#Ability to drag wounded/Downed soldiers to cover

1 messages · Page 1 of 1 (latest)

slate dagger
#

Add the ability to drag downed soldiers into Cover, A lot of people pre-respawn before giving medics a chance to make it to them, either due to lazyness or just in a bad spot, hopefully with a system like this it will encourage more medics and general add more of an Immersive feel.

tardy rain
viscid gulch
dense bone
silver hornet
hardy vigil
hollow sinew
rich sigil
sleek agate
#

What's the point when there is no ticket system? Deaths don't matter in this scenario.

@topaz ridge outrageous statement 🤣

severe nebula
wide moth
#

If we get that then ability to shoot downed soldiers as well

vague dagger
sharp shoal
pure quail
tepid flume
#

Dragging would encourage people to run out in the open to save people instead of shooting back. Plus it would be faster for the medic to just heal and have them both run back rather than do a slower dragging animation.

This would add nothing to the game. Especially considering lives don’t matter and the respawn system is universally faster than a medic.

Of course, the dragging mechanic is useless if there is no medic around to begin with…

brave pawn
meager goblet
#

This proposed feature is overrated

opaque sorrel
gusty fern
echo locust
sleek agate
# gusty fern To keep the momentum of a successful push/defense alive? It’s not like you spawn...

Literally makes no sense mate, quicker to redeploy while being downed and spawn on the OP. Instead of waiting around for a medic to revive you. There is no repercussion for doing this such as losing tickets for the team.

Unless your a roleplayer then this feature is useless and the current game structure (not being a ticket system) wouldn't benefit from a drag teammate feature.

There is still plenty of things that need to be fixed in the game already before adding roleplayer features like this.

patent pawn
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Honestly they should just remove medic and add something more usefull since i haven't countered a single moment of all my playtime where medic would be more usefull than just spawning back on op/garry

@zenith trout If your commander is not brain dead you cant literally run out of manpower

lean grotto
#

could be good if you’re flanking to get a sneaky OP in and your SL dies. you wanna get him back to continue the flank

zenith trout
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There is kind of a ticket system depending on what role you play you lose a certain amount of manpower so dieing less is gonna give you more manpower. I don't understand why everyone is saying there is no repercussions to it. @patent pawn but it can be missing for other things like converting for munitions, fuel and encourage airheads and other abilities. You can still spawn even when manpower is at zero thats why maybe people don't notice it that much.

dull garnet
dry vapor
#

Dragging would be a nice little thing that effects gameplay but wouldn't be problem to have in the game

lucid patrol
#

I would also include some sort of punishment for when the medic is intentionally hit (respawn delay or loss of points), only problem is that it would be difficult to make a selection on when he is intentionally hit or not.

vague dagger
# patent pawn Honestly they should just remove medic and add something more usefull since i ha...

This is a silly way to look at a problem. Just remove any feature that doesnt suit your taste.. If devs went about doing this every game that dont have a massive studio would be barebones with features. Every war game should have a medic role.. But its how it is implemented in HLL that is the problem. Outright removing features from a game should only be done as a last resort if developers cant rework/fix/balance said feature.

gusty fern
dry vapor
#

Yeah it wouldn't hurt that game to have to why not add it

echo locust
pine mist
lucid patrol
summer basalt
next gazelle
#

"I like to make my team mates wait around while I RP a medic. Can you add more features so I can keep being selfish?"

hard forge
woeful abyss
slate dagger
#

Tactical, military Simulation

tepid flume
hard forge
#

which is where dragging comes in

empty fiber
sleek agate
hallow crane
lean grotto
marble anchor
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I like the idea, but this won't address the issue that causes no one to play medic. To be honest, most games I play don't have a medic on the team and they are not missed.
The only way they can make medics relevant is to nerf redeploying and tbh I don't think that's a good idea.

proven summit
nimble jungle
#

-1

sterile bay
#

I am all for adding the ability to drag downed players, anything to get medic players out into the open so I can gun them down with the MG from 400-500m

tepid flume
gusty fern
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I don’t understand the backlash on this subject. To me it seems like many are simply blaming laziness or medic incompetence. Both of which I can understand, but it still doesn’t make any sense as to not add this feature and if anything speak out against it. He’ll Let Loose is known very well for its dramatic and almost movie like moments and I think that the dragging feature would do nothing but add to this. I think it would be a great idea to implement into the game just for that. And on top of that there are no downsides to this being added in either, other than some time and effort to push the concept into the game. But other than that there really aren’t any drawbacks to this being implemented and I hope it’s taken into consideration during future development.

cedar acorn
brave pawn
tepid flume
# gusty fern I don’t understand the backlash on this subject. To me it seems like many are si...

It’s a matter of opportunity cost.

As an SL, I need:
-the rifleman, MG, assault, and autorifle to advance and destroy the enemy
-the AT and engineers to destroy that tank
-the support guy to provide ammo and drop supplies.

