HLL myths Or facts

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    • #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.

    • #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 🙂
    • #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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