Damn as a HLL player i wish our game had these tank mechanics from PS, this looks much more interesting than what we get. Actual ammo racks and weakspots modelled as well add a ton of skill to the process.
Nearly a year later and armour still sucks in HLL, the details of explosions and destruction as well as the component of actual skill are so lacklustre compared to PS. Hopefully they eventually update it and stop pandering to casual xbox players who just want another call of duty 😂
It takes some time and patience to pull it off in an actual game, but it is really satisfying when you do - good spawns from your team, accurate tank marks, and good positioning all help but sometimes it is near impossible if your team is uncoordinated or if the enemy tank crews are very experienced. In those cases I'm usually happy with knocking out a component or two to waste the enemy tank's time
I've given up on AT Rifles. For AT-guns: In general: You need to be patient. Mobile AT-guns in this game don't make sounds when you move them. Or atleast are pretty silent. Use that to your advantage. And different ammo types have different drops. You have to get used to that. Usually the HE rounds got worse ballistics. If you start shooting with them make sure you do the damage quickly in close engagements. The tank has a huge advantage if he spots you. And expect the commander to leave the tank as soon as you hit him. So switching to APHE type ammo after your first hit can save you a whole lot of frustration. Placement: There are two ways I had most success with: Defender: -AT guns are ambush guns. You have to think where the tanks are gonna be coming from and get in a position to hit them in their side (preferably). Wait for them, kill them, move away atleast 100m for next ambush. There's usually someone coming to check what took out the first tank. - Stationary AT guns close to a point are usually a waste of tickets. Logi has to really know their shit to put them in decent spots. If done right it can win you the game. Attacker: - AT guns are best used for fire support to help push. You won't be getting a lot of tank kills but the enemy infantry will hate you. - Another common practice is to put them outside of enemy main red zone and camp their supply lines. Keep it fair and don't get too sweaty. You're not only ruining enemy Logi's game but admins might not like you if you get too close. The guns: German: PAK38: Shoot side of any sherman type below turret with APCR. That will often connect with ammo and disable the tank efficiently. If you can hit the engine, because you are behind the tank, do so. It often forces the crew to come out. Make ready to switch to any HE type ammo if oyu expect them to bail. Pak 38 has a hard time if it faces a tank from the front. It is mobile. use that to your advantage. you can hide it easily by pushing it behind or into bushes or other flat covering objectives. I get most tank kills with AT-guns if they don't see me. FLAK36: Pretty self explanatory. Shoot the tank with your conventional AT/HE round. Anywhere you hit a couple of times the tank will be gone. Front armor is to be avoided. And of course within the next 2 minutes you are gonna get bombed by enemy commander. It's usually not worth it. If you are placing any stationary AT gun put them in spots that are not expected. Experienced players know all the "good" positions and check them regularly. FLAK38: It's a 20mm AA gun. You can kill scout cars with it. It's great against anything lighter than a Sherman. I've seen it used against Allied tanks engines and fuel in the mobile variant. Drive behind them and have your gunner shoot the back of the tank. Pretty risky. I wouldn't recommend engaging tanks with it. French maps: PAK36: Are pretty weak but versatile field guns. Can take out all french armor but needs experienced gunners and a bit of luck. With the small-calibre (3,7cm) the best you can do is shoot components. You won't penetrate frontal armor. Try not to engage that way. Stationary AT-guns on plan jeune maps are a bit weaker than their later war counterparts. But they work the same. On Stonne there is a Pak38 spawn at the beginning of the match on certain layers. It kills french tanks pretty easy. Allies: 6pdr-guns are mean and scary things. You can use them for all kinds of purposes. APDS will delete german armor. Even frontal hits will get the job done. I usually try to hit weak spots and then wait for the crew to exit. They are especially useful on long distance engagements. Their slow turning speed makes them awful and inferior in urban or other confined environments but even on Arnhem they can block roads off completly or get on the hill on I 02 3 9 and camp main bridge from there. French guns: The field gun generally plays like a PAK36 The mobile variant is great and very useful for both hit and run or getting into good positions quickly. That's about it. And remember: Don't be a hero. Be sneaky. Be patient. You are hunting tanks. That's pretty dangerous.
@@KeyCeh You can still tank with a good squad and with infantry support. Tanks should always be protected with competent infantry, but sadly the tankers usually have to move alone since infantry squads can really drag behind and do jack shit.
I feel like the combination of lackluster sappers and the need to be right on top of a tank vs. Being able to hide in a bush and rocket the ready rack is an annoying handicap for the German kits. I’ll do some testing to see if the GE HAT kit can ammorack effectively, but the deviation added to all rockets makes the long range purpose of the PzSchrk almost useless. It’s just a heavier Pzfst now.
