Playing medic isn't about firepower, it's about keeping the push/defense intact, and is especially useful when playing with random squads when the quality of officers is sh*t. Revives are extremely useful and so are the 20 bandages you get.
We have a full time medic in our regular squad and he is easily one of the most valuable persons in the group. Not only does he help our squad but everyone around gets the benefit.
@@skeesh330 Right!? i main a medic, and working with randoms, with 2 other medics from other squads, we were able to keep a 4 squad push on Foy alive under a very stalwart defense. Medics can make or break both attacks and defense
I don't pick medic initially, but if the push is halted while nodes aren't nearby I'd definitely swap to medic just because they can keep the team running a bit longer
@@Mustradamus I thought you meant you play as medic for easy kills. Medics can be useful depending on the situation but I think it's enough to have one or two of them for an entire lobby
I only play Medic one way. On the American team I use the chaplain helmet and I run around giving people last rites as the chaplain. I won’t heal/revive them I’ll just say a Hail Mary next down players & move on. Love playing Chaplin! Give it a try.
When im running medic, my goal isnt to lay down damage to the enemy. My goal is to help my squadmates get back to the fight and to make sure my teammates are in fighting condition. Not to pick medic because of its firepower 🙄
You can’t lie though, if you’re a very proactive player there’s times where you really need to mag dump a German in front of you and you’re low on ammo. Sometimes to save a life you need to take one. But of course, they are medics. I think the medic class could use a lot of rework. Dragging bodies being one of the most important things, with altering the medic box as a second priority, let’s face it no one uses that thing ever.
Medic could be useful but respawning, what most people do anyways regardless if there is a medic is often the faster option. Because it's usually a coin flip whether the medic will succeed and if he fails you would have wasted that time waiting for him to pick you up
Medic may well be an important class! -- There's conjecture about this - but it's worth mentioning the alleged anti-suppression feature that having a medic and squad lead near you provides. Apparently, if you and your other squad members stick within 50m-100m of your Squad Lead and Medic you get up to 95% reduction in suppression or something like that - a whole squad working as 1 unit that basically can't be suppressed would be pretty powerful. It may explain why the game is so much more enjoyable when you have an awesome squad of randoms that stick together throughout the whole match :) There are some reddit threads and youtube vids on this suppression feature - just google hell let loose medic suppression and it should come up. I saw one vid where someone was 'debunking this' but he wasn't using Squad Lead and Medic at the same time in the vicinity, so it didn't appear to be effectively debunked in my opinion.
The problem with medics is that dead players have to risk extending their respawn hoping that a medic reaches them. Instead, dead players should immediately go to the spawn select screen when they die, but still be able to be revived if a medic reaches them.
Yep, there is very little benefit to revives - while waiting you lock yourself out of respawn waves, and these are less than 1min anyway - main benefit is you get right back in the action, but that just leads you to dying again shortly after, along with the medic before/after reviving you. So for the entire duration you do nothing for the unit when instead you could just respawn as a different class like AT to react on developing situations. Sometimes I wish pressing Use on supply crates dropped by Support could let you swap classes.
@@chickenbarlow6281 *When you're in a position you intend to return to and have a spawn point nearby. If your team is shit at keeping garrisons up, medics become more useful
Playing medic is about those smoke grenades, it’s also important to keep your officer alive. you gotta know who to save, who’s worth saving, and who to leave behind.
EVERYBODY loves to get revived by a Medic. Sure it is short on firepower and I have on occasion been down to .45 rounds. Your help can be sometimes very nebulous, but a johnny on the spot medic can keep a team rolling when others are regrouping at their spawn.
@@Mr.Shoe420 "Lacking definite form or limits". Your services are a absolute force reduction, but CAN be a huge force multiplier by keeping others in the fight. Really depends on how many people you save / how many wait for revival. That was where I was going.
Here my two cents for newcomers: You'll be locked at the first loadout anyway. Don't even think about level 6 loadouts until you've understood the XP mechanics and how to properly exploit them. Not that it's difficult but don't make the mistake I made and grind Rifleman to 6 without building nodes. You'll get L3 fairly easily in comparison (even without nodes) which is when the second loadout is unlocked. Best to just look at the first two loadouts when starting out. Considering that there's a squad limit of 1 for all roles except Rifleman (which a squad can have 6 of for some strange reason), more frequently you'll be faced with the problem of what to pick from whatever's left. Officer a.k.a. Bob the Garrison Builder - Don't play SL until you've played the other classes a bit and understand the fundamentals of the game's flow and you're willing to communicate and build garrisons. Once you do, you'll get access to some of the best primary weapons and the most powerful item in the game: the watch, with which you build garrisons. If you build garrisons (as you should) you'll level the role fairly quickly and unlock all the loadouts in no time. Just remember to update your OP and to build garrisons. Also garrisons. The Rifleman is at a weird spot. I agree that you'll want to get it to L6 so you have a great option when playing Germans. The second Soviet loadout has a ton of grenades. Other than that the general view is that you should play another role. They have the same stuff the Rifleman has and more. If for example Officer, Assault, Automatic Rifleman, Support and AT are taken, I'd probably go for Engineer before picking Rifleman. You could even make an argument for the Medic if you're playing the Germans or Soviets. In fact some SLs will call you out and ask you to play something different making exactly this point. I completely agree that Assault is one of the best (if not the best) role in the game. It's incredibly popular... but it's not only because the loadouts are good. The loadout unlocks happen at L3, L6 and L9. Getting to L9 takes forever (even with XP grinding) and Assault is the only class that has a L9 loadout to unlock (and particularly for the Germans an immensely powerful one). If you join a squad late you can expect this role to already be taken by someone who justifiably loves the role or by someone who needs to level it. The Automatic Rifleman is also a popular choice and often taken. You can view it as the somewhat worse version of the assault. Then again you get the Stg44 right from the start. Medic - I tend to agree with Mono... just skip it unless you really, really, really, really want to play it. The best bet imo is to pick Support. As Mono said the second loadout is very decent for Germans and Soviets (having access to both the small arms and the explosive ammo boxes certainly don't hurt). For the US I'd stick to the first loadout... but who knows maybe you like the Grease Gun. Supplies are always in demand and there has been a lack of Support players. Part of the reason is that you don't unlock anything fancy besides cosmetics past L3 so a lot of players switch to other roles where they still have loadouts to unlock. Personally I still play it regularly because it's just so useful. From a mid to long term point of view: we know that mortars are coming at some point. Currently it seems it will be a Support role loadout. So if you're having fun with the role, you might want to stick with it until L6 before actively grinding another role. The Machine Gunner is a role with a very specific job and an apropriate weapon for the job. The Soviet MG requires an even more specific way to play it successfully. I believe the role is so particular, that I'm not sure it should even be compared with the rest. That being said, the BAR loadout can serve as an alternative if both Assault and Automatic Rifleman are taken and you want a more mobile, accurate and powerful automatic weapon. AT is another popular and important role. Try to unlock the second loadout soon. It might save your bacon when you play Soviets. Engineer - I wouldn't start with this role but look up Engineer guides early and understand node building. This will be the stepping stone for unlocking the L6 loadouts quickly. Let's quickly touch on the other unit types: Tank Commander - Just like the infantry Officer, don't start off as the leader of a tank squad. Once you do, you have the option between the MP40/Thompson at first loadout and a pistol plus the torch as the second. If you have crewmen that can repair the tank you should probably stick to the SMG loadout. It helps if you need to get out and kill an AT guy behind your tank or someone trying to plant a satchel. Tank Crew - Once you have it always go with the second loadout. Spotter - This requires less knowledge of the game than the infantry Officer. You get the MP40/Thompson and an AP mine instead of frags. Remember to put your OP in locked territory. You have that ability... best to use it. The second loadout is meant to support the sniper with the ammo box. Honestly the first one is more useful imo. Sniper - The first loadout will give you a bolt action sniper rifle and a sidearm. The Germans have the scoped FG42 and the Soviets have the scoped SVT40 as alternatives. It depends on the map which one is best suited for you once you have those loadouts unlocked.
