A little tip for solo node building: When you drop your ammo and explosive ammo boxes, just shoot a bullet and reload, then resupply yourself. It's 20 support points every box and 10 points every resupply. Do that during the duration of building your nodes and you'll have an additional 180 points, and that's from just the node building stage. If you are support for the remainder of the match, every single time you have ammo available, drop it where the heat of the action is and resupply yourself. Your team will be happy and you could be upwards of 500+ points ontop of the thousands from your nodes.
I agree with basically everything here and I follow many of these tips. The way I prefer to build nodes is a mix of hints from this video: use the solo-swap out method and build nodes spread well out from each-other so that satchels are not effective on more than one at a time, and, it will sometimes make recon think it is a random single node, not part of a set. Then I have them hidden with the environment somewhere at least 100m away from the HQs, usually to the far corners of the map or well forward of the HQs, and somewhere that won't be immediately noticed by recon when they do stroll through HQ. However depending on map as noted in the video, sometimes there are a lot of buildings near an HQ that make great hiding spots for nodes. Fuel nodes can often be placed next to fuel barrels, pumps, and other map assets in the HQ that look like the fuel node. Turn the soviet and german fuel nodes 180 degrees and up against a building or fence and it will often look like a map asset lean-to or shed structure. While manpower nodes aren't the easiest to blend in, they can still go in some bush or near other tents and many people will probably run right past them without noticing. Nothing is more conspicuous than a big mess of barbed wire and structures and not only can enemy recon use the OP trick to jump the fence, any vehicle can drive straight through. Including jeeps/kubelwagens; which are the ultimate node hunting vehicle. My other tip is that sometimes just putting nodes right next to the friendly artillery is a good idea. At a minimum, if anyone is actively using/defending artillery the enemy recon may well know the nodes are there, but will have more important things to do. Any time they try and spend the time on dismantling a node is a time they are easy pickings for HQ defenders. In that case you want the nodes in a very conspicuous spot where anyone near them will be plainly visible by someone who deploys at HQ. However, if no-one is using artillery or an enemy satchel player manages to use a jeep to get close, they're again a very easy target for a satchel hit-and-run. So the best is to still spread them somewhat around by the arty.
Thanks for the video. More people need to build nodes for the team and for their own XP / loadout grinds. I started playing commander a lot and it's so hard to get all nodes built in public games.
I miss when nodes provided more resources the closer they were to enemy HQ. Riskier to build them behind enemy lines, but it often paid off with the amount of resources you could gain.
I also liked that they wouldn’t dismantle automatically so you had to actually look for them. You also saw a lot more engineers throughout the match back then cuz there was more to do with the role.
It's a great video for Engineers and Support players, for every player/class i would say so they know what's going on; some times i like to build a Man Power node in the strong point that we're ordered to fortify, so the Support players can have another supplies crate in 2.5mins instead 5 to build barbed wire, walls, tank obstacles or lay down that last crate to finnish a bunker or place some defensive AT guns.
I would avoid placing one IN the strongpoint while keeping it close enough so players can still benefit, but I’m also aware some of the strongpoints are larger than others. Thanks for all the support!
@@GebatronGaming I think in the case of fortifying a strongpoint on offensive mode, the node mostly is useful during the buildup phases and by the time the enemy is at a point they might be able to destroy that node, if it's in or near that final stronghold, then that point is just about lost anyway. Hopefully some of the engineers who spent all game building those defenses if or when that point falls will be still in the role to put some up on the last point.
