Hell Let Loose - Jonno
Welcome to Role Guide #3!

This week we’re laying down suppressive fire with one of the hardest hitting roles in Hell Let Loose – the Machine Gunner.


The Machine Gunner

As a Machine Gunner, your main responsibility will be to provide heavy suppression on enemy units and positions. With a high rate of fire and a large ammo count, this role excels at holding down a field of fire from a fixed position whilst their unit pushes forward.



Key Duties

Suppressing Fire

Machine gunners are unparalleled amongst the 14 infantry roles when it comes to zone control and suppressive fire. However, in order to achieve this, you must first set yourself up by deploying your bipod. Deploying your bipod will leave you immobile, but will allow you to aim down sight, increasing accuracy and lowering recoil. To deploy your bipod, simply approach any hard object (including the ground) and press F when prompted.

When engaging the enemy with your unit, you should aim to be set up on your bipod before the main encounter begins. A unit that manages to stop the opposition from setting up their own Machine Gunner in a prime location will have a significant advantage. In the likely scenario that you’re not afforded this opportunity, you should quickly seek out a suitable bipod position that gives you the most beneficial firing options and return fire.


Officer’s Wrath

When playing as the Machine Gunner, you’ll be packing a large portion of your unit’s firepower. Because of this, it’s important to work closely with your Officer to ensure that their strategy is seen through.

For example, when looking to defend a strongpoint your Officer will likely base their defensive strategy around you. It’s vital that you listen to your Officer’s plan, failure to do so could leave an exploitable gap in your unit’s defences and your allies being overrun. That being said, if you have an alternative strategy, make sure to discuss it with your Officer as it may be the better option!


American Machine Gunner Loadout
  • Browning M1919 (Machine gun)
  • Colt M1911 (Pistol)
  • Bandage


German Machine Gunner Loadout
  • MG42 (Machine gun)
  • Walther P38 (Pistol)
  • Bandage


Combat Tips

Brace yourself – Whilst Machine Gunners are most effective when holding down a field of fire, in a desperate situation they can hold the RMB to brace fire. This fires their weapon from the hip, limiting accuracy and making you an easy target, so use it sparingly… Or if you’re clearing a building.

Know your surroundings – Machine Gunners will find themselves relatively stationary for a large portion of their combat time, therefore it’s important to know what’s around you. Unlike other infantry roles, your mobility is severely hampered when you’re aiming, so make a mental note of where you can be flanked, shot from or penned in from. Whilst you’re at it, have an escape route planned too!

Patience is a virtue – If you’ve set-up your bipod and found yourself watching a chokepoint or contested path, patience can have big rewards. If you see an enemy soldier emerge from cover, unaware of your presence, it can pay off to wait a few seconds before opening fire. Why? Because where there’s one soldier, there’s normally their unit too! This can make the difference between one elimination and a unit wipe.

Light them up – When firing your machine gun, you’ll notice that some of your rounds are tracer rounds! These are an effective way to highlight enemy positions, not only for your unit, but surrounding allies. Whilst you’re suppressing an enemy position, your allies will be able to focus in on where you’re shooting to aid in taking out the opposition.


Hell Let Loose is available to Wishlist now:

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Hell Let Loose - Jonno
Hey everyone,

Welcome to Developer Briefing #11! This week we’re bringing you a second dose of Sainte-Marie-du-Mont as we share with you a first look at the updated interiors that you’ll be fighting in.

If you missed the initial Sainte-Marie-du-Mont Developer Briefing, where we showcased updates we’ve been making to the map’s outdoor, rural environment, you can catch up here.


Building interiors update!

In Sainte-Marie-du-Mont you’ll fight across fields, hedgerows, farms and eventually the town itself.

The town is made up of roads, paths, residential buildings and the church, which serves as a landmark for approaching armies!

Knowing that our players will be engaging in fierce house to house combat in this area we felt it important to create authentic, interesting environments within these locations that give both the players defending or storming the buildings a fantastic gameplay experience.


