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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:
We’ve also made a substantial balance pass across Armor and Anti-Tank gameplay, including:
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.
Read the full changelog for Update 21 below.
Five new weapon variants have been added in Update 21, alongside a model update for the existing M1903A4 Springfield Sniper for the US.
Three new Rifle Grenade weapon variants are now available:
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:
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.



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

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.

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:
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.
Update 21 introduces the ability to toggle fire modes on weapons that historically supported multiple firing modes.
The following weapons now support this feature:
Audio has also been adjusted on some weapons to support single-shot firing sounds that were not previously required.
Several new loadouts have been added to support the new weapons arriving in Update 21:
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:
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, 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:
Destroying enemy vehicles also reduces their team’s Morale.
Morale loss by vehicle type:
Vehicles destroyed inside a friendly HQ sector will not incur Morale loss.
Teams controlling fewer objectives than their opponent will gradually lose Morale.
The rate of Morale loss increases depending on the difference in objectives controlled:
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.

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:

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.
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:
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.
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:
We hope these changes provide crews with more opportunities to make effective use of smoke launchers during matches.
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.
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:
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.
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.

Alongside the new content and balance changes outlined above, Update 21 includes a range of fixes and improvements across the game.
We’ve also been hard at work addressing issues across our maps. Update 21 includes fixes across nine maps, including: