人间地狱

人间地狱

46 个评价
Simple team tactic for public games 12/2025
由 ◯ | Red! Red! 制作
Simple tactic explained in couple of screenshots
2
   
奖励
收藏
已收藏
取消收藏
Create frontline and control the squares
Create and hold the frontline, keep control of the map squres - EXAMPLES

Fill the gaps in the frontline by your SQD - be aware - if there is no frontline between objectives the enemy can just walk in to your objective (and it is common public game mistake) !









Too see this screens in action:
- Go to youtube and search for "HLL competitive". You will find moderated matches from admin cam point of view
- The 4th screenshot - will be many times seen in your own games - but now you know how to react - fill the gaps in the frontline

Quick tips for beginning players:
- generally never wait for medic - unless he is under 10 meters away from you. Once you are "unconscious" instantly hit Escape and Redeploy. Make it a habit !
Waiting for medics is, generally said, lost time.
- pronning doesnt make u invisible, especially when the grass renders on (not sure) maybe 50 meters..

- use callout "OP lost" - always inform immediatelly your SL about loosing Squad OP - do not wait with it, as SL doesnt have to survive for long.. It s very important otherwise you dont have your SQD OP up
- Team always need garrisons (better positioning and less running) on map, just drop supplies wherever you do think its suitable place for garrisons (ideally with hard cover) but dont forget on 200m distance limit in warfare, offensive and 140m in skirmish. Any SL (just not a tank leaders) and Commander can build garris. It s 50 in blue and 100 in red zone (double drop - just switch support class after dropping your sups. Next squad member can provide the other 50)
- It s ok too, drop hide sups close by existing garri - as the garris are destroyed but can be rebuild quick
- It s normal to switch classes during game, even if it s for one life
- it is normal to "squad hop" too, you dont have to be the all game in the same SQD
- camping doesnt win the games, unless you are winning 3:2 - there is possible to camp more. It s about taking ground. If you dont move up, the enemy will just respawn on OP and run again
- defend your team garrisons, OPs and tanks.
- red zone garris are there for surprise attack (backdoor push) not for the whole team to deploy there - if most of team does it - it ends up like the screenshot No.4 and your frontline collapses as the enemy push without sufficient resistence to hold the frontline (there is the famous line "Why is nobody defending?" :D The whole frontline is the defence. If the team has Gap in frontline the enemy can infiltrate. The team can not leave the frontline bc it looks like there is "easier" way
- if you are not in the 4 squares cap zones you dont count - but of course there are good reasons not to be - depends on the general situation. It s normal to be spread on 6 squares - either for defending flank or flanking. Hardcap (black circle) provides bigger capping power.
- defence team should be running around in back line, not on frontline, to prevent red zone garris and airheads
- some defenders need to be present on the second point if u are loosing the mid cap - and make sure there is garri up at least on your 2nd point (ideally rather 3) as the enemy can instantly star to cap the 2nd point if they are there yet
- If your team has enemies in backline (one square behind frontline square) it s very important to clear them out by destroying their OP/s and possible red zone garrison (it takes only one SL which infiltrated to start doing big troubles from "behind")
- if u play as SL (squad leader) use your marks, so your whole team knows what is the general situation, as some teams can be on the other side of map not knowing what is going on, on your position
- satchels have kill radius 30m - so if u hear a call out "satchel" stay away (press button for seeing markers - it shows the friendly satchel too on about 30m)
- if u get team killed - dont care about it much - it simply happens. Thou intentional team kills you can report on community server by !admin (than name of the accused and reason)
- try to find out (by experience) what is important to say in game and what not (ABC of communication - Accuracy, Brevity, Clarity)


How to prevent loadouts resets:

Go to C:Users/youruser/AppData/Local/HLL/Saved/Config/WindowsNoEditor/GameUserSettings.ini right click and set to read only.

