This week we’re looking at a role that travels in armoured style and brings the big guns rolling to the frontline – the Crewman!
If you missed the previous guide where we looked at the Spotter, you can catch up here.
The Crewman
As a Crewman you’ll be spending the majority of your time on the front in a tank. Under the leadership of a Tank Commander you will find yourself either driving a tank or taking control of its armaments.
This means that the Crewman role can find itself in two very different scenarios, driving or shooting. Being experienced in both is highly advised, if you lose a member of your unit in battle you could end up having to both drive and gun.
A Crewman must be aware of their combat environment, have an astute understanding of what their vehicle’s mobility options are as well as their firepower. Not only that, but a good Crewman will understand the same capabilities of their opponents too.
For example, Panthers have heavier armour when compared to their Sherman counterparts, but are outnumbered by Sherman’s five to two. Knowing how to utilise your strengths and capitalise on enemy weaknesses will keep your tank tracks turning whilst your enemies become a smouldering wreck.
Key Duties
Tank Driver
Fire up your engine, it’s time to get this show on the road!
The Crewman that finds themselves in the driving seat of a tank is responsible for the movement of the tank. Generally, you’ll listen to your Tank Commander’s orders on where to go, as well as obstacles to avoid. In the heat of battle though, you’ll have to rely on both your wits and skill to both survive and thrive in battle.
Know what you can do, know your limits and watch out for tank traps and mines!
How to drive
Once in the driver’s seat you’ll want to know the following:
Hold ‘E’ to turn on the engine.
Once the engine is on, use left shift to move up gears and left control to move down gears.
Hold ‘W’ to accelerate. To move from idle you’ll need to be in first gear.
As your RPM increases, shift up gears to build speed.
If you hit a something or need to go backwards, shift down into ‘R’, which is the gear below Park.
‘W’ will also allow you to accelerate in reverse.
When stationary and wishing to keep a low profile, return to Park and tap ‘E’ to turn off your engine. You’ll lose the ability to quickly escape, but the lack of an engine rumble can let you get the drop on enemy infantry at close range.
Oh, one more thing. The driver also gets access to a Hull Machine Gun. You can aim this with your mouse and fire with the LMB. This doesn’t have targeting, so you’ll need to use your tracers to track where your shots are landing.
Top tip: If you find your tank damaged or low on ammo, head back to HQ to find a repair station, or ask an Engineer to build one for you at the frontline.
Gunner
Lock n load, you’ve got the big gun!
The gunner brings the hurt with the tank’s main gun, as well as a coaxial machine gun. Infantry, tanks and other vehicles are your targets.
Where you strike enemy tanks is important, from damaging specific parts to focusing on a kill shot, landing your shots in the right places is of key importance.
Follow these rules to maximise your success and gain the adoration of your Tank Commander:
Load the right round for the job. AP rounds for vehicles and HE for infantry!
Aim to hit enemy tanks at a flat angle, this will stop shells from ricocheting off the side.
Know when to take your first shot, as it will give away your position.
Know your weak points! Damaged tracks inhibit mobility, damaged turrets severely limit aiming and a penetration to the side or back will destroy the tank.
Top tip: Use the mouse wheel to adjust the magnification of your optic!
American Crewman Loadout
Colt M1911
Bandages
Gets a tank!
German Crewman Loadout
Walther P38
Bandages
Also gets a tank!
Combat Tips
Hull down: When opportunity presents itself, try to keep the main body of your tank behind cover/terrain, with the turret and as little of the hull as possible showing. This greatly reduces the risk of taking critical damage.
Front facing: Your armour is strongest at the front of your tank, it also has the highest chance to score a deflection. In combat, face your foes head on!
Greased lightning: Higher gears give you more speed, lower gears give greater turning mobility.
Onwards & upwards: Being in first gear will allow you to climb and navigate obstacles that can’t be passed on higher gears.
Bullet hell: Use the hull mounted machine gun and coaxial machine gun to suppress enemy infantry. This is particularly useful whilst a Gunner reloads.
