• ROADMAP 2021, DIE RUSSEN KOMMEN:

    Hey everyone,

    Welcome to Dev Brief #114!

    This week we're pleased to be sharing with you our updated Early Access Roadmap for 2021!

    We'll also be sharing with you the key parts of Update 9 today! On top of that we're letting you know how you can test out these new additions and changes ahead of Update 9's launch to give us your thoughts and feedback before they go live.

    We'd seen from various parts of the community that you'd like to get more involved in changes to the game ahead of their implementation and we're looking forward to further embracing that mantra with you.

    Now I'm going to pass the Dev Brief over to Lead Developer Max to show you what's next for Hell Let Loose -

    A Message From Max - Roadmap Update!

    Hi everyone,

    We are excited to share the first roadmap update of 2021! This will show what’s coming up in Update 9 and what is still to come this year and beyond. We also want to give you more info about some of the changes well in advance of Update 9 itself, in order to keep new and veteran players better informed and to provoke conversation before we open testing up in the PTE.

    Hell Let Loose PTE Application

    Within the next few weeks we will begin testing U9. This is to make sure we have stable servers and clients before the update gets pushed live. We will have a focus on specific things we want the community to test and give feedback on, and will let you know what these are closer to the test date. We are happy to tell you it will now have a separate Steam application dedicated to testing.

    While this was a large amount of work to set up for previous playtests, it had always been our desire to provide you with a separate app for quick access. We were able to take the time shortly after the launch of U8 to establish this new system.

    Updated Roadmap - 2021!

    d2d75da5a731a9f5658c2b8bd1304e374af3600c.jpg

    Update 09: Q1 2021

    • Melee
    • Server Admin Camera
    • Implement correct weapon zeroing for all firearms
    • Beginning the armor system rework
    • Community Voice Overs
    • Steam Achievements
    • Barbed Wire functionality
    • Added and refined localization
    • MG34
    • Additional loadouts
    • Continued Bug & Crash fixes
    • Warmup Staging Period for Warfare Mode
    • XP level increase
    • Sound Improvements across the board (BAR to footsteps to death)
    • UI Changes
    • Max level Increase
    • Improve optimisation
    • Grass and Foliage spawning improvements
    • Utah Beach Offensive mode for both German and US forces
    • Weapon visual quality overhaul
    • Improved Damage Occlusion System

    And many more changes!

    Medium Term Still To Come:

    • Continued improvements to armor systems
    • Campaign Mode
    • SMDM Overhaul
    • Russian Forces
    • Russian Weapons
    • Russian Vehicles
    • Flamethrowers
    • Kursk
    • Unannounced Eastern Front Map currently in development
    • 2 Unannounced Western Front Maps currently in development
    • Continued in-game FX overhaul
    • Continued in-game SFX overhaul
    • Continued implementation and expansion of RCON features

    Beyond this Roadmap

    We want to assure you that there’s tons to come beyond this roadmap, we simply can’t fit it all on here and feel it’s more important to communicate short and medium term goals on this image.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Am Panzersystem wollen sie endlich auch arbeiten:


    Armor System Rework

    One of our toughest challenges has been how we tackle the armor bugs and inconsistencies, and get it to a place where it is fun, satisfying and consistent.

    Update 9 contains many changes to armor. Some large ones are:

    • Increased the MG belt size to 200.
    • Fixed zeroing on the MGs resulting in far less drop off.
    • Reworked several associated sounds.
    • Created new FX to better designate non-penetrating hits.
    • Reworked HE shell damage tracing to make them ignore smaller occluding collision (ie. a fence won’t protect you from the damage). Includes all radial damage on explosions.
    • Buffed HE shell damage radius on all vehicles.
    • Began reworking smart materials and geometry on all vehicles and vehicle viewports to increase visual fidelity and lower vram requirements.
    • Altered Fuel costs
    • Hitbox adjustments
    • Collision adjustments
    • Penetration values & angles
    • Armour values
    • Tank handling and stability

    We will continue work on the many different aspects of the armor system in response to community feedback, taking into consideration but not limited to the following:

