This week we're excited to officially reveal the Soviet T-34 medium tank. Alongside that we've got a small update on how the armor reworking is coming along too!
We've got plenty of information and screenshots for you today, so let's get stuck in...
The Soviet T-34
The T-34 was the primary medium tank design fielded by the Soviet Union in World War 2. Tracing its design lineage from the BT series of fast light tanks, the T-34 added additional armor and a larger gun to form a balanced and effective tank design.
The T-34 utilized the Christie type of suspension, which in conjunction with its wide tracks afforded the tank good off-road performance on the muddy roads of the rasputitsa season. Additional fuel tanks were mounted externally, extending the operating range of the T-34 significantly and often allowing it to drive directly into battle.
One of the most distinct characteristics of the T-34 was its usage of steeply sloped armor plates on the front, side, and rear. This gave it excellent protection given its weight and speed, and contributed significantly to its legendary reputation. The T-34 was equipped with a 76 millimetre gun, which was more than adequate for the targets it was facing at its introduction.
The type was not without its shortcomings, however. The bulky suspension and sloped armor limited space inside the tank, causing no shortage of discomfort for crews. The transmission was difficult to operate, sometimes needing to be hammered between gears.
The turret was barely enough for two men to squeeze in with the 76 millimetre gun, and thus the commander of the tank also had to fire the main gun. Optics were generally poor, and visibility out of the tank was much worse than the German equivalents of the time.
Overall, the T-34 was a well-armed, well-armored, manoeuvrable vehicle which performed valiantly as the mainstay of Soviet armor. Though suffering from a number of ergonomic issues for the crew, these tanks were solid vehicles able to be built in vast quantities by Soviet industry.
In-Game
As we redesign the vanilla vehicle roster, the T-34 will function as the staple medium tank for the Soviet forces - alongside the soon-to-be-introduced Panzer 4 and 75 mm gun M3 / M4 Sherman tank variant.
Player’s will need to learn to use the distinct armor angles of the T-34 to best effect in their positioning and orientation of the tank.
Armor Rework
The second and bulkier half of the armor rework is currently underway, with all tank handling performance being addressed, as well as an entire re-write of the angle and collision detection system of the heavy weaponry within the game. We’re also currently testing different interior components to give greater variation in the ways vehicles can be dealt with - beyond just a simple “catastrophic kill”. We’re very excited to show more of this in the near future.
Video Competition Reminder
We have had some fantastic submissions so far for the video content competition. If you are unsure what that is, you can find all the details in last week's developer briefing.
We want to thank everyone who has made a submission so far. A reminder that all submissions must be made by May 17th, so get recording and we look forward to watching them!
That’s all for this weeks Dev Brief, have a great weekend everyone.
We're pleased to announce that Patch 15 is live now and deployed to all servers!
This patch came together thanks to all of your feedback and bug reports following the launch of Update 9, so thank you!
The main focus of Patch 15 is on the following areas -
Quality of life
Bug fixes
Crash fixes
Terrain collision
The full notes are below for your reading pleasure!
Please note: If you have any missing servers after you've downloaded today's patch, please verify the integrity of your Hell Let Loose game files!
Patch 15 Changelog
Quality of Life
Outposts belonging to your Unit and Garrisons now appear green on the deploy menu and tactical map.
Anti-Aliasing Method no longer ignores the user’s settings and defaults to Standard AA when launching the title.
Building and Tree LoD improvements across various maps.
Updated a large number of assets and materials to correctly work with bullet penetration.
Updated textures for the Garand and Carbine.
Updated Game Credits.
Restored the ability to continue an input while opening the scoreboard or map.
Padre's M1 is no longer locked behind Rifleman lvl 3.
The M40 Side Cap now unlocks for Assault, Automatic Rifleman and Medic correctly.
A large number of community reported map bugs have been fixed.