Shield of steel: Tanks make a great shield for infantry pushing forward under fire. If you see friendly infantry having a hard time, offer to have them sprint behind you as you gloriously shield your team.
Together you’re stronger: Tanks are powerful, but alone they can be picked apart by the Anti-tank role. Proceeding through cover heavy areas without infantry support is just inviting yourself to be ambushed.
Watch your treads: AT mines are normally found in high vehicle traffic areas. Keep this in mind when pushing down roads or choke points at high speed.
Welcome to Developer Briefing #19! This week we’re taking the opportunity to share with you what we’re currently up to following the April 5th-8th closed beta weekend.
We’ll be sharing with you the process we’re following, what kind of feedback we’re seeing and what action we’re taking.
Firstly though, we’d like to say a HUGE thank you to everyone who played, shared feedback and gave bug reports during the closed beta weekend. Not only was the weekend incredibly valuable feedback wise, we also had a great time jumping into units with those of you (un)lucky enough to be teamed up with us.
Now let’s take a little look at what happens next…
Your Feedback Matters
First and foremost, we’ve spent the days following the beta combing through our social media channels, the Steam forums, Discord and your private messages to record exactly what our players thought of the beta experience, what bugs they encountered and what they’d like to see moving forward.
Feedback data was recorded anonymously, tallied and further notes written when applicable. Even if you didn’t see us directly respond to your feedback on any of the listed channels, we’ve seen it.
We’ll be sharing more about what we’re working on following the beta, specific bug fixes and other updates/changes soon once we’ve locked them in on our side.
Until then, here’s some of the things we can mention right now:
Game optimisation improvements
Server quality & stability improvements
High ping & fps improvements
Continued audio updates
Officer unit management tools to be implemented
Wider settings options, including FOV
The above list, as well as what we haven’t listed, is all possible thanks to our beta players. This is really helping us shape Hell Let Loose ahead of its Early Access launch on June 6th.
We also hope the FAA (Federal Aviation Authority) has approved our request to ground all Tanks for the following Beta.
The next Beta
Whilst we’re not in a position to share our planned dates for the next closed beta just yet, we don’t plan on keeping you away from the frontline for long.
As soon as we have a suitable and stable build locked in, we’ll be messaging the beta details to you all so that you have time to prepare, gather supplies and get ready for a weekend on the battlefield.
Footage from the front
The beta weekend saw Content Creators and War Correspondents fighting on the frontline on both Sainte-Marie-du-Mont and Hurtgen Forest. We loved seeing their gameplay experiences, epic plays and hearing their thoughts on the beta.
Below we’ve got a handful of these videos for your viewing pleasure, they’re well worth a watch!
Nano fights valiantly, showing off the intensity of both infantry and armour combat on the frontline.
This week we’re looking at a role that not only empowers the Sniper role and provides invaluable intel to the Commander, but can also lay devious traps with their specialised loadout – the Spotter.
If you missed the previous guide where we looked at the Sniper, you can catch up here.
The Spotter
As a Spotter, your primary goal is to lead your Sniper, giving them intel on enemy movements to maximise their efficiency in battle. Armed with an SMG and anti-personnel mines you’ll be the perfect close quarters combat partner for the Sniper, not only defending them from any infantry that dare an ambush, but also laying traps that keep you both out of harms way.
Being the leader of a two-man unit also has its advantages. Two soldiers are much more inconspicuous that six, with your small visual signature enabling you to sneak past enemy lines and set up an OP (unit spawn) in highly advantageous positions.
Your two-man unit is self-sustaining, hard hitting and best equipped for giving valuable intel to the Commander and your fellow Officers. Just imagine the smug grin on your face as you see a bombing run tear its way through a previously hidden enemy position, all thanks to your scouting…
Key Duties
Commander’s Information Feed and Sniper Leader
The Spotter is an Officer. Whilst your Recon unit may be smaller than that of the Infantry units, your leadership is no less important. You are the eyes and ears of the Commander and as such, should endeavour to relay battle critical information to them. This includes enemy infantry positions, vehicle movement and fortification levels.