    • Main gun alignment
    • Coaxial gun alignment
    • Vehicle PhysX
    • Handheld AT Damage
    • AT Gun Damage and distribution
    • Mine Damage
    • Tank Speed
    • Turret speed
    • Switching seat speed
    • Expansion and balancing of vehicle rosters
    • Reconsideration of vehicle componentry
    • Repairing
    • Rearming
    • Tank commander loadouts
    • Crewman loadouts
    • Introduction of new vehicles
    • Ongoing hitbox adjustments
    • Ongoing collision adjustments
    • Ongoing penetration values & angles
    • Ongoing maintenance and balancing of armor values

    We want to acknowledge that the current tank play can be very frustrating, and we are 100% dedicated to improving the overall armour and vehicle experience based on the community's feedback. This will not come all at once, as it requires rigorous testing and significant development time, but we want to reaffirm this is a top priority. The reason we’re unable to achieve this in a single update is due to the intense complexity behind the scenes as to how the vehicle physics model works. Often, adjusting one aspect of the vehicles will cause unintended other issues.

    For example, while we can easily alter some aspects of penetration or armour values, we feel that there are endemic issues in the way the physics model works that will require a bigger relook.

    We still have a lot to do, and are far from happy with it’s current implementation. We will be continuing to make significant changes, and will be asking the community for feedback when we have more focused PTEs post Update 9.

    We are aware of some current optic and gun offsets that can arise during gameplay. We understand why this is happening and are currently troubleshooting the best approach, however this is likely a significant rework and will require a lot of development and QA time.

    There are some immediate collision and hitbox issues that we will be looking to resolve for U9, but will require additional work to make this more consistent and intentional. We will do our best to eliminate as many armour bugs we can for U9, and we appreciate the patience as we work to fix this for the community, especially for those who main tanks.

    .INI File & AA Settings

    We have made the decision to lock the .ini file to avoid exploits and game-breaking alterations. As we’ve had to lock this, we’ve collated a huge number of community-specific AA settings and have included these as an AA setting (this can be accessed in the Options menu under “Community”).

    VIVOX / VOIP

    We have seen some significant improvements to the in-game voip since last week due to changes made by Vivox. We are going to continue to troubleshoot with them and we will continually provide updates as we work to resolve these issues.

    We have also included in U9 the ability to re-connect to the VIVOX server via the game options menu, this may resolve your VOIP bug, depending on the issue you are experiencing.

    Grass & Foliage

    We’ve rewritten the way we spawn grass so it is now near-instant. This will provide a significant upgrade to the cover and concealment within the game - especially near spawns. We have also worked through all maps to make sure that grass and bushes are not affected by setting scaling. This means that low foliage quality settings will no longer remove concealing bushes.

    Loadouts

    We are looking at ways to balance loadouts as we look to introduce the Russian forces and therefore more weapons into the game. The current loadouts are by no means final and will be something that will be constantly tweaked for gameplay and balance throughout ongoing development.

    Also we will be introducing some new loadouts specifically to those roles that lack a second loadout.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Externer Inhalt youtu.be
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.

    mxee9l-5.png

  • MELEE ATTACKS kommen!

    Hey everyone,

    Welcome to Dev Brief #117!

    This week we're sharing with you the details on our upcoming melee combat mechanic!

    To take you through all the details, as well as when you'll be getting to grips with your new melee weapons, I'll be passing you over to Lead Developer Max -

    A Message From Max - Melee in Hell Let Loose

    Hi everyone!

    In Update 9 we’ll be introducing melee for the first time to Hell Let Loose.

    Melee in World War Two was a far more common occurrence than most people think and often took place in brutal room to room fighting - perhaps most poignantly depicted in a tragic scene in Saving Private Ryan.

    How to Melee

    We wanted to emulate the ability to immediately draw your melee weapon and plunge it into the enemy. To do this, we’ve enabled the B key as a quick melee attack. It’ll go for the immediate stab on the target by checking your inventory, seeing which melee weapon you possess and then actioning the attack.

    For those who enjoy a more deliberate rampage, you can simply equip your melee weapon in your inventory before going for the kill.

    giphy.gif

    In terms of parameters, we’re going to be testing relative reach and speed of a stab in order to give each melee weapon its own benefits. As a result of this, we’re then able to add different melee weapons to different loadouts later - with different speeds and ranges (including bayonets).

    giphy.gif

    We thought a lot about how we’d introduce melee into such a fast and hardcore game like Hell Let Loose. If we made melee require multiple hits on the target, then it’s very likely that melee would almost never be used - as any attempt to do so would get you killed before being able to administer the killing blow. Similarly, we thought about potentially adding the ability for a blocking or parry system, but realised that this would also be entirely unused as it’s highly unlikely your target will resort to melee in the circumstance.