Bug Fixes
[Fixed] On the Enlist screen, clicking a server scrolls the server list [Fixed] Players can join a team which should be locked by the Auto-Balance threshold [Fixed] The 'Favourites' list in the Enlist screen updates causing servers to appear as duplicates of other servers [Fixed] The map will close and chat will be dismissed after having the Map opened and tapping the Map Keybind (M) in chat [Fixed] Commander can establish an airhead in the water outside of playable zone in Utah [Fixed] Weapons sometimes showing pixelated edges [Fixed] Hedgerows have no collision with rockets and tank shells [Fixed] Collision issues on several assets [Fixed] Blood VFX color appears black and has rendering issues [Fixed] On Offensive maps, all barbed wires that are located in the Attackers HQs turn back area are observed to be missing VFX, SFX and do not affect the player in any way. [Fixed] On Offensive maps, water does not slow or prevent prone when the player is in the Attackers HQ turn back area. [Fixed] Empty enlist screen after putting in an incorrect password under certain conditions [Fixed] The "No bandages" message is displayed for a split second when switching between their equipment when the player is damaged [Fixed] Holding the breath before aiming will cause the player to be unable to shoot [Fixed] Reviving a player that is on a terrain seam may cause them to fall through the map [Fixed] In some cases the deploy screen remains up after deploying [Fixed] Updated minor incorrect main menu text [Fixed] Being killed during a melee animation locks the camera on the attacker [Fixed] After confirming the "wrong password" message when joining a server, the password prompt's buttons lose functionality [Fixed] US "Sherman Jumbo 75MM" and "Sherman Jumbo 76MM" treads have no bullet collision nad are not affected by the blowtorch [Fixed] A server launched with an "Offensive" map variant will display as the "Warfare" game mode on the Enlist menu until someone joins [Fixed] Replaced the “Cancel” button with “Back” on the change role screen [Fixed] The "Spawn Location" list will display 3 HQs even if only 1 HQ is currently available
Crashes [Fixed] 3 types of client crashes [Fixed] 2 types of server crashes
Servers [Fixed] The "Set Vote Kick Enabled" and "Set Vote Kick Threshold" setting is reset after a Map change. [Fixed] Transitioning from any map resets the Team Switch Cooldown to 0 if changed during the round.
Foy [Fixed] Shooting through a specific window caused stone PFX and SFX
Hill 400 [Fixed] Barbed wire placed under the ground [Fixed] A barbed wire asset has no functionality
Hurtgen [Fixed] Barbed wire placed under the ground [Fixed] Rock with no collision [Fixed] A preplaced Belgian Gate can be destroyed with firearms
Purple Heart Lane [Fixed] Multiple tree models produce concrete PFX when shot [Fixed] Water has no functionality in a part of the map
Utah [Fixed] Certain small bushes have Player collision [Fixed] Players can travel through the water outside of the playable zone [Fixed] On German Bottom HQ there are two repair stations [Fixed] Text can be seen on the landscape [Fixed] Players can drop an airhead outside of the playable area [Fixed] Players can fall from a specific boat when deploying on the Top HQ on the US team [Fixed] Players are pushed through the spawn boat if they remain on it when it leaves the map boundary [Fixed] The spotlights found throughout the map have no collision
Sainte Mere Eglise [Fixed] A house has no player or bullet collision
That wraps up today's patch notes!
Once again thank you all for your patience, feedback and bug reports - they really go a long way.
We'll be back again later this week with Developer Briefing #125!
We want to let you know that the U9 patch is just around the corner, and will have several significant bug & server crash fixes coming. We will provide a full changelog and update the community early next week on the planned patch release date. We are currently very hard at work on U10 and eastern front content, as well as lots of QOL improvements that we feel will move the game forward in a big way. We will follow up in the coming weeks on more U10 goodness, but for now something a little different:
We are happy to announce the first HLL video content competition, and are extremely excited to see what the community will create and share with us. We’ve seen huge amounts of incredible content created since our launch into Early Access, and we want to officially showcase some of the best!
We’ve outlined the two video-specific categories this time around - but don’t worry, we'll have future competitions with different categories - especially if screenshots, photoshop and fan art is more your thing. Lastly, please keep bad language to a minimum, we are keen to share this content and large amounts of bad language will make that harder!
Here are the following categories for this competition:
FILMING PRIVATE RYAN - Community/Clan Cinematic
Create a Hell Let Loose cinematic incorporating your community & multiple community/clan members. Be as creative as you want.
- One submission per community/clan - Duration: 1 to 10 minutes (please don't exceed 10 minutes!) - If using voice lines, english speaking is preferred (so we as judges can understand) but all languages are welcome.