You also have a Sniper at your disposal. Using your binoculars, you can guide, advise and pinpoint targets to maximise their efficiency and lower their risk of being discovered when scouting for or engaging the enemy.
The Spotter has a rather unique role in that their words can have a greater impact on the outcome of the battle than their bullets – take advantage of this!
Did we mention that you also get spawn points? Build an Observation Post to keep your unit close to the battle should either of you fall or call in a supply drop from the Commander to build a Garrison for your whole team to spawn on!
Top tip: Calling in a supply drop will result in a large parachute descending on your position. Be prepared for the enemy to send a scouting force to investigate.
Close Quarters Combat Specialist
The Spotter is the only role in Hell Let Loose to be equipped with both offensive grenades and anti-personnel mines. When these are combined with your SMG, you become a very formidable CQC specialist.
Very few roles can match the defensive capability of the Spotter in trench and urban environments. If an enemy manages to get past your mines, they then have to face a barrage of grenades and bullets – assuming they even know you’re there in the first place!
When duty calls, don’t be afraid to push with the rest of your team, taking key locations and locking them down with your mines to halt a counter push from the opposing team will be a boon to your allies.
American Spotter Loadout
M1A1 Thompson
Mk2 Grenade
M2 Anti-Personnel Mine
Westinghouse M3 6x30 Binoculars
Watch (Spawn placement)
Bandages
German Spotter Loadout
MP40
M43 Stielhandgranate
S-Mine Anti-Personnel Mine
Dientsglas 6x30 Binoculars
Pocket Watch (Spawn placement)
Bandages
Combat Tips
It’s spawn point time – Recon teams can often find themselves away from the main bulk of friendly forces. Always ensure you have an OP down to avoid long walks back to the front. Remember, there’s only two of you so if one of you dies before an OP goes down it will greatly delay your combat plans. When opportunity arises, try and put down a Garrison to benefit your whole team too!
I spy with my little eye – Your binoculars are a powerful tool. Use them frequently to scout locations before moving forwards, put down markers for your Sniper to aim at and feedback on the effectiveness of artillery strikes. If you haven’t used your binoculars before moving forward into contested areas you’re putting your unit at risk.
Use them or lose them – Use your mines! It’s better to use them and not need them, than have needed them and not used them (at which point you’ll find yourself on the respawn screen). Whether you’re setting up a sniper nest in the woodland, or getting comfy inside a building – put them down!
Communication is a powerful weapon – We’ve mentioned this already but talk to your Commander and fellow Officers. The information and co-ordinates you relay can lead to game changing plays, from infantry flanks and armour ambushes to bombing runs and artillery barrages, the Spotter is a key player for these to happen.
The team are hard at work collating your feedback, taking copious amounts of notes and even squeezing some time on the frontline alongside you.
If you're not in the beta, or taking a well earned rest from the weekend's battles, come and join us live on the Hell Let Loose Steam Store page at 5pm BST / 9am PT /12pm ET where we'll be streaming directly from Sainte-Marie-du-Mont and Hurtgen Forest.
Not only will we be battling against infantry, tanks, artillery and bombing runs, we'll also have members of Black Matter answering viewer questions live!
Beta code giveaway
Not got yourself a beta code yet? Then you'll want to tune in! We'll be asking World War 2 trivia questions throughout the stream, giving viewers the chance to bag themselves a beta key for all our closed betas, including this weekend!
Don't miss out! We'll see you live on stream here.
Backers and pre-order players, the frontline is ready and waiting for you.
Before you get stuck into the beta we just want to make you all aware of some known issues with this build, as well as some changes and fixes since the previous test weekend.
