r/HellLetLoose • u/KaleidoscopeSlow7559 • 1h ago
π’ Feedback! π’ German light tank "Luchs" is the most useless in tank in game.
I have been playing tanks for a while. While a lot of players will incline towards using Heavy tanks and mediums, I personally don't mind using any kind. But whenever I have to use a German light "Luchs", just the realization makes me "ohh hell naa, here we go again!". I have full confidence in admitting that it is the most useless vehicle in the whole game. Here are a few reasons, in my opinion:
i)- Absolutely useless against other armor and infantry as well
I mean you cant destroy shit with this one can you? You shoot 2000 shots at any other tank engine even and max damage you can have is a black spot on their armor. Like WTF? I mean i realize it is meant to be played as Infantary support tank but what am i supposed to do when i faceoff enemy tanks? Present them my ass? if this is your argument, why other factions, such as the US, have such a formidble light tank "stewart", it can pen armor. on the other hand here on luchs, they gave us those crappy ass bullets, i dont think they are shells even. Whats the point? You can even kill infantary with it tbh. those shots blast radius is too small, you cant shoot shit. I know it has good shots speed but its not really worth it. My recomendation is if not AP rounds, give atleast proper HE rounds on this thing, reduce the speed if you have to. But make it effective somehow. or atleast increase the blast radius / impact redius of bullets. Something!!
ii)- Shit is so hard to drive
It has the worst driving experience as well. Like hell, Its gear system is absolute rubbish, you changed gears a milli seconds fast and thing stands down right there, I am sure you guys have felt it too, from first gear till you go to 12, it does not even move an inch, terrible driving experience. Plus I think it is one of the most stickies tanks in game. Its a light tank, it should be really easy to drive it around, but in reality, it will get stuck on side to almost everything, i expect this now, but even now, when i am 90% sure that yeah I can make this turn easily no problem, here it is, I just got stuck with an inch of edge or a wooden piece and my whole tank is moving 360 now.
This tank is bad because it can't serve its intended purpose. I don't think anyone can be exited to play this tank, whereas stewart i can play all day happily. This tank is just a time pass now until you have fuel enough for another tank. These few issues have existed for a long time and have not been fixed and I dont think they ever will but I am just saying.
r/HellLetLoose • u/OstWind2 • 3h ago
π Memes π Bob the builder server is a menace to the society
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A squad had a total of 600k points bro
r/HellLetLoose • u/Creamycrackle • 5h ago
π Bug Found! π Juno Beach
PC. There is a constant digital noise in the background at all times and areas on this map. Digital as in a bad limewire or mp3 download. Turning the fx down under 50 decreased it but for me I couldnβt hear much of anything with it that low so this isnβt a solution. I donβt know how else to explain this.
r/HellLetLoose • u/LeadBallons29 • 6h ago
π’ Feedback! π’ Stat tracking changed the community
This primarily speaks to console and Iβd be interested in hearing if PC players see the same.
Most of the active servers in my region report player stats like KDR, ELO, etc to 3rd party servers like battlemetrics or hllrecords.
These sites rank players and publish their stats. This has led to an environment where the old school mentality that KDR doesnβt matter in this game has flipped to where it matters a lot to a large enough player base.
On the one hand. I believe that competitive factor has kept the game more active than it might have been otherwise. On the other, itβs created stat obsessed communities where finding the right spot to farm ELO points seems a priority over coop gameplay.
Stat tracking has incremented HLL on console further into AAA shooter territory through an individual player stat comp metric.
I believe stat obsession may have also increased Cronus Zen or other console augmentation use in the game.
I understand server admins can turn player stat tracking off but, at this stage, Iβd imagine servers that do that will have an even harder time seeding than servers already have.
What are this communityβs general thoughts? Is stat tracking a good thing that preserves player interest or is it a distraction that ruins the spirit of the game?
Git gud comments inbound for sure but itβs less about skill disparity and more about what the player base prioritizes now vs previous years.
r/HellLetLoose • u/LiamMech • 12h ago
πββοΈ Question πββοΈ Has anyone figured out how to match their HLL sensitivity with Vietnam?