FILMING PRIVATE RYAN Winners Prize: Representation of your Community/Clan in the game. This could be a street sign, poster or other asset in game, that subtly references your clan/community in a new or existing map. Your community will also get 12 HLL STEAM game keys.
Runner Up Prize: 6 Hell Let Loose STEAM game keys.
WE WANT YOU! - First person perspective Individual Highlight / Proudest moments reel
A video showing your proudest moments. It must be all original content, recorded by you.
- One submission per person - Duration: 20 seconds to 2 minutes
WE WANT YOU! Winners Prize: An in game portrait painting done by our very own DannyArt. And 5 HLL STEAM game keys.
Runner Up Prize: 3 HLL game keys.
Submissions
Please upload your video to youtube and complete the form below including your full name, email address and Discord name & ID.
We will be doing further content competitions in the coming months. If you have any issues or questions about your submission, feel free to DM Spono in the official HLL Discord.
All submissions must be uploaded to Youtube, and submissions must be made using this form by 2pm GMT, May 17th.
*Please note: We may ask for your original file if you are a winner or runner-up so we can ensure good quality when we share it across our channels, so please don't delete them! Prize/Reward will be discussed with the submitter and contacted by email, original content only will be considered and proof will be required. All submissions may be considered for highlighting on our social channels.
This week we are showing off one of the two new Eastern Front maps added with Update 10, Kursk!
An Overview of Kursk
The Battle of Kursk was one of the largest battles of World War 2. Some of the most intense armoured combat occurred at Kursk, with Germany fielding its newly introduced Panther tanks in an attempt to encircle and destroy the Soviet salient. Fighting was fierce, with heavy casualties on both sides. Fighting on the Steppe
The terrain encountered by the advancing German forces were the familiar rolling hills and grasslands of the East European steppe. They were resisted by layers of soviet defences heavily fortified with all types of anti-tank emplacements and manned by prepared and well-equipped Soviet units. The relatively flat terrain aided in the fielding of armour and air power, and both played a major role in the engagement.
Armour
The Battle of Kursk saw the first combat action for the new German Panther tanks, and in fact the offensive itself was delayed to ensure that the Panther would be available for the battle. Nevertheless, the rushed implementation resulted in a worrying number of mechanical breakdowns. Discounting reliability issues, the type performed well in its intended role against enemy armour.
Soviet forces would primarily field sizable numbers of T-34 medium tanks, an effective and well-rounded design which was capable of engaging all but the heaviest of German armour at its introduction. The gun would show its age in the intense combat, however, having difficulties defeating many of the up-armoured German tanks at the longer engagement distances seen at Kursk. The T-34 would eventually be upgraded with a larger 85mm gun in subsequent variants, though the initial 76 millimetre version would serve through to the end of the war.
A summer offensive intended to retake the initiative for the Germans on the Eastern Front, stiff resistance and a rapid Soviet counterattack slowed German momentum to a halt. Ultimately, developments elsewhere would force the withdrawal of German units from the area. After Kursk, the Soviets would dictate the pace of the fighting.
In-Game
In Hell Let Loose, Kursk is an open map of dominating ridge lines and trench networks that house the “defence in depth” positions that the Soviet forces made famous in their attempts to halt the German armoured advance. You’ll fight from the concealment of the forest out into the small Russian hamlets that scatter the treeline before pushing into the majority of the map - the famous yellow fields of the steppe.
While the open map places heavy emphasis on armoured tactics and success, infantry will be able to manoeuvre via the trench networks that link ridges, hamlets and old windmills that dominate the centre of the map.
U9 Patch PTE
We have a pending U9 patch, and will likely be having a play test tomorrow. This will essentially be a smoke test for fixes we have implemented. We will be grateful for those who have the playtest downloaded if they can jump in and help us test for a couple of hours to check the stability of the patch. If you wish to join in and have not downloaded the PTE, search and install the Hell Let Loose (public testing) app in your steam library. We will let you know when the PTE servers are live via Discord.
We will follow up with the patch notes, which include a bunch of bug and crash fixes.
Just a quick post today to let you know that we're hosting an AMA especially for you, the community, with Lead Developer Max this Thursday on the HLL Subreddit!
We know many of you have important questions around different areas of the game, from the meta to how tanks will change with the armour overhaul and much more!