Medics are great for morale. Getting rezed makes you feel better about playing and their anti-suppression might easily be overlooked but considering how good suppression is I think it's important.
personally idont agree with him on that one, its useful to keep your guys alive, which also means hopefully keeping more people on the point or firing at a position. i think its 2 shots within 50 meters, which is fine when your just getting rounds down range instead of specifically trying to go for kills. i mean there have been plenty of times where i see someone shooting in a direction, and i shoot in that direction too just to keep the enemy heads down
It’s my favorite class but with the short spawn time it doesn’t make much sense. I can help more by bringing an actual gun to the fight. Running around with a pistol when spawn times are 30 seconds max doesn’t make sense to me.
I agree that the Garand, the G43, and the SVT40 are the best weapons for a variety of situations. When fighting in urban environments I prefer using the Thompson, the Grease Gun, the MP-40, or the PPSH, for the higher rate of fire. Those weapons also typically work better for hip-firing, which can be far more effective when you're surprised by enemy troops. It's difficult to determine which class is best, because the effectiveness of your firearm is very situational, and that's not even addressing the misunderstanding that many players have about HLL. Combat effectiveness doesn't necessarily translate to successful team play. I think that HLL UA-camrs have beat this dead horse far too long, but coordination and communication are far more important than how well one player can kill the enemy team. As a support, your supplies are an inherently more valuable resource than the weapon you carry.
Medic and squad officer is the most important classes I feel cause they prevent you from being suppressed during a fight as long as you work as a team like the game was intended to be played
I love the second support loadout. having supplies and both types of ammo is so useful and you can feel like such a massive help to your team when you get a good position and tell everyone theres an all you can eat buffet ready for them to use :)
@@suttercane777 yeah, the kids want it to be call of duty so bad they keep attacking random people and giggling obnoxiously loud on the mic till I put them down and then you get punished for killing a teammate when that’s what they’re doing until they get kicked
I mean, you're both right. It depends on the situation. Outposts placed in good spots are powerful. Having a medic in the situations where an outpost can't be placed in a good spot, and on certain maps there's going to be those spots, means having a medic is a huge benefit. Plus, not every SL is going to know where to place the OP, and not every match is going to have a great SL leading the team. I'd rather have both at my side as insurance.@@pretzelstick320
I love the automatic rifleman, if you decide to use it… don’t go full auto unless in close quarters. Trust me, you’ll lose but the BAR is pretty good at medium range
Automatic riflemen provide very good suppression on movement. A lot of pushes succeed on choke points because auto rifle is just shooting at where the enemy might be taking cover.
You forgot to mention commander, I’m seeing L10 - 30 commanders, I understand why because the role is grim with an average team and anyone who knows, won’t go near it. But not having a commander is a sure route to failure, so in desperation players dive in, come away bruised and never play it again.
I agree with your sentiment, but disagree with the cause. It takes a real leader, who can speak well, and is concise with his communication. I think that’s a slightly rare personality in the online gaming world.
I honestly believe commanders should be level 80 and above. Anyone under those levels typically does not grasp the full scope of the game and at least many of the little details that are silent in the game (even though you should always be learning more). As a 144 at the time of this comment, I find that you need to have superb listening skills and multi tasking abilities to be paying equal parts attention to both an assault and defensive position. All while maintaining flowing deployment points and doing all the other tasks that commanders need to be doing. It’s not something a level 50 is ready for 95% of the time and that’s solely based upon experience and knowledge of game function, not even touching on the topic of someone’s actual abilities to lead naturally. But I find this to be quite charming in a way, because that really is how a chain of command functions. You don’t have a private commanding an entire battalion.
@@TheBanjoShowOfficialif squad leads don’t build garrisons even if I drop supplies, or refuse to redeploy, when told, then it’s not the commander’s fault.
@@TheBanjoShowOfficialI agree I'm lvl 45 & have been dabbling with commander. In contrast to more experienced players I am limited. I'll slot in if no-one is command. SLs have a critical role in getting garrisons down. Engs build nodes to help command. This game is based on synergy. Each role should be assisting other roles e.g. making use of supplies.
The benefit of having a medic is that you don't have to play walking simulator (or perhaps asthmatic jogging simulator) quite as much. Sure it's only a 30 second respawn time normally, but then add the 3 minute walk to where you need to be, and you could have lost the point by then. Meanwhile a medic gets you up and into the fight right there and then. Pick the carbine or the rifle and hunker down watching your squad's flanks and rear. Also talk to your squad and team.
I mean, Medic is one of the most important classes imo. Having an offensive go south, a medic can quickly re-establish the push and make the squad keep going. You also get 20 bandages, which is extremley useful. Having a medic on a flank-squad is also super good, as your OPs will likely be far away. I feel like you're much more offensive and aggressive in this game. You keep talking about how good the weapons are etc, but at the end of the day, most guns one shot anyways. My goal is to keep a good balance in the team, and communicate to win. Not just to be aggressive and push the enemy all the time.
Great review of class. For engineer, you forgot to mention that the first loadout is the only one with a wrench, i.e. the one that can put down defensive structures and nodes.
Also, while not very good for combat, the Engineer is arguably the most useful class in the game because it allows you to build nodes which are essentially required when going up against a good team. Sure, you often don't have to think about it but its also relatively common for a team to not have all its nodes built.
I have been loving the trench gun and satchel engi class. I had found a half-track, put a satchel on it. Got a quad. Kill when they spawned. Then blew up like 3 more with the explosion
Great video as always. I do somewhat disagree with your medic analysis, though, because I've had medics revive multiple people and turn the tide on defense before. Going from losing to contested to defending while in a cap race can be huge.
@@monoespacial I see your point and I agree slightly because the Medic is situational but I also think OPs or Garrisons are sometimes put in bad spots then they get camped and OPs can get lost too quickly. If you have no spawns left on a point, the Medic really starts to shine.
@@HighDiver5555 I always get this argument that's basically "if you have no spawns or just bad spawns, the the medic is really useful". Well, yes, if you have no main weapon a pistol is better than nothing. That doesn't make the pistol actually good.
@@monoespacial I hear ya, but sometimes it's better to have even not so good options versus no options at all, you know? Sometimes the closest spawns are too far away and a quick revive can help. Essential? Probably not, but on occasion it can be a nice thing to have. Also, I think playing medic is one of the better ways to get new players accustomed to the game since it will teach them how to use smokes effectively, the importance of sticking together (medic alone is 💀), and feeling like you're contributing. Plus the padre helmet is pretty dope, ngl
I always looked at HLL as an alternative to realistic sim shooters like Post Sciptum. The more I listen to this guy explaining the classes the talking about "good classes" and "good weapons" the more I feel like he's talking about your typical CoD shooter instead of a realistic sim shooter. For example, medic being useless because of the lack of firepower? Just tells me to go for shooty shooty and play it like call of duty.
When I first started I preferred the bolt action rifles over the Garand and others, quickly taught me to slow down and pick my shots carefully. When I have a semi auto I tend to run in to my death with inaccurate fire a lot more
Great video. My thought process is very similar to your class ranking when I choose what to play for next life. Rifleman was the first one I got to level 6 just so that I had to use Kar98 as little as possible.
2:10 I just recently got the FG42 I found the sights to be really good compared to the other german sights, the only downside is it shoots so fast if you want to take a long distance shot you often double shoot.
Yeah there was a bug I think. It’s also sighted for longer ranges. But man it can do long range taps like a rifle and the high rate of fire is gnarly in close. Requires more trigger discipline than most classes but I’ve had some really insane rounds with it
Thanks for the breakdown! My opinion on best classes/loadouts - Officer has a great mix of close/distant weapons. Fully maxed gives you extra grenades and smoke, very handy. Assault has several kits that feature close/distant weapons for attacking/defending. Anti-tank offers multiple ways to take out tanks. (EX - Bazooka or satchels) Without them, it can be impossible to move forward or defend when a tank rolls in. Most important classes - Commander no doubt. Gotta have someone laying down large amounts of supplies for garrisons so the team can move quickly. Medics reviving teammates is quite huge. Saves alot of respawn time and running back to the front lines. What do other people think?
