News

Hell Let Loose Update 21 feedback: Update 22 fixes teased

Dev Brief #221 is Hell Let Loose's first Community Feedback update after Update 21, covering frame drops, controls, Practice Range/Explore Mode, stability, Armor/HE, Conquest, weapon audio, Rifle Grenades and Armor/Anti-Tank. Confirmed fixes and additions aim for Update 22 where possible, subject to development and testing. Future posts will appear when there is meaningful information.

Performance, stability and servers

  • PC/console reports describe temporary significant framerate drops, especially on Carentan. No single cause identified; reports often involve higher-population servers.
  • Optimisation continues across maps, vehicles, weapons, characters and memory. Juno Beach and Smolensk get specific map work; other maps follow later.
  • Console reports cite crashes to title screen, connection losses and match completion issues, considered alongside performance.
  • Server Browser filters often cause "No Compatible Servers"; check/broaden filters, especially on console.

Controls and Practice Range

  • On PC, some custom bindings revert after death, redeployment or restarting.
  • On console, new Rifle Grenade and Weapon Fire Selector controls can conflict with HUD controls and bipod mounting by layout; bipod overlap is known. Confirmed issues target Update 22 where possible.
  • Practice Range and Explore Mode use listen servers, not dedicated multiplayer servers, so issues may not occur in standard matches. Under review: Rifle Grenade/Weapon Fire Selector problems there, including failing to return to standard rifle fire after using a Rifle Grenade launcher, plus Explore Mode weapon/screen shaking on some platforms.

Armor, HE and Conquest

  • Update 21 Changelog tank HE values match implementation, but changing radius caused an unintended release miscalculation and less damage due to impact damage calculation. Update 22 fixes this, with more detail on HE Kill Radius and HE Explosion size.
  • Conquest is not meant to replace Warfare, but another way to play. The team is reviewing feedback and gameplay data for future iteration, asking what works and what makes matches lose direction.

Weapon audio

Weapon Fire Selectors required new audio handling; looping sustained-fire assets were replaced by single-shot assets, often edited from previous recordings with EQ matching to retain character and prevent cut-offs.

  • MG34: previous looping audio plus sourced assets; further adjustments and a potential console fix planned for Update 22.
  • Bren: very small changes; already used single-shot audio. Main Update 21 work addressed third-person issues.
  • M1918A2 BAR: no audio changes in Update 21. Rate-of-fire changes may alter sound/feel; separate sound feedback from fire rate, recoil or handling.
  • PPSh-41 and Thompson SMGs: moved from looping automatic-fire audio to individual-shot assets, using high proportions of previous assets. Feedback reviewed, especially character changes from Update 20 to Update 21.
  • Breathing: assets updated to remove whistling and mouth sounds; trigger system unchanged, so some reports are longer-standing implementation and under review.

Audio feedback should include weapon, perspective, fire mode, platform and what sounds wrong.

Rifle Grenades

Rifle Grenades were among Update 21's most positively received concepts, but feedback covers controls, selection, alignment, animation timings and balance.

  • M1 Garand iron sights can appear slightly offset; this is a bug under investigation.
  • Slower attach/detach is intentional: Rifle Grenades outrange hand-thrown grenades, reducing risk. For the Medic, this means choosing faster Smoke Grenades or Rifle Grenade range. Tuning is being reviewed for ammunition, range, grenade types and usability.
  • Update 22: planting for indirect fire at approximate enemy positions without line of sight, e.g. Smoke or HE at a Capture Point from cover. Limits include few grenades, smaller explosions than dedicated indirect-fire weapons, slow reload/preparation and limited ammunition by role/loadout; they are not meant to compete with dedicated systems.

Armor and Anti-Tank

  • Update 21's wider Armor changes got a mixed response. Crewman Blowtorches, improved tank smoke and expanded Luchs capabilities were generally positive. Armor versus infantry Anti-Tank is under review, plus new vehicles due in Update 22.
  • US Anti-Tank standard loadout changed from M1 Garand to M1 Carbine. The previous loadout drew criticism for being too powerful. M1903A3 Springfield was tested on the Experimental Branch, but feedback suggested the M1 Carbine, introduced for Update 21. It is not necessarily final.
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