Hell Let Loose...Company Of Hero's, meets FPS

Woop! Closed Beta from 11th Jan until 14th Jan.

I might be able to play this time!

Thank you again for your support of Hell Let Loose. We have come a long way since the Alpha and we are excited to finally share what we have been working on with you.



Thanks to your financial backing, we're about to enter a period of Closed Beta and will commence on the 11th January at approximately 11am GMT, and will conclude on 14th January at approximately 11am GMT. We have servers setup in strategic geographical locations and we recommend joining a server closest to you. Note that server numbers are limited so we can monitor and test them effectively.


During this time we will be testing every aspect of the title, this includes but is not limited to the following:

- Server performance

- Meta-game

- Tanks

- Infantry roles, tactics and gameplay

- Communication

- The overall look and feel of the experience on our Hürtgen Forest map



As this is a Closed Beta, please note that everything you see and hear is a work in progress.

Animations, sound effects, gameplay mechanics, UI etc. will continue to get polish, expansion or alteration. As we have an open development policy, there is no NDA and you can stream and upload your gameplay if you wish to do so.


We ask if you do share your footage that you make your audience aware that this is a work in progress and will be released on Steam Early access in Q2 this year and is available now to wishlist on STEAM here: https://store.steampowered.com/app/686810/Hell_Let_Loose/
 
Aye got my key - gonna get it sorted this afternoon.

Might macro my W key, nearly broke it during the alpha having to run so much.
 
Aye got my key - gonna get it sorted this afternoon.

Might macro my W key, nearly broke it during the alpha having to run so much.

Laaaaaaaaaaawls!

I quite like Post Scriptums canteen mechanic. Sprinting around isn't too bad and I think gives you more opportunity to flank. So being able to replenish your sprint at the risk of being caught with your pants down seems like a fair deal.

Are the maps bigger in HLL or are they missing the ability to create rallies, FOBs or are they missing transport vehicles?

Although I was like number 5 backer or something stupid it's the first time I'm getting a chance to play.
 
IIRC (the alpha was ages ago now) the FOBs were either not it game or not working so it was running sim for the weekend.

Transport vehicles were defo not in the game at that point and the map was huge.

I also think no-one really knew the game so it was a scramble.
 
Just had a quick 30 mins.
  • Performance isn't great.
  • AA is awful even at high res - Very blurry.
  • VOIP stopped working for my Squad after 5/10 mins then no one on the server could use VOIP before I left.
  • Quite a few issues with using vehicles currently.

Having said that I love RO/RO2 and this hopefully will improve and scratch that itch until RO3 turns up!
 
Just remembered this was on and played it for a bit. Much improved over the last time I tried it, but still very obviously an alpha stage game. Biggest bugbear for me is that the mouse movement still feels a bit unnatural, although nowhere near as bad as the first time I tried it earlier in the year.

Also, they need to work on the ironsights. Feels like they are too far away from the eye, very hard to use anything with a aperture sight. Try the Thompson to see what I mean; it's basically unusable.

Still, it's very early days and it's showing great promise. Definitely one to keep an eye on :)
 
Been thinking about picking this up. How's it coming along?

It is getting there, and has come along way since the first private alpha they did for backers, but I'd still say that it is quite barebones at the moment.

The game really needs transport vehicles to be added.
 
I purchased it over the weekend and have been playing the most recent BETA and its a lot of fun... seemed to luck out into good squads every single round with a squad lead who knew what they were doing which is pretty rare in these types of games (when I play SQUAD maybe 1 in 10 rounds you get a competent squad lead who talks). It's pretty barebones at the moment but the gameplay is still solid. I definitely prefer it to Post Sciptum, the environments are way better and the interiors of buildings are all pretty detailed which is impressive for a game this small. They need to improve the sounds a lot though and get some better Anti Aliasing which actually works on vegetation and tree's. I didn't mind the running factor as I've spent years playing running simulators like arma etc.

Oh and the dismemberment and gore is absolutely insane in this game, ill never forget the first i saw 4 bodies get turned to mush from a grenade, limbs everywhere.
 
It is getting there, and has come along way since the first private alpha they did for backers, but I'd still say that it is quite barebones at the moment.

The game really needs transport vehicles to be added.

It still has no transport? Last time i played it was last year with the original alpha or whatever it was, the game was essentially a running simulator on a ludicrously sized map. Would have though by now they would have added some vehicles to make it less of a chore.
 
It still has no transport? Last time i played it was last year with the original alpha or whatever it was, the game was essentially a running simulator on a ludicrously sized map. Would have though by now they would have added some vehicles to make it less of a chore.

played it over the weekend thanks to a pal gifting me a beta key and it still has no transport..
 