Known Issues
When there is a map change via vote, or there is a game restart following a victory/defeat, some players may become stuck on the deployment screen and need to leave the server and re-join
Tug of war HUD element is currently a placeholder
All HUD, UI, menu and 2D elements within the game will be having an art pass
Players may encounter issues with jumping under poor network conditions (high ping)
Bombing and supply run aircraft sound effects may be desynced from the animation dependant on the user’s map position in relation to the animation
Some minor problems with some resolution scaling (UI element may not represent scale correctly when changed)
Sector locked icon sometimes may not appear when a sector is locked
Outpost map icons may not pulse when newly placed under some conditions even if the player can spawn on it
Server favourites not retained between re-booting the game
If a player is killed whilst in an AT gun with an explosive weapon their corpse will be in t-pose
Players cannot rebind keybinds for map marker placement
Sound Effects for Outpost and Garrison construction does not play
Some clipping issues for prone players in certain map areas
Animation issues for M43 grenade when thrown underarm
VoIP icons do not display on map screen, deployment screen, or you have died screen
Player shadows sometimes are not visible when under interior light sources
Some explosions need their culling reduced as they are not visible at over
If the user hits refresh on the server browser before any servers have been displayed they may become stuck in that screen with a perpetual loading
Sometimes a player may become stuck in the AT gun barrel if the barrel is rotated into their player model whilst standing next to the gun
If the player joins a game during a map change or reset there is a chance their client may hang
Tank nameplates are not affected by nameplate distance options
If the map changes by vote whilst the commander is deploying the commander will be unable to deploy on the next game start
There are some other known bugs floating around, but they are minor in comparison to the above. If you do encounter a bug please make us aware of it either on Steam here or in the Hell Let Loose Discord #Feedback room.
New Features and Fixes
New map: Sainte-Marie-du-Mont is back and revamped with new features and building interiors.
Two maps: Fight on either Hurtgen Forest or Sainte-Marie-du-Mont this weekend
FPP animations have been improved for better handling
Added multiple new character models
VoIP enabled on death and in redeployment screens
Text chat enabled on redeployment and round end screens
New map screen maps
Performance & optimisation fixes for Commander Bombing Run ability
Audio improvements (weapon sounds pass - This marks the beginning of the audio overhaul - starting with out focus on outfoor FPP firearms sounds.)
TPP audio sound systems have functionally changed and are still to be refined
Server list sorting implemented
Tank handling and physics improvements
Tank sights no longer desync after colliding with an object
Default gamma and mouse sensitivities fixed
Nameplate visibility settings for users
Multiple UI and HUD changes and fixes to improve usability
Multiple stability fixes
Multiple performance optimisations
If you’d like to share your thoughts and feedback with us on this weekend’s closed beta, we’d love to hear it! You can do so on Steam here, or on Discord in the #Feedback room.
The only question now is will you head to the dense woodland of Hurtgen Forest or charge into urban warfare in Sainte-Marie-du-Mont? Various members of the team will be playing over the weekend, so if you see us about do say hi!
Welcome to Developer Briefing #18. This week we’re marking the start of our support system for Clans, or as we call them, Divisions in Hell Let Loose.
We believe that giving a home to Clans by supporting, engaging and listening to them is a boon for all involved.
Before we go any further though, we’d just like to say that Divisions form one part of the overall community of Hell Let Loose – just because we’re focusing on them today it doesn’t mean it’s at the expense of other community pillars, we’ll talk about that more in the future!
So! What will this support look like? Read on below…
Divisions in Hell Let Loose
When looking at Divisions in Hell Let Loose, we want to achieve the following:
Give Clans locations to exist, recruit, organise scrims and socialise in Hell Let Loose.
Assist in the organisation of scrims and competition matches.
Support and promote Division scrims and tournaments via the Hell Let Loose social channels.
Hold semi-regular meetings with Division leaders to gather feedback, discuss the Division environment and collate their thoughts on the state of the game.
Showcase Divisions to highlight their activities, expose them to potential new members and share their experiences.
Work alongside Divisions to help ensure we provide a quality private server experience. (When they launch)
Please note that the above will be part of a wider democratic process, where as a community everyone’s thoughts and feedback are taken into consideration. This list is also a work in progress, we look forward to hearing what Divisions would like from us, as well as what they think about what we’re already doing!
Becoming a recognised Division in Hell Let Loose
Some Clans may want to be actively involved within Hell Let Loose, others may just want to play the game – both of these options are perfectly welcome!
If a Clan does decide to become a recognised Division in Hell Let Loose, there’s a couple of ways that can be achieved.