I have always found myself playing support roles (by support I mean playing to assist rather than playing for glory) pretty well and I have never played a game that really benefits that. I might give this a try for a while and see how it goes. Plus I am over games that show the enemy where you are when you kill them.
Good video. I have to say that the machine gunner's first loadout, with the Browning , in my opinion, is the BEST weapon in game for the attacking/assaulting squad. Its suppression is grand. If good at it , the enemy will send bombing runs, snipers, arty, ATs, whole squads on you. Life is miserable but rewarding as a MGer. No, the body count does not always sway you nor adorn you with brag rights. But, hosing down an attack point and watching your people advance where before they squatted in fear, will give you immense pleasure and pride. And, when placed in a defensive position, the heat comes quickly and with devastating amounts of fire power to eliminate you from game! Grenades will fall around you, rockets will stream by ( if you are lucky). Yep! That MG is tops. Anything else disappoints. For some games you'll attract TK'ers !!!
Machine Gunner is great. I just wish they would fix the attaching issue. There's so many instances where the bipod won't attach to something it should and I have to reposition to an inferior spot.
Hey mono, really enjoy your commentary content like this, may not agree with some of your opinions regarding some loadouts but overall I really like this style of HLL content, gameplay with you talking over it (yes i know this is menus). Oh and medic? If somone's playing medic on your squad you get a supression buff to incoming fire and also the chance to get revived in position that would otherwise take a while of yomping to get to.
Playing medic is my fav bc I love helping the team and within the other squads it’s a cool honor system of assisting the team healing and reviving and collaborating with squad leaders for best strategies (plus the smoke grenades are infinitely helpful for even non revive situations and infra try pushes) the carbine is a great semi auto rifle this is a weird guide. Not recommending people play a class that helps the team and others continue to live and fight in an battle is indispensably important. Is this being done just based on weapons? Anyway odd choice of words and preferences but nice presentation nonetheless. Peace
the stg is such an underated weapon, when you use it on single shot instead of full auto it is very acurate. with 30 round in a magazine and good range it is my go to weapon.
I personally like the second mosin and nowadays the second enfield on rifleman classes for the soviets and British because of their iron sights, it also forces you to slow down and pick of enemy's with precision.
When I hear you say "really good" I am also hearing "really good for my style of run and gun". An automatic rifleman is not supposed to be the first person running in. You sit back and give covering fire and pick off opponents from cover. That is how you play it. You are missing the whole other playing styles to the other roles.
I have to say that gives you some advice on which weapons are decent and which aren't. But playing medic is about keeping the team pushing forward etc, engineer is about building nodes building defences etc. I love playing medic saving team mates, and i love play engineer because you really can benefit the team building nodes defences etc, which is really good if your like me and not that great at fire fights.
Step 1: if no one is playing support, play support stop supplies somewhere at least 200 meters from a garrison. Step 2: profit and swap classes if you feel like it.
The amount of times I’ve now pushed an enemy position alone with engineer and single handedly wiped out multiple squads and destroyed a garrison is hilarious. Hell I’ve even done it with machine gunner. It was on offensive foy and we weren’t advancing at all to the next point, I had been suppressing for 10 minutes until I decided to push in directly. I got down on the ground, suppressed, got up, advanced 10 yards, got back down, suppressed, rinse and repeat. Eventually I got up and ran straight to their enemy garrison and took it down while taking enemy fire, breaking the stalemate our team was in for the past 10 minutes. Sometimes you just need some nuts.
I don’t see Medics as useless. The Medic really starts to shine when the team isn’t communicating and no spawns are placed. The Medic can break the ice on the lack of communication like “shit dude, who got you? Where is he?” *Throws ping for the squad and hops in Proxy chat* Keeping your teammates alive on a point when you have no spawns can be a game changer there. All it takes is one MG to keep an advancing enemy squad down and moving slowly.
This is basically and argument as to why medics can be useful when your team and squad sucks. A knife can be a great bottle opener if you don't have a bottle opener.
@@monoespacialwell I've only played 10 matches of this game, mostly as a engineer or medic, and if you've played so much more than me than you should know even more than I do that teams often DONT have a " bottle opener"...
I think a lot of these recommendations miss the point. Don’t discourage people from playing medic. Of course the class doesn’t have a lot of firepower - it’s a MEDIC! It’s meant to support the team not rack up a ton of kills. Same with the differences between engineer kits - sure, the carbine isn’t a great weapon but the base class can build things. The shotgun variant has a better (different) weapon and the satchel but can’t build anything. So they are useful in different ways. You can’t just write off the base class as something you should avoid “like the plague.” If you encourage people not to play medic and not to play base engineer your team won’t do very well.
I played a few games switching between all the classes in a typical squad. Then I figured out how to make a recon class and what that gives me access to and ever since it’s like all I play. I like having only one other squad member to deal with and then communicating with the other squad leads and commander. Not pushing up the frontlines but rather around the sides and spotting out enemies letting our team know what’s coming for them. I also like the machine guns you get as a recon officer. I love medic in BF1 but I do not like the bolt action Kar.98 as a medic or the other weapons. I don’t have good enough aim yet for those bolt actions.
I think medic, commander and supports are the most valuable in the game. Ive played as every role and you can make the most difference in these roles. Everybody just wants to be dps. Just look at this video. Ive played as a medic and turned the tide by just reviving and telling people what to do when they get up. This way I got lots of people to make barriers, let officers build garrisons and made commanders drop supplies. Supports are super handy in building nodes and directing builders what to do. Commander as he can place really strategic stuff on the map. Dps is all fun and games, but more important for COD and Warzone. Ive played lots of matches where people only wanted to go for the “best loadout” and got an bunch of kill, but lost the war. This is also the case why they train the army with the biggest asset: teamwork. Not dps
Medics in games like Post Scriptum, Squad or even Battlefield are useful because there is a ticket system. Each death brings your team closer to defeat. Not at all the case with Hell Let Loose. I have 1.800hs in the game. I win most games. Never, ever run a medic in my squad. Ask ANY competitive player [Core/82ad/TL/GoF etc etc] how useful medics are. It's not about wanting to be dps or teamwork or whatever. The medic is a net loss for your squad in almost every situation because there are other, more useful roles with more utility and better weapons.
@@monoespacial how many hours have you played medic? Maybe in competitive where everybody knows how to play is a medic technically a net loss, but in public games where almost everybody just is trying to be dps, medics make lots of difference
@@Shaowolf no, they don't make a difference. Good OPs and garrisons do. I have few hours as medic. I have enough hours on the receiving end of medics to know it is almost always a net loss of time to wait for a medic instead of redeploying. And I've actually confirmed this by reviewing hours of footage.
I mean you are right about the automatic rifleman. EXCEPT when it comes to the stg-44. That gun is amazing, and also has long / medium range potential with 1 tapping and bursting / two tapping
Idk man, a good medic can really help turn the tide. There have defintely been matches where i have pulled my team out the rut because of how efficient i was at reviving them on the front. More of a support class than an offensive class.
A good "anything" can really help turn the tide. A really good artillery shell, a really good tank shot that destroys a garrison, a really good bombing run, a really good airhead. I'd rather have someone manning the arty than going medic.
@@monoespacial "I'd rather have someone manning the arty than going medic." I would rather have a decent medic player then a shitty arty player. You sound like a guy that gets pissed because he didnt get revived.
To be fair every role has a purpose like you said the ppsh with drum is worst then the stick mag but if you are clearing a trench those extra rounds are godsend my teammate saved are garrison from 2 squads one magazine used not only that but it can seriously suppress enemy positions I prefer it to the dp28 for both roles you just lose bit of range but it’s supplemented by it fast rate of fire and ability to suppress as you move forward
Yeah i love the carbine, (on xbox series x) it is precise at medium ranges and you can fire of two shots quickly and really get some hate down range faster than the Garand.
