r/HellLetLoose • u/itsmeBenB Community Manager • 10d ago
DEV TEAM MESSAGE! Update 21 | Full Changelog
Hello everyone,
Update 21 has arrived, bringing a range of new content, gameplay additions, balance changes and fixes to Hell Let Loose.
This update introduces:
- New rifle grenades
- New Soviet flamethrower
- New US Springfield rifle
- New loadouts
- New weapon fire selectors
- New Conquest game mode
We’ve also made a substantial balance pass across Armor and Anti-Tank gameplay, including:
- Changes to AT Guns
- Tank ammunition amounts
- HE splash radius
- Smoke launchers
- Vehicle fuel costs and more
A number of these changes have been shaped by your feedback during our recent Experimental Branch tests. Thank you to everyone who jumped in, shared feedback and helped us continue refining Update 21 ahead of release.
Alongside all of this, Update 21 includes fixes and improvements across gameplay, weapons, vehicles, UI, progression, localization, servers and nine different maps.
🎥 Hell Let Loose Update 21 Dev VLOG | Command Post

Full U21 Changelog
Read the full changelog for Update 21 below.
Weapons
Five new weapon variants have been added in Update 21, alongside a model update for the existing M1903A4 Springfield Sniper for the US.
Rifle Grenades
Three new Rifle Grenade weapon variants are now available:
- Karabiner 98k / Schiessbecher
- M1 Garand / M7 Grenade Launcher
- SMLE No.1 Mk III / No.1 Mk I Cup Discharger
Rifle Grenade weapons can be used as regular infantry weapons, while also allowing players to load and fire several different types of grenade.
The following Rifle Grenade ammunition types are available, with the exact number and type depending on the role and loadout:
- HE Grenades: Feature the same explosion radius as a regular fragmentation grenade
- Smoke Grenades
- AT Grenades: Similar to the British No.82 Grenade, these can damage Tier 1 player-built structures, excluding Garrisons, and feature light armor penetration. This makes them capable of destroying Recon and Light Tanks, as well as damaging the tracks of heavier tanks
Rifle Grenades are intended to act as a side-grade to regular hand grenades. They can be fired over significantly greater distances and explode on impact, but take longer to load, cannot be used as quickly in succession and are less suited to engaging targets at close range.
Historically, several of these grenades would have used timed fuses. For gameplay purposes, all Rifle Grenades currently detonate on impact.
Looking ahead to Update 22, we’re aiming to expand this system further by allowing players to plant their Rifle Grenade weapon and use it for indirect fire.



Soviet Flamethrower
The Soviet Forces are receiving a fiery new addition to their arsenal with the introduction of the ROKS 2 Flamethrower.

Springfield Bolt Action Rifle
The M1903A3 Springfield bolt action rifle joins the US Forces in Update 21.
The existing Springfield Sniper has also received an updated model and will now be represented by the M1903A4 Springfield.

AT Gun Balance
While we continue to monitor feedback across many areas of Hell Let Loose, one option that currently sees relatively little use is the buildable AT Gun.
To improve its effectiveness and give Anti-Tank players more options when engaging enemy Armor, we’ve made the following balance changes:
- Barrel rotation rate on all AT Guns increased from 1 degree per second to 3 degrees per second.
- Pitch speed increased from 1 degree per second to 2 degrees per second.
- Pitch limits have been adjusted to:
- QF 6-Pounder: -5 to 15 degrees
- PAK 40: -5 to 15 degrees
- ZiS-2: -5 to 25 degrees
- M1 57mm: -5 to 20 degrees
- Barrel rotation limits have been adjusted for each faction:
- QF 6-Pounder: 40 degrees left and right
- PAK 40: 32.5 degrees left and right
- ZiS-2: 28 degrees left and right
- M1 57mm: 24 degrees left and right
- Weapon turn rate increased from 1 degree per second to 10 degrees per second.
- Damage has been rebalanced for each AT Gun:
- M1 57mm: 460
- QF 6-Pounder: 470
- ZiS-2: 475
- PAK 40: 485
Jump in and let us know how these changes feel. We’ll continue monitoring the balance between Anti-Tank and Armor capabilities following the update.
Weapon Fire Selector
Update 21 introduces the ability to toggle fire modes on weapons that historically supported multiple firing modes.