Imagine taking cover behind a fallen table, isolated from your unit, as you hear the dull thuds of boots on wood as enemy troops slowly climb the stairs…


Through the keyhole

When creating the environments found within the homes of the residents of Sainte-Marie-du-Mont we were very keen to create ‘lived-in’ spaces for our players, where upon entering one these buildings they can read the room and feel as though a story is being told.


Whoever left this building did so in a hurry, even leaving behind their breakfast!




Once a family home, now abandoned and ravaged by war.


Taking the high ground

Those that venture to the upper floors of buildings may find themselves in a position to overwatch key locations, perfect for Machine Gunners and Snipers! Just make sure to check your corners for any unwanted guests first…


A strong vantage point, if you don’t mind the mess…


Floor to floor

When storming, or holding a building, players will need to keep a note of the building’s lighting. Shadows and dark rooms can hide soldiers, whilst lighting can give away your position!

The image below shows off one example of this. Soldiers looking to storm the upper floors will face a fierce battle here as they push into the gloom.




Interior decorating

Fighting in buildings will be a stark contrast to battling amongst trees and farmland, encouraging new tactics and brutal gameplay.

When designing these interiors, we wanted to give you areas that felt natural, whilst being fun to fight in. We hope the images we’ve shared with you here go some way in showing what we’ve got in store for you!



Be ready for the frontline by wishlisting Hell Let Loose:

https://store.steampowered.com/app/686810/Hell_Let_Loose/

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Hell Let Loose - Jonno
Hey everyone,

This week’s Developer Briefing is all about the closed crowdfunder beta that ran from January 11th – January 14th. The beta saw crowdfunders take to battle in Hurtgen Forest as infantry, tanks and artillery clashed in brutal warfare!

The following backer tiers were eligible to play in the closed beta:
  • Scout
  • Veteran
  • Platoon
  • Lieutenant
  • Captain
  • Major
  • Colonel
  • Major General
  • General
Recruit tier backers were not included in January’s beta, however their presence on the frontline will be requested for the next one…



In this post we’ll be sharing with you some of what we learned from the beta, including the most common pieces of feedback we received from our players, as well as how we’re addressing them.

Before we get stuck into the list, we’d just like to say a huge thank you to our backers that played in the beta. From taking the time to give us your feedback, thoughts and bug reports to battling alongside you on the frontline, the closed beta weekend was both fun and incredibly valuable to us.

Please note that the list below is from direct beta feedback ONLY and not indicative of features, fixes and content coming in the future, which includes the Commander role, flamethrowers, vehicles, maps and more…



