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(de)","de",{"id":326,"attributes":327,"__typename":319},"4",{"name":328,"code":329,"__typename":318},"Vietnamese (vi)","vi",{"id":331,"attributes":332,"__typename":319},"5",{"name":333,"code":334,"__typename":318},"French (fr)","fr",{"id":336,"attributes":337,"__typename":319},"6",{"name":338,"code":339,"__typename":318},"Spanish (es)","es",{"id":341,"attributes":342,"__typename":319},"8",{"name":343,"code":344,"__typename":318},"Chinese (Simplified) (zh-Hans)","zh-Hans","I18NLocaleEntityResponseCollection",{"id":347,"originalId":347,"slug":348,"urlPath":349,"name":350,"language":317,"isTranslation":351,"tagIds":352,"authorName":359,"featuredImage":360,"publishDate":361,"metaDescription":362,"currentState":363,"rssBody":364},"478873081024","community-update-5","/blog/community-update-5","Community Feedback #5 | Command Post",false,[353,356],{"id":354,"name":355},"267499946203","Vietnam",{"id":357,"name":358},"441461728456","Command Post","Ben Brearey","https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20website%20HLLV-4.png","2026-09-25T15:20:17Z","Community Update #5 covers spawn and VOIP fixes, stability, FSR 4.1, Server Browser improvements, console visuals and community requests.","PUBLISHED","\u003Ch4>\u003Cspan>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20HLLV-Sep-25-2026-03-08-28-5935-PM.png\" width=\"1920\" height=\"622\" loading=\"lazy\" alt=\"Def Brief HLLV-Sep-25-2026-03-08-28-5935-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/h4>\n\u003Ch4>\u003Cspan>Welcome back to the Command Post.\u003C/span>\u003C/h4>\n\u003Cp>\u003Cspan>Since our last Community Feedback update, \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-update-1-5\">\u003Cspan>Update 1.5 has arrived\u003C/span>\u003C/a>\u003Cspan>, bringing the officially licensed Bell UH-1 Iroquois ‘Huey’, the M14 and Type 56 SKS, our first weapon balancing pass and 100+ fixes and improvements.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This was followed by \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-1\">\u003Cspan>Hotfix 1.5.1\u003C/span>\u003C/a>\u003Cspan>, which introduced further improvements to ADS visual stability, mounted weapons, UI, and controller haptics for the M14 and SKS.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve been closely following your feedback throughout the first week of Update 1.5, and have been pleased to see the positivity around the new weapons and the Huey Radio in particular, and that the M16 ammunition changes have also been welcomed as a direct response to previous community feedback.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Alongside that feedback, we’re continuing to investigate several of the issues you’ve been reporting, including spawning and deployment failures, audio reliability, crashes, Server Browser visibility and visual quality.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Here’s where things currently stand.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Spawn &amp; Deployment Issues\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We have see your reports surround spawn and deployment issues, including HQ spawn points disappearing, Garrisons and Outposts becoming unavailable, and some players being unable to select or place spawn points.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Following investigation, the team believes it has identified an issue within the game’s replication system that could be contributing to several of these behaviours, and are working on fixes including one we’re hoping will be added into our next Hotfix 1.5.2. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>In some circumstances, certain information was not being correctly cleared when a match ended. Over multiple matches, this could increase the likelihood of elements failing to replicate correctly, including HQ spawn points and potentially other objects within the environment.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>A fix has now been implemented internally and is undergoing QA verification. Because this underlying issue may be connected to several different reports, we want to complete that testing before confirming exactly which problems it resolves.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The fix is currently planned for Patch 1.6, although we’re also investigating whether it can be safely introduced sooner once verification is complete.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>In the meantime, we also recommend that server owners restart their servers on a regular basis just to help with any potential server degradation issues. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Fix Undergoing QA Verification\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>VOIP Reliability\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Following the improvements made to the prolonged robotic Proximity Chat issue, the majority of current VOIP reports are now focused on different behaviours, including communication channels failing, dropouts and some console transmission or routing issues.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Our Code team has continued working alongside Epic to investigate these issues, including implementing additional changes based on suggested workarounds for known underlying problems.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The latest changes are scheduled to be tested during larger-scale playtests, where we’ll be able to better assess their impact under conditions closer to a live server.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Whilst we’re hopeful these changes will improve VOIP reliability, we don’t yet want to suggest that every remaining communication issue has been resolved until that testing is complete.