    We felt that melee would most frequently be used when successfully flanking the enemy - moving your way through a trench or building brutally dispatching the enemy as quickly and efficiently as possible. As a result of this design, meleeing in Hell Let Loose kills the enemy instantly, covering your weapon and hands in blood.

    Development Update

    The team is incredibly busy right now working through issues that arose during the previous PTEs. Thank you everyone for the very useful feedback. We’re excited to action all of it in order to ensure a smooth release of Update 9.

    Onwards to the weekend!

    That wraps up this week's Dev Brief!

    It's slightly shorter than usual, but we wanted to get... Straight to the point and share the core mechanics of how this new combat feature will work.

    Let us know what you think too! What melee weapons would you like to see in the future?

    Have a great weekend everyone.

    We'll see you on the frontline.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • 2 Gigabite Update!!

    Update 9 Changelog

    Hi everyone,

    This year is a very busy one for the whole team and we’re very excited to release Update 9 - which brings with it a ton of long-requested features that we’ve been keen to bring into the game - melee, the MG34, Utah Offensive modes, the admin camera and much more.

    We try to list every single significant change, and never mean to omit anything. When this happens, it’s usually a result of human-error in reconciling our in-game bug tracking with the compilation of the notes. We’re striving to provide as much context and information as possible about every line in the changelog.

    Like always, we’ll be monitoring all feedback from the Update and integrating it into our development plans. We’re particularly interested to see how the changes to Garrison behaviour affect the metagame and feel that the Admin camera will be a great way for us to better observe in-game behaviour.

    Thanks so much for your support and patience over the course of our development. We’re very excited to show you what we’ve got cooking up in the future as we move towards leaving Early Access and fighting on the Eastern Front!

    Find out more about some of Update 9's new additions below:

    Melee

    Utah Offensive

    Barbed Wire

    MG 34

    Admin Cam

    Patch Notes

    Armour

    We’ve done a deep-dive back into our armour code around both the weapon systems and physics systems, and felt that this required a more concerted effort to rewrite and polish both sets of code. As a result of this, we’re separating out balance with deeper system rewrites. In addition to this, we’re currently working to fill out the proper medium armour slots for all forces, as we know that the heavy armour skew in game has been causing issues for an unacceptably long period of time.

    Due to the time needed to fix many of these deeper issues, we’re releasing as many beneficial changes as we can, as fast as we can.

    • Reduced AT-Mine damage to Tanks. Mines no longer instantly destroy the following tanks: Tiger, Panther, Sherman 76mm, Sherman 75mm
    • Tank MG belt has been increased from 100 to 200 rounds (this is coupled with the fixed zeroing of the MGs)
    • Improved non-penetrating shell FX on Tanks
    • Bombing runs and Artillery no longer deals proximity damage to Tanks (only direct hits)
    • Adjusted the Luchs & Stuart gear speed ratio to be more linear and smooth
    • Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)
    • Improved Tanks MG hit detection. Please note, we’re aware of a persisting key issue with regard to the hit detection resulting in specific angles of both the target and the MG resulting in the target taking no damage from what appear to be obvious hits. We have a fix coming for this.

    Meta Changes

    • Disabled building Garrisons in neutral sectors
    • Capturing a Strong Point on Offensive maps now takes 60 seconds (Was 120 seconds)
    • Attacker Garrisons placed in enemy Active sectors on Offensive now takes 5 seconds to dismantle for the Defending forces (Was 30 seconds)
    • Disabled the HQ spawn if enemy is capturing that HQ sector on Offensive
    • Garrisons can now be placed in the first row/column of enemy sectors for 100 supplies (Unless locked). These are called Forward Garrisons.
    • Forward Garrisons are disabled if enemy are within 100m (But not dismantled)
    • Garrisons placed in friendly sectors still cost 50 supplies and an enemy needs to be within 15m of the garrison to disable it.
    • Removed the 20 second cooldown for disabling Garrisons and Airheads (How long it takes to change from disabled > enemy near)
    • Airheads now remain for 3 minutes allowing for 6 spawn waves (Was 2 minutes).
    • If a sector is lost, friendly nodes in the lost sector are destroyed
    • The engineer can build max 12 nodes per team (4 of each node per team)
    • Engineers can no longer build the same nodes within 50 meters of another node

    ----------------------------------------------------------

    Bug Reporting

    We've decided to remove the in-game bug reporting menu in an effort to consolidate the bug reports we’re receiving. Players should instead report any bugs they experience in the game’s Support page on Steam or via the Team17 support page below.