Audio
  • Positional audio - particularly for firearms – will be addressed across the board.
  • Smoke artillery rounds have no real audio sound when they land. This will be investigated.
  • If you rapid fire the Garand, the sound glitches out – FIXED.
  • Death sounds and screams are triggering twice, they should only be played when wounded/killed - FIXED
HUD
  • Player names of teammates can obstruct a player’s view – These will be made more transparent.
Weapons
  • Check hit registration and consistency on headshots for pistols, etc.
  • Grenades feel too floaty and slow – this will be looked into.
Input/Controls:
  • Mouse sensitivity changes needed to cater to a wider range of DPI - FIXED
Thompson
  • ADS iron-sights are very difficult to use – Proposed optic redesign in progress.
Bolt-action and Semi-Auto Rifles:
  • Tweak damage model so that rounds hitting extremities will only injure beyond 100m. Sniper rifles to retain long-range OHK.
Suppression
  • Suppression aim flinch and darkening is currently not applying as intended.
Miscellaneous
  • We’re looking into barbed wire having movement reduction and health reduction on touch – this is not confirmed for implementation yet.
  • Round end team switching not working after first round – To be addressed.
  • Implement headshot sound like a ding against a helmet sound.
  • Blood splatter for headshot to be larger than body shot, reduce current body shot spray.
Post-Processing:
  • Work on improving AA on some of the graphical settings.
Vehicles
  • Tank audio sound cutting out after a tank respawns – working on a fix.
  • Tanks stutter while moving – under investigation.
  • Tanks need map markers and HUD indicators.
  • Tanks barrel rotates too slowly.
  • Scale tank barrel movement sensitivity per zoom level.
  • Change medium tank respawn rate from 10 minutes to 5 minutes.
  • Tanks to auto-destroy if driven out of bounds or stuck for more than 20 minutes -FIXED.
Spawn Points
  • On occasion spawning on an OP that is destroyed results in spawning in the enemy main – to be investigated.
  • Garrisons currently require to be dismantled in order to be placed again - change so that if you fulfil Garrison requirements you can place a new one. Spawn point cap to be decided.
UI/UX
  • Escape key should act as back button in menus.
  • Clicking a unit name should expand the unit and clicking it a second time should collapse it.
  • Expanded unit names can push the bottom most unit behind the "Change Role", "Create Unit", "Switch Team", and "Exit" buttons.
  • Brightness slider in Video settings needs quality of life adjustments.
  • When pressing the “Apply” button in the options menus, make the color 50% grey/alpha when you clicked “Apply”. This because there is no visual feedback that you applied the changes.
VOIP
  • Reports of beta in game VOIP working for two rounds, then stops working.
Gameplay
  • Issue: Jumping isn’t working as intended, with waist height objects proving a problem. The team are looking into the potential for a vaulting mechanic.
  • Issue: The speed while running and crouching are the same, these should be different.
  • Issue: When you are building something, and another player walks through the ghost, the build is cancelled and you have to start all over again.
  • Issue: Death is abrupt, and players are not confident how they died or where they died from.
    Possible fixes:
    • Add in a “falling camera” that will topple with their body
    • Add in a directional indicator
    • Work on positional weapon sound
    • Lower the damage done by bolt actions and OHK weapons to only wound beyond 100m.
Sniper
  • Sniper are overperforming right now. Investigating potential balance options.
  • Hold breath is too short - increase to 15 seconds.
Artillery
  • Artillery range chart needs to be fixed (currently inaccurate).
Medic
  • Give Medic a primary weapon but limit total magazine count.
Features:
  • Vaulting to be implemented.
  • Add to environmental background sfx/fx.
  • Add coloured smoke to certain roles



On to the next battle!

That wraps up this week’s Developer Briefing!

As the above hopefully shows, the team are working hard on what we learned from the closed beta. These fixes and adjustments are down to you, our players – so thank you!

We're excited to begin working through implementing these fixes and changes. Of course, some will be relatively quick to fix while others will take longer. We ask for your patience over the coming testing periods as we work through these.

To stay in the loop for all things Hell let Loose, including news on future betas, be sure to drop us a wishlist:

https://store.steampowered.com/app/686810/Hell_Let_Loose/


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Hell Let Loose - Jonno
Welcome to Role Guide #2!

This week we’re looking at one of the more demanding yet rewarding roles in Hell Let Loose – the Officer.

If you missed the previous guide where we looked at the Rifleman, you can catch up here.


The Officer

As an Officer, you will serve as a source of leadership and strategy for your unit. Working alongside your Commander and fellow Officers, you’ll organise your unit and provide instructions on your objectives as the frontline shifts.



Key Duties

Placing Spawn Points

Arguably your most important duty, it falls to the Officer to place both Garrisons (teamwide spawn point) and Observation Posts (unit-only spawn point). Failure to do so will lead to your team not being able to reinforce a sector under attack or bolstering a push on the enemy. Your unit will really appreciate not having to walk a long way to the front!

You can place spawn points by equipping the watch from your inventory. Observation Posts can be placed with no requirements by an Officer, but have a cool-down before another can be placed, whereas a Garrison needs supplies (provided by Support/Commander roles) to be built.


Communicate and lead

It is your duty as an Officer to not only lead your unit of soldiers, but to communicate with other Officers to help co-ordinate the wider battle effort. This can be done by making use of the Officer-only voice channel. Make sure to check in with them to synergise your battle plan and check if they need reinforcements.

Regarding your unit, you’ll decide when to attack, when to defend or when to make a tactical withdrawal. Maintaining voice communication with your unit will help ensure nothing is missed.

You can also provide descriptive location markers using your binoculars:

1. Observe
2. Attack
3. Move
4. Defend
5. Request Supplies
6. Fire Support




American Officer Loadout
  • Thompson (SMG)
  • Colt M1911 (Pistol)
  • Mk2 Grenade
  • M18 Smoke Grenade
  • Bandages
  • Watch (Observation Post & Garrison placement)
  • Binoculars


German Officer Loadout
  • MP40 (SMG)
  • Luger P08 (Pistol)
  • M43 Stielhandgranate
  • NB39 Nebelhandgranate
  • Bandages
  • Watch (Observation Post & Garrison placement)
  • Binoculars


Combat tips

Place that spawn point – As an Officer you should be ensuring that you always place an Observation Post down for your unit. This should be at the forefront of your mind when deciding on your battle plans. If the frontline shifts, or your original Observation Post is destroyed, be sure to place another one down in a viable location.

For the greater good – When placing a Garrison down, co-ordinate with your fellow Officers to ensure that it’s in a suitable place for your whole team. Clustering Garrisons together in close proximity will reduce their potential impact on the battle.

Keep your head down – Officers are a juicy target for a plucky Rifleman or Sniper. Unless absolutely necessary, try to avoid leading from the front of your unit. Losing an Officer at the start of an engagement denies a unit of smoke cover, binocular markers and even a rapidly placed Observation Post.

Hearts and minds – A unit wipe not only hits your team’s manpower, but it can also impact your unit’s morale. You may have lost that battle, but the war is far from over! Rally your soldiers with some positive words, keep their chins up and form a counter-attack!

Duty calls – When storming an urban area or trench system, the Officer’s loadout excels. Equipped with an SMG, a pistol and two types of grenades, you are a close quarter combat force to be reckoned with.


Hell Let Loose is available to Wishlist now:

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Hell Let Loose - Jonno

Hey everyone,

On the run up to Early Access launch, we’ve been keen to communicate that pretty much everything you see in the game is a work in progress, including what you hear!

The closed beta gave us a fantastic opportunity to get feedback on what our crowdfunder players thought of weapon audio in Hell Let Loose, and we heard you loud and clear!

So, in this week’s Developer Briefing we’re going to be making some noise…


Updated Weapon Audio

Below we’re going to share with you some first-person perspective (FPP) audio update teases for two iconic weapons in Hell Let Loose, the MG42 and the M1 Garand. Audio is still a work in progress, so please keep that in mind!

This is part of a wider update the team are working on in relation to audio across the board in the game. What we’re showing below is just the first step on our journey to making the audio in Hell Let Loose as immersive and powerful it can be.

With Early Access, we have three core objectives around audio -
  • 1. An immersive first person and third person audio experience (firing, reloading etc).

  • 2. Sound behaves in a consistent and accurate way allowing for players to gauge distance and direction of shots (With a focus on positioning).

  • 3. Each individual weapon is identifiable at distance based upon their audio characteristics (Calibre, rate of fire etc).
Now, let’s give these weapons a listen…


MG42

When updating the MG42’s audio following the closed beta, the team’s primary focus was striking a careful balance between audio captured from a firing range and the cinematic feel that gamers have come to expect from their weapons.

Below you can view a short clip that shows the updated MG42 in action:

https://www.youtube.com/watch?v=UYgvRc9A5VI


M1 Garand

Much like the MG42, the team adopted an update approach with the M1 Garand that balanced firing range audio with a cinematic feel.