As such we're keen to use this opportunity to answer those questions for you AND have an active discussion on multiple community hot topics with you - door's open, come in style.
If you can't make it yourself please feel free to give your question to someone else to field.
Please note: we will try to answer as many questions as possible from as many of you as possible, as such we will likely begin by answering only one question per person.
Time & Date
Starts 2pm BST / 3pm CET / 9am ET on Thursday 15th April and will run for 12 consecutive hours.
This week we're going to preview the PPSh-41 and show off some of the faces that will represent the Soviet Union in-game!
The PPSh-41
The PPSh-41 was one of the Soviet Union's primary submachine guns of the Second World War. A simplified design made to be built rapidly with limited machining operations, the PPSh-41 used a heavy gauge steel stamping for most of its construction. It was originally issued with 71 round drum magazines copied from a Finnish design, but these were phased out in favor of more traditional stick type magazines.
Reliability was generally high even with the drum magazines, though these were complex and difficult to load. In addition, issues with manufacturing tolerances meant drum magazines were not readily interchangeable between guns. Drums needed to be properly "fitted" to their assigned submachine guns to feed reliably, though this was resolved somewhat by the introduction of the smaller 35 round stick types.
In combat, the PPSh-41 performed admirably. Soldiers appreciated the high fire rate and reliability in close-quarters combat, though the Soviet Union would eventually supplement the PPSh-41 in production with the even simpler PPS-43. The submachine gun as a class would form a major component of Soviet unit composition. Entire platoons would be equipped with PPSh-41s to spearhead an offensive action.
In Hell Let Loose, the PPSh-41 comes in two variants - one with a 35 round stick magazine and the other with the iconic 71 round drum magazine. While the stick magazine benefits from a faster reload and faster transition to ADS, it suffers from slightly increased recoil over time due to its lighter stick magazine. The drum magazine variant benefits from the increased magazine size and slightly lower sustained recoil due to its weight, but has a slower ADS transition and reload time.
Soldiers of the Soviet Union
In designing the faces of our Soviet faction, we endeavoured to take into account the historically broad array of different people groups that were brought together to fight a common enemy. Because of the need to muster every able man for the war effort, soldiers were conscripted from all over the USSR, from the Baltic sea to the Baikal.
Regardless of their origins, each and every Soviet soldier was equal in the face of combat.
That wraps up this week's Dev Brief!
What other weapons would you like to see in-game? Who's your favourite Soviet soldier so far? Let us know in the comments!
This one is for real and not an April Fools joke, so stand easy!
This week we're looking back at out most recent free weekend and looking forward to U10 with some initial information on our plans for the 'Armour Overhaul'.
To take you through this I'll be handing over to Lead Developer Max!
A Message From Max - Free Weekend & Armor Overhaul
Before we begin we'd like to give a big thank you to everyone who tried Hell Let Loose over the weekend. Thanks to you, we've managed to set our new record, hitting a peak player-count of over 13,000! Seeing so many of you trying out our game for the first time was very gratifying for us as a team.
Of course, we also have to thank our veteran officers, commanders, and grunts for showing the new recruits the ropes. Hell Let Loose wouldn't be what it is without you, and we appreciate your ongoing support.
Last week we saw the release of Update 9, which focused on delivering a number of long-requested features, adding new options for players and additional functionality for admins.
Update rollouts are not always as smooth as we'd like them to be, but with your feedback and input we were able to identify a number of issues and push out two hotfixes to deal with the most pressing concerns.
As we continue into the weeks following U9, we’re closely monitoring your responses as we work towards a patch later this month that will look to address any outstanding nuisances. Below is a brief preview on some of the things we plan to include to give you an idea of what to expect. As usual, this isn't an exhaustive list of what we are currently working on and will look to provide a full changelog on the day of release.
Removing Outposts not belonging to your Unit from the Spawn List
Restoring the green icon for Outposts that belong to your unit on the deploy screen and tactical map
Bullet penetration pass on various assets across maps
Performance optimizations
Fixing a Client and Server crash
Duplicate servers showing on the Enlist screen
Many more various bug fixes
Moving Forward, U10 Armor Overhaul
As we look towards our next major update, we'd like to take the time to outline some of what we're working on in regards to armor. We acknowledge that Armor gameplay has been an unsatisfactory position, and we'd like to dedicate a significant portion of U10 to taking the Armor experience to the next level.
