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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},"482835435759","community-update-6","/blog/community-update-6","Community Feedback #6 | 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-Oct-01-2026-03-02-18-7142-PM.png","2026-10-01T15:04:54Z","Community Update #6 covers stability, visual quality, VOIP, Server Browser and Vote Kick improvements, plus what’s next in Patch 1.6.","PUBLISHED","\u003Ch3>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20HLLV-Oct-01-2026-03-02-18-1999-PM.png\" width=\"1920\" height=\"622\" loading=\"lazy\" alt=\"Def Brief HLLV-Oct-01-2026-03-02-18-1999-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/h3>\n\u003Ch3>Welcome back to the Command Post.\u003C/h3>\n\u003Cp>\u003Cspan>It’s been another busy week for Hell Let Loose: Vietnam, with \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2 now live\u003C/span>\u003C/a>\u003Cspan> across all platforms.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The hotfix introduced the much-requested \u003C/span>\u003Cstrong>AMD FSR 4.1 support\u003C/strong>\u003Cspan>, alongside further improvements to stability, VOIP, memory usage, server replication and several other community-reported issues.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Since the update went live, we’ve been closely monitoring your reports and our internal data to understand the impact of these changes. While it is still early, we’re already seeing some encouraging signs, particularly around stability and the server replication issues we discussed in last week’s Community Feedback update.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Alongside monitoring \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2\u003C/span>\u003C/a>\u003Cspan>, development continues on Patch 1.6, with several community-requested quality-of-life improvements now confirmed for the update.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Here’s the latest.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Stability &amp; AMD\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Stability remains one of our highest priorities, with Hotfix 1.5.2 introducing several additional changes designed to reduce the frequency of crashes across all platforms.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The initial crash data following the hotfix is showing a significant reduction in crashes compared with previous releases. During an initial monitoring period following deployment, the number of recorded crashes was substantially lower than we have previously seen, with no immediately obvious AMD-specific crash pattern appearing within that data. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Whilst this is an encouraging early result, we will be continuing collecting data over a longer period to ensure that our next improvements are focused on remaining areas of instability.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For AMD players, FSR 4.1 is also now available following \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2\u003C/span>\u003C/a>\u003Cspan>. Alongside overall stability, we will of course continue monitoring feedback of this addition’s performance as more of you get hands-on with the new addition.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As always, crashes can have a wide variety of causes depending on hardware and individual configurations. Please continue reporting any crashes you are having and will ensure to keep addressing the highest-impact issues as they are identified.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Live | Monitoring Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Foliage, LODs &amp; Visual Quality\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve continued to see reports around blurry foliage, asset pop-in and instances where environmental cover can stop rendering before the players behind it.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Some individual foliage issues were addressed as part of \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2\u003C/span>\u003C/a>\u003Cspan>, but there is still more work underway.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team is continuing to review LOD and culling distances, with the goal of pushing environmental detail further into the distance whilst maintaining acceptable performance. We’re also working through individual assets where incorrect LOD or HLOD settings can cause objects to transition or disappear at the wrong ranges. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Further improvements are being worked on for upcoming updates, including Patch 1.6 and beyond.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For console specifically, we’re also actively testing further improvements to areas such as resolution and LOD distances. These changes need to be carefully balanced against performance, but we currently expect further visual improvements across \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-2026-roadmap\">\u003Cspan>Update 2.0\u003C/span>\u003C/a>\u003Cspan> and beyond.\u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>A Note on HDR for Console Users\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>Hell Let Loose: Vietnam currently outputs in \u003C/span>\u003Cstrong>SDR\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For console players experiencing unusually dark, bright or washed-out visuals, we recommend checking that your console or display is not forcing HDR for SDR content.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>On PS5 in particular, we recommend allowing the console to automatically enable HDR “On When Supported”, rather than using the setting that forces HDR across all games. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Spawn Points &amp; Server Replication\u003C/span>\u003C/h2>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2\u003C/span>\u003C/a>\u003Cspan> introduced several fixes to Iris, the replication system used to communicate game state between servers and players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As we explained in \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/community-update-5\">\u003Cspan>Community Update #5\u003C/span>\u003C/a>\u003Cspan> and \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-hotfix-1-5-2\">\u003Cspan>Hotfix 1.5.2\u003C/span>\u003C/a>\u003Cspan>, problems within this system could contribute to server degradation over longer sessions, potentially resulting in spawn points, HQs and other gameplay elements no longer behave or appear correctly.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Early feedback following Hotfix 1.5.2 has been encouraging. We’ve spoken with several Community Server owners who had previously experienced these issues, and so far they have not reported the same behaviour returning following the hotfix. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We don’t want to consider the issue completely resolved based on only a short period of testing, so we’ll continue monitoring servers over the coming days.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also continuing to track remaining reports around Mortars and other deployable objects not always spawning or displaying correctly, and will update you as soon as possible on this issue.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Fix Live | Monitoring Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>VOIP, Voice Volume &amp; Audio Routing\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Hotfix 1.5.2 introduced additional safeguards designed to reduce instances where players could become silently muted and unable to hear one another, and we’re continuing to monitor those changes, alongside several other areas, of VOIP feedback.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>One issue we’re actively investigating involves \u003C/span>\u003Cstrong>Voice Chat volume\u003C/strong>\u003Cspan>, where some players report that other players can remain excessively loud even when their voice volume has been reduced significantly. We can confirm that a fix for this issue is currently targeting \u003C/span>\u003Cstrong>Patch 1.7\u003C/strong>\u003Cspan>, although we’ll look to introduce it sooner if possible. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve seen your requests to be able to choose your audio output for Voice Comms (VOIP), so you can separate them into different audio streams. Improved control over audio routing is something we are very keen to support, although this requires additional work across our audio and communications systems. We’ll keep you updated as development progresses. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: VOIP Improvements Live | Further Improvements In Development\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Server Browser Improvements\u003C/span>\u003C/h2>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/community-update-5\">\u003Cspan>Last week\u003C/span>\u003C/a>\u003Cspan>, we discussed several Server Browser issues, including filters not persisting correctly and difficulties finding particular servers.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We can now confirm that \u003C/span>\u003Cstrong>persistent Server Browser filters have been fixed in Patch 1.6\u003C/strong>\u003Cspan>. Your selected filters should now remain correctly configured between sessions. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also changing how servers are initially presented within the browser.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>During launch, changes were made to the server browser, designed to prioritise servers with available spaces to make it easier for players to immediately join a match. Following feedback from both players and Community Server owners, we’ll be adjusting this behaviour so that higher-population servers once again appear towards the top of the Server Browser, similar to how it operates in Hell Let Loose. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This change is also planned for Patch 1.6. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Alongside this, we’re increasing the availability of \u003C/span>\u003Cstrong>PC-only official servers\u003C/strong>\u003Cspan> across Europe, North America and Australia for players who would prefer to play without Crossplay enabled. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Coming in Patch 1.6\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Vote Kick &amp; Moderation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve seen an increase in discussions around team killing, trolling, disruptive leadership and other forms of griefing.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>There is no single change that can prevent every instance of disruptive behaviour, but we’re looking at several areas where the game can give players better tools to respond.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Starting with \u003C/span>\u003Cstrong>Patch 1.6\u003C/strong>\u003Cspan>, Vote Kick notifications will now be \u003C/span>\u003Cstrong>visible by default\u003C/strong>\u003Cspan>, addressing one of the most common requests we’ve received around the current moderation tools. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also increasing the Vote Kick response window from \u003C/span>\u003Cstrong>20 seconds to 30 seconds\u003C/strong>\u003Cspan>, giving players more time to see an active vote and make their decision. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Looking further ahead, we’re investigating additional measures targeting some of the most common forms of deliberate team killing and disruptive behaviour. These include situations involving vehicles and players deliberately killing teammates to take control of particular vehicle seats.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll have more to share on those changes as development progresses.