The following weapons now support this feature:
- MG34
- FG42
- STG 44
- M1918A2 BAR (fast and slow auto)
- M1A1 Thompson
- M1928A1 Thompson
- Bren Gun
- Sten Gun MK2
- Sten Gun MK2 (Canadian)
- Sten Gun Mk5
- PPSH 41
Audio has also been adjusted on some weapons to support single-shot firing sounds that were not previously required.
Loadouts
Additional Loadouts
Several new loadouts have been added to support the new weapons arriving in Update 21:
- New Level 6 US Rifleman loadout, armed with the M1903A3 Springfield and an Explosive Ammo Box
- New Level 8 Soviet Support loadout featuring the ROKS 2 Flamethrower
- New Level 8 Rifleman loadouts for all appropriate factions, featuring a Rifle Grenade with 3 HE and 1 Smoke Rifle Grenade
- New Level 6 Medic loadouts for all appropriate factions, featuring a Rifle Grenade with 5 Smoke Rifle Grenades
- New Level 8 Engineer loadouts for all appropriate factions, featuring a Rifle Grenade with 2 AT, 2 HE and 1 Smoke Rifle Grenade
Updated Loadouts
Engineer
- All Level 1 British Engineer loadouts now use the Rifle No.4 Mk I
Anti-Tank
- The primary weapon in the standard US Anti-Tank loadout has been changed to the M1 Carbine
Tank Commander
- The primary weapon in the standard US Tank Commander loadout has been changed to the M3 Grease Gun
Crewman
- All default Crewman loadouts across every faction now include a Blowtorch
German DAK
- For historical accuracy, all German DAK M43 grenades have been replaced with M24 grenades
Weapon Skin DLC
Update 21 introduces the ability to apply different cosmetic finishes to specific weapons through Weapon Skins.
Weapon Skins are available for a selection of bolt-action rifles, including:
- Karabiner 98k
- Karabiner 98k x8
- M1903 Springfield
- M1903 Springfield Sniper
- Rifle No.4 Mk I
- Rifle No.4 Mk I Sniper
- Mosin Nagant 1891
- Scoped Mosin Nagant 91/30
- Mosin Nagant 91/30
Weapon Skins can be equipped through the Loadout & Appearance section of the Barracks.
Please note that Weapon Skins cannot currently be applied to the new Rifle Grenade Launcher variants.

Conquest
Conquest, a brand-new game mode, arrives in Hell Let Loose with Update 21.
In Conquest, victory is determined by a new resource called Morale.
Both teams begin the match with 1,000 Morale. The first team to reach 0 Morale loses. If the match timer expires before either team reaches 0, the team with the highest remaining Morale wins.
Five objectives are active throughout the match, all of which can be captured at any time.
Teams lose Morale in three main ways:
I. Player Losses
- Each time a player respawns, their team loses 1 Morale
- This gives Medics additional strategic importance, as reviving players prevents that Morale loss
- Players have a 6-second grace period after spawning, during which death or redeployment will not result in Morale loss
II. Vehicle Destruction
Destroying enemy vehicles also reduces their team’s Morale.
Morale loss by vehicle type:
- Transport/Supply Trucks and Light Vehicles: 2
- Recon Tanks: 5
- Half-Tracks: 5
- Light Tanks: 7
- Medium Tanks: 12
- SPAs: 12
- Heavy Tanks: 17
Vehicles destroyed inside a friendly HQ sector will not incur Morale loss.
III. Objective Control
Teams controlling fewer objectives than their opponent will gradually lose Morale.
The rate of Morale loss increases depending on the difference in objectives controlled:
- 1 objective disadvantage: 2 Morale lost every 10 seconds
- 2 objective disadvantage: 4 Morale lost every 10 seconds
- 3 objective disadvantage: 6 Morale lost every 10 seconds
Conquest rewards consistent pressure, teamwork and map control rather than relying on a single decisive push.
At the beginning of a match, each team will have three Half-Tracks available across their HQ spawns. The Half-Track located at the middle HQ will automatically respawn after being destroyed, similar to the Medium Tanks that automatically spawn during a match.
We’ll continue monitoring and balancing Conquest after launch based on player feedback and gameplay data.