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Additional Improvements in Testing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Stability, AMD &amp; FSR 4.1\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Stability remains one of our key areas of focus across all platforms.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Following each release, the team continues to review incoming crash data and work through the highest-impact issues, with further safeguards and fixes being introduced as they are identified. AMD crashes and driver timeouts remain amongst the more prominent PC reports, alongside console crashes and freezes and a smaller number of NVIDIA-related reports.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>AMD FSR 4.1 remains targeted for Patch 1.6. We’re also assessing whether it could safely be introduced earlier, but this will depend entirely on the results of our testing and integration work, and will keep you updated.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Stability Improvements Ongoing | FSR 4.1 Targeting Patch 1.6\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Server Browser &amp; Server Visibility\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Server visibility has continued to generate reports, particularly from console players and Community Server owners.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>From your reports, we’ve identified and fixed several Server Browser issues, including problems with filters not always being remembered or correctly reapplied during an automatic refresh. These fixes are currently planned for Patch 1.6.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>There is also a wider limitation we’re investigating around how server sessions are returned to the game. The current system can return a maximum of 200 sessions from a single search, whilst considerably more servers can be active globally at any one time. This means a particular server may occasionally not appear as part of a broader search. We are therefore currently investigating improved ways of running multiple targeted searches and combining those results to increase overall server visibility.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For now, using more specific filters can help narrow the available results. We also recommend favouriting the servers you regularly play on to make them easier to find.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also making changes to our official server offering to give players greater control over the modes they join. This includes introducing dedicated Warfare and Offensive servers alongside servers that continue rotating between multiple modes.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>At the same time, we’ll be reducing the overall number of official servers to create more space for Community Servers and further support the community-run server ecosystem.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Patch 1.6 Fixes Planned | Further Improvements Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>DLSS Frame Generation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’re continuing to track reports from some NVIDIA users where their selected Frame Generation setting appears correctly within the menu, but needs to be reapplied after restarting the game before the performance benefit activates.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team believes a fix for this behaviour has been implemented for Patch 1.6, although it still requires final QA verification before we can consider the issue resolved.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Fix Targeting Patch 1.6, Pending Verification\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Console Visual Quality\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Visual quality remains one of the most common areas of console feedback, including reports around image resolution, asset pop-in, foliage quality, lighting and perceived draw distance.\u003C/span>\u003C/p>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-1\">\u003Cspan>Hotfix 1.5.1\u003C/span>\u003C/a>\u003Cspan> introduced an improvement to how visual elements are handled while entering ADS. This keeps objects within your view in a more consistent state while aiming, reducing instances of shadows, LODs and other visual elements visibly changing during the transition.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>That being said, there is still further work to do. One of the remaining areas involves individual assets' HLOD distances, which can cause objects to appear or disappear at noticeable ranges. These are being continuously improved on an asset-by-asset basis by our Tech Art team. If you find any specific affected object, be sure to\u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan> let us know\u003C/span>\u003C/a>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This remains part of our wider ongoing work to improve image quality and visual stability across the game. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Fixes &amp; Stability vs New Content\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>One recurring conversation we continue to see is whether development of new content should be paused while outstanding bugs and stability issues are addressed, and we want to provide some additional context around how development works across the team.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Different areas of Hell Let Loose: Vietnam are developed by specialist disciplines, each with their own expertise and responsibilities. For example, Environment Artists, Weapon Artists and Animators focus on creating and refining game content, while code-related issues require dedicated engineering expertise and are addressed by the relevant development teams.