Medics are undervauled for sure yeah respawning on op can be faster at times but having a medic when your pushing or defending keeping you alive as you keep getting kills especially your mg player alive for that constant suppression its just very important rn
Some love to the KAR98 pls xDD Today I defended a capzone with another dude with this gun, all I faced was automatic yankee SMGs and I wrecked them even at short range xD Obviously you always prefear semi or automatic fire in some circunstances, specialy close up, but never understimate a well placed bolt action bullet =)
as a new guy i love assault and automatic rifleman for germany since you get the g43 which is amazing and the stg44 which is the best weapon in the game. it might be inferior at range to some stuff but the other stuff is significantly worse in close combat
@Mr Pickles I depend on the pistol greatly on CQB maps where reaction time is better than rate of fire. The P08 is trash because you cant see anything after shooting a round.
Maybe there's a reason someone with +1600hs in the game thinks medics are mostly worthless. Maybe there's a reason why literally nobody used medics in any competitive match. Or why the top squads never have a medic either.
To me a well placed outpost is the medic. Why worry about reviving your own when you can get another fully automatic weapon in the fight and kill more enemies. The game rewards effective aggression. The second medic load out can really help with assaults though. They get 4 smoke grenades and if you stage a munitions box that's a total of 8. Allowing you to get like 14 or more smoke grenades out just as 1 squad. This could even provoke the enemy into believing you are a much larger force than you actually are as they will likely assume only that type of smoke output must mean it's like 3 squads attacking :) " false pressure "
G43 as sl then I have a mg 42 for obious reasons. Automatic rifleman and assult (2 stg 44's) and a medic. Then depending on the mission Support or engineer.
"Shotgun is worse then the Thompson..." holy how much punch that gun has at close range and since they haven't fixed it being able to one-shot with a single pellet at long range its the most broken gun in HLL at the moment
A grease gun is a striped down Tommy gun designed to make a machine gun cheaper than the Tommy gun. It replaces the Tommy gun in the military. Used in Vietnam even. It’s not a bad gun.
They're almost always ineffective through, you either get a medic that ignores you or one that dies getting to you because they just see it as getting points.
Disagree on the medic. It does not have a lot of firepower, yes, but it helps keep what firepower there already is up and alive. It's still highly situational. It's also just a nice morale boost.
They really should just put the BAR in the assault class as the 4th and final loadout and call it the raider, like how the stg-44 is the raider loadout for the German assault class, a BAR with 6 grenades and 4 smoke grenades would be perfect, I love the BAR it’s my favorite weapon but the automatic rifleman class just gives you nothing it sucks, give the BAR to the assault class and put another gun in the automatic rifleman class
@@monoespacial Well then they are not the best players in the game. Like this is not even a matter of opinion. Medic totally has its place in a game. But people doesn’t want to play the medic because it’s boring and that’s the real reason.
@@GeneralMiller92FIN no, the best squads don't play medic because spawning at your OP is faster, safer and usually a better tactical option. Like, this is not even a matter of opinion.
@@monoespacial I just want to say both of you are coming off as dicks, I suggest maybe growing up a bit, people are allowed like different things, I appreciate the effort you make for these videos but I for one will be getting my information from someone else.
gonna have to disagree on a couple of things on your video. First is that fg-42 is not useless the sights are in my opinion much better than the stg one and with good recoil control the extra firerate of the fg can come in handy. Second is the drum mag on ppsh again people with good recoil control can make it work better for supressing and advancing without needing to reload after every kill.
Several things I actually don´t agree with. K 98 "just" suffers from low fire rate, it´s pretty good at long range though with a better accuracy than the g43. M1 carbine is pretty dope for medium range, just don´t expect to drop peope with the first shot. 15 Shot mag allows for many pretty accurate shots. The drum mag for the ppsh I really like as well. In trenchwarfare you can straight up spray people to death with prefire, while the 35 mag is just average at best for that. Most weapons are actually really useful for their designated range and purpose. Pistols are kind of bad but those are more a backup than anything. And I really can´t handle the tommy gun. You can change loadout often depending on your purpose in the team, and to say that so many roles are bad or worse compared to that one seems wrong imo. Exceptions ofc here and there but I would say 80% are useful in one way or another.
Do you think that making resources directly effect the amount of spawns your team has would be beneficial to the squad like gameplay people want from hll, or do you think that would hurt the community? Personally I think it would force more team interaction overall making the game better and less casual. Thoughts?
I mean, with a box full of grenades and bullets as support, not having at least 1 grenade or smoke makes no sense. I'm definitely a close quarter guy or a sniper so love both the assault and sniper classes.
I hate the fact that this game makes you stick to certain faction based weapons because I have to use shit weapons, but at the same time I love it because it forces me out of my comfort zone and to get good with all guns instead of being a one trick pony
Playing medic isn't about firepower, it's about keeping the push/defense intact, and is especially useful when playing with random squads when the quality of officers is sh*t. Revives are extremely useful and so are the 20 bandages you get.
We have a full time medic in our regular squad and he is easily one of the most valuable persons in the group. Not only does he help our squad but everyone around gets the benefit.
@@skeesh330 Right!? i main a medic, and working with randoms, with 2 other medics from other squads, we were able to keep a 4 squad push on Foy alive under a very stalwart defense. Medics can make or break both attacks and defense
I don't pick medic initially, but if the push is halted while nodes aren't nearby I'd definitely swap to medic just because they can keep the team running a bit longer
@@Mustradamus with a bolt action rifle or a pistol? Good luck getting 'easy' kills with anyone with automatic or semiautomatic weapons.
@@Mustradamus I thought you meant you play as medic for easy kills. Medics can be useful depending on the situation but I think it's enough to have one or two of them for an entire lobby
I only play Medic one way. On the American team I use the chaplain helmet and I run around giving people last rites as the chaplain. I won’t heal/revive them I’ll just say a Hail Mary next down players & move on. Love playing Chaplin! Give it a try.
This man wins every game just by morale alone
Bro ur teammates must get so mad when you're 1m away and won't revive Lol
so you're that guy that let me bleed out and instead of actually helping me prayed for me. ugh. prayers are so useless.
Bro, I hope I get to meet you on the battlefield one day Sir!!!
I find this both hilarious and infuriating.
When im running medic, my goal isnt to lay down damage to the enemy. My goal is to help my squadmates get back to the fight and to make sure my teammates are in fighting condition.
Not to pick medic because of its firepower 🙄
This if you can keep your team in the fight faster than spawning how does that not give even a slight advantage in a fight
who the hell picks medic for its firepower??
@@chilly9733 of course it does we've all been killed and wanted the medic to revive us instead of Respawning
You can’t lie though, if you’re a very proactive player there’s times where you really need to mag dump a German in front of you and you’re low on ammo. Sometimes to save a life you need to take one. But of course, they are medics. I think the medic class could use a lot of rework. Dragging bodies being one of the most important things, with altering the medic box as a second priority, let’s face it no one uses that thing ever.
Medic could be useful but respawning, what most people do anyways regardless if there is a medic is often the faster option.
Because it's usually a coin flip whether the medic will succeed and if he fails you would have wasted that time waiting for him to pick you up
Medic may well be an important class! -- There's conjecture about this - but it's worth mentioning the alleged anti-suppression feature that having a medic and squad lead near you provides. Apparently, if you and your other squad members stick within 50m-100m of your Squad Lead and Medic you get up to 95% reduction in suppression or something like that - a whole squad working as 1 unit that basically can't be suppressed would be pretty powerful. It may explain why the game is so much more enjoyable when you have an awesome squad of randoms that stick together throughout the whole match :) There are some reddit threads and youtube vids on this suppression feature - just google hell let loose medic suppression and it should come up. I saw one vid where someone was 'debunking this' but he wasn't using Squad Lead and Medic at the same time in the vicinity, so it didn't appear to be effectively debunked in my opinion.
The problem with medics is that dead players have to risk extending their respawn hoping that a medic reaches them. Instead, dead players should immediately go to the spawn select screen when they die, but still be able to be revived if a medic reaches them.
