HLL Dev Brief #218 | Update 20 Experimental Branch Test

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author image by Powerbits | 0 Comments | 22/05/2026

Update 20 Experimental Branch: Live between 22 May until 25 May

Welcome everyone to the Update 20 Experimental Branch. After our previous test earlier this month on Juno Beach, we are returning this weekend with our Update 20 Exp Branch complete with our latest map Juno Beach, the Canadian Forces, and a host of armor changes that we cannot wait for you to experience.

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For more information on Juno Beach and the Canadians, head over to Dev Brief #217. In this blog we will dive deeper into some of the upcoming armor changes that you can expect in Update 20 and during your testing this weekend.

We are also excited to reveal some of our brand new War Correspondents joining the programme. Be sure to read on to find out more.

Armor Changes

With a lot of tanks having new health values, new damage outputs and the damage resistance system in place, the following rules will apply when landing shots on armor hull:

  • Heavy damage on Heavy health = 3 shots to the front, 2 shots to the side and rear.
    • The Firefly, with its increased damage output, will only need 2 shots to the front on other Heavies
  • Heavy damage on Medium health = 2 shots.
  • Heavy damage on Light and Recon health = 1 shot.
  • Medium damage on Heavy health = 3 shots to the side, 2 shots to the rear.
  • Medium damage on Medium health = 2 shots.
  • Medium damage on Light and Recon health = 1 shot.
  • Light damage on Heavy health = 3 to 4 shots to rear.
  • Light damage on Medium health = 3 shots.
  • Light damage on Light and Recon health = 1 to 2 shots.
  • Recon damage on Heavy health = 5 to 6 shots to rear.
  • Recon damage on Medium health = 4 to 6 shots.
  • Recon damage on Light and Recon health = 2 to 3 shots.

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There are also a number of changes being made to specific tanks. The following are a handful of tanks being balanced to fit these new rules. All tanks have been balanced but here is a small preview of what is to come:

German Forces

Panther

This balance change is to make a clear distinction between the Tiger I and the Panther. While both classed as Heavy tanks, the Panther has kept its damage output as a Heavy but now has the health as a Medium. These changes are also reflected in its fuel cost and armor values detailed later on.

  • Hull Health – 1170 → 930
  • Turret Health – 990 → 850
  • Tracks Health – 910 → 730
  • Engine Health – 550 → 480
  • Turret Rotation – 12 → 10
  • AP Ammo Count – 40 → 45
  • HE Ammo Count – 40 → 30
  • Fuel Cost – 600 → 430
  • Cooldown – 600 → 420 seconds

British/Canadian

Sherman Firefly

Similar to the Panther, the Firefly has had big adjustments. It now has the health of a Medium tank and changes to its armor values, however has seen a large increase to its damage. This is to reflect its role as a tank killer.

  • Hull Health – 1180 → 900
  • Turret Health – 1020 → 830
  • Tracks Health – 920 → 710
  • Engine Health – 580 → 460
  • Turret Rotation – 10 → 12
  • AP Damage – 850 → 920
  • Fuel Cost – 600 → 560
  • Cooldown – 600 → 630 seconds

US

Sherman Jumbo 75

During gameplay, players will still tend to lean towards the 76 version of this tank. With its adjusted values and cheaper cost, the 75 is now more of a point control menace. Its high HE count and large HE explosion radius, this tanks primary function is anti-infantry. If players aim to destroy enemy tanks, the 76 is still the go to.

  • Hull Health – 1170 → 1230
  • Turret Health – 1050 → 1020
  • Turret Rotation – 14 → 12
  • AP Damage – 700 → 710
  • HE Ammo Count – 60 → 65
  • Fuel Cost – 600 → 410
  • Cooldown – 600 → 430

We will add even more information to the Update 20 Changelog, so be sure to tune in once it drops in June.

Armor Values

We have also made changes to armor values on tanks. These changes are to better reflect their real world counterpart but balanced within the world of Hell Let Loose:

Heavy Tank

Top of Heavy turrets decreased. Lights can now pen this armor.