Here are just a few of the improvements and fixes we have planned:
Fixing point of impact shifts depending on tank angle
Vehicle and environment collision improvements
Vehicle Physx improvements
Hitbox adjustments
Adjusting Anti-tank effectiveness
Vehicle availability adjustments
FX - including muzzle and hit
This isn't to say that tanks are the only thing we're working on! Take a look at the roadmap for what else is on the docket for 2021.
We thought we'd take the opportunity today to share with you a new feature coming to Hell Let Loose that aims to further deepen the meta and highlight the importance of leadership on the frontline...
An Introduction to Heroes
Heroes will be coming to the frontline in Hell Let Loose!
We’ve often thought about how we can deepen the meta around the leadership roles in the game. We know that many are keen for a push for authenticity, and to not dilute the core premise of the experience. As a result of this, we felt that Heroes would be a perfect fit - enabling you to take to the field as one of the iconic and powerful leaders who shaped the course of the war.
Obviously, we feel that it’s a very careful balance to make sure we respect the historical authenticity of the battles themselves, but also integrate this powerful new feature. We’ll talk through their functionality below.
How do they work?
At the 45 minute mark, the Commander is given the choice of a selection of powerful heroes who they can deploy to the battlefield - effectively taking control of them. While many of these leaders never actually deployed to the front line, we felt that dropping them into the action would provide an immersive experience. A humble GI taking up arms beside Tommy-wielding Winston Churchill, or an Engineer laying mines with Friedrich Paulus. Hell Let Loose has always been about mixing different leadership styles and tiers in the chaos of frontline combat.
Heroes perform much like Commanders - each with their own benefits and drawbacks. Will your tank column be led into Foy by Teddy Roosevelt and his iconic dual-wielded Colts, or will Stalin use his “Iron Will” to remove suppression from the Soviet Forces for the next 30 minutes?
We’re looking forward to showing off the unique skill set and weaponry for each hero, and the way in which you’ll be able to use them to shape the battlefield and the course of World War Two itself!
We've put this together this quick guide to give you an intro into the roles, mechanics and teamwork involved in Hell Let Loose so that when the landing craft doors open you can hit the beach running!
Some of the Black Matter team have also shared their top tips to succeeding in battle, so keep an eye out for those a bit further down!
Thank you so much for coming and checking us out during our free weekend, welcome to the community!
Joining a Server
Before joining a server we recommend checking over your game settings. Visit the options tab located at the top of the menu where you can edit graphics and change keybinds. Once you feel comfortable with your settings it’s time to join a server. Oh and don’t worry, you can change your settings anytime in-game using [ESC].
How to join a server
The server list can be accessed from the "Enlist" button on the main menu. Players can apply filters and sort the list by selecting the filters or columns at the top. To join a server in the list, simply select a server you like and click “Join Server”. If the server is already full, you may be placed in a queue or you need to find a server with available slots.
Finding the right server for you
As servers are located all around the world, try to pick a populated server within your region. A ping under 150 is ideal for Hell Let Loose's fast paced gameplay. To quickly find all servers in your region, try sorting the list by ping to show the closest servers to you first.
Official vs Community servers
Servers fall into one of two categories, Official or Community. Official servers are run by the developers and have no fancy rules to worry about.
Community servers on the other hand are run by our amazing members of the Community. These servers are governed by their Admins and their rules. You’ll often find more cohesion and teamwork in Community servers due to the welcoming hearts of the Community backing the server.
Getting Started
Before you can get your boots wet, you’ll first need to select a team, a unit, a role and finally a spawn location. Upon joining a server you’ll be greeted with the Team Select screen, pick the side you wish to play as! Germany or the US?
Once you have picked a team, it’s time to join a unit.
Unit types
In Hell Let Loose there are three types of Units: Infantry, Armor, and Recon. Infantry Units are primarily responsible for attacking enemy Units and capturing territory. Armor Units command tanks and recon vehicles to support infantry and destroy enemy armor. Recon units are responsible for scouting out enemy movement and garrison placement, as well as covertly dismantling enemy nodes.
To join an existing unit, click the icon on an existing unit that has available slots. We recommend starting off in an Infantry unit to learn the basics.
Now it’s time to pick a role!