Yep, there is very little benefit to revives - while waiting you lock yourself out of respawn waves, and these are less than 1min anyway - main benefit is you get right back in the action, but that just leads you to dying again shortly after, along with the medic before/after reviving you. So for the entire duration you do nothing for the unit when instead you could just respawn as a different class like AT to react on developing situations. Sometimes I wish pressing Use on supply crates dropped by Support could let you swap classes.
@@chickenbarlow6281 *When you're in a position you intend to return to and have a spawn point nearby. If your team is shit at keeping garrisons up, medics become more useful
@@chickenbarlow6281 that’s why they should of made the manpower resource more important by doing that you guys are messing up the manpower resource
Playing medic is about those smoke grenades, it’s also important to keep your officer alive. you gotta know who to save, who’s worth saving, and who to leave behind.
i leave no man behind !!!
EVERYBODY loves to get revived by a Medic. Sure it is short on firepower and I have on occasion been down to .45 rounds. Your help can be sometimes very nebulous, but a johnny on the spot medic can keep a team rolling when others are regrouping at their spawn.
Nebulous?
@@Mr.Shoe420 "Lacking definite form or limits". Your services are a absolute force reduction, but CAN be a huge force multiplier by keeping others in the fight. Really depends on how many people you save / how many wait for revival.
That was where I was going.
Here my two cents for newcomers:
You'll be locked at the first loadout anyway. Don't even think about level 6 loadouts until you've understood the XP mechanics and how to properly exploit them. Not that it's difficult but don't make the mistake I made and grind Rifleman to 6 without building nodes. You'll get L3 fairly easily in comparison (even without nodes) which is when the second loadout is unlocked. Best to just look at the first two loadouts when starting out.
Considering that there's a squad limit of 1 for all roles except Rifleman (which a squad can have 6 of for some strange reason), more frequently you'll be faced with the problem of what to pick from whatever's left.
Officer a.k.a. Bob the Garrison Builder - Don't play SL until you've played the other classes a bit and understand the fundamentals of the game's flow and you're willing to communicate and build garrisons. Once you do, you'll get access to some of the best primary weapons and the most powerful item in the game: the watch, with which you build garrisons. If you build garrisons (as you should) you'll level the role fairly quickly and unlock all the loadouts in no time. Just remember to update your OP and to build garrisons. Also garrisons.
The Rifleman is at a weird spot. I agree that you'll want to get it to L6 so you have a great option when playing Germans. The second Soviet loadout has a ton of grenades. Other than that the general view is that you should play another role. They have the same stuff the Rifleman has and more. If for example Officer, Assault, Automatic Rifleman, Support and AT are taken, I'd probably go for Engineer before picking Rifleman. You could even make an argument for the Medic if you're playing the Germans or Soviets. In fact some SLs will call you out and ask you to play something different making exactly this point.
I completely agree that Assault is one of the best (if not the best) role in the game. It's incredibly popular... but it's not only because the loadouts are good. The loadout unlocks happen at L3, L6 and L9. Getting to L9 takes forever (even with XP grinding) and Assault is the only class that has a L9 loadout to unlock (and particularly for the Germans an immensely powerful one). If you join a squad late you can expect this role to already be taken by someone who justifiably loves the role or by someone who needs to level it.
The Automatic Rifleman is also a popular choice and often taken. You can view it as the somewhat worse version of the assault. Then again you get the Stg44 right from the start.
Medic - I tend to agree with Mono... just skip it unless you really, really, really, really want to play it.
The best bet imo is to pick Support. As Mono said the second loadout is very decent for Germans and Soviets (having access to both the small arms and the explosive ammo boxes certainly don't hurt). For the US I'd stick to the first loadout... but who knows maybe you like the Grease Gun. Supplies are always in demand and there has been a lack of Support players. Part of the reason is that you don't unlock anything fancy besides cosmetics past L3 so a lot of players switch to other roles where they still have loadouts to unlock. Personally I still play it regularly because it's just so useful. From a mid to long term point of view: we know that mortars are coming at some point. Currently it seems it will be a Support role loadout. So if you're having fun with the role, you might want to stick with it until L6 before actively grinding another role.
The Machine Gunner is a role with a very specific job and an apropriate weapon for the job. The Soviet MG requires an even more specific way to play it successfully. I believe the role is so particular, that I'm not sure it should even be compared with the rest. That being said, the BAR loadout can serve as an alternative if both Assault and Automatic Rifleman are taken and you want a more mobile, accurate and powerful automatic weapon.
AT is another popular and important role. Try to unlock the second loadout soon. It might save your bacon when you play Soviets.
Engineer - I wouldn't start with this role but look up Engineer guides early and understand node building. This will be the stepping stone for unlocking the L6 loadouts quickly.
Let's quickly touch on the other unit types:
Tank Commander - Just like the infantry Officer, don't start off as the leader of a tank squad. Once you do, you have the option between the MP40/Thompson at first loadout and a pistol plus the torch as the second. If you have crewmen that can repair the tank you should probably stick to the SMG loadout. It helps if you need to get out and kill an AT guy behind your tank or someone trying to plant a satchel.
Tank Crew - Once you have it always go with the second loadout.
Spotter - This requires less knowledge of the game than the infantry Officer. You get the MP40/Thompson and an AP mine instead of frags. Remember to put your OP in locked territory. You have that ability... best to use it. The second loadout is meant to support the sniper with the ammo box. Honestly the first one is more useful imo.
Sniper - The first loadout will give you a bolt action sniper rifle and a sidearm. The Germans have the scoped FG42 and the Soviets have the scoped SVT40 as alternatives. It depends on the map which one is best suited for you once you have those loadouts unlocked.
Bro that was a dollar..
I'm glad you got that all of your chest 🙂
maybe just start making your own videos at this point bro
Is there a guide in how to “exploit” the XP system?
@@motleyzadot6867 yes
Medics are great for morale. Getting rezed makes you feel better about playing and their anti-suppression might easily be overlooked but considering how good suppression is I think it's important.
Damn medic was one of the first classes I played when starting HLL. I still love that class.
A very useful class tbh
Same
My first class as well but overall not very useful once I get used to the gaming mechanics
personally idont agree with him on that one, its useful to keep your guys alive, which also means hopefully keeping more people on the point or firing at a position. i think its 2 shots within 50 meters, which is fine when your just getting rounds down range instead of specifically trying to go for kills. i mean there have been plenty of times where i see someone shooting in a direction, and i shoot in that direction too just to keep the enemy heads down
It’s my favorite class but with the short spawn time it doesn’t make much sense. I can help more by bringing an actual gun to the fight. Running around with a pistol when spawn times are 30 seconds max doesn’t make sense to me.
I agree that the Garand, the G43, and the SVT40 are the best weapons for a variety of situations. When fighting in urban environments I prefer using the Thompson, the Grease Gun, the MP-40, or the PPSH, for the higher rate of fire. Those weapons also typically work better for hip-firing, which can be far more effective when you're surprised by enemy troops. It's difficult to determine which class is best, because the effectiveness of your firearm is very situational, and that's not even addressing the misunderstanding that many players have about HLL. Combat effectiveness doesn't necessarily translate to successful team play. I think that HLL UA-camrs have beat this dead horse far too long, but coordination and communication are far more important than how well one player can kill the enemy team. As a support, your supplies are an inherently more valuable resource than the weapon you carry.
Medic and squad officer is the most important classes I feel cause they prevent you from being suppressed during a fight as long as you work as a team like the game was intended to be played
I love the second support loadout. having supplies and both types of ammo is so useful and you can feel like such a massive help to your team when you get a good position and tell everyone theres an all you can eat buffet ready for them to use :)
With the Germans?
...aand they ignore you and push through an open field without smoking it with a full box of explosive ammo lying next to them
@@suttercane777 yeah, the kids want it to be call of duty so bad they keep attacking random people and giggling obnoxiously loud on the mic till I put them down and then you get punished for killing a teammate when that’s what they’re doing until they get kicked
Play Medic if you want to be loved by everyone
Having a Medic is crucial to keeping your infantry squads alive
Good outposts are better.