Another nice video. As a frequent node builder and recon spotter I think placing nodes just inside HQ squares is too predictable unless the other side has terrible recon. What I do sometimes is go to the outer edge of the next square on the opposite side of the map from capture points. Recon rarely patrols there but the risk is if your team loses second to last point you lose your nodes. Most of the time though if you have lost the second to last point all your HQ nodes are about to go down too as the enemy swarms the last row
Thank you for explaining the best practices, especially the building methods. This will be extremely helpful to link to whenever someone asks about them. For the first method, which I've often heard called the "slow build", I prefer to just fully build the manpower node first, distribute mines fairly close, rearm, place the last two blueprints, distribute the second batch of mines a bit further away and then swapping to Support. Updating the blueprints so they don't time out can be done after the second drop. The time inbetween the mine laying bridges the 2.5 minute gap pretty well (and often quite exactly). If done right, 5 minutes is all you need without assistance from other players. "Slow build" is a misnomer though. It feels longer but after 5 minutes you are ready to rejoin the squad. If you border build and use the first free spawn supply truck (and thanks again for emphasizing how important the first truck for two initial free garrisons is), the slow builder has a head start of up to 2 minutes... or 3 minutes left. You'd probably be by the border anyway by that time and it is really only a matter of actual build time. If you don't use the first truck, you can't start before the CO drops another one which takes whatever the supply truck's cooldown is, then making the trip to the border before having them built. However either way, it then comes the issue of not abandon that supply truck (again thank you for specifically mentioning that). Bringing it back to HQ or to someone/somewhere useful takes up additional time away from the squad or wherever you need to be. Unless the first supply crate was dropped for you and you don't have to worry about the supply truck, it's likely to take longer. Perceptive COs sometimes drop supplies for the HQ build, asking for one can however lead to getting a supply truck instead. Even if communicated clearly to your SL or even the CO directly via prox or text chat, there's still the potential of falling victim to language barriers or the CO accidentally falsely assuming you were going for the border regardless or that you misspoke. It may not be a huge deal but unused assets are at risk of being taken out by an HQ raiding recon tank for example. BTW did they change which cooldown abilities benefit from what node? I'm pretty sure the manpower node is (or at least was) responsible for both the supply box and the first aid box. Also out of curiosity, how much of the content is based from active playtime compared to debates on the subject?
I timed them out for this video. I was able to get my truck nodes up faster total, but the solo method gets the first two up faster and it lags behind by a little less than 1min. The difference on the total time is pretty inconsequential, but the solo method will ultimately gain you more resources. Truck cooldown is only 1min so if you get the second truck your time isn’t impacted. I’ve played HLL well over 1,000 hours at this point and make it a point to try and build nodes any match I’m not playing an officer role. Additionally, I asked in our community what people had for tips on building nodes and took that feedback into consideration. I also follow these types of discussions on Reddit and view guides that some other content creators make. So I’d say the info here comes from a variety of sources over time. Why do you ask? Addition: I used to think that about the box a long time ago too. Maybe I remember it wrong or maybe it was changed, but I did cover this in the following video and it is the munitions node: How Ammo Boxes Work th-cam.com/video/8RPovW7Wyuo/w-d-xo.html
@@GebatronGaming I was just wondering. Generally you have a very balanced approach, looking at issues from various perspectives (which I very much appreciate). It has been my experience, that most people sourcing their knowledge only from their own experiences tend to feel fairly strongly one particular way (the way it works for them). I may be off on that observation and not willing to die on that hill though :)
@@gregggambolputty2884 I think a pit that a lot of HLL players fall into is thinking the “meta” is the only way to play. Being informed by the meta is different than being enslaved by it and I don’t want my viewers to be stuck inside that box. Competitive matches are one thing, but public matches have players of all different skills, knowledge bases, and motivations. Telling these players there is only one way to do something when that thing is barely better than other solutions while also not being any fun is just not something I’m going to do. Some other channels do that because it is easy to repeat a method that you heard from someone else, but in my opinion it just showcases how much they still have to learn about the game. That’s my soapbox on that. Haha!
If I am doing the solo swap, I typically also space out the nodes. Sometimes I will even put one at each HQ hidden away. It takes longer, but they stay up longer too.
Thanks. Informative video. One thing I was thinking could prevent the OP tactic vs. the barbed wire triangle "method" would be to double up the barbed wire and fill in the gap(s) with something else (maybe mines and/or anti-tank roadblocks). Everything can go boom boom, however, with a well-placed satchel anyway.
Some people add barricades outside their barbed wire so vehicles can’t pass through, but at that point I think you are sinking too much time, resources, and energy into something that is pretty easily rebuilt. But that’s just me.
Is there any way to relocate a node blueprint whitout waiting? I happened to me a few time that I placed the blueprint to far away from the supplys and I have to wait like idk, 4/5 min maybe in order to be able to relocate the blueprint
You used to be able to dismantle your own blueprints and nodes, but you can’t anymore. It’s been said this is a bug, but I think it was changed to curb xp stealing. So to answer your question…no. You simply have to wait 3mins for the blueprint to automatically dismantle. Try to make sure you are within 50m of your supplies before placing blueprints. You can learn more about nodes here: th-cam.com/video/1AYxz9ksI2M/w-d-xo.htmlsi=UDw64eTACzS5nEeu
A little tip for solo node building:
When you drop your ammo and explosive ammo boxes, just shoot a bullet and reload, then resupply yourself.
It's 20 support points every box and 10 points every resupply. Do that during the duration of building your nodes and you'll have an additional 180 points, and that's from just the node building stage.