Before that set things as u want them. If u wanna later change anything permanently it s needed to uncheck the read only thing


Possible causes of stuttering, microfreezes and so: (but every PC is different set of hardware and software)

- Discord app (game freezes when turning more than 90* causing inaccurate mouse movement)
- GPU is out of VRAM and have to send back (causing higher FPS drops (drops are higher with 8gb GPU VRAM than 16gb, 1920x1080 vs 4k plays difference too in regard of VRAM usage)
- weak cpu single core performance (I guess - stutters)
- Vsync (stuttering)
- NVidia sharpening (stutters and light FPS drop)
- Filters (stutters and huge FPS drops)
- Capped frames
- and others...
ABC of communication
ABC:
Accuracy, Brevity, Clarity

are key principles for effective communication, to convey information in a clear, concise, and precise manner.

1. Accuracy (accurate)

What it is: Accuracy is about ensuring the information you're conveying is correct, truthful, and precise. This means double-checking facts, details, and data before communicating them.

Why it matters: Accuracy builds trust and credibility. If your communication contains errors or false information, it can lead to misunderstandings, confusion, or even damage.

2. Brevity (brief - as short as possible)

What it is: Brevity is about expressing your message in the fewest possible words, without losing meaning. It's about cutting out unnecessary details, filler words, and tangents.

Why it matters: In today’s fast-paced world, people appreciate concise communication. Long-winded messages often lead to confusion or disengagement. Brevity helps keep the focus on what’s important.

Example: Instead of saying, "I would like to kindly inform you that the deadline for the project submission is approaching rapidly," you could simply say, "The project deadline is coming up soon."

3. Clarity (clear)

What it is: Clarity ensures that your message is easily understood by the listener or reader. It involves structuring your communication logically and using simple, straightforward language.

Why it matters: Even if you’re accurate and brief, if your message isn’t clear, it’s still ineffective. People might misunderstand your point or get confused by unclear phrasing.
Example: Instead of saying, "We should think about doing something soon about this issue," you could say, "Strong point is getting overrun. We need at least 10 more people on defence right now."

Examples:
Stuart JIG moving, Panther JIG stationary need precision strike if possible, Enemy garrison Team marker, Heavy at ping stationary, Commander - I need Panther left (or Western) HQ, Enemy infantry pushing from Eastern flank - looks like 2 full squads - need help (dont need help)

If you have feeling like you should respond positively - Acknowledged, Understood. Roger, 10-4, Will do or negative - negative, can not do (impossible right now - there is enemy infantry).

(pings (the red triangle) - are just for the SQD you are in, except Commander ping visible to everyone)

Any communication should lead to result/adaptation and increased awareness on the battlefield causing better team reactions on situations.

Offensive mode
This section is more like a notes from observation than extensive guide.

Defence:


- Watch your backline - the assaulting team will try to build garri instantly after they cap your point to instantly redeploy to your backline - usually corners of the 4 cap squares. So, it can happen that in +-40 seconds you have 10-15 enemies there yet pushing obj from "behind" - which is called the backline. Enemy recon teams will build it sometimes 5 seconds after the previous point is lost. If u dont wanna loose the next point instantly - it s reasonable to have some players defending the next objective to prevent the garris or airhead and eliminate the possible recon team OPs.

- To defend well the objective, which you really dont want too lose, is reasonable with +4 but rather 5-6 garrisons and SL and supllies ready to rebuild them if lost.

- Team should be spread over the 4 squares - but not equeally and ASAP after loosing previous objective - but u need to have garrisons in the backline yet build for such redeployment

- Defend garris and rebuild lost garrisons - it s better not to loose the ground than trying to push out from pinpointed hardcap getting crossfired

- I experienced that the team was able to defend the obj from one garrison but - it is 1 game from maybe 30 it s rare. The point is - If you dont have spawn points - you dont hold the ground. It s contested area.


Offense:

- Assault from two directions if they are holding up
- Leading attack only from one direction is mostly bad idea if the defensive team is prepared
- The narrower is the attack line and the more players are clustered, the more effective will be the defense artillery squad
- Opportunistic big push from other side (new red zone garri) can be very effective - but do not loose your blue zone garris - especially if the defense SQDs are capalbe enoug to run against the fronline and fight for the ground