r/HellLetLooseVietnam

Image 1 — Traps would be fun to have
Image 2 — Traps would be fun to have
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Image 6 — Traps would be fun to have

Traps would be fun to have

I know people have suggested them in the past but I think they would just be interesting to have as the NVA. Currently the equipment imbalance is pretty big with the amount of weapons the NVA has versus the US, so they should probably wait a bit before adding these.

There are hundreds if not thousands of options they could pick from, these are just some simple ideas they could pull from. I'm not sure how they would implement them in game fully, but they should definitely limit the amount that can be placed at a time. Just like nodes.

u/No-Range-3518 — 10 days ago

Cool find in NY

A well everybody’s heard, about the bird. B-b-b bird bird bird, bird is the word.

This bird couldn’t fly, must have been bugged on spawn-in.

Who’s still enjoying the game so far after launch? Also, wen cobra

u/heelhooker_ — 10 days ago
▲ 51 r/HellLetLooseVietnam+1 crossposts

Command solution to encourage teamwork and tactics.

I posted this on the main hell let loose discord and am reposting in an effort to hopefully gain some attention from the community/devs. I really believe this alont would dramatically improve all aspects of gameplay especially with a small handfull of people in a game using this feature.

I have an idea that I think could significantly improve teamwork, coordination, and tactical gameplay in Hell Let Loose:

Give the Commander the ability to place squad-specific orders directly on the map, such as Build Garrison, Assault, Defend, Move, etc. These orders would appear prominently on the HUD for everyone in the assigned squad, perhaps in gold or another distinct color so they’re immediately recognizable as Commander orders.

There could also be an XP incentive for following orders. For example, players could earn XP for remaining within a certain distance of the objective, contributing to its completion, or otherwise participating in the assigned task.

Squad Leaders could have a similar system, but with more role-specific orders/pings. This could allow SLs to direct things like AT, Support, Engineers, MGs, etc., toward specific locations and provide smaller XP incentives for completing those tasks.

The reason I think this could be so impactful is that many players don’t use microphones or don’t consistently follow Squad Leader/Commander communication. This makes it extremely difficult for the players who are communicating to actually execute a coordinated strategy.

Clear, highly visible orders combined with small incentives could give Commanders and SLs a much stronger ability to organize their teams without requiring every player to use voice chat.

It could create a system where players are naturally encouraged to contribute to the team’s overall strategy while still leaving them freedom to play. It would also make the Commander and SL roles feel more meaningful and could improve everything from garrison construction and defensive positioning to coordinated assaults and weapon placement.

I genuinely think something like this could take HLL’s teamwork and tactical gameplay to another level while fitting naturally within the game’s existing design.

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u/BillyBaker1233 — 13 days ago

The NVA artillery strike is better than the precision strike.

Lastnight I was playing tanker with a friend and we were killed by an NVA artillery strike 3 times.

So I went into the practice range and tested both the NVA and American artillery strikes and precision strikes.

For the NVA

The artillery strike costs 200 munitions and has a cooldown of 5 minutes. The ability itself launches 4 artillery rounds at 4 very precise points. These can 1-shot tanks and destroy garrisons. It seems to have a very low deviation, the artillery is very accurate.

The NVA precision strike costs 250 munitions with a cooldown of 20 minutes. It drops 1 large bomb onto a single target. This is also accurate and has a larger blast radius.

Comparing the 2 abilities, with accurate map markers the artillery strike is better hands down, you can strike 4 targets every 5 minutes instead of 1 target every 20 minutes.

For the US

After testing the NVA abilities I switched over to the US. The artillery strike and precision strike have the same costs and cooldowns as the NVA however they work differently in game.

The US artillery strike launches 8 artillery shells across a very wide area with a large dispersion, it is very inaccurate but overall it is more firepower than the NVA.

The US precision strike also drops 2 bombs onto the target but they also have a wider dispersion than the NVA.

Conclusion:

The NVA commander abilities are generally more accurate however the US abilities have greater overall firepower. The Artillery strike for the NVA should almost always be used instead of a precision. And for the US the artillery strike effectively replaces the bombing run, which they no longer have in HLLV.

Napalm is not a 1 to 1 replacement for a bombing run because the fire acts as an area denial ability and it doesn't actually destroy structures like tunnels and garrisons.

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u/sterrre — 10 days ago
▲ 19 r/HellLetLooseVietnam+1 crossposts

Best game of my life

I decided to play recon for this game and boy it turned out to be maybe my best game across 450 hours of playing both games. I managed to destroy 4 sets of nodes and a couple garries.

u/Ryekrash — 13 days ago