I mean, you're both right. It depends on the situation. Outposts placed in good spots are powerful. Having a medic in the situations where an outpost can't be placed in a good spot, and on certain maps there's going to be those spots, means having a medic is a huge benefit. Plus, not every SL is going to know where to place the OP, and not every match is going to have a great SL leading the team. I'd rather have both at my side as insurance.@@pretzelstick320
But are they guaranteed?
I love the automatic rifleman, if you decide to use it… don’t go full auto unless in close quarters. Trust me, you’ll lose but the BAR is pretty good at medium range
Just treat the BAR as an optional auto M1 garand single shot it for accuracy full send it when need
Automatic riflemen provide very good suppression on movement. A lot of pushes succeed on choke points because auto rifle is just shooting at where the enemy might be taking cover.
You forgot to mention commander, I’m seeing L10 - 30 commanders, I understand why because the role is grim with an average team and anyone who knows, won’t go near it. But not having a commander is a sure route to failure, so in desperation players dive in, come away bruised and never play it again.
I agree with your sentiment, but disagree with the cause. It takes a real leader, who can speak well, and is concise with his communication. I think that’s a slightly rare personality in the online gaming world.
I honestly believe commanders should be level 80 and above. Anyone under those levels typically does not grasp the full scope of the game and at least many of the little details that are silent in the game (even though you should always be learning more). As a 144 at the time of this comment, I find that you need to have superb listening skills and multi tasking abilities to be paying equal parts attention to both an assault and defensive position. All while maintaining flowing deployment points and doing all the other tasks that commanders need to be doing. It’s not something a level 50 is ready for 95% of the time and that’s solely based upon experience and knowledge of game function, not even touching on the topic of someone’s actual abilities to lead naturally. But I find this to be quite charming in a way, because that really is how a chain of command functions. You don’t have a private commanding an entire battalion.
@@TheBanjoShowOfficialif squad leads don’t build garrisons even if I drop supplies, or refuse to redeploy, when told, then it’s not the commander’s fault.
@@TheBanjoShowOfficialI agree I'm lvl 45 & have been dabbling with commander. In contrast to more experienced players I am limited. I'll slot in if no-one is command.
SLs have a critical role in getting garrisons down. Engs build nodes to help command.
This game is based on synergy. Each role should be assisting other roles e.g. making use of supplies.
The benefit of having a medic is that you don't have to play walking simulator (or perhaps asthmatic jogging simulator) quite as much. Sure it's only a 30 second respawn time normally, but then add the 3 minute walk to where you need to be, and you could have lost the point by then. Meanwhile a medic gets you up and into the fight right there and then. Pick the carbine or the rifle and hunker down watching your squad's flanks and rear. Also talk to your squad and team.
I mean, Medic is one of the most important classes imo.
Having an offensive go south, a medic can quickly re-establish the push and make the squad keep going. You also get 20 bandages, which is extremley useful.
Having a medic on a flank-squad is also super good, as your OPs will likely be far away.
I feel like you're much more offensive and aggressive in this game. You keep talking about how good the weapons are etc, but at the end of the day, most guns one shot anyways. My goal is to keep a good balance in the team, and communicate to win. Not just to be aggressive and push the enemy all the time.
Great review of class. For engineer, you forgot to mention that the first loadout is the only one with a wrench, i.e. the one that can put down defensive structures and nodes.
The last loadout also has the wrench for the US
Also, while not very good for combat, the Engineer is arguably the most useful class in the game because it allows you to build nodes which are essentially required when going up against a good team. Sure, you often don't have to think about it but its also relatively common for a team to not have all its nodes built.
I have been loving the trench gun and satchel engi class. I had found a half-track, put a satchel on it. Got a quad. Kill when they spawned. Then blew up like 3 more with the explosion
Oof sounds good
Great video as always. I do somewhat disagree with your medic analysis, though, because I've had medics revive multiple people and turn the tide on defense before. Going from losing to contested to defending while in a cap race can be huge.
Yeah but if they had just spawned back at the OP and their OP is inside the sector, the effect would be the exact same.
@@monoespacial I see your point and I agree slightly because the Medic is situational but I also think OPs or Garrisons are sometimes put in bad spots then they get camped and OPs can get lost too quickly. If you have no spawns left on a point, the Medic really starts to shine.
@@HighDiver5555 I always get this argument that's basically "if you have no spawns or just bad spawns, the the medic is really useful".
Well, yes, if you have no main weapon a pistol is better than nothing. That doesn't make the pistol actually good.
@@monoespacial I hear ya, but sometimes it's better to have even not so good options versus no options at all, you know? Sometimes the closest spawns are too far away and a quick revive can help. Essential? Probably not, but on occasion it can be a nice thing to have.
Also, I think playing medic is one of the better ways to get new players accustomed to the game since it will teach them how to use smokes effectively, the importance of sticking together (medic alone is 💀), and feeling like you're contributing. Plus the padre helmet is pretty dope, ngl
@@monoespacial agreed. I see your point.
I always looked at HLL as an alternative to realistic sim shooters like Post Sciptum. The more I listen to this guy explaining the classes the talking about "good classes" and "good weapons" the more I feel like he's talking about your typical CoD shooter instead of a realistic sim shooter.
For example, medic being useless because of the lack of firepower? Just tells me to go for shooty shooty and play it like call of duty.
I guess its for from the perspective of competitive play.
When I first started I preferred the bolt action rifles over the Garand and others, quickly taught me to slow down and pick my shots carefully. When I have a semi auto I tend to run in to my death with inaccurate fire a lot more
Great video. My thought process is very similar to your class ranking when I choose what to play for next life. Rifleman was the first one I got to level 6 just so that I had to use Kar98 as little as possible.
Great information, 30h in but there is just so much to learn.
Hope they buff medic somewhat, should be played more!
2:10 I just recently got the FG42 I found the sights to be really good compared to the other german sights, the only downside is it shoots so fast if you want to take a long distance shot you often double shoot.
Ikr, the sights are actually really good, you can see way more around you than most sights
Yeah there was a bug I think. It’s also sighted for longer ranges. But man it can do long range taps like a rifle and the high rate of fire is gnarly in close. Requires more trigger discipline than most classes but I’ve had some really insane rounds with it
Thanks for the breakdown!
My opinion on best classes/loadouts -
Officer has a great mix of close/distant weapons. Fully maxed gives you extra grenades and smoke, very handy.
Assault has several kits that feature close/distant weapons for attacking/defending.
Anti-tank offers multiple ways to take out tanks. (EX - Bazooka or satchels) Without them, it can be impossible to move forward or defend when a tank rolls in.
Most important classes -
Commander no doubt. Gotta have someone laying down large amounts of supplies for garrisons so the team can move quickly.
Medics reviving teammates is quite huge. Saves alot of respawn time and running back to the front lines.
What do other people think?
My favorites are support, then engineer and after that officer. Love this game and your content:)
I have always found myself playing support roles (by support I mean playing to assist rather than playing for glory) pretty well and I have never played a game that really benefits that. I might give this a try for a while and see how it goes. Plus I am over games that show the enemy where you are when you kill them.
Good video. I have to say that the machine gunner's first loadout, with the Browning , in my opinion, is the BEST weapon in game for the attacking/assaulting squad. Its suppression is grand. If good at it , the enemy will send bombing runs, snipers, arty, ATs, whole squads on you. Life is miserable but rewarding as a MGer. No, the body count does not always sway you nor adorn you with brag rights. But, hosing down an attack point and watching your people advance where before they squatted in fear, will give you immense pleasure and pride. And, when placed in a defensive position, the heat comes quickly and with devastating amounts of fire power to eliminate you from game! Grenades will fall around you, rockets will stream by ( if you are lucky). Yep! That MG is tops. Anything else disappoints. For some games you'll attract TK'ers !!!
Machine Gunner is great. I just wish they would fix the attaching issue. There's so many instances where the bipod won't attach to something it should and I have to reposition to an inferior spot.
Hey mono, really enjoy your commentary content like this, may not agree with some of your opinions regarding some loadouts but overall I really like this style of HLL content, gameplay with you talking over it (yes i know this is menus).