  • Panther updates:
    • Side hull decreased. Lights can now pen this armor.
    • Turret front increased. Only Heavies can pen this armor.
    • Turret sides and rear decreased. Lights can now pen this armor.
  • Firefly updates:
    • Front hull decreased. Mediums can now pen this armor.
    • Side hull decreased. Lights can now pen this armor.
    • Turret front, side and rear decreased. Mediums can now pen this armor.

Medium Tank

  • Side hull of all Medium tanks decreased. Lights can now pen this armor.
  • Panzer IV updates:
    • Turret sides and rear decreased. Lights can now pen this armor.

Light Tank

  • Front hull on all lights, not including the T-70, decreased. Lights can now pen this armor.

Recon Tank

  • All armor on Recon tanks have been decreased slightly. AT launchers should destroy these tanks with 1 shot.

Armor resistance changes

All tanks now feature a new Armor Resistance system. Armor thickness now provides a percentage based damage reduction depending on its thickness. The values have been updated from feedback.

  • Heavy frontal armor now provides a 32% resistance, up from 25%.
  • Medium frontal armor and Heavy side armor now provides a 16% resistance, up from 15%.
  • Light frontal armor, Medium side armor and all rear armor now provides a 8% resistance, up from 5%.

Fuel Balance

With the new resistance system and balance changes, a fuel cost balance was required. This involved updating armor fuel costs as well as other vehicles. All fuel updates apply to each category of vehicle, across all factions. The new values for vehicles are:

Half Track

  • Fuel Cost – 300 → 150
  • Cooldown – 300 → 240 seconds

Truck

Supply
  • Fuel Cost – 100 → 70
  • Cooldown – 90 → 75 seconds
Transport
  • Fuel Cost – 100 → 50
  • Cooldown – 90 → 60 seconds

Jeep

  • Fuel Cost – 80 → 30
  • Cooldown – 300 → 180 seconds

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Salvage Return Balance

Now that most of the vehicles have had a fuel balance pass, the amount of fuel and time taken to salvage have been updated. Here are the updated values:

  • Heavy – 60 fuel in 12 seconds.
  • Panther and Jumbo 75 – 40 fuel in 10 seconds.
  • Medium – 20 fuel in 8 seconds.
  • Light – 15 fuel in 6 seconds.
  • Recon – 10 fuel in 4 seconds.
  • Half Track – 15 fuel in 6 seconds.
  • Truck – 5 fuel in 3 seconds.
  • Jeep – 5 fuel in 3 seconds.

Smoke Launchers

We’re excited to announce that a select few tanks will be gaining a new weapon; smoke launchers.

Set in the Commander/Spotter seat, players will now be able to fire smoke grenades, pressing Spacebar on PC and Right Bumper/R1 on controller, for some extra cover.

Smoke launchers can be different on a tank by tank basis. Some fire internally, some fire externally and some generate smoke from their exhausts. We’ll reveal the full list on the Update 20 changelog, however test them out this weekend and let us know your thoughts!

Shell Unloading

As previously mentioned in Dev Brief #217, all tanks now feature the option to unload a fully loaded shell. If you are in a situation where you have the wrong shell loaded, you can now simply unload it. No more firing the shell and revealing your location.

Tank Commander and Crewman Loadouts

For each faction, both the Tank Commander and Tank Crewman have had all their loadouts updated meaning that they both now carry a hammer. This will allow them to help out in building structures and have an easier time salvaging vehicles as you play.

Anti-Tank Updates

We have also made changes to the Anti-Tank role, with the rocket count reduced to 2 whilst damage increases (330 → 420), as well as the Anti-Tank Gun for all factions seeing a significant damage increase (400 → 535).

Screenshot 2026-05-21 162615

Community Update

There is loads happening in the community currently. First up, tomorrow we will be livestreaming when the Exp Branch goes live over on the Hell Let Loose Official Twitch showing off the new update to the community. Be sure to jump into the chat and get chatting!

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