HLL is releasing into eaely access today. Here is the change log. Source: https://steamcommunity.com/games/686810/announcements/

Early Access Launch ChangelogFollowing our May closed beta we’ve been working on some tweaks and bug fixes that will be applied in tomorrow’s launch patch! We’ve listed them below for your reading pleasure:

Weapon Changes

  • Lowered MP40 horizontal recoil to allow for better control up to 75m
  • Lowered Thompson horizontal and vertical recoil to allow for better control up to 75m
  • Lowered STG 44 horizontal and vertical recoil to allow for better control up to 75m
  • Lowered BAR horizontal and vertical recoil to allow for better control up to 75m
  • Tweaked scope time on Springfield in order to smooth out the transition to the optic
  • MG bipods now have a more generous vertical arc to allow people to better aim up while deployed on the ground
  • New Cosmetics
  • Those who pre-ordered the game will now be able to enable their helmet to display once they’ve entered a server by turning it on in the Options menu. We will be distributing codes to all Backer tiers eligible for a helmet via email in the coming weeks. Both will then be worked in to the full cosmetic system that will be implemented during the Early Access period.

Movement

  • Being able to jump and then vault has been removed, and instead we have increased the vault height from 120cm to 160cm, allowing you to climb out of most trenches and over all fences without allowing you to scale high walls. We are keen to make sure high walls remain a way to funnel infantry and vehicles in the battlespace.
  • General Bug Fixes
  • Fixed attempting to deploy as the map is changing with less than 4 seconds left on the deploy counter will cause the player to get stuck on the 'Failed to deploy' message, forcing a shutdown via either Task Manager or Alt F4.
  • There could be pending deployment requests scheduled with timers when a map was changed or a round ended. Deployment timers are now tracked and invalidated when a round ends or a map is changed.
  • RCon Client displays an untitled map name when changing maps
  • Commanders can now dismantle their Garrisons
  • The hint reminding users to place down Garrisons and Outposts will still occur even if the user has already built one) - now the player will only need to place either a Garrison or an Outpost to the hint not to appear
  • Fixed inverse angle calculation for ricochets
  • Fixed rocket launches so that they apply surface specific decal
  • Fixed the possibility to get the same map twice in a row (disabled shuffling the map sequence and additional logging for MapRotation)
  • Changed physics correction to run every frame instead of only when it receives information (to make physics more responsive and smoother)
  • Players are no longer able to fire certain weapons while vaulting/climbing
  • Button prompts on the "Map Vote" & "Vote to kick" windows do not update after changing keybindings
  • Animation
  • Fixed pistol to rifle equip causing character to slide in TPP
  • Add animation notify to hide TPP Kar98 WPN clip when firing
VOIP

  • The player can sometimes hear voice chat audio after leaving a heavily populated server - disconnect all voice channels upon returning to the main menu
  • Fixed multiple instances of voice channel connection loss issues
  • Added defensive code
Optimization
  • Decimated the poly counts on over 50 commonly used props in each map which should increase player FPS (still more to do).
  • Did a texture sweep and managed to save on video memory in all three maps.
Visual Improvements
  • Improved LODs on Barberry Bushes
  • Updated tank driver and commander positions to have less bloom (players were suffering from a blown out viewport in Foy)
  • Fixed blood textures not always appearing accurately when player's model is shot in certain locations
UI/HUD

  • Begun work on overhaul of new deployment menu
  • Begun work on overhaul of team selection screen
  • Begun work on new HUD
  • Begun work on new server browser menu
  • Begun work on new death screen
  • Expanded scoreboard menu name field to display longer names
  • Made legalese on main menu smaller and less distracting
  • Fixed - markers cannot be placed on hedgerows and instead travel through
  • Fixed - the 'Deploy' prompt overlaps its text box on the Deployment screen"
  • Fixed - the United States team name goes off screen within the deployment screen
  • Added “Leave Server” button to the after action scoreboard and screen
  • Added unit prefix to VOIP notifies so you can see which unit leader is talking (eg. Easy company has the prefix “E”)
  • Fixed a terrible bug where the sector capture progress was often inverted - leading to horrible situations in which you’d think you were about to capture when in actual fact it was the enemy who’d capture.
SFX