If you are support for the remainder of the match, every single time you have ammo available, drop it where the heat of the action is and resupply yourself. Your team will be happy and you could be upwards of 500+ points ontop of the thousands from your nodes.
I agree with basically everything here and I follow many of these tips.
The way I prefer to build nodes is a mix of hints from this video: use the solo-swap out method and build nodes spread well out from each-other so that satchels are not effective on more than one at a time, and, it will sometimes make recon think it is a random single node, not part of a set. Then I have them hidden with the environment somewhere at least 100m away from the HQs, usually to the far corners of the map or well forward of the HQs, and somewhere that won't be immediately noticed by recon when they do stroll through HQ. However depending on map as noted in the video, sometimes there are a lot of buildings near an HQ that make great hiding spots for nodes.
Fuel nodes can often be placed next to fuel barrels, pumps, and other map assets in the HQ that look like the fuel node. Turn the soviet and german fuel nodes 180 degrees and up against a building or fence and it will often look like a map asset lean-to or shed structure. While manpower nodes aren't the easiest to blend in, they can still go in some bush or near other tents and many people will probably run right past them without noticing.
Nothing is more conspicuous than a big mess of barbed wire and structures and not only can enemy recon use the OP trick to jump the fence, any vehicle can drive straight through. Including jeeps/kubelwagens; which are the ultimate node hunting vehicle.
My other tip is that sometimes just putting nodes right next to the friendly artillery is a good idea. At a minimum, if anyone is actively using/defending artillery the enemy recon may well know the nodes are there, but will have more important things to do. Any time they try and spend the time on dismantling a node is a time they are easy pickings for HQ defenders. In that case you want the nodes in a very conspicuous spot where anyone near them will be plainly visible by someone who deploys at HQ. However, if no-one is using artillery or an enemy satchel player manages to use a jeep to get close, they're again a very easy target for a satchel hit-and-run. So the best is to still spread them somewhat around by the arty.
Thanks for the video. More people need to build nodes for the team and for their own XP / loadout grinds. I started playing commander a lot and it's so hard to get all nodes built in public games.
I miss when nodes provided more resources the closer they were to enemy HQ. Riskier to build them behind enemy lines, but it often paid off with the amount of resources you could gain.
I also liked that they wouldn’t dismantle automatically so you had to actually look for them. You also saw a lot more engineers throughout the match back then cuz there was more to do with the role.
It's a great video for Engineers and Support players, for every player/class i would say so they know what's going on; some times i like to build a Man Power node in the strong point that we're ordered to fortify, so the Support players can have another supplies crate in 2.5mins instead 5 to build barbed wire, walls, tank obstacles or lay down that last crate to finnish a bunker or place some defensive AT guns.
I would avoid placing one IN the strongpoint while keeping it close enough so players can still benefit, but I’m also aware some of the strongpoints are larger than others. Thanks for all the support!
@@GebatronGaming I think in the case of fortifying a strongpoint on offensive mode, the node mostly is useful during the buildup phases and by the time the enemy is at a point they might be able to destroy that node, if it's in or near that final stronghold, then that point is just about lost anyway. Hopefully some of the engineers who spent all game building those defenses if or when that point falls will be still in the role to put some up on the last point.
Another nice video. As a frequent node builder and recon spotter I think placing nodes just inside HQ squares is too predictable unless the other side has terrible recon. What I do sometimes is go to the outer edge of the next square on the opposite side of the map from capture points. Recon rarely patrols there but the risk is if your team loses second to last point you lose your nodes. Most of the time though if you have lost the second to last point all your HQ nodes are about to go down too as the enemy swarms the last row
Thank you for explaining the best practices, especially the building methods. This will be extremely helpful to link to whenever someone asks about them.
For the first method, which I've often heard called the "slow build", I prefer to just fully build the manpower node first, distribute mines fairly close, rearm, place the last two blueprints, distribute the second batch of mines a bit further away and then swapping to Support. Updating the blueprints so they don't time out can be done after the second drop. The time inbetween the mine laying bridges the 2.5 minute gap pretty well (and often quite exactly). If done right, 5 minutes is all you need without assistance from other players.
"Slow build" is a misnomer though. It feels longer but after 5 minutes you are ready to rejoin the squad.