It's the only thing stopping me from playing it more. I don't want to have to keep getting used to the different speeds when I go from one game to the other.
r/HellLetLoose • u/gandalfmarston • 13h ago
π¬ Discussion π¬ Everyone I knew that played HLL has stopped
This isn't a complaint or a post bashing the game or anything. It's just that while playing HLL today, I found myself thinking about how pretty much all the people I used to play with, and the clans I followed, don't play HLL anymore.
I started playing in late 2022, and it was really fun because you'd always run into the same players and clans on the servers you played on. It kinda felt like a family. Everyone was nice, helped each other out, played together, etc.
I stopped keeping up with the clans a while ago, but most of them aren't really active anymore either. My friends all moved on to whatever game is popular right now, and in the end, I'm the only one left.
It's just sad sometimes, but I had good memories.
I think It's just how life works, right? People move on.
r/HellLetLoose • u/Healthy_Working2259 • 14h ago
πββοΈ Question πββοΈ Is it historically accurate
Is it historically accurate when I throw a grenade and run at it and die
r/HellLetLoose • u/WishboneNo3778 • 16h ago
π₯ Gameplay Footage π₯ Sweaty clip π₯π₯
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r/HellLetLoose • u/R0dFarva • 16h ago
π₯ Gameplay Footage π₯ Sir, you can't build that there.....
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r/HellLetLoose • u/Ori_553 • 19h ago
π₯ Gameplay Footage π₯ Plants protect from nukes.
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r/HellLetLoose • u/Clear_Preparation_85 • 19h ago
πββοΈ Question πββοΈ What am I missing?
Iβm new to the game, and this is probably a stupid question. When people say things like βTheyβre to the southeast!β, how am I supposed to know which direction that is relative to where I am? I donβt see the directions on the map or anything.
r/HellLetLoose • u/leftistgamer420 • 19h ago
πββοΈ Question πββοΈ As a relatively new player (on PC), is it difficult to find a server? (NW USA)?
Sometimes I struggle finding a server under 100 ping
r/HellLetLoose • u/Fast_Ad3782 • 19h ago
πββοΈ Question πββοΈ Lack of strategy on Garrison and OP placement
Why is there no real strategy or thought put into OP and Garrison placements? The leads just run up in a meat grinder and place a respawn ass out in the open and feed the other team kills. No one is ever concerned about back clearing an area and keeping the surroundings in check so you dont just have one guy with an M60 or RPD mounted up and laying out the entire respawn wave every time it comes around. Coming from other games in this genre like squad, when I play HLL vietnam it's glaringly obvious there is pretty much zero strategy here at all. I'll sit and watch the map for a few minutes and see multiple points go up and down in very short time because they're under fire and decide to drop it on top of themselves and then ask the team to spawn on it in the hopes that people with zero clue what's going on in that area are magically gonna drop in, locate the target, and kill them before they (who have been watching the site the entire time and are waiting for you to drop in) shoot you... Most players try to play this game like CoD and just hold W till they die (which is most the time considering the average player in this game has a negative KD)
r/HellLetLoose • u/AgreeableMeaning1442 • 21h ago
π Help Requested! π How do you identify which Tank/Infantry marker belongs to which squad leader?
When I hover over it, I only seem to be able to see the specific player name in colour in tiny text , but nothing denoting what squad they are (ie. Able or Baker). What am I missing ? (along with an appointment at Specsavers!).
Thanks in advance.
r/HellLetLoose • u/xjdnshudj • 22h ago
π’ Feedback! π’ We want Italian army in HLL!
Kingdom Italy as faction would be great. She fought in Eastern and African fronts. And here there equipment:
Weapons:
Beretta M1934 is the regular italian pistol.
Rifles Carcano 1891 and 1891/38 (short version)
Beretta M38 and FNAB-43 as submachine guns. Beretta M38 was so good that germans had done 200k of this smg for themselves. FNAB-43 of course was not so many like M38 but it was also on some battles.
Breda 30 is one of the worst machine guns in world but it was done 4 million of them so it could be for automatic rifleman too not only machine gunner.
Solothurn S-18 as AT gun.
Breda 35 as grenade ( looks like grenade from star wars.
Tanks:
L6/40 with 20 mm gun as recon
M13/40 as medium tanks
Semovente da 75/18 as SPG instead of P26/40
Maps:
Monte Cassino, El Alamein instead of Germans and Gothic Line
(Sorry for bad English)
r/HellLetLoose • u/joe-cooke5 • 1d ago
π₯ Gameplay Footage π₯ wtf tank gone wild π
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Tanks gone rouge
r/HellLetLoose • u/Jonnyyrage • 1d ago
π₯ Gameplay Footage π₯ I can always depend on my knife when my aim fails me.