Roles - Infantry
- Commander
Far from a frontline role, the Commander communicates with officers to control the flow of the battle. To assist with this, he can utilize the team's resources to call in special abilities like a recon pass or a bombing run. He also decides when to spawn tanks for the Armor Units. Due to the immense responsibility the Commander has, he can only be selected by players of level 10 and above.
- Officer
One of the most important roles in the Infantry Unit, the Officer is responsible for leading his comrades on the battlefield. He can use his watch to place down OPs for his Unit and, when supplies are close by, Garrisons for his team as well. His binoculars allow him to mark the location of enemy Units and structures for the other Officers to see.
- Rifleman
The Rifleman, as his name suggests, is equipped with a powerful rifle for engaging enemy Infantry at all ranges. A good all-rounder, he is also equipped with an ammunition box for resupplying trigger-happy teammates.
- Assault
A dedicated attack role, the Assault has access to a myriad of high fire-rate weapons for closing in with the enemy, and a good supply of smoke and fragmentation grenades to help him on approach.
- Automatic Rifleman
The Automatic Rifleman is heavily armed and capable of suppressing enemies on the move with his fully-automatic weapon.
- Medic
Limited in firepower, the Medic is a dedicated support role capable of reviving and bandaging teammates. He is equipped with smoke grenades to help cover his revive attempts.
- Support A good addition to any Unit, the Support brings with him a crate of supplies. The supplies can be used by the Officer to build a Garrison, or by the Engineer or Anti-tank to create defensive emplacements.
- Machine Gunner
A menace on the defensive, the Machine Gunner uses his mounted up belt-fed machine gun to tear through enemy infantry. He can also brace his weapon to control the recoil of his weapon when firing on the move.
- Anti-tank
The Anti-tank is responsible for protecting his Unit from enemy armor. Equipped with a rocket launcher for point defense, he can also use a Support's supplies to set up an AT gun for engaging tanks at range. Be sure to aim for the side or rear of the tank to guarantee a penetrating hit.
- Engineer
With a myriad of tools to support his teammates, the Engineer is a dedicated rear-line role. His wrench can be used in conjunction with supplies to construct barricades, bunkers, and more. His blowtorch can repair friendly armor, and his mines can be put down to keep the enemy from getting close.
Roles - Armor
- Tank Commander
Responsible for leading an Armor Unit, the Tank Commander can communicate with the Commander and other Officers to report on enemy movement and coordinate manoeuvres. Depending on the size of the Unit, he may have to operate the gun or drive the tank as well.
- Crewman
Lightly armed and somewhat defenceless, the Crewman's responsibilities lie with operating vehicles. Coordinating with the Tank Commander, the Crewman must move his selected vehicle into a defensible position and engage the enemy.
Roles - Recon
- Spotter
The leader of the Recon Unit, the Spotter is responsible for communicating with the Commander and other Officers and reporting on enemy positions from behind enemy lines. He can place OP's for himself and his Sniper, and can sabotage and destroy enemy Nodes and Garrisons when the opportunity presents itself.
- Sniper
Armed with a scoped rifle, the Sniper can engage enemy Infantry from significantly longer range than any other role. As such, he is responsible for moving in conjunction with his Spotter and eliminating high value targets - Officers, Commanders, and other Recon Units.
Deploying
Now that you’ve joined a unit and selected your role, it's finally time to join the soldiers on the frontline. You’ll need to begin by selecting a spawn point from the map, but where should you spawn?
Read the types of spawn points below to understand their differences. We recommend spawning on an Outpost or Garrison to begin with if they’re available. They’re usually placed by other players closer to the action.
Once you have selected a spawn point, click deploy on the lower right of the screen.
- Headquarters(HQ)
Headquarters are your team's base location, where your team's vehicles respawn and artillery guns are located.
These spawns are commonly used during the beginning of the match when no other spawns exist yet. If you join a match in progress, it is recommended to spawn on an Outpost or Garrison instead which will likely be closer to the action.
- Outposts (OP)
Outposts are placed by Officers and are only available to their unit. You’ll need to look for an Outpost placed by your unit’s Officer as you’ll be unable to spawn on any Outpost belonging to a different unit.
If you can’t find any Outposts placed by your Officer, simply ask for one or pick a different spawn location.
