Beiträge von Candyman

    Mein System


    CPU: AMD Ryzen 5 2600X

    Board: MSI Gaming Pro B450

    RAM: 16 GB Gskill 3200Mhz

    Grafik: GTX 1060 6GB EVGA Mini

    Gehäuse: Aerocool Rift

    Tastatur: Hyper X RGB Elite Pro

    Maus: Corsair M65 Pro RGB

    Headset: Speedlink Maxter 7.1

    Monitor: AOC C27g1 144Hz

    Developer Briefing #42 - Omaha Beach!

    Hey everyone,

    Welcome to Developer Briefing #42! This week we’re incredibly excited to share with you more information about our next map coming in Update 3, Omaha Beach!

    Playable on both our existing gamemode and the upcoming ‘Offensive Mode’, we’re confident that Omaha beach will be a whole new experience unlike anything else for the Hell Let Loose community…

    Omaha Beach, Normandy - June 6th 1944

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    The beach!

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    Your battlefield!

    Created using archive footage and satellite imagery, you won’t just be playing on a map called Omaha Beach, you will be playing on an accurate recreation of Omaha Beach itself!

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    100 players will clash on this shore.

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    Fight to capture or defend the actual emplacements from that historic day.

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    A potential operating base for the United States or last grasp hold of the beach for the Germans? You decide!

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    Clash at the crossroads!

    100-Player Beach Landings

    In Offensive Mode players on the United States will begin the match at sea in Higgins Boats and be dropped off in waves as they assault the beach defended by players on the German side.

    Yes, you read that correctly, we can officially confirm that beach landings via AI controlled Higgins Boats are coming to Hell Let Loose in Update 3!

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    You wanted beach focused combat and you’re getting it!

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    Fight high and low along the beach terrain.

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    Hold the line as the Germans using an extensive system of trenches and bunkers.

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    Furious CQC will occur once the Americans begin their push into the deeply entrenched German position!

    We’ll be sharing exactly how Offensive Mode works in next week’s Developer Briefing, but for now we can tell you that it’s an attack and defend mode involving multiple simultaneously active capture points and a shifting focus across the battlefield as the match progresses.

    What does that mean for Omaha? Well if the United States are able to take the beach and its defences they will then have to push past the shore and take the areas beyond the beach as the Germans dig in and attempt to stop the Allied offensive.

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    Village squares...

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    Lush fields...

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    And landmarks!

    Omaha Beach and the new Offensive Mode will launch in Update 3 when it arrives in the near future.

    Hell will be let loose...

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    Join us for next week's Developer Briefing when we'll be detailing Offensive Mode!

    We'll see you on the beaches

    Alle Events > Events zu Hell Let Loose >

    Patch #7 - Live Now!

    Hi everyone!

    This week Patch 7 is bringing you the first iteration of our progression and commendation system, alongside a bunch of other crash fixes and functionality improvements. We’re very hard at work on Omaha Beach and our new Offensive gamemode that will accompany it.

    We deep dived into how our progression and commendation system works in detail HERE.

    Patch Notes

    Features

    The progression and commendation system has now been implemented into the game! This is an early iteration of this and we’re sure that we’ll need to balance this further according to community feedback.

    During the first few weeks of implementation we’ve restricted the total amount of customisations options available while we make sure the rate of progression is near where we want it. If we can quickly confirm that the rate of progression matches our testing, we’ll start introducing new customisation options for both career level unlocks and role unlocks.

    Ultimately, we’ll be continually introducing new customisation options in nearly every patch and update as we progress through Early Access. In addition to this, the customisation options you’ll initially have access to will be more on the vanilla side of things. We’ll be introducing historically accurate but much more visually appealing options for the higher levels as we go (this applies for all three categories of optimisation).

    Please note, if we introduce a new customisation option for a level you’ve already unlocked then it will be available to you immediately.

    To do

    In the near future we will be implementing the Barracks customisation functionality in-game when you go to select your role. This will allow you to change your uniform, character and helmet in a map-appropriate setting. We will also be introducing the ability to change your primary weapon loadout with this addition too.

    Functionality

    Fixed:



    • Kickstarter/Pre-Order Helmets remain equipped in the Barracks/In-Game after a user disables the DLC.
    • Kickstarter helmet mouse over info now correctly shows that the Kickstarter helmet is for Captain tier or higher.
    • We now stop players being able to repeatedly switch teams before they spawn. This is to make “ghosting” much harder to achieve.

    VOIP

    Fixed:



    • Players can still use leadership voice when not part of a Unit if they create and leave a Unit.

    Bug Fixes

    Fixed:



    • Player retains the limited camera rotation from vaulting or climbing by having the map change via RCon or Map Vote whilst mid animation.

    UI/HUD

    Fixed:



    • Front-end UI headings do not remain highlighted when they are currently selected.
    • Removed unnecessary kick con on a player’s own name.
    • Removed unnecessary scroll bar in the 'Common' section for the 'Keybindings' sub-menu.
    • Faction emblems appeared to be of a low resolution on the Victory screen.
    • On the scoreboard while in-game, 'next match in 0:00' appears instead of the time remaining in-game.
    • The Unit UI does not visually update correctly if a player that was kicked on the Deployment Screen joins or creates a Unit.

    RCON

    Fixed:



    • Swapping a players team via 'Switch Teams Now' and 'Switch Teams On Death' on RCon does not update the players team for leadership VoIP.
    • Swapping a Commander using RCON "Switch Teams Now" or "Switch Teams On Death" automatically makes them a Commander on the team they were swapped to and causes multiple other major issues.

    Visual Improvements

    Fixed:



    • Soldier customisation appear to not decrease in detail over distance once rendered in by being nearby.
    • Two US helmets had a noticeable LOD drop off at close range.
    • Added a tooltip to the score type icons in the tab scoreboard and after round scoreboard.

    Foy

    Fixed:



    • On Foy, player is able to get stuck within a tree's collision box when approaching while in prone position.

    Utah Beach



    • The R667 bunker had incorrect bullet collision.
    • There is a scarecrow inside a house that had blood particle effects when shot.

    In Testing



    • Omaha Beach
    • Offensive Gamemode
    • Queuing for servers.
    • Making MG deployment more responsive, fluid and polished.
    • Total firearms sound overhaul.
    • Large scale skeletal mesh and vram optimisations.

    Currently working on (non-exhaustive list, we just want to give you some idea):



    • Continuing HUD and UI updates.
    • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
    • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch.
    • This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
    • Continued optimisations.
    • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
    • Bullet penetration.
    • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
    • Wheeled vehicles.
    • Three new maps are currently at different stages of development.
    • Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

    If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

    See you on the frontline!

    Habe damit keine Probleme, NvideaExperience habe ich auch noch auf´n Rechner, aber läuft bei mir recht stabil mit 120FPS.

    Gut steht zwar fast alles auf Niedrig in 1080p aber viel mehr gibt die Grafikkarte nun mal nicht her.

    AMD Ryzen 2600X

    16GB Ram GSkill auf 3200Mhz

    GTX 1060 6GB

    Schwierig, also beim normalen Spotten hast aber nur ein Rotes Viereck übern Kopf der Gegner und diese sind auch auf der Mini Map sichtbar.

    Wen da etwas genauer das Bild anguckst, sieht das für mich so aus wie wenn über dem Klassensymbol der Name stehen würde.

    Das mit dem roten Viereck halte ich teilweise für einen Bug, wenn du getötet wurdest, wurden Waffe Healsbar Rang und Name des Gegners schon immer angezeigt.