1. Filling out a quick application form here (Don’t worry, it’s nothing heavy!)
2. Reaching out to a member of the team on the official Hell Let Loose Discord and providing some information on your clan.
Both of these methods will allow us to formally invite you into becoming a Division and get your clan in the loop!
For those who have applied already using the form in the first method, we’re now going to be going through all the applications and getting in touch with you. We were blown away by the amount of applications, so we’ll try and work through them as quickly as possible.
Locations for Divisions and those looking to join one!
Now that we’ve explained a little about what we’re working towards with Divisions in the game, lets share some of the areas where both Divisions/Clans and players can go right now!
Hell Let Loose Forum – Division area (Coming soon…)
If you’re an existing Division/Clan, or someone interested in joining one, feel free to check out any or all of the above locations and make yourself at home.
Teamwork makes the dream work!
There you have it, this is us marking the start of our support for Divisions in Hell Let Loose! This will ramp up as we move towards Early Access launch and beyond as more things become possible.
We’ve now opened areas for you to hang out, promote yourselves and if you’re not in a Division, find one, so go say hi!
This is just the beginning. If you think we’re missing something and it’s worth looking at to further support Divisions, you know where to find us.
To those playing in the closed beta this weekend, we’ll see you on the frontline!
This week we’re looking at a role that can take out infantry from afar, strike fear into Officers and eliminate VIP targets before disappearing undetected – the Sniper.
If you missed the previous guide where we looked at the Engineer, you can catch up here.
The Sniper
As a Sniper, your primary goal is to eliminate enemy infantry, with a focus on taking out important targets such as the enemy Commander, Officers and Machine Gunners.
Paired with a Spotter, who leads your two-man Recon unit, you become a formidable force that can successfully engage enemy infantry outside of their optimal combat ranges, even taking them down before they know you’re there.
Snipers are the only infantry role in Hell Let Loose that receive a scope on their weapon. Because of this boon, a team may only have two Snipers active at any one time. In order to spawn in as a Sniper, a Recon unit must already have a spotter in-place.
Key Duties
Infantry and VIP Target Elimination
You’re a sniper. Armed with a scoped, bolt-action rifle your presence in a battle will strike fear into the enemy forces. Few can hope to contest you at range, so use that to your advantage.
How you choose to fulfil this rather broad duty will depend on three things:
1. Your Commander’s battleplan 2. Your Spotter’s orders & information 3. Your current situation
Your Commander’s battle plan
If your Commander shares an overall battle plan with the Officers under their command, you can expect some specific orders to come your way.
You could be given orders to support a specific attack, defend a sector or focus on taking out important or highly dangerous members of the opposing team. As an infantryman, the Sniper can be very impactful in a battle, so being a team player is vital.
Your Spotter’s orders & information
The Spotter is your Officer. You may be in a two-man unit but respecting the chain of command is important!
Equipped with a submachine gun and pair of binoculars, your Spotter will provide close quarters protection, as well as target scouting for you. Listen out for their calls and watch for markers being placed on the map. Their field of view will be wider than yours whilst you look down your scope, so heed their warnings and follow their orders.
Your current situation
Sometimes even the best laid plans can put you in a bad situation. You could be penned in, cut off behind enemy lines or even ambushed as you snipe.
Knowing how to act can make the difference between life and taking a trip to the respawn screen. Do you engage and fight your way out? Do you take advantage of there only being two of you and opt to hide until a safer moment?
Know when to pull the trigger and when to live to fight another battle.
Scouting & Reconnaissance
Just because you have a rifle, it doesn’t mean you have to go firing it all the time!
The benefit of being part of a small, independent unit means you can be inconspicuous should the situation demand it.
Snipers are the perfect role for sneaking behind enemy lines, flanking strongpoints and relaying enemy movements and numbers back to the Officers. Just image how rewarding it’d be to have a devastating bombing run called in by the Commander thanks to your coordinates!