Oh and medic? If somone's playing medic on your squad you get a supression buff to incoming fire and also the chance to get revived in position that would otherwise take a while of yomping to get to.
Playing medic is my fav bc I love helping the team and within the other squads it’s a cool honor system of assisting the team healing and reviving and collaborating with squad leaders for best strategies (plus the smoke grenades are infinitely helpful for even non revive situations and infra try pushes) the carbine is a great semi auto rifle this is a weird guide. Not recommending people play a class that helps the team and others continue to live and fight in an battle is indispensably important. Is this being done just based on weapons? Anyway odd choice of words and preferences but nice presentation nonetheless. Peace
I can’t even play this game yet I can’t stop watching videos on it
I love the American carbine, the sight is soo ez to get headshots
Why do you care what the medic weaponry offers, you are there for the hugs
This is just what I've been waiting for! Shared. Many thanks Mono !
Glad you like it!
@@monoespacial I made another account for extra subs for you and terry. Lol
the stg is such an underated weapon, when you use it on single shot instead of full auto it is very acurate. with 30 round in a magazine and good range it is my go to weapon.
I personally like the second mosin and nowadays the second enfield on rifleman classes for the soviets and British because of their iron sights, it also forces you to slow down and pick of enemy's with precision.
When I hear you say "really good" I am also hearing "really good for my style of run and gun". An automatic rifleman is not supposed to be the first person running in. You sit back and give covering fire and pick off opponents from cover. That is how you play it. You are missing the whole other playing styles to the other roles.
I have to say that gives you some advice on which weapons are decent and which aren't. But playing medic is about keeping the team pushing forward etc, engineer is about building nodes building defences etc. I love playing medic saving team mates, and i love play engineer because you really can benefit the team building nodes defences etc, which is really good if your like me and not that great at fire fights.
Step 1: if no one is playing support, play support stop supplies somewhere at least 200 meters from a garrison.
Step 2: profit and swap classes if you feel like it.
The amount of times I’ve now pushed an enemy position alone with engineer and single handedly wiped out multiple squads and destroyed a garrison is hilarious. Hell I’ve even done it with machine gunner. It was on offensive foy and we weren’t advancing at all to the next point, I had been suppressing for 10 minutes until I decided to push in directly. I got down on the ground, suppressed, got up, advanced 10 yards, got back down, suppressed, rinse and repeat. Eventually I got up and ran straight to their enemy garrison and took it down while taking enemy fire, breaking the stalemate our team was in for the past 10 minutes. Sometimes you just need some nuts.
I don’t see Medics as useless. The Medic really starts to shine when the team isn’t communicating and no spawns are placed.
The Medic can break the ice on the lack of communication like “shit dude, who got you? Where is he?” *Throws ping for the squad and hops in Proxy chat*
Keeping your teammates alive on a point when you have no spawns can be a game changer there. All it takes is one MG to keep an advancing enemy squad down and moving slowly.
This is basically and argument as to why medics can be useful when your team and squad sucks.
A knife can be a great bottle opener if you don't have a bottle opener.
@@monoespacial good point lol
@@monoespacialwell I've only played 10 matches of this game, mostly as a engineer or medic, and if you've played so much more than me than you should know even more than I do that teams often DONT have a " bottle opener"...
Hey! MEDICS ARE THE LIFE OF PUSHING, especially when SL and COMMANDER don’t build garrys. They’re very valuable in defending as well.
If SLs and Commanders don't build garries, there is nothing to defend.
Medics reduce the effects of suppression when they are near. Another mechanic.
I think a lot of these recommendations miss the point. Don’t discourage people from playing medic. Of course the class doesn’t have a lot of firepower - it’s a MEDIC! It’s meant to support the team not rack up a ton of kills.
Same with the differences between engineer kits - sure, the carbine isn’t a great weapon but the base class can build things. The shotgun variant has a better (different) weapon and the satchel but can’t build anything. So they are useful in different ways. You can’t just write off the base class as something you should avoid “like the plague.” If you encourage people not to play medic and not to play base engineer your team won’t do very well.
In fact, if nobody plays medic, the team would probably do very well. No competitive team ever has people playing as medic. There's a reason for that.
I played a few games switching between all the classes in a typical squad. Then I figured out how to make a recon class and what that gives me access to and ever since it’s like all I play. I like having only one other squad member to deal with and then communicating with the other squad leads and commander. Not pushing up the frontlines but rather around the sides and spotting out enemies letting our team know what’s coming for them. I also like the machine guns you get as a recon officer. I love medic in BF1 but I do not like the bolt action Kar.98 as a medic or the other weapons. I don’t have good enough aim yet for those bolt actions.
Medic is my favorite class hands down.
I think medic, commander and supports are the most valuable in the game. Ive played as every role and you can make the most difference in these roles. Everybody just wants to be dps. Just look at this video. Ive played as a medic and turned the tide by just reviving and telling people what to do when they get up. This way I got lots of people to make barriers, let officers build garrisons and made commanders drop supplies. Supports are super handy in building nodes and directing builders what to do. Commander as he can place really strategic stuff on the map. Dps is all fun and games, but more important for COD and Warzone.
Ive played lots of matches where people only wanted to go for the “best loadout” and got an bunch of kill, but lost the war. This is also the case why they train the army with the biggest asset: teamwork. Not dps
Medics in games like Post Scriptum, Squad or even Battlefield are useful because there is a ticket system. Each death brings your team closer to defeat.
Not at all the case with Hell Let Loose.
I have 1.800hs in the game. I win most games. Never, ever run a medic in my squad. Ask ANY competitive player [Core/82ad/TL/GoF etc etc] how useful medics are. It's not about wanting to be dps or teamwork or whatever. The medic is a net loss for your squad in almost every situation because there are other, more useful roles with more utility and better weapons.
@@monoespacial how many hours have you played medic? Maybe in competitive where everybody knows how to play is a medic technically a net loss, but in public games where almost everybody just is trying to be dps, medics make lots of difference
@@Shaowolf no, they don't make a difference. Good OPs and garrisons do.
I have few hours as medic. I have enough hours on the receiving end of medics to know it is almost always a net loss of time to wait for a medic instead of redeploying. And I've actually confirmed this by reviewing hours of footage.
I mean you are right about the automatic rifleman. EXCEPT when it comes to the stg-44. That gun is amazing, and also has long / medium range potential with 1 tapping and bursting / two tapping
I love playing the American AT loadout and going garry hunting with the bazooka
playing with friend, having assault and support. place C4, restock and place second C4
Idk man, a good medic can really help turn the tide. There have defintely been matches where i have pulled my team out the rut because of how efficient i was at reviving them on the front.
More of a support class than an offensive class.
A good "anything" can really help turn the tide. A really good artillery shell, a really good tank shot that destroys a garrison, a really good bombing run, a really good airhead.
I'd rather have someone manning the arty than going medic.
@@monoespacial "I'd rather have someone manning the arty than going medic."
I would rather have a decent medic player then a shitty arty player. You sound like a guy that gets pissed because he didnt get revived.
Nope, I don't get pissed when I get revived. I just think medics aren't useful in this game.
To be fair every role has a purpose like you said the ppsh with drum is worst then the stick mag but if you are clearing a trench those extra rounds are godsend my teammate saved are garrison from 2 squads one magazine used not only that but it can seriously suppress enemy positions I prefer it to the dp28 for both roles you just lose bit of range but it’s supplemented by it fast rate of fire and ability to suppress as you move forward
Actually the drum PPSH got stealth patched and now has the same recoil as the stick mag, making it better.
@@monoespacial Did they buff the M1 Carbine? Seems like I can 1 shot guys up to 100m now when before it would take 2-3 shots.
@@monoespacial honestly didn’t even notice but I use it constantly so I’ve probably already got used to it
A gun is a gun, any loadout can be crazy if known and used right
One thing that annoys me is I never have any idea how much ammo I have left with automatic rifleman or any fire support class.
Just press T to show how many magazines you have left on the bottom right
@@monoespacial Oh wow! Thanks. Never knew that!
