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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},"490050115777","community-update-8","/blog/community-update-8","Community Feedback #8 | Command Post | Hell Let Loose: Vietnam",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-15-2026-02-47-41-7007-PM.png","2026-10-15T14:49:17Z","Community Feedback #8 covers Buildables, Medics, controller customisation, visual quality, stability, server replication and what’s next in Patch 1.7.","PUBLISHED","\u003Cp>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20HLLV-Oct-15-2026-02-47-41-2273-PM.png\" width=\"1920\" height=\"622\" loading=\"lazy\" alt=\"Def Brief HLLV-Oct-15-2026-02-47-41-2273-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/p>\n\u003Cp>\u003Cspan>Welcome back to the Command Post.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>With Patch 1.7 arriving next week, this week’s Community Update is a little more focused as we look at some of the biggest topics you’ve continued discussing following \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>Patch 1.6\u003C/span>\u003C/a>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve seen plenty of conversation around the Engineer and Buildables overhaul, Unit composition, visual quality and some of the quality-of-life improvements you’d still like to see. We’ve also continued tracking ongoing technical reports around foliage, spawn replication, crashes and deployables.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>There has also been some encouraging progress. Crash numbers continue to trend down, several community-requested changes are already coming in Patch 1.7, and work is continuing towards the much larger visual and gameplay improvements planned for Update 2.0.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Here’s the latest.\u003C/span>\u003Cspan>\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Engineers &amp; Buildables\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>The Buildables overhaul introduced in \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>Patch 1.6\u003C/span>\u003C/a>\u003Cspan> has generated one of the biggest community discussions over the last couple of weeks.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve seen strong support for making Level 1 Buildables free to construct, helping Engineers contribute to defensive positions without consuming Supplies immediately.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>At the same time, we’ve also heard your feedback around the reduced placement limits and the changes to the size and utility of some defensive structures. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>One of the clearest requests has been for Engineers to have access to more Barbed Wire.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>In \u003C/span>\u003Cstrong>Patch 1.7\u003C/strong>\u003Cspan>, the number of Barbed Wire placements available to each Engineer will increase from \u003C/span>\u003Cstrong>2 to 3\u003C/strong>\u003Cspan>. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Because Level 1 Buildables are now free, we need to balance increasing individual placement limits against the total number of structures that can be active across a battlefield at once. We therefore have adjusted the overall number for your side to \u003C/span>\u003Cstrong>50\u003C/strong>\u003Cspan>, and will be monitoring how this affects defensive construction after the update goes live. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We are also looking at opportunities to expand the defensive options available to Engineers in future updates, including additional defensive structures. Stay tuned! \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Barbed Wire Increase Coming in Patch 1.7 | Further Improvements Planned\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Unit Composition &amp; Medics\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Patch 1.6 increased the number of Medics available within each Unit from 1 to 2, and we’ve seen plenty of discussion around that change.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For many players, having another Medic available has helped keep more soldiers alive and reduced time spent waiting to redeploy. Others however have questioned whether increasing the number of players in individual roles could reduce their distinct identity. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Our intention with the Medic change was simple: \u003C/span>\u003Cstrong>keep more players actively involved in the fight for longer\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also exploring further improvements to the Medic role as part of that work that is due in our next set of updates. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re continuing to review how individual roles function and how their loadouts and capabilities could evolve in the future. Nothing is being treated as permanently fixed in place, and we’ll continue reviewing your feedback as these systems evolve. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Monitoring Feedback | Further Role Improvements Being Explored\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Controller Customisation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Controller customisation remains one of the most consistent quality-of-life requests.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Patch 1.7 will introduce a new option allowing controller players to swap the Crouch and Melee inputs, addressing one of the most frequently requested control changes.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also planning an additional controller option for Update 2.0 that will allow the Radio and Equipment inputs to be swapped.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Full controller remapping is not currently planned for the short term, but requests around ADS dead zones and additional sensitivity settings are being reviewed as we look at where further flexibility can be added. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also continuing to address keyboard rebinding issues, with additional fixes being worked on for Update 2.0.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: New Option Coming in Patch 1.7 | Further Improvements in Development\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Server Browser &amp; Favourites\u003C/span>\u003C/h2>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>Patch 1.6\u003C/span>\u003C/a>\u003Cspan> introduced several Server Browser improvements based directly on your feedback, including persistent filters and prioritising higher-population servers.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve continued monitoring these changes and can confirm that fuller servers are now being prioritised correctly, filters are saving as intended and empty servers are hidden by default. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Another request we’ve started seeing is for an increase to the number of servers that can be added to Favourites.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re currently reviewing whether that limit can be increased. If there are no technical restrictions preventing it, this is something we’d like to improve in a future update. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Patch 1.6 Improvements Live | Favourites Limit Under Review\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Map Variety &amp; What’s Next\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve also seen increasing discussion around map variety, including requests for more new environments, changing battle conditions and locations that play differently from some of the jungle-heavy battlefields currently in rotation. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This is something we’re very excited to start talking more about.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Update 2.0 will introduce Khe Sanh, our first new map since launch, and marks the beginning of the next major phase for Hell Let Loose: Vietnam.