I prefer using the Panzerfaust now because of the fast reload - it seems to have the same deviation as the Panzershreck (haven't tested it though) so there isn't any real benefit to using it over the Panzerfaust. Also, because of the lowered ticket cost of armor, I found it a lot more productive as AT to hunt for MSPs and Logi trucks, which is a bit easier to do with the Panzerfaust since the sight is more open
I am planning to make a 1940 AT guide after Periscope Games re-adds more Chapter 2 vehicles back so that I can make a more comprehensive video. I'll probably wait until after the Stug III A is re-added
in my experience i found post scriptum to be better because the mechanics feel less clunky and because there is a better sense of teamwork. post scriptum is also around $10 cheaper than hell let loose during the steam sale right now
you can load into the map in a local server using AdminChangeMap ProvingGrounds Brei (or something like that, I can't remember off the top of my head) and the debug view is built into that map
@@atticuswalker6984 to get the kit you type "AdminAllKitsAvailable 1" into the console of a local/admin server and you should be able to access all kits as unassigned
I did not cover the french because Chapter 2 infantry and tank interaction is different from Chapter 1 and 3, but I will cover them in a future video once more tanks are released for the Chapter 2 factions (like the B1 and the Stug III A)
Me who's never even played, much less heard of this game but this video came up in my recommended: "Interesting, duly noted"
Bro is a literal panzerknacker💀
really good job.
Damn as a HLL player i wish our game had these tank mechanics from PS, this looks much more interesting than what we get. Actual ammo racks and weakspots modelled as well add a ton of skill to the process.
Tanking in HLL is garbage.
Nearly a year later and armour still sucks in HLL, the details of explosions and destruction as well as the component of actual skill are so lacklustre compared to PS. Hopefully they eventually update it and stop pandering to casual xbox players who just want another call of duty 😂
@@magniankh Yeah, compared to PS, armor play in HLL feels barely complete.
Going to be really hard to do this in a real game, damn.
It takes some time and patience to pull it off in an actual game, but it is really satisfying when you do - good spawns from your team, accurate tank marks, and good positioning all help but sometimes it is near impossible if your team is uncoordinated or if the enemy tank crews are very experienced. In those cases I'm usually happy with knocking out a component or two to waste the enemy tank's time
@@lombarg literally just tracking any tank is alot easier then doing all this extra bullshit
Damn dude, awesome. Merry Christmas and good tank hunting
merry christmas to you as well!
You just absolutely flexed on those guys near that FOB at the end.. lol.
Best Christmas gift ever lol
Very informative. Perhaps you could also make a video about how to use AT guns or AT rifles to take down tanks.
I've given up on AT Rifles.
For AT-guns:
In general:
You need to be patient.
Mobile AT-guns in this game don't make sounds when you move them. Or atleast are pretty silent. Use that to your advantage.
And different ammo types have different drops. You have to get used to that. Usually the HE rounds got worse ballistics.
If you start shooting with them make sure you do the damage quickly in close engagements. The tank has a huge advantage if he spots you.
And expect the commander to leave the tank as soon as you hit him. So switching to APHE type ammo after your first hit can save you a whole lot of frustration.
Placement:
There are two ways I had most success with:
Defender: -AT guns are ambush guns. You have to think where the tanks are gonna be coming from and get in a position to hit them in their side (preferably). Wait for them, kill them, move away atleast 100m for next ambush. There's usually someone coming to check what took out the first tank.
- Stationary AT guns close to a point are usually a waste of tickets. Logi has to really know their shit to put them in decent spots. If done right it can win you the game.
Attacker:
- AT guns are best used for fire support to help push. You won't be getting a lot of tank kills but the enemy infantry will hate you.
- Another common practice is to put them outside of enemy main red zone and camp their supply lines. Keep it fair and don't get too sweaty. You're not only ruining enemy Logi's game but admins might not like you if you get too close.
The guns:
German:
PAK38: Shoot side of any sherman type below turret with APCR. That will often connect with ammo and disable the tank efficiently.
If you can hit the engine, because you are behind the tank, do so. It often forces the crew to come out. Make ready to switch to any HE type ammo if oyu expect them to bail. Pak 38 has a hard time if it faces a tank from the front. It is mobile. use that to your advantage. you can hide it easily by pushing it behind or into bushes or other flat covering objectives. I get most tank kills with AT-guns if they don't see me.
FLAK36: Pretty self explanatory. Shoot the tank with your conventional AT/HE round. Anywhere you hit a couple of times the tank will be gone. Front armor is to be avoided. And of course within the next 2 minutes you are gonna get bombed by enemy commander. It's usually not worth it.
If you are placing any stationary AT gun put them in spots that are not expected. Experienced players know all the "good" positions and check them regularly.
FLAK38: It's a 20mm AA gun. You can kill scout cars with it. It's great against anything lighter than a Sherman. I've seen it used against Allied tanks engines and fuel in the mobile variant. Drive behind them and have your gunner shoot the back of the tank. Pretty risky. I wouldn't recommend engaging tanks with it.