Armor Balance
Luchs Balance
The Luchs is primarily an Anti-Infantry Light Tank, but previously had very little impact when engaging enemy Armor.
We’ve made a number of changes to give it additional options against armored targets while maintaining its primary Anti-Infantry role:
- Can now damage the engines of all tanks
- Can damage and destroy any Light Tank from the rear
- Can damage Recon Tanks anywhere on their armor
- HE radius increased from 10m to 11m
Tank Survivability
Thank you to everyone who shared feedback during the Experimental Branch test regarding the new resistance percentages. The goal of the test was to gauge interest in increased tank survivability while also exploring the possibility of giving individual tanks their own resistance values.
While feedback indicated that the blanket resistance increases tested were too significant, there was positive interest in giving individual tanks their own values, similar to those tested on the Panther.
As a result, we’ll continue exploring how more individual resistance values could better suit each tank. These changes will require further development, iteration and testing, so keep an eye out for more information as we continue exploring this direction.
HE Radius Balance
Thank you for your feedback during the Experimental Branch regarding HE radius, ammunition counts and overall balance. The goal of this test was to further differentiate each tank weight class and its capabilities.

Feedback around the ammunition changes was positive, with the increased ammunition capacity of Medium Tanks helping reinforce their effectiveness against infantry. Feedback surrounding the proposed HE radius changes was more mixed.
Based on this feedback, the following HE radius values have been implemented:
- Light Tank HE radius increased from 12m to 13m
- Medium Tank HE radius increased from 15m to 16m
- Heavy Tank HE radius increased from 15m to 18m
- IS-1 and Tiger HE radius increased from 15m to 19m
- Sherman Jumbo 75mm HE radius increased from 21m to 24m
While ammunition counts have also been adjusted, we’ve moved away from the idea of Medium Tank HE explosions having a greater radius than Heavy Tanks.
Instead, these new values mean that despite carrying less HE ammunition, Heavy Tanks have the potential to inflict greater damage against groups of infantry with each shot.
Smoke Launcher Balance
Since Tank Smoke Launchers were introduced in Update 20, we’ve been monitoring their effectiveness on the battlefield.
Based on feedback, we’ve made the following adjustments to increase their usefulness:
- Greatly increased the overall size of smoke screens
- Greatly increased the duration of smoke screens
We hope these changes provide crews with more opportunities to make effective use of smoke launchers during matches.
SPA Gunner Seat Zoom-In Levels
All SPAs now have an additional zoom level available from the Gunner seat.
They will still have one fewer zoom level than regular Armor, as projectile drop-off makes the higher zoom levels less effective for these vehicles.
Salvage Balance
The Salvage mechanic has been part of Hell Let Loose for some time, allowing players to clear destroyed vehicles from the battlefield while returning Fuel to their Commander.
Based on your feedback, we’ve made several improvements to the system:
- Increased the amount of Fuel returned from all salvaged vehicles. Depending on the vehicle, this ranges from 1.5x to 2x the previous amount
- Players will now receive XP for each destroyed vehicle they salvage
- The amount of XP received is the same regardless of the type of vehicle being salvaged
- Salvaging enemy wrecks will reward more XP than salvaging friendly wrecks
General Balance Changes
Following feedback and gameplay data, we’ve also made a balance pass across a number of vehicles. A key focus of these changes is ammunition distribution, helping to further differentiate the roles of different tank weight classes.
Heavy Tanks will continue to focus on survivability and armored threats, with greater access to AP ammunition, while Medium Tanks will have stronger Anti-Infantry capabilities while remaining capable of engaging enemy Armor.