@@JoeMaranophotography or just turn the HUD to always on.....
Interesting to hear opinions on the guns. For me personally the M1 carbine rips (on ps5) same for the kar 98. Could be a controller thing to be fair.
Carbine is nice and fairly precise, but it has a huge damage drop after 50 meters
Yeah i love the carbine, (on xbox series x) it is precise at medium ranges and you can fire of two shots quickly and really get some hate down range faster than the Garand.
@@agp11001 does the damage dropoff really matter in this game though. They still go down in 2 shots regardless
As a medic I try to be extra eyes for my unit and I’m constantly in proximity chat keeping the sporadic units on an objective
Medics are undervauled for sure yeah respawning on op can be faster at times but having a medic when your pushing or defending keeping you alive as you keep getting kills especially your mg player alive for that constant suppression its just very important rn
Some love to the KAR98 pls xDD Today I defended a capzone with another dude with this gun, all I faced was automatic yankee SMGs and I wrecked them even at short range xD
Obviously you always prefear semi or automatic fire in some circunstances, specialy close up, but never understimate a well placed bolt action bullet =)
Assault level 9 with grease, and satchel kicks ass.
I’ve the same level of (in)effectiveness with all the loadouts….
Still love playing the game though.
I like to think of the PPSH with the drum mag as the Soviet's machine gun.
Good analysis as always!
The Car 98 is awesome! Love that rifle!
Kar
as a new guy i love assault and automatic rifleman for germany since you get the g43 which is amazing and the stg44 which is the best weapon in the game. it might be inferior at range to some stuff but the other stuff is significantly worse in close combat
Support gunner!! Mg43 all the way! Don't really play other classes now that I really think about it lol.
The mg-34 loadout has the P38, which is arguably better than the P-08 we have in the mg-42 loadout
@Mr Pickles I depend on the pistol greatly on CQB maps where reaction time is better than rate of fire. The P08 is trash because you cant see anything after shooting a round.
m1 carbine isn't one of the worst guns, it's better than literally every smg because it has one-shot potential
"I don't recommend anyone play medic"
OK I can disregard this entire video then
Maybe there's a reason someone with +1600hs in the game thinks medics are mostly worthless. Maybe there's a reason why literally nobody used medics in any competitive match. Or why the top squads never have a medic either.
@@monoespacial Maybe there is a reason the medic is one of the classes in the game?
@@SpaceNavy90 Several things in the game are worthless. The MG on Half-tracks and the commander ammo drop and precision strike, for example.
I like the kar 98 because you take your time on the shots
To me a well placed outpost is the medic. Why worry about reviving your own when you can get another fully automatic weapon in the fight and kill more enemies. The game rewards effective aggression. The second medic load out can really help with assaults though. They get 4 smoke grenades and if you stage a munitions box that's a total of 8. Allowing you to get like 14 or more smoke grenades out just as 1 squad. This could even provoke the enemy into believing you are a much larger force than you actually are as they will likely assume only that type of smoke output must mean it's like 3 squads attacking :) " false pressure "
G43 as sl then I have a mg 42 for obious reasons. Automatic rifleman and assult (2 stg 44's) and a medic.
Then depending on the mission
Support or engineer.
I once tried the soviet mg... i literaly felt like playing with as an mg with an automatic rifle, the amount of round sper mag, is simply a joke
I felt like Tony Montana! LoL
"Shotgun is worse then the Thompson..." holy how much punch that gun has at close range and since they haven't fixed it being able to one-shot with a single pellet at long range its the most broken gun in HLL at the moment
A grease gun is a striped down Tommy gun designed to make a machine gun cheaper than the Tommy gun. It replaces the Tommy gun in the military. Used in Vietnam even. It’s not a bad gun.
Maybe if the medic could drop a bandage box it might make it a little more used. So we could replenish
They can on console
@@deliriousgaming8598 no way! Can see how much it’s used then I had no idea mate
The second variant (corpsman/sanitater) has a bandage box but no primary weapon just a pistol.
In germany we would say: "Wer die Kar 98 nicht ehrt ist das G43 nicht wert."
Trust me everyone wants to yell for a medic 😂 they’re pretty important
They're almost always ineffective through, you either get a medic that ignores you or one that dies getting to you because they just see it as getting points.
How is medic useless? They’re a great class to maintain any push or defense
Disagree on the medic. It does not have a lot of firepower, yes, but it helps keep what firepower there already is up and alive. It's still highly situational. It's also just a nice morale boost.
Phffff...that ending though...
It's funny I actually like the carbine, I feel more mobile and aggressive when using it compared to the rifle 🤷♂️
The amount of work you put into this game... They should give you a job, no joke
Feels good to be a medic main, all I have to worry about is crawling in a ditch to pick up the mad bastard that charged an MG nest
I feel like most of the kits were one of the best kits in the game lol.
Why is the PPsH with the drum mag worse than the one with the stick mag?
More recoil
They really should just put the BAR in the assault class as the 4th and final loadout and call it the raider, like how the stg-44 is the raider loadout for the German assault class, a BAR with 6 grenades and 4 smoke grenades would be perfect, I love the BAR it’s my favorite weapon but the automatic rifleman class just gives you nothing it sucks, give the BAR to the assault class and put another gun in the automatic rifleman class
Yeah, there is something wrong with you if you are a Medic and going for total Rambo.
I know some of the best players in the game. None of them use a medic in their squad. There's a reason for that.
@@monoespacial Well then they are not the best players in the game. Like this is not even a matter of opinion. Medic totally has its place in a game. But people doesn’t want to play the medic because it’s boring and that’s the real reason.
@@GeneralMiller92FIN no, the best squads don't play medic because spawning at your OP is faster, safer and usually a better tactical option.
Like, this is not even a matter of opinion.
@@monoespacial I just want to say both of you are coming off as dicks, I suggest maybe growing up a bit, people are allowed like different things, I appreciate the effort you make for these videos but I for one will be getting my information from someone else.
Most of the comment section is just people explaining how the medic class is important
gonna have to disagree on a couple of things on your video. First is that fg-42 is not useless the sights are in my opinion much better than the stg one and with good recoil control the extra firerate of the fg can come in handy. Second is the drum mag on ppsh again people with good recoil control can make it work better for supressing and advancing without needing to reload after every kill.
7:28 yes a load out with a gun
Several things I actually don´t agree with.
K 98 "just" suffers from low fire rate, it´s pretty good at long range though with a better accuracy than the g43.
M1 carbine is pretty dope for medium range, just don´t expect to drop peope with the first shot. 15 Shot mag allows for many pretty accurate shots.
The drum mag for the ppsh I really like as well. In trenchwarfare you can straight up spray people to death with prefire, while the 35 mag is just average at best for that.
Most weapons are actually really useful for their designated range and purpose. Pistols are kind of bad but those are more a backup than anything. And I really can´t handle the tommy gun. You can change loadout often depending on your purpose in the team, and to say that so many roles are bad or worse compared to that one seems wrong imo. Exceptions ofc here and there but I would say 80% are useful in one way or another.
Do you think that making resources directly effect the amount of spawns your team has would be beneficial to the squad like gameplay people want from hll, or do you think that would hurt the community? Personally I think it would force more team interaction overall making the game better and less casual. Thoughts?
What do you mean? Your deaths already cost manpower for the team. Some classes cost more than others.
I mean, with a box full of grenades and bullets as support, not having at least 1 grenade or smoke makes no sense.
I'm definitely a close quarter guy or a sniper so love both the assault and sniper classes.
I’m glad I got the engineer lvl 3 for germany. Better than anti tank.
Leveled up assault to 9 for the Germans and it’s a busted class with frag smoke satchel and the stg. Was a bruuutal grind though
Damn I’m just surprise how he’s level 240 so hard to lvl up
I hate the fact that this game makes you stick to certain faction based weapons because I have to use shit weapons, but at the same time I love it because it forces me out of my comfort zone and to get good with all guns instead of being a one trick pony
I only play rifleman I just like the guns and it is just overall a good class in my opinion.
So many ppl praise the medic yet I rarely see players picking this role.