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The upcoming maps have been designed to offer noticeably different combat experiences, and we’re looking forward to showing you more.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Be sure to keep an eye out for our \u003C/span>\u003Cstrong>next Command Post Dev VLOG\u003C/strong>\u003Cspan>, dropping before Patch 1.7 next week, where we’ll be giving you a closer look at what’s ahead…\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch2>\u003Cspan>Updates on Topics from Community Feedback #7\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>In \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/community-update-7\">\u003Cspan>Community Feedback #7\u003C/span>\u003C/a>\u003Cspan>, we touched on a number of topics which are still present in the community this past week. These include Foliage, LODs &amp; Visual Quality, Stability and Spawn Points &amp; Server Replication issues. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As these are important issues to you all, we just wanted to provide the latest update on each of these. \u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>Foliage, LODs &amp; Visual Quality\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We know that foliage, LOD transitions and visual readability remain some of the most consistently discussed technical topics, particularly among console players. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re continuing to work through issues such as blurry foliage, aggressive pop-in and environmental cover disappearing before players or structures behind it. These remain among the most frequently reported visual concerns across the community.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As we \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/community-update-7\">\u003Cspan>discussed last week\u003C/span>\u003C/a>\u003Cspan>, Patch 1.7 will introduce another round of visual improvements, including PSSR and VRR support on PS5 hardware alongside further foliage and LOD work.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Beyond that, Update 2.0 is a major focus for visual quality improvements across all console platforms, with further improvements also being worked on for PC. Our goal is to continue improving image quality while addressing some of the more noticeable LOD and foliage transitions reported by players. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Further Improvements Coming in Patch 1.7 | Major Visual Work Continuing for Update 2.0\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch3>\u003Cspan>Stability\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We’re continuing to see encouraging progress when it comes to overall stability. Crash numbers have fallen significantly compared with earlier versions of the game, and our latest internal monitoring is showing far fewer recurring crashes across the board. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We are still seeing individual reports from players, including some hardware-specific AMD cases and crashes occurring during loading, deployment or under particular configurations. Those \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>reports\u003C/span>\u003C/a>\u003Cspan> remain valuable as the overall number of crashes falls and the remaining issues become more specific. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Patch 1.7 includes further stability work, and we’ll continue monitoring crash data closely once the update is live.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Significant Improvements | Monitoring Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch3>\u003Cspan>Spawn Points &amp; Server Replication\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>Although the Iris replication changes introduced in previous updates have improved the issues surrounding missing HQs, Garrisons and other gameplay elements, we know that this has not been fixed and are working hard to get to the bottom of the cause. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This however remains a difficult issue to reproduce consistently, although we have now been able to reproduce some cases internally.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We now have a member of the development team purely focused on investigating the remaining replication failures and working to identify the underlying cause. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>If you encounter missing Garrisons, Outposts or other replicated assets, please continue providing as much information as possible about the server and how long you had been playing when the issue appeared.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Active Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch2>\u003Cspan>Community Requests\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Alongside the larger discussions above, we’re continuing to track the features and quality-of-life improvements you’d most like to see.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Some of the most consistent requests this week include:\u003C/span>\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cspan>Party Chat\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Greater controller customisation\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Expanded match statistics\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Clan Tags\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Rank emblems\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Further social and group features \u003C/span>\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cspan>As always, a feature being discussed or tracked does not necessarily mean it is confirmed for development.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Your feedback does, however, continue to influence the conversations we’re having around future updates and the wider roadmap.\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>\n\u003Ch2>\u003Cspan>Next Up: Patch 1.7\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Our next update arrives \u003C/span>\u003Cstrong>next week\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Patch 1.7 is the final update before we move into our first major post-launch update with \u003C/span>\u003Cstrong>Update 2.0\u003C/strong>\u003Cspan>, and includes another collection of community-requested additions and improvements.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll be dropping the Patch 1.7 \u003C/span>\u003Ca href=\"https://www.youtube.com/playlist?list=PLFP3iqad933o\">\u003Cspan>Dev VLOG Command Post on our YouTube channel\u003C/span>\u003C/a>\u003Cspan> before launch, and will have the complete Patch 1.7 notes for you when the update goes live.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>After that, the road to Khe Sanh and Update 2.0 begins.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Keep the Feedback Coming\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Thank you again to everyone continuing to share feedback, \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>reports \u003C/span>\u003C/a>\u003Cspan>and suggestions with us.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As some of the larger launch issues improve, increasingly detailed feedback becomes even more valuable. Screenshots, clips, hardware specifications, server information and clear reproduction steps all help us better understand where problems are occurring and which areas should be prioritised.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Patch 1.7 arrives next week, and we’ll be watching closely to see how the latest changes land.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Until then, we’ll 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-15-2026-02-47-41-7007-PM.png\" width=\"1920\" height=\"960\" loading=\"lazy\" alt=\"Def Brief website HLLV-Oct-15-2026-02-47-41-7007-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>",{},1792094846344]