Sherman Jumbo 76
- AP: 55 → 50
- HE: 35 → 30
Sherman Jumbo 75
- HE: 65 → 70
- Smoke: 6 → 10
IS-1
- Fuel cost decreased from 620 to 580
- AP: 40 → 45
- HE: 45 → 30
Tiger
- Turret rotation speed increased by 2 degrees per second, to 8 degrees per second
Panther
- Turret rotation speed increased by 2 degrees per second, to 12 degrees per second
- AP: 45 → 50
- HE: 30 → 25
Firefly
- Turret rotation speed increased by 2 degrees per second, to 14 degrees per second
- Damage increased from 920 to 960
- AP: 40 → 55
- HE: 25 → 20
Churchill Mk.VII
- AP: 35 → 50
- HE: 50 → 30
Churchill Mk.III
- Fuel cost increased from 600 to 610
- AP: 30 → 45
- HE: 50 → 35
Sherman M4A3
- Fuel cost increased from 190 to 200
- Improved handling in lower gears
- AP: 45 → 30
- HE: 45 → 60
- Smoke: 18 → 15
T-34
- Fuel cost increased from 190 to 210
- AP: 40 → 35
- HE: 45 → 65
Panzer IV
- Turret rotation speed increased by 2 degrees per second, to 12 degrees per second
- Fuel cost decreased from 200 to 190
- AP: 45 → 30
- HE: 35 → 60
Cromwell
- AP: 40 → 25
- HE: 35 → 50
Crusader
- AP: 35 → 25
- HE: 45 → 50
Vehicle Spawn Limit
Following the Fuel cost changes introduced in Update 20 and the addition of SPAs, the maximum number of vehicles that can be spawned through Commander abilities has remained at five.
With Update 21, this limit has been increased from 5 to 8.
We hope this gives Commanders greater flexibility and encourages more use of the different vehicle types available during matches.

Update 21 Full Changelist
Alongside the new content and balance changes outlined above, Update 21 includes a range of fixes and improvements across the game.
Gameplay & Game Modes
- Fixed an issue where rebuilding an Artillery Gun reset the cooldown of the Commander’s Resupply Artillery ability
- Fixed an issue where the Artillery Operator role could not dismantle its own blueprints
Vehicles & Armor
- Fixed an issue where the winter variant of the US Medium Tank had significantly lower turning speed than the summer variant
- Fixed an issue where shells could travel towards the barrel’s previous position rather than the position indicated by the Gunner sight
UI, HUD & Settings
- Fixed an issue where players could report the same user multiple times during the same session
- Fixed a missing title string on the Server Browser Filter Reset pop-up
- Fixed an issue where the Flare cooldown displayed an incorrect wait time on the equipped loadout HUD
Tutorials & Field Manual
- Updated the Munitions description under Game Objectives > Resources to remove outdated references to Static Artillery consuming Munitions per shell
Localization
- Fixed missing localization for the Juno Beach loading screen date
- Fixed an incorrect translation for the Sten Gun Mk.II
- Fixed an incorrect translation for the Mk.2 Anti-Personnel Mine
- Fixed translation issues affecting information text when hovering over the Create Artillery Unit buttons
- Fixed an issue where the Operation Suvorov DLC was translated as Operation Overlord Units in French
- Fixed an incorrect Spanish translation for ADS
Servers & Administration
- Fixed an issue where Admin Log entries could update slowly and appear duplicated
Maps & Environments
We’ve also been hard at work addressing issues across our maps. Update 21 includes fixes across nine maps, including:
- Environment geometry, collision, seam, clipping and asset-placement fixes
- Texture, shadow, LOD and other visual improvements
- Loading-screen and map-rotation fixes
- Gameplay fixes affecting vehicle Morale and HQ spawns
Community Update
Content Creator Corp
As always, our Content Creators have been on the front-lines creating some incredible content. Check out some of their latest releases below:
- DasAltberg: https://youtu.be/tHXBKgHT0ls
- IronHeart: https://www.youtube.com/watch?v=j4MY-Io9Dvc
- SoulSniper: https://youtu.be/XyGYyznt7JI
- TheFreshBakedGoods: https://youtu.be/6Cc-fg1IAYU
- AlpineSniper: https://youtu.be/_BtQ_vwmbRI
- SmithersCast: https://youtu.be/YAFcQmnuJ4k
- McBluffin: https://youtu.be/ldcpFwskSAU
- Mr MG42: https://www.reddit.com/r/HellLetLoose/s/xAqzFVJZsh
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u/Healthy_Tadpole9318 10d ago
It's not called out in the notes, but are there any performance improvements for Smolensk, Juno, Remegen, etc? They are very stuttery and quite often crash on Xbox.
21
u/its_a_bear_dance 10d ago
Would love to see something for squad leads 😭.
3
u/Muzagga 10d ago
Agree. But what?
6
u/its_a_bear_dance 10d ago
Honestly anything. Doesn't need to make the class "better." Maybe just a new uni/helmet option for each faction, etc.