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Vote Kick Improvements Coming in Patch 1.6 | Further Moderation Improvements Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Boats &amp; Spawn Protection\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Another area of teamplay feedback involves transport boats being left with their engines running.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Because an active boat cannot be used as a spawn point, a player abandoning a boat without switching off the engine can prevent their team from spawning there.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re investigating a number of potential changes to how boat spawns work to minimise how often engines are left on, blocking spawns. For example we’re considering turning off the engine automatically when a player exits, having it turn off automatically after an idle period, along with other suggestions that we’ll be testing.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>These concepts are still being worked through, and we would love to hear your suggestions for what improvements could be made in the future.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements in Progress\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Aim Assist\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’re continuing to work on the Aim Assist behaviour previously discussed in our Community Feedback updates.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team is targeting further improvements to how Aim Assist operates, and subject to development and testing, our current aim is to have these improvements implemented by\u003C/span>\u003Cstrong> Update 2.0\u003C/strong>\u003Cspan>. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll share more specific details once the implementation has progressed further.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Targeting Update 2.0\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Quality-of-Life Feedback\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Alongside the larger issues above, we’ve also been reviewing some of the smaller quality-of-life requests you continue to raise.\u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>Text Chat\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We’ve seen requests to increase the current text chat character limit, particularly from players trying to help explain mechanics or coordinate with newer players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Increasing the limit itself is relatively straightforward, but doing so creates additional usability challenges because players currently have limited ways to scroll back through longer conversations.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re investigating improvements to the wider text chat experience, including its size, positioning and the ability to navigate previous messages.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll have more to share on those changes as development on this progresses.\u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>Mounted Machine Guns\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We’re also continuing to see feedback around mounted Machine Guns, particularly around deployment, elevation and the experience of being forced into ADS while using them.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The team agrees that mounted weapons are not currently as easy to use as we would like, and this feedback is being tracked for future improvements. Stay tuned for MG updates as the roadmap progresses. \u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Next Up: Patch 1.6\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Our next update is Patch 1.6, and we’ll have the full details on everything included very soon.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Alongside a \u003C/span>\u003Cstrong>new deployables overhaul\u003C/strong>\u003Cspan>, \u003C/span>\u003Cstrong>unit changes\u003C/strong>\u003Cspan> and a \u003C/span>\u003Cstrong>major audio pass\u003C/strong>\u003Cspan>, this week we can confirm that several changes that have specifically come from community-requests:\u003C/span>\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cstrong>Vote Kick notifications enabled by default\u003C/strong>\u003C/li>\n\u003Cli>\u003Cstrong>Vote Kick response window increased from 15 to 30 seconds\u003C/strong>\u003C/li>\n\u003Cli>\u003Cstrong>Server Browser filters will persist correctly\u003C/strong>\u003C/li>\n\u003Cli>\u003Cstrong>Higher-population servers will once again be prioritised within the Server Browser\u003C/strong>\u003C/li>\n\u003Cli>\u003Cstrong>Increased PC-only server availability\u003C/strong>\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cspan>These are all areas that have repeatedly appeared in your feedback, and we’re pleased to be able to turn several of them around for the next update. \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 continues to send us \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>reports\u003C/span>\u003C/a>\u003Cspan>, feedback and suggestions.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Hotfix 1.5.2 appears to have made meaningful progress in several areas we’ve been discussing since launch, but we know there is still plenty more work ahead.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll continue monitoring the impact of the hotfix while preparing Patch 1.6 and the updates that follow.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Please keep sharing what you’re seeing in-game, particularly around stability, server replication, VOIP and visual quality. The more information you can provide about your platform, hardware and the circumstances surrounding an issue, the easier it is for the team to investigate.\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-Oct-01-2026-03-02-18-7142-PM.png\" width=\"1920\" height=\"960\" loading=\"lazy\" alt=\"Def Brief website HLLV-Oct-01-2026-03-02-18-7142-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>",{},1790867293882]