  • US Commander is missing construction SFX for building Garrisons
  • MG42 new FPP fire sound and restructured, mixed and updated TPP sound treatment
  • MG34 (coaxial and hull on German tanks) has restructured, mixed and updated TPP sound treatment
  • M1919 has restructured, mixed and updated TPP sound treatment
  • M1903 Springfield has restructured, mixed and updated TPP sound treatment
  • BAR has restructured, mixed and updated TPP sound treatment
  • STG 44 has restructured, mixed and updated TPP sound treatment
  • M1 Garand has restructured, mixed and updated TPP sound treatment
  • Kar 98k has restructured, mixed and updated TPP sound treatment
  • G43 has restructured, mixed and updated TPP sound treatment
  • M1 Carbine has restructured, mixed and updated TPP sound treatment
  • MP40 has restructured, mixed and updated TPP sound treatment
  • Thompson has restructured, mixed and updated TPP sound treatment
  • Bazooka has restructured, mixed and updated TPP sound treatment
  • Panzerschreck has restructured, mixed and updated TPP sound treatment
  • Colt 1911 new FPP fire sound and restructured, mixed and updated TPP sound treatment
  • Luger P08 new FPP fire sound and restructured, mixed and updated TPP sound treatment
  • Walther P38 new FPP fire sound and restructured, mixed and updated TPP sound treatment
  • Temporarily removed Boogie Woogie Bugle Boy as US victory theme and replaced it with the Victory March. Don’t worry - Erika is still there.
Foy

  • In-game map is not consistent with environment shown in sector E10.
Known Issues

  • Incorrect colour icon in HUD when German player enters a strongpoint
  • Tank HUD indicator does not behave correctly (should behave the same as infantry)
  • Some instances of ‘snaking’ still present
  • Changing helmets in the redeployment screen does not change the helmet
  • Users occasionally will travel great distances when vaulting (however they will recover and be returned to their correct spot)
  • No ADS as separate sensitivity (will be coming in Patch 1)
  • Some Foxholes difficult to exit (needs geometry adjustment)
  • Tank camera judder sometimes experienced when driving over very uneven ground at top speeds
  • Supply drop can appear out of sync with plane animation
  • Custom helmets do not have blood or charring decals applied when damaged
  • Max player count on deploy screen incorrect for 82 and 64 player servers
  • Very long custom server names are badly scaled on enlist screen
  • Shadows incorrect in SMDM
  • Localisation incomplete
  • Some placeholder images in ‘How to Play’
  • Support score currently unfinished
  • Possible compatibility issues with some hardware on Windows 10 1903 (causes game to boot to black screen)
  • Crash when plugging in or unplugging some headsets when the title is running
  • Crash if map changes when user is in keybindings menu
  • Possible compatibility issues with some versions of Windows if users disable all audio output devices
  • Game can crash if user unplugs primary display monitor during bootflow
  • Users joining a server during a map change via RCon may become stuck on deployment screen
  • Various other minor issues
R&D (not currently in game - this list is non-exhaustive)
  • Optimisation pass for Utah Beach
  • Updated flamethrower look and function
  • Work on a material vertex shader which does custom FOV projection for first-person meshes
  • Currently testing Steam Sound Engine in build
  • Currently implementing water systems
  • Currently updating Foy with additional cover in areas that are totally flat (we will release a map that indicates the locations of new cover)
  • Hurtgen is in the process of a makeover to make many SPs more unique and interesting (including the introduction of concrete defensive emplacements).
  • Barbed wire systems currently in progress
  • Work on resource nodes
  • Work on refining TPP animation systems
  • Currently assessing all remaining FPP weapon bugs and animation needs
  • Scoping audio engine change
  • Continued work on animation bugs and refinement
  • Continued creation of all US and German Winter uniform variants
  • Continued work on all 2D elements in the game
  • Scoping improvements to bipods
  • Scoping improvements to sniper rifle scopes and sniping experience
 
Just bought a key from GMG for £18. I've urinated more in the pub so what they hey, thought I'd give it a bash.
 
Have had £8.74 sat in my Steam wallet for months now, but don't know if I should just chuck the extra £16.25 at it now or wait and see if it gets a reduction in the upcoming Steam Summer sale.
 
So has anybody got this yet? Any thoughts?

I've played a bit of this in Alpha, Beta, and now in Early Access. The game has come along way since then, but it still has ways to go.

If I was going to sum it up quickly, I would say that it is a faster paced version of Post Scriptum with less features and mechanics. However, I do find the game better looking and runs better for me.

If I could only play one game, I would rather play Post Scriptum at this stage - but I do think that it is the perfect balanace for when I want something a bit faster.

As soon as transport vehicles have been added in, and maybe some more building dense maps have been added, I might change my mind.
 
Been watching some streams and this looks actually quite good. Very much in RO/Rising Storm 2 sort of vein. Might give it a go later.

Plus, its everything BF isn't!
 
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