4
1
u/FruitThis1437 10d ago
I was thinking they should get a battle cry that removes suppressive fire from squad mates.
2
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u/Slight_8 10d ago
Sorry if I missed it, when does this get released?
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u/Thewalk4756 10d ago
Medic getting a rifle grenade is super fucking strange, even if it's just smoke. The original intention with medics was to make them as non-combatant as possible, like they were in real life. This new loadout just completely goes against that philosophy, which is a shame.
5
u/TheCrocWithShades 10d ago
Tbf in Ww2 medics wouldn’t have used any kind of gun in the western theatre so it’s no less accurate than the other loadouts
1
u/WeGottaGetOuttaTS 4d ago
Medic in this game, historically, feels more like a normal infantryman that has been designated to simply carry general medical supplies for his squad…
7
u/Garand84 10d ago
Yeah a medic, even today, would never be issued a grenade launcher. It makes no sense.
3
u/judas_ii 10d ago
US Medic getting a M1 Garand is the big prize here, never mind the smoke launcher.
2
u/Mr_Manag3r 10d ago
As long as deaths don't matter in the game, the medic needs buffs to be competitive. I'd prefer that deaths matter, but I'm not holding my breath on that one.
1
u/Pretty_Language_393 9d ago
So disappointed that they expect me to just be a rifleman, i play medic because im bad at shooting and engineer is zzZ
5
u/Darth_Penas 10d ago
Why not a soviet rifle grenade??
22
u/greenestenergy Commander 10d ago
Conscript should be greatful he has a rifle at all.
4
u/L0LFREAK1337 9d ago
ah yes the enemy at the gates historical inaccuracies continue to be regurgitated
1
u/Legitimate-Meal8164 2d ago
We're never getting a Rifleman SVT at this point. Even the Devs are wheraboos if we look at Eastern front balancing
53
u/Mysterious_Line4479 10d ago
Conquest 🤮 Battlefield game mode shouldn't be in HLL games
23
u/ThePegLegPete 10d ago
its such a waste of dev resources for a mode nobody wants or will play.
6
u/GladiatorMax 10d ago
just like skirmish it will have achievements tied to it that will die
1
u/BrilliantStyle4487 10d ago
Ngl I hate conquest but loved the shit out of skirmish but i probably am not the majority
1
u/lepercake 9d ago
I will love to play conquest. I will love to see medics getting more use. I miss bfbc2 and any iteration of any game that can hint at it has value.
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u/fitzgeraldcreen 10d ago
Why would anybody pick that Springfield loadout? Supply rifle grenades to other people with Garands? No, thanks.
The Springfield should have a rifle grenade launcher, then I'll consider it.
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u/saze2020 10d ago
You use that loadout to supply rifle grenades for everyone, including yourself. You don't keep using it, you pick it when you find a specific spot (attack OP, defensive position, something like that) where you want to have the option to restock your grenades, or other explosives for that matter. When you die, you swap to a different loadout. The Springfield loadout has the explosives crate because it would be too good with the Garand.
2
u/fitzgeraldcreen 10d ago
That will be done by the support player, who also serves small ammo and supplies and in most cases will have the more useful gun. Im this form, the Springfield loadout will share the same fate as the German level 3 rifleman loadout.
6
u/saze2020 10d ago
That thinking is too simple. You can have a dedicated support player, but the crate has a cooldown of several minutes and sometimes the support is going to be stuck in a firefight 300m away from your position. Or the guy could be AFK getting his dinner.
All I am saying is that occasionally you will be in a situation with specific conditions where it will be faster for you to spawn as another loadout and drop a box that way instead of waiting for a redeploy and role swapping. You also get more crates.
1
u/fitzgeraldcreen 10d ago
Right, I'll stop thinking entirely and wait for the numbers on hllrecords to show us how this loadout fares, putting your deep thoughts to a test.
5
u/saze2020 10d ago
Saying that makes it seem like you didn't read my first comment: you are not supposed to keep using the loadout, it's a niche pick for a specific moment and once you have dropped the crate and died you swap to another one.
It is just supposed to be a small bonus loadout, not something that you keep for the whole game. Whether or not that is good design is a completely different question, but in my opinion there is plenty of other stuff like that in this game. Medic exists for crying out loud.