If you border build and use the first free spawn supply truck (and thanks again for emphasizing how important the first truck for two initial free garrisons is), the slow builder has a head start of up to 2 minutes... or 3 minutes left. You'd probably be by the border anyway by that time and it is really only a matter of actual build time. If you don't use the first truck, you can't start before the CO drops another one which takes whatever the supply truck's cooldown is, then making the trip to the border before having them built. However either way, it then comes the issue of not abandon that supply truck (again thank you for specifically mentioning that). Bringing it back to HQ or to someone/somewhere useful takes up additional time away from the squad or wherever you need to be. Unless the first supply crate was dropped for you and you don't have to worry about the supply truck, it's likely to take longer.
Perceptive COs sometimes drop supplies for the HQ build, asking for one can however lead to getting a supply truck instead. Even if communicated clearly to your SL or even the CO directly via prox or text chat, there's still the potential of falling victim to language barriers or the CO accidentally falsely assuming you were going for the border regardless or that you misspoke. It may not be a huge deal but unused assets are at risk of being taken out by an HQ raiding recon tank for example.
BTW did they change which cooldown abilities benefit from what node? I'm pretty sure the manpower node is (or at least was) responsible for both the supply box and the first aid box.
Also out of curiosity, how much of the content is based from active playtime compared to debates on the subject?
I timed them out for this video. I was able to get my truck nodes up faster total, but the solo method gets the first two up faster and it lags behind by a little less than 1min. The difference on the total time is pretty inconsequential, but the solo method will ultimately gain you more resources. Truck cooldown is only 1min so if you get the second truck your time isn’t impacted.
I’ve played HLL well over 1,000 hours at this point and make it a point to try and build nodes any match I’m not playing an officer role. Additionally, I asked in our community what people had for tips on building nodes and took that feedback into consideration. I also follow these types of discussions on Reddit and view guides that some other content creators make. So I’d say the info here comes from a variety of sources over time. Why do you ask?
Addition: I used to think that about the box a long time ago too. Maybe I remember it wrong or maybe it was changed, but I did cover this in the following video and it is the munitions node: How Ammo Boxes Work th-cam.com/video/8RPovW7Wyuo/w-d-xo.html
@@GebatronGaming I was just wondering. Generally you have a very balanced approach, looking at issues from various perspectives (which I very much appreciate). It has been my experience, that most people sourcing their knowledge only from their own experiences tend to feel fairly strongly one particular way (the way it works for them). I may be off on that observation and not willing to die on that hill though :)
@@gregggambolputty2884 I think a pit that a lot of HLL players fall into is thinking the “meta” is the only way to play. Being informed by the meta is different than being enslaved by it and I don’t want my viewers to be stuck inside that box. Competitive matches are one thing, but public matches have players of all different skills, knowledge bases, and motivations. Telling these players there is only one way to do something when that thing is barely better than other solutions while also not being any fun is just not something I’m going to do. Some other channels do that because it is easy to repeat a method that you heard from someone else, but in my opinion it just showcases how much they still have to learn about the game. That’s my soapbox on that. Haha!
If I am doing the solo swap, I typically also space out the nodes. Sometimes I will even put one at each HQ hidden away. It takes longer, but they stay up longer too.
Love the long detailed strategy videos. Great stuff man
Glad you like them! Thanks for watching.
Thanks. Informative video. One thing I was thinking could prevent the OP tactic vs. the barbed wire triangle "method" would be to double up the barbed wire and fill in the gap(s) with something else (maybe mines and/or anti-tank roadblocks). Everything can go boom boom, however, with a well-placed satchel anyway.
Some people add barricades outside their barbed wire so vehicles can’t pass through, but at that point I think you are sinking too much time, resources, and energy into something that is pretty easily rebuilt. But that’s just me.
Didn't know about that outpost spawn into barbed wire. I've been driving into barbed wire instead, but good to have both options available.
Thank you for your very good videos. You always have something to add!
Appreciate the kind words. Thanks for watching!
Sometimes you get lucky and somebody will see you and drop their box too
Great vid thanks!
Glad you like it! Thanks for watching.
Is there any way to relocate a node blueprint whitout waiting? I happened to me a few time that I placed the blueprint to far away from the supplys and I have to wait like idk, 4/5 min maybe in order to be able to relocate the blueprint
You used to be able to dismantle your own blueprints and nodes, but you can’t anymore. It’s been said this is a bug, but I think it was changed to curb xp stealing. So to answer your question…no. You simply have to wait 3mins for the blueprint to automatically dismantle. Try to make sure you are within 50m of your supplies before placing blueprints. You can learn more about nodes here: th-cam.com/video/1AYxz9ksI2M/w-d-xo.htmlsi=UDw64eTACzS5nEeu