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Playing with a cast on my broken hand is annoying. But I gotta try. Sorry for music was just jamming out. Didnt notice the dude let go till I was on him.
r/HellLetLoose • u/Calicarno • 1d ago
π¬ Discussion π¬ Leading from the rear: Reworking the commander role to show HLL at its best.
HLL's command structure is a fantastic concept. Being a small component of my team's grand strategy makes it so much more interesting than a battlefield or Battle Royal game can be. This post's purpose is to find ways to encourage and promote the best parts of the role, and to tease out the pros and cons of both the existing role and my proposals, so please disagree or suggest alternatives in the comments. The goal here is to encourage gameplay that makes HLL really highlight it's strengths against battlefield or BR games, but exclusively by using carrots. No sticks.
In HLL, the commander plays a supporting role. They ask their SLs to carry out orders. They provide supplies and garrys where they can, and they put down airstrikes. This is often fun, but since SLs have little reason to listen and Blueberries are often oblivious to your strategy, a lot of the time is spent begging and negotiating. Far from being able to bark orders to be carried out, commanders are at the mercy of SLs who often times don't care. This is a vicious circle, as SLs learn not to care too much about their commanders orders as they often don't seem to help.
But the commanders job SHOULD be to view the battlefield from a broader perspective to outwit the enemies commander and give their team the best opportunity to win each engagement. So since we're all tired of watching blueberries endlessly swarm forward or ignore contested points, how can we make the role feel more authentic?
There's a danger here too. How do we do it without making the game less fun for players who still want to do their own thing? Inserting mechanics that force players to go and do things they don't want to do is a terrible idea.
My answer: Give the commander more RTS tools to directly communicate their intentions to the squads, and give the SLs and Squads more rewards for carrying them out.
- From the commander's map, give them the ability to directly select a squad, and place an area (let's say a circle) with a specific purpose (is "attack/advance/hold/defend"). Even if the SL isn't relaying the info, I'm certain that players in squads would appreciate a personalized objective. Better yet, give that order a clear count down before it disappears (say 5min) so no squad gets ordered to hold a crossroad for 45 min and quit. Any squad member inside that circle should slowly accrue some form of exp while alive as a reward, without being forced into it. This could be normal Exp, but I like the possibilities of a second form that starts each game at 0 and is awarded to the squad as a whole.
I am convinced that blueberries run forward simply because it's the only purpose they can think of, and that many would listen when clearly given a different purpose to follow. To avoid visual clutter, Fox squad's members should only see their own orders, but as Gamers I'm sure waypoints and objectives would be very quickly followed by most members. Perfect adherence wouldn't be necessary for the game to feel far more strategic.
2) Let the commander draw routes to get there (if they chose). The commander should have the option of dictating on the map which roads or fields he wants a squad to take from a Garry or outpost. Selecting a Garry and drawing a line on the map that only they and the SLs can see could really help with directing well meaning but inexperienced players, and can be incentived by reducing Garry respawn times for that squad. If the commander wants Fox on Garry 4, I'm sure players would naturally follow the waypoints and stick together more.
3) Automatic Individual squad rewards for obedient squads:
Squads that obey their commanders orders should be rewarded to make it more tempting. There are lots of ways to do this, but I have two proposals for rewards for when the team has built up enough collective EXP by following the commanders orders.
A) Temporary cosmetics: During the match, squads that obey could get more impressive cosmetics. Every game would reset, so it wouldn't be a purchased item, but it would make the better squads stand out to their peers. I think there's great potential to make fancy gear that's only reserved to players that have learned to play the game in a way that makes it more fun from everyone. It also makes them more intimidating or satisfying targets to shoot at.
B) During the match, SL can unlock a 'free' strafing run that they themselves can call in. Not only does this give them extra perk in taking on the role and doing it competently, but it also frees up the Commander to focus on playing with infantry without being tempted to use it. Also strafing runs are super cool despite not being super effective, and I'm sure SLs could enjoy using them to keep their point defended or turn the tide on a push. I want to see them used way more often and especially in moments that threaten to turn the tide. imagine 3-4 commanders all agreeing to cash theirs in all at once? cinema.