You can hear the M1 Garand in its updated glory with the clip below:

https://www.youtube.com/watch?v=9HgZNdL8cb0

The sound of progress

As we continue to update and polish various aspects of Hell Let Loose, including audio, we’ll be sharing them with you, our community.

These changes are made possible due to the feedback we receive from you, so thank you!


Sign-in and wishlist Hell Let Loose on Steam:

https://store.steampowered.com/app/686810/Hell_Let_Loose/


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Hell Let Loose - Jonno
Welcome to the first Hell Let Loose role guide!

In Hell Let Loose, you’ll have access to 14 different roles on the battlefield, offering players unique experiences depending on their preferred playstyle.

Each week we’ll be highlighting a role and offering our top tips to assist you on the frontline.

To get things rolling, we’re starting with the humble yet mighty Rifleman.



The Rifleman

The Rifleman is the backbone of your army. Their role will consist of working closely with their Officer, pushing enemy lines from the front and providing covering fire for Assault roles as they flush out buildings and trench networks.

A Rifleman’s loadout may look basic, but it’s versatile role in battle can’t be overlooked!

American Rifleman Loadout


  • M1 Garand (semi-automatic)
  • Mk2 Grenade
  • Bandage
  • Small ammunition box

German Rifleman Loadout


  • Karabiner 98k (bolt-action)
  • M43 Stielhandgranate
  • Bandage
  • Small ammunition box

Combat tips

Use your reach – Both the M1 Garand and Karabiner 98k excel at mid to long range combat, giving players the ability to lay down fire, or pick off an unaware opponent with precise accuracy. However, whilst these rifles can be used at close range, they are outclassed by SMGs and handguns in close proximity. Keep that in mind if you’re clearing out a trench system or rushing a building.

Take a deep breath – When lining up the perfect shot, or scanning the area for enemy movement, try holding your breath when aiming down sight. This will give you a brief window where you’ll receive a slight zoom and increased accuracy/reduced weapon sway.

Know your weapon – How many bullets can your rifle fire before needing to reload? What’s the recoil like? How quickly can I shoot multiple targets? Taking the time to learn the answers to these questions will pay dividends in the heat of intense combat.

Don’t wander off – As a rifleman, you are the eyes and ears of your Officer. From your position at the front of the unit, you’ll be one of the first to spot and engage the enemy. Not being with your unit will deny them of the valuable ranged fire you provide.

Ammo here! – Hey riflemen, you’ve got the ability to put down a small ammo box. This allows your team to resupply their primary weapon ammo to keep up the fight! If your unit are holding a strongpoint, or you come across a group of friendly soldiers, ask them if they’d like some ammo. Keep a close eye out for ammo hungry Machine Gunners in particular, they’ll quickly become your best friend if you give them a resupply.

Use that throwing arm – The Rifleman comes equipped with grenades. These are fantastic at flushing out enemies behind cover or taking out a clustered group of foes. Don’t be shy on using them either, after all, they’re no use to you on the respawn screen!




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Hell Let Loose is available to Wishlist now:

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Hell Let Loose - Jonno
Hey everyone,

Before we get stuck into the Developer Briefing, we’d like to let you all know that the team are working on the feedback we received during the closed beta.

We’ll be able to share more once we’ve finished working on what we’ve learned, but we can tell you that weapon audio, troop density and bug fixes feature on that list.

Map update!

In this week’s Developer Briefing we’ll be showing you some updates to our map, Sainte-Marie-du-Mont.

Those that played in the closed alpha last year will recognise this map, but the team have been hard at work behind the scenes adding new levels of detail to Sainte-Marie-du-Mont that open up new tactical options for our players.



Strongpoint overhaul

All strongpoints on the map have received a visual update, with some also receiving micro-terrain updates to add more cover and ambush options for both attackers and defenders.