- Garrisons
Garrisons are also deployed by Officers but can be spawned on by the entire team. They’re often set up in defensive locations and can be a reliable way to spawn close to the action.
If your team’s Garrisons ever come under attack, be sure to defend them, losing a garrison can have a large impact on the outcome of a match due to the effort required to place one.
- Airheads
An airhead is a team-wide spawn point that can be air-dropped into any active sector by the commander. Because they can be placed in any active sector, airheads can be extremely effective at launching attacks on sectors by deploying in enemy territory.
If you see an airhead on the deploy screen, give it a go!
Communicating
Hell let loose is all about team tactics and coordination. While getting kills can aid in a victory, a team that is communicating well and organizing their frontline will always come out on top.
Talk to your unit using [C] or to players in your proximity using [V]. If you are unable to use a microphone to communicate, text chat is also available using [K] for Team chat and [L] for Unit chat. Be sure to ask if others can hear you, and your mic volume is not too quiet or loud.
Leading a Unit
Once you feel like you’ve got a good understanding of how the game works and feel confident in leading a unit into battle, give the Officer role a try. To play as an Officer, create a unit by selecting the + icon next to a unit type in the list. When playing as an Officer, be sure to place Outposts and Garrisons for your team as well as communicating with other Officers using [X] to talk over the Leadership voice channel.
Developer Tips & Tricks
Spawning do’s and don'ts
Take a look at the Garrison and OP icons before you select them to deploy. If they are marked with red, enemies are close to the spawn point. If you decide to spawn when enemies are nearby, try to secure the area before moving forward to the objective.
Unit Composition
As an Officer of an Infantry Unit, try to have the Support and Engineer role filled at the beginning of the round. Nodes and Garrisons are always in short supply, and having these set up will assist greatly in the upcoming battles.
Key Deployables
Nodes (Engineer)
Nodes are crucial to keeping your team well-supplied! They generate resources once deployed, which can be used by your commander to spawn tanks and call in powerful support abilities. Ask your Officer for supplies, and he can either send a Support your way or get the Commander to call in a supply drop to get the Nodes built.
Repair Station (Engineer)
Repair Stations can be placed in the front line to rapidly repair multiple vehicles at once. This can save on Armor Units from needing to drive back to HQ to repair, and can save your expensive tanks from being destroyed in a pinch.
Belgian Gate/Hedgehog (Engineer)
These deployables allow a well-supplied engineer to quickly block off a road to enemy armor. Be careful of placement, as they can block friendly vehicles as well.
Combat tips
Bullets don’t just kill, they suppress also! Rain lead down on enemy positions to pin them down and provide suppressing fire for your team to advance.
You can steady the aim of many weapons by holding down the [Shift] key while aiming down the sights. You can only hold your breath for a short period of time so be swift with your shots!
Medics can revive downed players. If you’re downed and see a medic nearby, call out for help, it could save you a lot of time redeploying.
Players can bandage each other. If you run out of bandages, find a friendly and ask them to patch you up. Be quick though, if you don’t bandage in time you’ll bleed out.
A good defence is just as important as a good offense. If you see one of your team’s sectors under attack, fall back and defend the point.
You can ping a location for the rest of your unit by pressing [Middle Mouse Button]
Team up and dominate the battle
Be sure to check out our Reddit and Discord where you can find like-minded players eager to team up and conquer the battle!
You can also chat to us here on Steam, or over on our Twitter!
Onwards to the Frontline!
That wraps up our Free Weekender's Guide to Hell Let Loose!
We hope you found this helpful and have a fantastic time on the frontline. We've got a very exciting year ahead of us as we head towards our launch out of Early Access and the arrival of the Eastern Front!
If you enjoy your time with Hell Let Loose this weekend you'll be able to pick it up at a 25% discount until the close of the free weekend on Monday 29th at 5pm GMT.
We've just released our second hotfix following Update 9's deployment, check out the full patch notes below -
Hotfix 2 Patch Notes
Fixed a bug that prevented Japanese language from being accessible in-game.
Fixed a bug that blocked players from deploying after clicking on another unit’s outpost.
Fixed a crash that occurred for all players on a server when an AT gun placed by a player that had died, left the server, or moved 500m away from the AT gun was dismantled by another player.
As always we really appreciate your feedback and bug reports, they make it possible for us to deploy hotfixes so thank you.