    Contact Team17 Support Here

    ----------------------------------------------------------

    Gameplay/Features

    • Added the MG 34 to German forces
    • Added Utah Offensive US/GER
    • Handheld weapons and tank MGs are now zeroed correctly by default
    • Added a 2 minute staging period to the start of Warfare matches.
    • Added an Admin/Spectate camera for server admins
    • Increased max player level to 500
    • Add new rank icons to scoreboard for levels 200-500
    • Bullets no longer fire with perfect accuracy when leaving the sprint animation. Instead bullets will travel in the direction that your gun is facing
    • Reduced the AT-gun cost from 100 to 50 supplies
    • Made barbed wire functional. Due to the implementation, we are aware of specific locations in the game and per gamemode where this is not the case and will be fixing it.
    • Added a VOIP reconnect option to Audio settings. We’ve worked a lot directly with Vivox around the implementation of the voip systems and it should be far more stable now, but we felt this would be a good thing to have just in case.
    • Added a new anti-aliasing option called ‘Community TAA’ based on community feedback. We’ve added the most popular mixture of settings to the AA as we can no longer allow manual tweaks via .ini - which was used to remove grass and other objects from the game.
    • Changing foliage settings no longer causes bushes to disappear
    • Locked the ability to edit the engine.ini to prevent users disabling Grass/Foliage/Landscape
    • Blueprints will be despawned after 3 minutes if they are not built
    • Reduced dismantle timer for friendly blueprints to 2 seconds
    • Medics now bandage twice as fast as regular infantry
    • Shortened the Germans OP antenna to be more on par with the size of the US OP. We will be most likely remaking the models for both these and the Garrisons to be more optimised, higher quality and similar in size across all forces for balancing sake.
    • Increased pistol damage at range (to be a 2 shot kill at extended range)
    • Bombing runs and Artillery can now do radial damage to enemy trucks
    • Tracers on weapons are now a fixed 1-in-4 ratio, instead of the "25% chance to spawn" system as before
    • Vehicle wrecks now despawn when damaged by an explosion or after 5 minutes
    • Vehicle wrecks will not despawn after 5 minutes if a player is within 100m or is within 250m and is looking in the direction of the wreck
    • Vote-kicks now ban the player for 1 hour instead of 2 hours
    • Improved performance on the Enlist screen (Server browser)
    • Improvements made to damage occlusion (Added multi-point damage occlusion). This affects all heavy weapons (rockets, grenades, mines, tank rounds etc.)
    • Tanks and all explosives can now destroy both enemy and friendly mines
    • We’ve implemented a customised threshold on each reload animation, so that if it’s interrupted beyond a certain point the weapon will still be reloaded.

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Das 2 GB Update von Hell let Loose, dient hauptsächlich nur der Konfiguration und Spielbarmachung, von beschissenen Controllern. Neue Karte hin, oder her. Da scheißt man doch mit Tastatur und Maus wieder voll ab.

    Analog Stick Kack und dergleichen Nutzbarmachung etc. Das geht dahin, wo wir PC Gamer nicht hin wollen. Bald können wir uns mit Konsolen Kranken, Tageslicht Scheuen und Leuten mit gesunder Kellerbräune auf den gleichen Servern herumschlagen, da vergehts mir schon beim Lesen. Das stinkt mir sowas von dermaßen.

    mxee9l-5.png

FH2-Fightnight

Jetzt mitmachen!

Sie haben noch kein Benutzerkonto auf unserer Seite? Registrieren Sie sich kostenlos und nehmen Sie an unserer Community teil!

Neue Bilder

  • Sclacht von Krupki Sommer 1944, runde 5- 10
  • Black Powder Game Maps und Environment
  • Roadmap hell let Loose
  • Panzerjäger Elefant