Not wasting opportunities to destroy tanks, garries, OPs, etc that would help the whole team trying to save me.

The medic can recreate the scene from We Were Soldiers for all I care

https://m.youtube.com/watch?v=MwBSMlHTBTg

That’s what all you fools are gonna look like trying to drag someone into cover. The only difference being that their lives matter

sterile bay
#

It's a waste of dev time to add an RP feature that is objectively useless in the context of the game

marble hedge
#

emoji_HLLCommendation 👍

gusty fern
# tepid flume It’s a matter of opportunity cost. As an SL, I need: -the rifleman, MG, assault...

Ok and? That’s sort of outcome from trying to drag someone is more than expected. I’m not blind to the idea that you are putting yoyrself harms way to drag someone into cover needlessly. But at the same time so many little moments can be made just from that one ability. Wether it be practically used or not it’s a feature that adheres to a pretty significant reason as to why a lot of people play hell let loose. Because it’s dramatic battles on a large scale with almost (to restate) movie like scenes playing out all throughout the match. The dramatic effect of the game goes hand in hand with the tactical/milsim aspect of the game.

potent hill
#

Yes adding this would be really funny and allow medics to do some awesome stuff also it should be more punishing to skip the bleeding out because it is the most annoying thing when you crawl out on to a field to save someone and they skipped

tepid flume
balmy yacht
#

don't know if you've played squad but it works incredibly well in that, although that may be because each death cost tickets. Either way you see it a whole lot in squad and would love to see it in HLL even if it is a bit of a gimmick.

odd flume
#

Issue I see is that most of the time a smoke would do leagues better than trying to drag someone.
I hardly see a scenario where dragging a player is better than smoking them and revive them.
If you need to drag a player, you need to smoke them too.

next gazelle
#

Part of being on a team is recognizing the role you are playing is a detriment to the rest of your team.

Dying drains manpower but manpower has no impact on spawns and if you have nodes up you have surplus manpower the entire game...

sterile bay
#

Manpower hasn’t mattered for 3 years or so

blazing ginkgo
#

this would give the medic role alot more meaning, experienced players tend to say, that its way faster to just respawn at the squads OP. it would also change the game dynamic alot i think, so the HLL Team would have to see how it would play out. and as kapgunzz mentioned, to then have the option to finish downed players is a valid point imo

molten shuttle
night copper
balmy yacht
#

just need manpower to do something useful, maybe increasing spawning time so a team with fewer deaths and better resource management could recover faster from a bombing run or something than one with more deaths and worse resource management. Though wouldn't want respawn times getting much longer maybe another 30s at max if that

next gazelle
true plume
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I don't see the problem with adding the ability to drag wounded soldiers into cover, I just don't think it's going to have any impact whatsoever on the game. But if the devs want to add it, I don't see how it could be a bad thing.

blazing ginkgo
solid finch
next gazelle
balmy yacht
#

Although it wouldn’t be a ground breaking change ,in certain moments it would work well.

true plume
#

If you want to argue that it would be a cool feature, that's fine. But I don't think it's good to over sell it. Barely anyone plays medic in the first place and I don't think adding a buddy dragging system would change that to any noticable degree.

topaz ridge
true plume
#

If the person getting dragged is unable to give up, I'm 100% on board if only for trolling purposes.

sour mulch
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How does dragging solve anything? The medic still needs to reach the downed player so he will still get shot. Might as well just poke him with the syringe instead of dragging. Also like other mentioned , medic class is broken in general. In 99% of the cases it's better to respawn. No ticket system and a high chance your medic gets shot on his way to you which means waiting longer to get back into the fight.

real meteor
uneven wave
#

👍

balmy yacht
#

Personally feel dragging shouldn’t be limited to medic class, then you can yourself move players without risking your squads medic

slate dagger
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Sorry I wasn't specific enough that's my bad, I meant for the Drag to be universal for anyone but Medics are a rarity and it's sad

dense bone
hidden plinth
gloomy breach
#
  1. medic lvl 9 layout to increase numbers of medics on the field
  2. dragging/moving for everyone
  3. killing wounded enemies
  4. profit
woeful abyss
# gloomy breach 1. medic lvl 9 layout to increase numbers of medics on the field 2. dragging/mo...

I don't think medic 3rd loadout should be made level 9, it would have to be super good if it was. I've made ideas for a 3rd loadout in the past, but maybe it could be level 5-7, be completely unarmed, but have 4 smoke grenades, and the ability to build "aid posts" that restock medical supplies, and passively heal/revive nearby soldiers? And would also be able to drag wounded very quickly, since they don't have a gun weighing them down.

Personally I don't think medic 3rd loadout should get good weapon, because the purpose of the medic is completely the opposite of shooting and killing - it's healing and restoration of casualties. 3rd loadout should reflect it in my opinion.