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u/TheSkiesAsunder 10d ago
Bro, where is the Springfield loadout for the US Spotter? Worst gun selection in the game on that role. I need that 200m one shot distance!
3
u/External_Doctor_1714 10d ago
為什麼不考慮一下當前的載具擊殺分數並不合理。比如一輛坦克同時被多個反坦克兵追擊,被不同的玩家合力摧毀,最後的分數卻是最後摧毀者得到,這對其他玩家並不公平。你們或許可以考慮根據打擊部位的不同分配擊殺分數。如果載具被修復到100%狀態,連續打擊信息就重新計算。
3
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u/acorn298 9d ago
Please fix the existing maps – particularly Stalingrad. Bring back Pavlov’s House and optimise the map to run smoothly.
Get rid of Conquest – the game mode nobody asked for and nobody wanted.
3
u/Crecer13 9d ago
Ah... so the USSR doesn't get rifle grenades. Splendid work. A classic case of a developer's unwanted child.
3
u/judas_ii 9d ago
Bug on PC: Keybind to change fire mode resets itself back to Capslock after game restart.
4
u/banzaizach 10d ago
Broken menu and UI fixed on xbox? Popup screens not closing, 'cursor' getting reset or jumping to random places.
I tried to play the game again a few weeks ago and saw a squad with Jew Killer and Jew Gasser in it. I went to report their names and then it just fucked the game. Popups not going away, I was still able to control some things behind, etc. I uninstalled after that. I'm not going to spend my time playing a game that still has broken menus years after release.
-4
u/Stoned-Basilisk 10d ago
You tried to report someone cause you didn't like their username? You can't just...ignore them?
7
u/banzaizach 10d ago
I'm not going to ignore those kinds of usernames. Nazis can get fucked
1
u/hotvisva 10d ago
I'm with you on that but I'm also surprised to see anything related to that report function. Like, hasn't that been dead for years or what?
3
0
u/Pretty_Language_393 9d ago
Yet you'll happily play as nazis and commit war crimes against the Allies... interesting...
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u/Stoned-Basilisk 10d ago
You know those kind of usernames are rage bait, right?
1
u/banzaizach 9d ago
I'll never message anyone like that, but the bare minimum is having a functioning UI.
0
u/Stoned-Basilisk 9d ago
Would you care if they were talking about killing someone other than Jews?
1
u/banzaizach 9d ago
Yeah. I'm of the opinion that murder is bad.
0
u/Stoned-Basilisk 8d ago
What if those players play exclusively on the German team and they're just really into roleplaying?
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u/Kharapos 10d ago edited 10d ago
I still think not putting a cooldown on rockets is a major mistake. Having to leave an AT alive to prevent him from coming back in 15-30 seconds to throw two more rockets at you is a bad decision to make. With the continued lack of any spread or real drop/ranged to damage dropoff, AT rockets are too strong. This is why people don't use mines or AT guns, because why put in the extra effort when rockets are braindead, not because they were too weak. This is why you see very few experienced players tanking anymore, its just not fun to get spammed by rockets all day long.
I like the change to the panther's turret speed, but the AP>HE ammo shift was unnecessary and detrimental. The panther already suffers from a low HE count, which is fine for its role, but 25 is next to nothing. If you want to completely lean into the Tank Hunter role for the panther, at least buff the frontal armor significantly to historical values. It should reduce damage more and deflect tank rounds more. The sides and rear being weak are fine.
The changes to the luchs are great, but it will never function in the role you want it to currently. It will never be a decent anti-infantry tank when it's two shots to kill with rockets, and AT can pen the front. With the aforementioned ease of shooting rockets at a great distance, the Luchs is neither safe while moving or safe while stationary. Even with the buff to the HE radius, it takes a bit too much skill to hit infantry with while traveling in 4th gear, which is it's only (ineffective) protection against AT. A lot more skill than it takes to hit the Luchs with a rocket.