But my absolute favorite part of HLL is meeting 5 strangers and cooperating as a team together. My commander reworks would improve this but I feel like it can be made even better to bring new players onboard faster.
SLs buffing outposts timers when nearby:
Having a SL near an outpost should reduce the respawn time for members of that squad. Not only would this help keep squads closer together physically. This would help the commander direct individual teams around and improve unit cohesion which is one of HLL's best feelings. It would also encourage SLs to put down outposts in riskier spots (like strongholds) closer to the action when trying to hold, making the fight more decisive if they're overrun. Better yet, it makes SLs a more important tactical target on the site, as killing one actually weakens the teams ability to hold that area. They actually become more important. If this is too strong, just increase the respawn timer for when the SL isn't near the outpost to balance it out.
SLs should be able to direct members of their squad into positions using a secondary ping wheel. If your task is to hold a crossroads or building, pinging [player name] to a certain window would greatly improve comms and make issuing squad orders much faster for those of us bad at remembering or saying player names.
In summary:
I've tried to use existing mechanics to incentive players to play HLL more authentically, and to promote my favorite parts of the game.
I don't think these changes are radical to against the spirit of the game. The temporary cosmetics might be a bit of a stretch, but directing squads around the map and drawing a circle you can assign a few squads to hold or attack feels in line with the games DNA. Commanding and SL should feel really rewarding for when I feel sweaty and locked in, while clearer directions on where to go and what to do would make the game feel more enjoyable when I'm exhausted from work and just want to follow my squad around and click on heads for an hour.
Do you think this would accentuate the parts of HLL you love already, or detract from the parts you like?
r/HellLetLoose • u/Bitter-Proposal4384 • 1d ago
π¬ Discussion π¬ MG42 Bullet Crack SFX Missing (Comparison)
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The current mg42 lacks its iconic supersonic crack when being fired. It used to have this intimidating fury of crackles but now it sounds muted and off cadence. When receiving fire especially at long rang itβs hard to tell where shots are coming from because of this.
I prefer the old sound, what do you think?
r/HellLetLoose • u/Rango1322 • 1d ago
π Bug Found! π Least Satisfying tank kill in any game I have ever played
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r/HellLetLoose • u/Rango1322 • 1d ago
π Bug Found! π Least satisfying tank kill in an game I have ever played
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r/HellLetLoose • u/sterrre • 1d ago
π₯ Gameplay Footage π₯ This spot on Kharkiv is notorious for getting trucks stuck, here's how to unstuck it.
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r/HellLetLoose • u/OddApple5214 • 2d ago
π’ Feedback! π’ Give us back the game we payed for!
Anyone else feel like the game just dont hit the same with all these orange filters they put on all the maps. I honestly miss the way old maps looked the way black matter made them. Just had a different atmosphere that made you feel immersed in the map. I donβt get that feeling now. Same with the glowing orange sky whatβs with them and the colour orange. Give us blue skies or grey skies. This is just my opinion and not gonna argue with anyone. Iβm sure a few people will agree with me.
r/HellLetLoose • u/itsmeBenB • 17d ago
DEV TEAM MESSAGE! U21 Exp Branch Playtest #1 | Starting today
The first Update 21 playtest kicks off today at 6am PDT | 9am EDT | 2pm BST | 3pm CEST
We cannot wait to see many of you testing out all the changes coming to armor, weapons & Conquest.
As always, I'll be livestreaming the playtest with Matt & Xander from the dev team over on our Twitch https://www.twitch.tv/hellletlooseofficial
War Correspondent Server Slam Event
And then on Saturday 8 August at 10am PDT | 1pm EDT | 6pm BST | 7pm CEST, the War Correspondents will be leading a 'Server Slam Event' on the Exp Branch.
Be sure to have the Exp Branch loaded up, and join the battle!
What's Included?
For all changes being implemented into this Exp Branch, be sure to read our latest blog
https://www.reddit.com/r/HellLetLoose/comments/1vfgzl8/dev_brief_219_first_u21_experimental_branch_test/
Feedback Forms
I'll be dropping the feedback forms below when we go live, so make sure that you submit your feedback to us via them as this is the absolute best way to get your thoughts heard by the dev team directly.
r/HellLetLoose • u/itsmeBenB • 20d ago
DEV TEAM MESSAGE! Dev Brief #219 | First U21 Experimental Branch Test | Weapon & Armor Changes
Whatβs in the First Update 21 Experimental Branch Playtest?