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Whilst some Code support is naturally required to implement new content, the majority of the Code team’s current time is being spent investigating bugs, stability and other live-game issues, especially those reported by the Hell Let Loose: Vietnam community. At the same time, our content teams can continue developing upcoming maps, weapons and other additions.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This allows us to continue improving the live experience whilst development on future content progresses in parallel, rather than one area having to stop entirely for the other to continue. That’s why, alongside new content, you’ll continue to see a wide range of fixes and improvements reflecting the work our Code team is doing to improve the overall game and player experience.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Weapon Balance\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>It has been wonderful to see how positively the M14 and Type 56 SKS have received since arriving in Update 1.5, with players particularly enjoying their stopping power and the additional variety they bring to infantry loadouts.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Their introduction has also generated further discussion around the wider weapon pool. We’re currently tracking feedback around M16 recoil and lethality, alongside requests to make the M14 and SKS available to additional roles.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Update 1.5 marked our first balancing pass on the launch weapon roster, and this is an area we intend to continue reviewing as more gameplay data and feedback becomes available.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Monitoring Feedback &amp; Gameplay Data\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Community Requests\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Alongside bug reports and balancing feedback, we’ve continued collecting your most requested additions for the future.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Some of the most common discussions this week include:\u003C/span>\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cspan>More weapons and wider role access.\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>New vehicles, including attack helicopters.\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>New maps, including urban environments, night combat and weather.\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Greater asymmetry between the NVA and US Forces.\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>The return of Hell Let Loose features such as Commendations, Clan Tags and Party Chat.\u003C/span>\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cspan>While we cannot confirm when, or if, all of these will make their way into the game, we can confirm that the suggestions you’ve submitted continue to play an important role in our future planning discussions for 2027 and beyond.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As always, a feature being discussed or tracked does not mean it is confirmed for development, but your feedback helps us understand what you would most like to see from Hell Let Loose: Vietnam in the future. We can also confirm that some of these discussion areas may come to fruition sooner, in 2026. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll have more to share in our upcoming \u003C/span>\u003Ca href=\"https://www.youtube.com/playlist?list=PLFP3iqad933o\">\u003Cspan>Command Post Dev VLOGs\u003C/span>\u003C/a>\u003Cspan>, so be sure to follow us on \u003C/span>\u003Ca href=\"https://www.youtube.com/@HellLetLoose\">\u003Cspan>YouTube\u003C/span>\u003C/a>\u003Cspan> and across our \u003C/span>\u003Ca href=\"https://linktr.ee/hellletlooseofficial\">\u003Cspan>Hell Let Loose Official social channels\u003C/span>\u003C/a>\u003Cspan> so you don’t miss any future reveals.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Keep the \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>Reports\u003C/span>\u003C/a>\u003Cspan> Coming\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Thank you once again to everyone who has been sharing \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>reports\u003C/span>\u003C/a>\u003Cspan>, feedback and suggestions following Update 1.5.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>It’s also been great to see the response to some of the update’s newest additions. The M14 and Type 56 SKS have been welcome additions to the arsenal, the Huey Radio has quickly become a community favourite, and the M16 ammunition changes have addressed one of the more common pieces of weapon feedback we had been tracking before Update 1.5.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll continue working through your \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>reports\u003C/span>\u003C/a>\u003Cspan> as we move towards Patch 1.6 and further updates.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>When reporting an issue, please continue to include as much information as possible, including your platform, hardware where relevant, what happened immediately before the issue occurred and any screenshots or video that can help us reproduce it.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll be back with another Community Feedback update soon.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>See you on the battlefield.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20website%20HLLV-4.png\" width=\"1920\" height=\"960\" loading=\"lazy\" alt=\"Def Brief website HLLV-4\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>",{},1790349809633]