in the first 3 hours from launch. Definitely QoL stuff to work on and control mapping issues. Very impressed with the launch high hopes for the future of HLL.
  5. Thanks for stopping in. Glad to hear that you are enjoying the servers and the games. See you out there.
  6. Thanks for dropping in @Marktheshark. Someone from HR will come tact you shortly about your application. In the mean time feel free to start hanging out in our TS and get to know some of the guys.
  7. Thanks for stopping in to say hello. See you on the battlefield.
  8. Well it was news to me. ? Still no advertising allowed yet. Please no one attempt to recruit (or mention 2.FJg, saying "my clan" is okay). For now anyways.
  9. HLL forums are up. Keep an eye out for your account sign in info in your e mail
  10. Aelfathi


    Agreed. V9 feels like playing with a other kids garbage. The garbage that his cool toy cam wrapped in. You can see what it looks like but dont really get to have any fun with it.
  11. So my wife was thinking if getting back in to WoW. Myself as well, just to play with her on occasion. Does anyone here play WoW? If so what server / battle group?
  12. Always nice to help out a new player. Feel free to hang out in our teamsoeak and get to know some of the guys.
  13. Once uppon a time you could fire out of, but not into the main base protection areas. This made base camping, not impossible, but very difficult. Players obvously took advantage if this and would park rocket tekies and the such in the main right at the ammo supply. Infinafe indestructible rockets for days! This prompted OWI to change base protection so that you coult not fire into or out of the protected zone. You can still take advantage of this. Pull an asset just outside of your protected zone and fire some shots at the enimy. You can even start to pre fire as you get towards the edge of the zone to help ensure as many hits as possible on the camping enimy. If you take damage pull back into the protected zone and repair. Repeat untill you destroy or displace the campers. If you can pull all the way out of main and need to travel dome distance towards the enimy then i guess you are not really being main camped that bad.
  14. We used to switch teams quite often. All tbe 2.FJG members would switch after a couple of steam rolls and regular / quality pubs would come with us. A good idea would be to switch sides and take guys like roomy and lincler with you (could akways force switch him anyways if he says no ). Two things here. I feel like the squad community has become a lot more whiney. Nobody used to complain about anything. As a whole the community seems to want things to be 50/50. Also on some other servers there are rules about rushing, camping habs, soawns etc .... I can see how newer pkayers or newsr games might think that these are gane rules when they are not. Second as a clan / admin team. We can do a better job here. Yes winnig is fun and if you switch you might loose. The idea is to switch and start a couple of squads. Let others join them. First it helps balance out gameplay because you left the winning team amd there are always scrubs who will swith to "the winning team" it actually balances things out very quickly but you need to kead a couple squads when you switch. Having bith our servers in the top 5 rated servers and having huge ammounts of up time was not uncommon. I believe it was because we attempted to stop things from getting too one sided (as in a bad rolling 2 or more times in a row) and did not restrict game play. Aka "play how you want, try to keep it fair."
  15. TBH if you have lost all if your caps or failed to cap a single point your team is destined to loose the round anyways. It is not very likley that you will come back. Also, if your teams only spawn is your main base your team has obvously made some other critical and fundimental mistakes. We do not have rules that prevent "camping". First. These tatics and play styles are hard to enforce, and require admins to move into a grey area with their decision making (never a good idea). Second. Road blocking, bridge blocking, focusing bases, IEDs in high traffic areas, moving assets upfield quickly (rushing) are all examples of valid tatics (both in game and real life). If people have a sour taste in their mough after getting stomped into their main maybe they should think about what they and their teams could have done differently ... that or check out Desmos Playground. On another note making the main bases capable and removing spawn protection once all points have been capped would be a brutal way allow for an instant win.
  16. Agreed with the majority of the above. If you only send a few ppl to your first couple of caps it is on your team. Infact the team getting rushed is probablly doing something similar (getting as many players as possible up field) hence not having enough players moving to their early caps. Also, for some teams (INS and Militia) speed is what they rely on versus a slower but heavier hiting US or Russian team. Saying that they cannot take advantage of their speed to move up-map as fast as possible is limiting their teams strength. If you do not want to get rushed send (more or less) 1/2 of your team to the middle flag, or middle flag +1 cap. The other 1/2 of your team goes to the first cap and moves cap by cap untill the catch up to the rest of the team. Yes it is not as fast but it is a sound strategy to reduce the chances of the other team being successful in rushing you effectively. Really it comes down to team work. If you get rushed your team has a choice fall back asap to stop the enimy from becommimg too well established or take a chance and hope one squad can re take the point. Personally I would rather assume that I will be rushed and be there to stop it. How many times to people have to get rushed untill they learn to counter it?
  17. 3 Ways out, just need to leave one open. I doubt they could block off the land bridge (hard to get out but can still get out).
  18. Tough to enforce, also bridges are natural ambush points. I could see something getting blown up by INS and someone on US getting the blame for it. IEDs are a great example here too. Perhaps something like you cannot completely block the main. So you can block 2/3 exits for example, or make it difficult to exit. As for bridges on the body of the map, blocking them should be 100% okay. Valid tatic.
  19. Aelfathi

    Combat Footage

    Boston getting a good talking to? Who would have thought.
  20. Oh .... snazzy let this guy in .... well .... in that case .... welcome!
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