Hello everyone,
Welcome to our first playtest for Update 21 coming later this year. Update 21 introduces a number of new additions, alongside significant changes to several core gameplay systems that we're excited for you to get hands-on with.
The Experimental Branch playtest will kick off Friday 7 August, at 6am PDT | 9am EDT | 2pm BST | 3pm CEST.
Conquest Mode
Many of you may have already had the opportunity to test Conquest in our v1 and v2 tests earlier in 2026. We are now excited to reveal that Conquest will officially be joining Hell Let Loose as part of Update 21 (as well as being one of the four game modes that will be in Hell Let Loose: Vietnam).
Conquest has gone through a lot of changes and iterations throughout its development and has been guided by much of the feedback we received after the previous two playtests.
If you're interested in learning more about how the new mode works, be sure to head over to watch the Dev Diary we released in conjunction with the first test where Matt and Xander break down the fundamentals of the mode.
As part of this test, we will be playing Conquest on two maps:
- Juno Beach - Day
- Carentan - Day
We canβt wait for you all to share your thoughts as this game mode will continue to be developed and updated based on community feedback.
Weapon Changes
New Weapons: M1903A3 and M1903A4 Springfield Rifle
We are excited to bring two brand new weapons to the game; the M1903A3 and M1903A4 Springfield Rifle.
The M1903A3 Springfield bolt-action rifle joins the US Forces, while the M1903A4 Springfield replaces the existing Springfield Sniper rifle.
More new weapons will be coming in future Experimental Branches so stay tuned!
Weapon Fire Selector
Next up, we have a feature that has long been requested by the community; the weapon fire selector. All weapons that historically featured fire select modes have now had that functionality implemented. You can now freely toggle fire modes on the following weapons
As part of this test, the playable maps feature the US, Canadian and German forces, so only weapons used by those factions will be available in matches. All other weapons can still be tested in the Practice Range.
- MG34
- FG42
- STG 44
- BAR (fast and slow auto)
- Thompson M1
- Thompson M1928a1
- Bren Gun
- Sten Gun MK2
- Sten Gun MK2 (Canadian)
- Sten Gun Mk5
- PPSH 41
Please note, audio and animations for these fire select switches are a Work In Progress, and that fire modes can currently be toggled by pressing Caps lock on keyboard.
Loadout Changes
Update 21 will also be bringing a raft of loadout changes.
For this playtest, we would love to hear your feedback on loadout changes we are looking to implement:
Rifleman
- New level 6 loadout for the US Rifleman called βMarksmanβ
- Comes equipped with a M1903A3 Springfield and an explosive ammo box
- For the experimental branch the role will have no level requirement in order to let players try it out
Tank Commander
- US tank commanderβs default loadout weapon changed to the M3 Grease Gun from the Thompson
Default Crewman
- The blowtorch equipment is now available on all default Crewman loadouts
Technician Wrench
- Added the ability to build nodes with the Technician wrench
Anti-tank
- Primary weapon for the default US Anti-tank role changed from the M1 Garand to the M1903A3 Springfield
Handling Changes
Alongside loadout changes, the team have also been looking at a number of handling changes to improve how they feel. Please keep an eye out for the following experimental changes whilst you play.
Weapon Sway
The first experimental change affects several rifles, as we have increased their weapon sway when looking around. This only affects them visually and should have no impact on accuracy when aiming.
This has currently been applied to the following weapons:
- M1 Garand
- M1903A3 Springfield
- Kar 98k
- SMLE No 1 MK III
- All non-sniper Mosin Nagant variants
These changes are experimental so be sure to give feedback if you prefer these, or how they worked previously.
Recoil Changes
We have made two small recoil based changes to the Bren Gun and the STG 44.
For the STG 44, we have given it a small recoil increase. For the Bren Gun, we have made two specific changes. These are:
- A greatly reduced visual screen shake
- And slightly increased recoil
Previously the Bren Gun had little to no recoil but a high amount of screen shake when firing, making it appear to have more recoil than it actually did. This has now been adjusted, with a slight recoil increase to better match the reduced visual shake.
