HLL myths Or facts
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- This topic has 2 replies, 1 voice, and was last updated 5 years, 6 months ago by
Dee.
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19/10/2020 at 12:27 #53846
I have heard some claims about HLL on various topics.
I am wondering, did you guys hear other wild claims, or maybe usefull facts.
as there are for example:*Repairing a tank will progress faster when engine is shut down?
*spawning on a OP uses no or less resources apposed to spawning on a garrison.
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19/10/2020 at 23:54 #53919
Some usefull facts.
- I might be wrong and all of you might already know this. But each Resource Node type got a limit per Person not per Squad.
- So its always handy to convince squad members to swap Roles (Engineer<>Support) and build another set of Nodes to get the team node limit (2/2 of each type).
- Also dismantling your own OP removes your Cooldown on it.
- So you can relocate it more frequently (ie. upcoming loss of nearby Objective is about to clear OPs) or call in squad mates on a long run (ie. node run 🙂 ) midway without sacrificing Cooldown
- AT Mine limit is currently 4 pieces per person
- Tried it on 20th October – Second AT Loadout with resupplying on Riflemans ammo crate – Fifth (oldest) AT Mine always despawns
- Mines do create chain reaction if placed too close to each other 🙂
- I might be wrong and all of you might already know this. But each Resource Node type got a limit per Person not per Squad.
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08/11/2020 at 13:24 #55809
- If you are incapacitated (shot and awaiting medic with an option “Press F to give up”) you are not contributing to Objective Capture meter – Game doesnt count you as if you were alive on same spot.
- Shooting already incapacitated player in the head doesnt kill them. Only grenade will rob them of an option to wait for Medic. 🙂
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