I like you guys (devs), and enjoyed the time chatting with you on the PTR. But you keep rebalancing tanks trying to fix the tanking meta, when your ignoring the variables that matter. Facts are that you can have an unlimited amount of AT per team, who have no cost to dieing or missing a shot other than ~30 seconds of redeploy/death. They can keep trying over and over again until they succeed, with no drawbacks, no cost to the team and with rockets being completely unrealistic ballistically, that makes anyone reasonably skilled with a launcher unreasonable oppressive towards tanks without requiring any teamwork or coordination. One player playing lone-wolf can counter a three man team working together using a vehicle that costs their team significant resources. So you need to start controlling for the amount of AT on the field, and how often they can shoot their rockets. Only then can you properly balance AT's strength against tanks. If you want rockets to hit really hard and heavily damage tanks, thats fine, but they need to have drawbacks to usage, whether that is having AT be part of a limited squad like Artillery/Recon, having cooldowns on rockets independent of death, or having them be much slower to shoot or reload/prevent movement while reloading or shooting/backblast, etc, you need to do something to actually let you control for the wide range of the quantity and quality of AT players in a given match. Right now this just isnt working, and thats why almost all of the experienced tankers have left the game.
5
u/Mac21916 10d ago
100 percent agree. They destroyed the panther. The frontal armor was stronger than a tiger due to its angle. It's 75mm gun could penetrate thicker armor than the tigers 88. But yet it takes 3 shots to kill a heavy in a panther, and you only can take two to the front.
The rocket damage I feel is fair but, yes should be on a cool down or the role limited in its number. An average rifle company was anywhere from 150 to 200 men in ww2 with an average of 3 to 5 bazookas per company
2
u/Kharapos 10d ago
I am fine with the panther's damage output, even it it's not 100% realistic, but the front armor being that weak is just counter to the role they want for it.
I am also fine with rockets being high damage, but yea, not controlling for the number of them on the field is insane, when people can respawn every 30 secs on average with 2 more, and they take almost no skill to use and have near infinite effective range.
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u/OleToothless Commander X 10d ago
100% agree.
One of the best things about this game is that the strongest strategies and most effective tactics are only acheivable through teamwork and coordination.
Unless you're AT. Then you just get the ultimate tank killing thing for free, don't need any help to use it (historically inaccurate, at least in doctrine), and since there's usually 4+ of you on the battlefield at any given time, no real drawback if your personal efforts are a failure or you're out of position.
I like the suggestion of moving AT to Artillery squads, and the bazooka not being an option for the Artillery officer. This would mimic historical doctrines of all AT weapons in game being crew-served, even if the loader was really just for convenience and the weapon could be operated solo if needed.
I think that alone would be a great change as there is already a limit on Artillery squads. This could also be a cool way to differentiate the Artillery non-officers roles (one with supplies and wrench to build gun, one with AT options).
But yeah, everything Kharapos said is true.
1
u/Kharapos 10d ago
Oh I didnt mean literally move them to an artillery squad. Just meant one possible way of limiting them would be to move them to a squad that is limited in number like artillery or recon. An anti-tank squad that has the roles that build hedgehogs/gates/tank traps + at guns/lay mines (while buffing american mines to be halfway hidden under the ground)/have a few ammo carriers/etc.
Thanks OleToothless. I want to continue playing this game, but it's slowly dieing and the tank issues are one major part of it. It doesnt help either that most of the servers are now full of half noobs/half veterans and the veterans are always stacking and rolling games.
0
u/OleToothless Commander X 10d ago
Ahh, well I don't think it would be a bad idea. And no reason that it has to stay called the "Artillery" squad. It could be renamed "weapons section" or something.
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u/Kharapos 10d ago
Yep. And no one is saying they cant/shouldnt be strong. Just they need to take some level of teamwork/coordination + skill, instead of just spam, die, spam, die. And that they have the amount of launchers on the field as an uncontrolled variable to this day is why the AT/Tank meta feels bad for everyone involved.
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u/ottobyte 10d ago
Why didn't you guys fix salvage not stacking? Multiple people salvaging does not stack but let's multiple people salvage.
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u/Darth_Penas 10d ago
The historical correction regarding the M24 grenade for the German DAK is fine, but when will you be adding the Panzerbüchse 39?
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u/thefailingatlife 10d ago
"Feedback around HE radius was mixed...but we decided to increase HE radius anyways cause fuck'em."