American Sniper Loadout
M1903 Springfield Sniper Rifle
M1911 Pistol
Mk2 Grenade
Bandages
German Sniper Loadout
Karabiner 98k Sniper Rifle
Walther P38 Pistol
M43 Stielhandgranate
Bandages
Combat Tips
Aim ahead - The rounds fired from sniper rifles are affected by both bullet travel time and bullet drop. When aiming at a moving or distant target, both must be accounted for. Just because the target is in your crosshair, it doesn’t mean your bullet will hit! Lead your target and/or aim above them when necessary.
Keep topped up - Reloading a bolt-action rifle is a slow process when compared to other rifles. When you get the opportunity, always ensure your rifle is loaded. A Sniper with an empty rifle will be of little effectiveness during a battle.
Hold your breath - When scoped in, Snipers benefit greatly from holding their breath. Simple hold the shift key and your aim will steady, allowing for pinpoint accuracy. Keep in mind that you can’t hold your breath forever, running out of breath before firing or breathing again will throw off your aim and you’ll have to retarget.
Mind games - Sometimes, the enemy knowing that you’re in the area is as powerful as your rifle. Forcing them to keep their heads down, not push forward or use their finite smoke grenades to move forward. Veteran Snipers will be able to wield this to great effect.
New recruits looking to fight on the frontline can now secure their place in three upcoming betas ahead of Early Access launch, as well as kitting themselves out with two exclusive pre-order helmets by pre-ordering now!
Backer Note: All levels of Hell Let Loose Crowdfunder Backer will receive the pre-order helmets.
New recruits can enlist for battle via two different pre-order options:
Option 1 – Soldier Pack
Purchase the Soldier Pack for Hell Let Loose and receive:
1 x Steam game code with access to the full game as well as up to three betas before Early Access launch.
2 x Additional beta keys to share with friends. Each key will grand access for up to three betas ahead of Early Access launch on June 6th. These codes will cease to function on completion of the third beta.
1 x German M42 Helmet Cover with Sniper Veil (in-game cosmetic)
1 x US 505th 82nd Airborne variant (in-game cosmetic)
Option 2 – Unit Pack
This is for the players and clans looking to head to the frontline with a full unit to fight alongside! The Unit Pack for Hell Let Loose contains:
6 x Steam games codes with access to the full game as well as up to three betas before Early Access launch.
6 x German M42 Helmet Cover with Sniper Veil (in-game cosmetic)
6 x US 505th 82nd Airborne variant (in-game cosmetic)
10% discount!
War Approaches!
If you pre-order, you’ll be able to take part in our upcoming beta on Friday April 5th at 11am BST / 6am ET / 3am PT, as well as the two that follow.
Prepare to fight across a brand new map: Sainte-Marie-du-Mont, as players recreate a critical engagement between the 101st Airborne Division and the German Wehrmacht on D-Day!
The beta will also feature the sprawling, dense woodland of our Hürtgen Forest map, where players will engage in the fierce battles between American and German forces that occurred in the winter of 1944.
This is a great opportunity to play Hell Let Loose ahead of Early Access launch, meet the crowdfunder community, join a Division (Clan) and give us your thoughts on the game before it launches!
As we mentioned at the start of this post, we’re incredibly excited to share today’s news with you. We’ve been working and playing alongside our crowdfund community for over a year now, tweaking the game and further crafting it into an experience we hope our players will love.
The best bit though? We haven’t even started Early Access yet! All of the work we’ve done so far has taken place in closed alpha & beta settings, but today that begins to change. As the pre-order goes live we’re opening up the doors for even more players to get stuck into the game and be a driving force in our welcoming community.
To our crowdfunder community, thank you for your support and passion in getting us to this point, and to those new players joining the community ahead of Early Access launch by pre-ordering, WELCOME TO THE FRONT!
Welcome to Developer Briefing #17. This week we’re glancing forward as we look at some of the upcoming content coming to Hell Let Loose!
Please keep in mind that the following is just a portion of what we’re working on, with the rest currently being held in a crate marked ‘Classified’ at headquarters.
We’re not attaching dates for when the different pieces of content will arrive just yet, but as we head towards Early Access launch you can expect further clarity and information as we lock in the content from our side.