Building quality update

The buildings that make up Sainte-Marie-du-Mont have received an aesthetic makeover, adding to the immersion for players seeking to garrison, or storm them.



Extra vegetation and cover

Players that find themselves fighting amongst the farmland will now discover the addition of crops in some of the fields.



This opens new options for cover, flanking manoeuvres and ambushes for the bold, or foolish amongst you.




Top Tips

Secure Strongpoint compounds – Use sandbags, tank traps and spawn points to lock down and secure these highly defensible compounds.

Line of sight – Sainte-Marie-du-Mont features many areas with an obscured line of site. Ensure that your unit has as much visibility as possible on potential enemy approaches or risk being flanked.

Fish in a barrel – Buildings offer a strong option for players looking to hole up and defend territory, however, isolated players and units can find themselves cut off and eliminated.

Tanks for that – With more open ground that Hurtgen Forest, Sainte-Marie-du-Mont gives tank crews an opportunity to shine at medium to long ranges. Just watch out for anti-tank soldiers sneaking around your flank!


Field of Battle

Sainte-Marie-du-Mont offers an entirely different battle scenario compared to Hurtgen Forest.

Players will battle across wide open fields, hedgerows, farms and urban environments – a stark difference to the dense woodland of Hurtgen.

Prepare for new challenges to overcome and strategies to employ.


Keep up to speed with all things Hell Let Loose by wishlisting us on Steam:

https://store.steampowered.com/app/686810/Hell_Let_Loose/
Hell Let Loose - Jonno


Hey everyone,

This week’s Developer Briefing is a break from the usual format as we take a moment to touch base on the closed crowdfunder beta that ran from the January 11th – January 14th!

The beta saw crowdfunder backers and the developer team take to battle in Hurtgen Forest as infantry, tanks and artillery clashed in brutal warfare!

We enjoyed charging to the frontline with you, taking sectors and holding strongpoints. Some of you even managed to send us to the respawn screen…



We’d just like to say a huge thank you to our backers that played in the beta. From taking the time to give us your feedback, thoughts and bug reports to battling alongside you, the weekend was both fun and incredibly valuable to us.

In a nutshell, the beta went great! We’ll have more to share on what we learned, as well as how this translates into development plans, in the future.



In the meantime, here’s some highlights from the YouTube community to check out:

Bluedrake42’s Beta Review -

https://www.youtube.com/watch?v=biO6cV6NAqQ

Taking out Sherman tanks with Karmakut -

https://youtu.be/WE8Z5Y8oS7Q

Sniping with FriendlyNikolai -

https://www.youtube.com/watch?v=Q-Mxw0Xg71Q

Unit play with Box of Demons -

https://www.youtube.com/watch?v=3doW9ShRxvI

To stay in the loop for all things Hell let Loose, including news on future betas, be sure to drop us a wishlist:

https://store.steampowered.com/app/686810/Hell_Let_Loose/
Hell Let Loose - Jonno


Hey everyone,

As you may already know, this weekend we’ve been running a closed beta for Hell Let Loose.

The beta, available exclusively to crowdfunding backers on this occasion, is running from until Monday 14th January, 11am GMT.

Due to the limited access of this beta, we’re hosting a livestream today that will give non-backers an opportunity to see Hell Let Loose in action, with the added option of asking us any questions you have about the game live on stream!

Stream time

Sunday 13th at 7pm GMT / 11am PT / 2pm ET on the Hell Let Loose Steam Store page!

We’ll see you on the frontline of Hurtgen Forest!


Hell Let Loose is available to wishlist now:

https://store.steampowered.com/app/686810/Hell_Let_Loose/
Hell Let Loose - Jonno
Hey Everyone,

The sixth instalment of the Hell Let Loose Developer Briefing is here, bringing with it reinforcements to the frontline!

This week we’re taking a look at spawn points and how smart respawns can work in a player’s favour.