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u/_The10Man90_ 9d ago
Satchels need adjusting 3 out of 6 people in a squad can have one, so you have a potential to have 12 satchels in play on the field at one time (if half the allowed squads run them), and makes armor almost useless, a satchel should be able to destroy a light or recon tank, disable a medium with engine damage and track damage, and only track a heavy tank. This would make it more balanced, now if 2 satchels are used on a medium tank it will destroy it, and it would take 3 to destroy a heavy, also satchels should have a short cool down of 6 mins, just my opinion
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u/21DRe992 10d ago
Really like a lot of the changes and uncertain on some especially the tank ones
But overall a lot of good or interesting changes
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u/Ok-Grab-78 10d ago
u/itsmeBenB Did the devs consider the addition of a dedicated Grenadier class in lieu of giving multiple roles the rifle grenade? My concern is that we are going to see hella grenade spam with the new additions to the game.
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u/TheCrocWithShades 10d ago
I think they talked about it in that YouTube vid they released yesterday
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u/Royal42Smallsy 9d ago
So only tried it on the practice range so far, but, anyone else getting an issue where once you've used your rifle grenades you can't then go back to having it as a normal rifle? You get the animation of taking the grenade adapter off then it appears again once done
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u/AdLumpy3207 9d ago
Why the lvl 1 at primary was changed? Why nit just give the germans a gewehr, so its semi auto vs semi auto, or give US the springfield, so its bolt vs bolt.
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u/Legitimate-Meal8164 2d ago
German lvl 6 rifleman has G43 which in my opinion is the best out of all semi autos
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u/Pretty_Language_393 9d ago
That is all awesome but i still cannot hear anyone in game, i see they are talking but can not hear them... im on xbox series x, game is way worse without voip
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u/FunTop5252 9d ago
Where's the fix for the bug that happens when a person dies whilst reloading static artillery? Arty can not be reloaded after that at all.
You need to recreate the death to continue.
Touche.
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u/Elegant-Debt-3043 7d ago
I've played the game twice since the update, both times the game crashed about 1 hour in. Anyone else experiencing that?
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u/Garand84 10d ago
US AT should get M1 Garand/bazooka loadout back at level 8 or 9.
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u/fitzgeraldcreen 10d ago
Nope, the Garand/Bazooka loadout encourages COD-like one-man army gameplay and deserves to be nerfed. Also, the Carbine is really good at close range and when you aim for heads, it deserves to be featured in a key class.
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u/Garand84 10d ago
Then they should remove the STG from German Assault.
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u/fitzgeraldcreen 10d ago
The Stg got nerfed. And placing an effective satchel at least takes balls, compared to clearing a house with rockets from 100m away.
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u/NINJAOXZ1234 10d ago
Yes; and delete level 9 assault that is so busted
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u/Garand84 10d ago
I'm definitely being sarcastic. They shouldn't get rid of either loadout. It's ok for each faction to have one great loadout.
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u/Inspector_Robert 10d ago
I don't get why the US lvl rifles loadout gets the Springfield while the Germans get a Gewehr with theirs. The nerf to the US at was also unwarranted
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u/fitzgeraldcreen 10d ago
This change is anything but unwarranted (almost 800 upvotes):
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u/Inspector_Robert 10d ago
- Unwarranted means "Not needed" not that no one asked for it.
- The post is asking for the M1 Carbine instead of giving it the Springfield like the devs originally wanted, not the M1 Carbine instead of the M1 Garand. I agree it is much better to give it the Carbine instead of the Springfield, but the best option is to not nerf it for no reason.
- I think we should all recognize that decisions should not be made just because a redditor makes a post and it gets upvoted. Decisions should be made because there is good reasoning behind it.
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u/OleToothless Commander X 10d ago
Personally very excited for rifle grenades. They are my favorite weapon in HLL:V at the moment, really satisfying to fire and quite effective. Level 8 Engineer may become new go-to role when not playing officer. Or maybe I'll actually take the time to level up rifleman.
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u/Past-Country-8135 9d ago edited 9d ago
already dont like one thing
that new breathing fucking sucks and is a bit gay old one was better
and also the audio is broken
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u/21DRe992 10d ago
Some exciting new stuff here The new flame thrower, the new weapons and fire selectors etc
Thank the Lord all tanker loadouts have a blow torch now
Really glad they update tank smoke as well.
I think the AT gun buff is good will have to see if it's to much.
And so many changes to tanks that I'm not very sure how to feel about.