Vehicles
As the team become happier with the state of play with the Panther and Sherman tanks that are already in the game, we can take the crucial steps to implement the next set of vehicles into Hell Let Loose.
Currently, it looks like trucks will be the next addition, giving players extra mobility options for both themselves, and supplies. Support, Anti-tank, Engineer and Officer roles rejoice!
Beyond that you can expect to see the addition of further armoured options, both on the heavier and lighter sides of our current offering…
Advanced Movement
Vaulting waist-high walls is coming! That’s right, you’ll soon be able to haul yourself out of trenches, over fences and even over conveniently short walls.
This should address those awkward situations when you’re pretty sure you should be able to make the jump, whilst also giving you a more authentic, tactical approach to engaging with battlefield terrain.
Improved Animations
Continued refining of all animations, including TPP and FPP to give players a more engaging, responsive experience. This ranges from running animations to how soldier models respond to certain actions, such as bullet hit flinching and new context-sensitive death animations.
Audio Improvements
We’ve been working extensively across the entire soundscape of the game according to the feedback given to us in the last playtest. Every single weapon sound has been revamped as we move closer to a quality we’re happy with. The distance fall-off on all weapons has been drastically increased to give better directionality and to make the battlefield more alive.
As we continue to work on audio, we’ll be paying special attention to the handling of external and interior vehicle noises, environmental interaction audio with gunshots, as well refining existing sounds.
This kind of content will be done in stages as the team works on implementation and player feedback.
New Game Modes
Currently Hell Let Loose offers one game mode - Warfare - an intense tug-of-war down a single sector capture line. While we’re confident in the experience it offers players, we know there’s further work to do in better integrating the way resources, strategic freedom and Commander abilities work within this system. We’ve been pouring over the feedback channel in Discord, reading all the brilliant forum posts and have been having ongoing internal discussions as we brainstorm ways to add further complexity to this gamemode.
Having said that, we’re not stopping there. The team are also working on two other game modes that will give players and the wider community more variation and options in the style of gameplay they experience in Hell Let Loose.
The two modes currently being worked on are under the working titles of “Invasion” and “Campaign”. Whilst maintaining the core gameplay of Hell Let Loose, these modes will offer different experiences to what’s available right now - with a particular focus on returning the greater strategic decision-making abilities to the players while maintaining the important player-density. Much of the challenge behind Hell Let Loose metagame design is balancing the resources, map layout, player density and strategic freedom players have.
We’re keeping tight-lipped while we work on the more detailed aspects of these modes, but we hope the names we’ve provided will give you something to work with!
Commander Orders
The Commander isn’t finished just yet! He’s still got some more Orders to come his way. From abilities that have a physical (and painful) presence on the battlefield, to more supporting Orders, the Commander still has some additional functionality to give players the ability to carve out their own playstyle, rather than adhering to one template.
Maps
You know of Hurtgen Forest and Sainte-Marie-du-Mont, but did you know the team are already actively working on the next two maps?
We’re pleased to share with you that both Foy and Utah Beach are currently in active development and will be the next battlefields that you’ll be clashing on in the future. Now this Developer Briefing has been pretty wordy compared to our usual set-up, so lets get some eye candy in here!
Below is an in-game image taken from Foy, a snow covered map that will give players whole new challenges to face, or turn to their advantage, in the heat of battle. Set in the Belgian village of the same name and made famous by Band of Brothers, Foy combines a dense destroyed urban environment with rolling fields and pine forest - giving one of the most diverse player experiences so far. Foy is largely finalised and is about to enter an optimisation pass. Don’t worry - we’ve got a whole folder of reference photos for winter uniforms.
You’ve got to admit, Foy will certainly be a ‘cool’ map!
HUD/UI
We’ve been working hard to make sure the technical aspects of the HUD and UI are functioning correctly as we move towards Early Access. As a result of that, the look of them could really do with some love. We’re going to be working across all UX, UI and 2D graphic elements within the game to give the game the same front-end visual polish that you find in the maps themselves.
Cosmetic System
When you’re on the frontline, your soldier should be able to help reflect the individuality of the player controlling them. We also appreciate that not everyone looks the same!