Spawn points – The basics

In Hell Let Loose, there are three different types of spawn point that you can choose to use. Each spawn point will deploy players in waves to give you the best advantage in keeping your unit together.

Headquarters – Fixed point, teamwide usage, shortest respawn timer.
Observation Posts – Variable locations, unit only usage, medium respawn timer.
Garrisons – Variable locations, teamwide usage, longest respawn timer.

Both Observation Posts and Garrisons come with their own strengths and weaknesses that should be considered when you’re deciding how to use them, both as an officer and a respawning soldier.

Deployable spawn points are not limited to just being placed in territory your team holds. They can also be deployed in neutral and enemy held sectors when the situation demands it.


Only recon units can deploy OPs in enemy territory


Observation Posts – Keeping your unit united!

Deployed by officers, Observation Posts (OP) are a quick and efficient way to place a spawn point for your unit almost anywhere on the map.



For an officer to deploy an OP they must have at least one other member of their unit in close proximity. Once this condition is met, simply equip your watch and place that spawn! The OP is ready for use immediately following its deployment and lasts until it is destroyed.



The OP is a versatile item but lacks endurance and must maintain a secure perimeter. If an enemy soldier enters anywhere within a 10ft radius of it, the OP will be destroyed.


Garrisons – Taking your team to the frontline!

Garrisons are the second deployable spawn point available for officers. Garrisons provide broader utility than the Observation Post as they allow any Infantry or Recon player on your team to spawn on them, not just those within your unit.



Garrisons are also more durable than their counterpart, requiring an enemy soldier to physically touch it and complete a short action to put it out of commission.

Due to the increased utility that the Garrison brings to a team compared to the Observation Post, it requires supplies in order to be deployed.



Once a Support role has placed down supplies, a Garrison can be built next to them. This will consume the supplies. Because of this, it’s important for an officer to be in close communication with their support player to ensure supplies are placed where they’re needed.


Top Spawn point tips!

It’s a long walk back to the front – As an Officer, you should make an early decision as to where you’ll place your first Observation Point and act on it. The initial engagements in the battle are important and your unit being able to respawn directly to the frontline will greatly support your team’s ambitions.

Officer’s Quarters – Officers can only have one active Garrison each! In order to support your team’s push across multiple fronts it’s important for officers to co-ordinate with each other on where they plan on placing theirs.

Behind friendly lines – When looking to place a spawn point in a location that you expect to be contested, like a strongpoint, it’s normally a wiser decision to place the spawn slightly behind the key location. This will allow for a counterattack should that point fall to the enemy.

Aggressive spawn points - When territory falls to the enemy, your Observation Post and Garrisons within the sector will be destroyed - so take care in making sure you don't over-extend. Only the recon units have the ability to place an Observation Post in enemy territory - if they can first infiltrate the enemy line.

Not a retreat, just a tactical withdrawal – If an Observation Post or Garrison has been compromised by the enemy, don’t be afraid to fall back to a different spawn. Throwing away your life (and with it manpower) for a lost spawn point isn’t a wise investment.


Your spawn points, your strategy!

Spawn points play a vital role in both holding territory and keeping up the pressure during an offensive.

In Hell Let Loose, we’re giving players the flexibility to place Observation Posts and Garrisons almost anywhere they see fit (terrain allowing).

Whether you just want to place a standard spawn, or establish a base with fortifications and deployables around it, the choice is yours.



Livestreams this weekend!

Join us this Saturday at 2pm GMT and Sunday at 7pm GMT as we stream live from the Hell Let Loose closed crowdfunder backer beta!

We’ll be streaming to the Hell Let Loose Steam Store page, so simply head over there at the above time to watch the broadcast.

We’ll be answering viewer questions on stream as we take part in the battle for Hurtgen Forest, showcasing 50 vs 50 combat, tanks, artillery and more.

See you on frontline.


Add Hell Let Loose to your Steam wishlist:

https://store.steampowered.com/app/686810/Hell_Let_Loose/
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