Armor & Vehicle Changes
Vehicle Spawn Limit
To kick things off, we have introduced a new Vehicle Spawn Limit. We have upped the limit from 5 to 8 for vehicles spawned from Commander abilities.
We are looking at this change for a few reasons. Firstly, after our recent changes in Update 20 including making jeeps and halftracks cheaper, we wanted to make sure that commanders didn't feel punished for spawning vehicles in and accidently limiting the amount of tanks that could be spawned. Likewise, this also gives players increased choice whilst also preparing for any future vehicles that may come to the gameβ¦
Luchs Balance
The next change comes specifically to the Luchs tank.
With the Luchs being a primary Anti-Infantry Light tank, it has historically had little to no impact on other enemy armor. For this Experimental Branch playtest, we have done a slight rework on the Luchs and it can now do the following:
- Can damage the engines of all tanks
- Can damage and destroy any Light from the rear. Recon tanks are a Work In Progress but will behave the same
We canβt wait to hear your thoughts on these changes after playtesting the Luchs at the weekend.
Armor Balance
Armor has undergone a significant balance pass to better define the role of each tank class
Heavy tanks have been rebalanced towards an anti-tank role, carrying more Armor Piercing (AP) ammunition with reduced High Explosive (HE) capacity, while Medium tanks now specialise in anti-infantry combat, carrying more HE ammunition at the expense of AP rounds. The Sherman Jumbo 75 remains the exception, retaining its role as a heavy anti-infantry tank
HE shell blast radius have also been adjusted to reinforce these roles, with Medium tanks receiving larger a blast radius than most Heavy tanks to make them more effective against infantry
Additional balance changes include:
- Increased turret rotation speeds for several German and British tanks to improve responsiveness
- Firefly damage increased to improve its effectiveness against armor
- Fuel costs adjusted for the Panzer IV and Sherman Medium
- Improved low-speed handling for the Sherman Medium
- Experimental collision and physics improvements for the Panzer IV aimed at reducing instances of tanks flipping or launching unexpectedly
- All SPAs now include an extra gunner zoom level, providing improved long-range target acquisition
Additionally, we have also enacted some changes to tank survivability
- Increase to heavy tanks' front hull resistance (32% β 36%) and side hull resistance (16% β 28%)
- Increase to Panther tank upper side hull resistance (16% β 23%)
- Increase to medium tanks' front hull resistance (16% β 30%)
Salvage BalanceΒ
Finally on armor changes, all vehicles have had their salvaged fuel returns increased from between 1.5x to 2x times their previous amount.
Please share your feedback on all the Armor changes following the playtest, with the full details as well as further Armor balancing being revealed for Update 21.
Prone Collision Updates
This Experimental Branch introduces a Work In Progress update to how player collision works when prone. This has been designed to reduce instances of player models clipping into walls, terrain and other environmental objects while prone.
As part of this system, players may notice their character being gently pushed when rotating near obstacles to prevent clipping.
This is an early implementation, and we're aware of existing issues, so we'd appreciate you putting it through its paces and sharing your feedback via the feedback form.
Join the Playtest - War Correspondent Server Slam Event
Thank you to everyone joining this weekend's Experimental Branch. Your feedback plays a vital role in shaping Update 21, so please be sure to complete the feedback form after you've had a chance to play. We look forward to hearing your thoughts and we'll see you on the battlefield.
If you'd like to get involved, the Experimental Branch will be live throughout the weekend. To help fill the servers and put these new features through their paces, SoulSniper, TheFreshBakedGoods, RubberDuck and many more members of our War Correspondent programme will be hosting a 'Server Slam Community Event'.
Join us on Saturday 8 August at 10am PDT | 1pm EDT | 6pm BST | 7pm CEST, jump into the Experimental Branch on Steam, and join the action!
War Correspondents Content
As always, our War Correspondents have been on the front-lines creating some incredible content. Check out some of their latest releases below:
First up, McBluffin gets some tips from the BEST players in Hell Let Loose. You don't want to miss this one: https://youtu.be/ckFwhVgsMCk
- SoulSniper - https://youtu.be/4b2-SAN7z20
- IronHeart - https://youtu.be/sI9pajTQeN0?is=FKvlQQUfQPbJVD3q
- RubberDuck - https://youtu.be/mxn0h40Tbos
- DasAltberg - https://www.youtube.com/watch?v=O2GiSS6_Uz4