To address this, we’re currently working on the implantation of a cosmetic system for Hell Let Loose. This will start with the ability to pick a helmet for your soldier, before being expanded to include head and uniform options for each role.
All customisations will be authentic, with nothing untoward or fantasy for that time period being included. Our design intentions here are twofold:
To enable players to roleplay as an historical unit
To allow players to show their experience in their appearance
We WILL NOT be using loot boxes in this system.
The Battle Draws Near
That wraps up this week’s Developer Briefing! We hope you liked what you read. Of course, feel free to let us know what you think in the comments below!
Just remember, this is a portion of what we’re working on and we’ll be sharing more with you all both on the lead up to and beyond Early Access launch.
This week we’re looking at a role that excels at sector control and area denial – the Engineer.
If you missed the previous guide where we looked at the Anti-Tank, you can catch up here.
The Engineer
As an Engineer, your primary goal is to hold key areas for your team.
Key tactical locations such as strongpoints, chokepoints, trench systems and urban areas are where you’ll shine. Armed with both anti-personnel and anti-tank mines, as well as a wide range of deployables such as barbed wire, sandbags and tank traps – A good Engineer can single-handedly contribute to holding back an enemy force far greater than their own.
Key Duties
Area Control & Territory Denial
The Engineer is equipped to lay devious traps for the enemy. Anti-personnel mines and anti-tank mines will quickly dispatch any infantry or vehicles that don’t spot them.
Unlike deployables, mines don’t require supplies to be used. Instead, you start with a fixed amount, much like grenades.
When taking enemy territory, or contesting an area, it’s always worth making use of your mines. As an Engineer you’ll need to plan ahead. Ask yourself “Where will the infantry attack from?”, “Where would they run for cover?” and leave traps accordingly. The same can be said for tanks, which will normally be found on roads or chokepoints.
Engineers also have access to deployables such as:
Barbed Wire
Tank Traps
Sandbags
Barbed Wire and Tank Traps are fantastic tools at slowing an enemy advance, having to be manually dismantled by the enemy or navigated around. Sandbags not only provide cover but will give your Machine Gunner a handy place to pop their bipod for sustained suppressive fire.
In order to use deployables, an Engineer must be in proximity of a supply box, provided either by a Support role, or a Commander’s supply drop.
Vehicle Repair
Your trusty wrench isn’t just for deploying fortifications, it also serves a second, very useful purpose – it can repair damaged tanks and other vehicles.
A damaged tank can quickly be identified by looking for smoke and sparks from a certain part, or parts, of the tank. This will normally be from the turret, tracks and/or the engine. A second way to spot a damaged tank is to listen out for the wails and shouts of a disgruntled tank crew, saddened that their pride and joy has more than a few dents in it.
To repair the tank, simply approach it at any angle with your wrench equipped and follow the on-screen prompts. Take note, repairing a tank is a long process, leaving both the Engineer and tank vulnerable during this period.
American Engineer Loadout
M1 Carbine
M2 Anti-Personnel Mine
M1A1 Anti-Tank Mine
Wrench (building and repairs)
Bandages
German Engineer Loadout
Karabiner 98k
S-Mine Anti-Personnel Mine
Tellermine 43 Anti-Tank Mine
Wrench (building and repairs)
Bandages
Combat Tips
Tanks for the cover – When repairing a tank or other vehicle, always put yourself in a position away from enemy fire. The tank can happily take small arms fire, your solider cannot.
Mine-d your step – AP mines can be used both inside and out. If you’re garrisoning a building, pop one at the building’s entrance to stop overly zealous soldiers from quickly storming your location.
Engineering victory – Prior preparation and foresight for the battle ahead is vital for this role to be most effective. Deploying mines and fortifications takes time, your chances to place defences will be severely limited and outright dangerous during a battle.
Friendliest fire – Both AP & AT mines can’t be set off by your own team, whether they’re on foot or in a vehicle, so don’t worry about accidentally team-killing an ally. However, friendly bullets and explosives can set off your mines.