French maps:
PAK36: Are pretty weak but versatile field guns. Can take out all french armor but needs experienced gunners and a bit of luck.
With the small-calibre (3,7cm) the best you can do is shoot components. You won't penetrate frontal armor. Try not to engage that way.
Stationary AT-guns on plan jeune maps are a bit weaker than their later war counterparts. But they work the same.
On Stonne there is a Pak38 spawn at the beginning of the match on certain layers. It kills french tanks pretty easy.
Allies:
6pdr-guns are mean and scary things. You can use them for all kinds of purposes. APDS will delete german armor. Even frontal hits will get the job done. I usually try to hit weak spots and then wait for the crew to exit. They are especially useful on long distance engagements. Their slow turning speed makes them awful and inferior in urban or other confined environments but even on Arnhem they can block roads off completly or get on the hill on I 02 3 9 and camp main bridge from there.
French guns:
The field gun generally plays like a PAK36
The mobile variant is great and very useful for both hit and run or getting into good positions quickly.
That's about it.
And remember: Don't be a hero. Be sneaky. Be patient. You are hunting tanks. That's pretty dangerous.
Would love to see one on AT rifles cause I have no idea how to even disable tanks with em. Not even shooting at the tracks seems to work
That's some really good infos to have, thanks for the video !
Extremely concise and helpful video. Thanks!
As a tanker im happy you didnt address how we deal with AT dudes.
i stopped tanking completely because of guys like this ^^ one man army rambos with AT are completely ruining the game at this point
@@KeyCeh You can still tank with a good squad and with infantry support. Tanks should always be protected with competent infantry, but sadly the tankers usually have to move alone since infantry squads can really drag behind and do jack shit.
Perfect video! I put it in practise today and it worked 100%!
AS A HEADS UP, AMMO RACKS FOR ALL SHERMANS HAS BEEN MOVED TO THROW LOWER PART OF THE STAR!
I feel like the combination of lackluster sappers and the need to be right on top of a tank vs. Being able to hide in a bush and rocket the ready rack is an annoying handicap for the German kits.
I’ll do some testing to see if the GE HAT kit can ammorack effectively, but the deviation added to all rockets makes the long range purpose of the PzSchrk almost useless. It’s just a heavier Pzfst now.
I prefer using the Panzerfaust now because of the fast reload - it seems to have the same deviation as the Panzershreck (haven't tested it though) so there isn't any real benefit to using it over the Panzerfaust. Also, because of the lowered ticket cost of armor, I found it a lot more productive as AT to hunt for MSPs and Logi trucks, which is a bit easier to do with the Panzerfaust since the sight is more open
so you're saying that pzshreck deals the same damage as panzerfausts in the game?
Incredible video...thank you so much!
are you gonne test some of the new tanks? we need our AT hero back
you think they would be easy to kill now
How can I enter the place, just to destroy the tank? It’s nothing in the hand hat. How did you do that?
I know it's a little late, but I can't actually get a magmine to remove a panzer 4's sideskirts.
It still works? Because i try with the german tanks on the Rangel and i couldnt ammo rack them
Nice one
Will there be a 1940 AT guide in future?
I am planning to make a 1940 AT guide after Periscope Games re-adds more Chapter 2 vehicles back so that I can make a more comprehensive video. I'll probably wait until after the Stug III A is re-added
Can you remake this video for the new model of tanks
hahahaha, i really need this turorial !
Which game its better hell let lose or post scriptum im thinking to buy one of them
in my experience i found post scriptum to be better because the mechanics feel less clunky and because there is a better sense of teamwork. post scriptum is also around $10 cheaper than hell let loose during the steam sale right now
How do you load in to the debug map / view that you're showing in the video?
you can load into the map in a local server using AdminChangeMap ProvingGrounds Brei (or something like that, I can't remember off the top of my head) and the debug view is built into that map
@@lombarg how do you get the kit?
@@atticuswalker6984 to get the kit you type "AdminAllKitsAvailable 1" into the console of a local/admin server and you should be able to access all kits as unassigned
@@lombarg thanks again man, happy holidays!
how do you make the server and spawn in those tanks,,?
I have a video covering how I spawn and test tanks - ua-cam.com/video/0vKGRUS446Y/v-deo.html
Such B's how much u got to do to kill an American tank..
good luck :D if you memorize most of it you may be :D
me as a german sitting here like "WAS???"
what about the French?
I did not cover the french because Chapter 2 infantry and tank interaction is different from Chapter 1 and 3, but I will cover them in a future video once more tanks are released for the Chapter 2 factions (like the B1 and the Stug III A)
@@lombarg Thanks a lot!
why did this games gameplay looked better 2 years ago than now