How to play Hell Let Loose? A Beginner's Guide

How to play Hell Let Loose? A Beginner's Guide

Hell Let Loose
is a new popular game in the multiplayer FPS market that made its name on the PC, and these days it is also looking for its way on consoles, first on the PS5. The open beta on the PS5 lasted until September 21, and until the final release of the game on October 5, there may be another test.

We compare Hell Let Loose to Battlefield games as they share the same concept of large battlefields with a large number of players, however, if you run into it like in Battlefield you won’t have a good time. Compared to other games of a similar type, Hell Let Loose has implemented several innovative concepts that can create confusion among new players. So we decided to make a guide for new players. Once you halve it all, Hell Let Loose will give you all the effort back intense battles through countless fun and unforgettable moments.

Concept


Hell Let Loose is played on a large battlefield designed for two Teams of up to 50 players. Each Team consists of several Squads. Each Squad can have up to 6 members. Each member has a role to play, and the Squad Leader is called the Squad Leader. At the start of the match, three spawn spots are available. These three initial locations are called HQ. There are several vehicles on each HQ. I will announce the types of vehicles later, as well as the most important guidelines for their use and their efficient use.

Two additional types of spawn appear throughout the match. The first is called Garrison and the second Outpost for which you will often hear the term OP which I will use further. Garrison allows spawning for all Team members, while OP allows spawning only for Squad members whose Squad Leader made that OP.

Garrison builds Commander, Squad Leader, and Spotter. OPs are built by Squad Leader and Spotter.

Example:

We have 3 Squads in the whole match:

  • Able
  • Baker
  • Charlie


Squad Leader Ablea was built by Garrison. All members of Able, Baker, and Charlie can sleep on this Garrison. Baker's Squad Leader was built by OP. Only Baker members can participate in this OP.

Up to 8 Garrisons can be installed at the same time. Each Squad can have one active OP at a time. Each OP has a timer before it can be set to a new position.

It is important to actively set up Garrisons and OPs because the game is based on mobile spawning points and thus simulates a dynamic front line.

Vehicles and special capabilities of the team, such as bombing, are activated by the Commander and they are limited by timer and resources. Resources are generated using Node. There are three types of Nodes:

  • Ammo
  • Fuel
  • Manpower


Ammo Node is used to be used on Commander's skills that need ammunition, such as Recon Plane, and on active weapons for players in the form of artillery.

Fuel Node is used to make Commander create vehicles like the Heavy Tank or Supply Truck.

Manpower Node is used by Commander to reinforce defense points or create Airhead, temporary spawning points that fall from the air.

More about their construction in the Engineer class explanation.

Communication


There are three channels for communication and I will define which class uses it for each when I write about the classes themselves. The first is Local Proximity Chat (blue) which is used to communicate with Team members in your area. Thus Squad members communicate with members of other Squads and the Commander. The second is Squad Chat (green) used by Squad members to communicate with each other. The third is Command Chat used by Commander, Squad Leads, and Tank Commander to communicate with each other and coordinate attack and defense.

It is desirable (perhaps even necessary) to always have at least two full Squads in defense of the point closest to the battlefield. Don’t be afraid to volunteer for defense if you play as Squad Lead, it can be very tense and fun.

This is a game that doesn’t work if the players on the team don’t use VOIP and communicate with each other. You won’t have fun if you don’t talk and you won’t learn how to play. If you find yourself in a team with people who don’t talk, jump into another, you’ll find someone, I guarantee.

It doesn’t matter to play for the K / D ratio. Play for the team and to score points and keep the same points supported by active and quality communication.

Map


There are two game modes. The first of these is Warfare.

Warfare mod

Each battlefield has 5 checkpoints. The map is divided into rows and columns. Depending on the orientation of the map, each checkpoint occupies either 2 rows or 2 columns that makeup one sector. You cannot take checkpoints behind those that have not been won. The game ends at the end of the time or when one team takes all the checkpoints.

Each team starts with two busy checkpoints and fights for the one in the middle. From now on, I will talk about divided territories as blue territory (friendly checkpoints), white territory (neutral midpoint at the beginning of the game), and red territory (enemy territory).

Building a Garrison in Blue Territory costs 50 Supplies.
Building a Garrison in the white territory is not possible.
Building a Garrison in Red Territory costs 100 Supplies.
The construction of the OP is free.

Garrison cannot be built in the sector behind the unconquered sector.

The loss of a checkpoint also loses all Garrisons, OPs, and Nodes in the sector.

Tactical Map Warfare mod

View the Warfare map.

The yellow rectangle on the C and D columns represents the sector for the friendly checkpoint Wehebach Overlook.

The red rectangle on the E and F columns indicates the sector for the neutral control point The Scar.

The blue rectangle on the G and H columns represents the sector for the enemy checkpoint Salient 42.

If the blue side controls Mausbach Approach, Wehebach Overlook, and The Scar, they can only attack Salient 42, while Hurtgen Approach is a locked point until Salient 42 is captured.

The purple rectangle on the right indicates the commands that Commander can use.

The pink rectangle at the top shows the available resources. The light blue circle in the right corner of the map indicates a legend by which you can identify what is OP, what is Garrison, what is Airhead, and what is HQ.

Offensive mode

The second is the Offensive mode in which one side always defends while the other always attacks. This time, each of the 5 sectors is under the control of the defense side. The attacking side has 30 minutes to occupy the sector. If they don't take the sector in 30 minutes, they lose the match. If they take over, the timer resets to 30 new minutes. It is necessary to occupy each sector for the attacking side to win the match.

Tactical Map Offensive mod

Example of an Offensive map for an attacking team. The mark above the checkpoint indicates a friendly Supply Drop.

Supplies


Supplies are needed for construction. They can be formed by Support classes, Commander by lowering Airdrop, and dropping boxes from Supply Truck. The first is for Support to discard the Supplies box which is then reset in 5 minutes and allowed to be tossed again (if there are still any Supplies left in the previous box, it is replaced with a new box). The second way is for Commander to order a Supply Drop that uses Manpower resources, while the third way is to use a Supply Truck that can throw two boxes of Supplies. Supplies can be used within a radius of 50 meters.

One box of Supports contains 50 Supplies.
One box of Supply Drop contains 100 Supplies.
One box of Supply Trucks contains 150 Supplies.

Class


Each team has 50 players, with each player playing an important role. I will go through each of the roles, but first of all, I will list them:

  • Commander
  • Squad Leader
  • Rifleman
  • Assault
  • Automatic Rifleman
  • Medic
  • Support
  • Engineer
  • Anti-Tank
  • Machine Gunner
  • Spotter
  • Sniper
  • Tank Commander
  • Tank Crewman

Commander


One of the most important roles on the battlefield is precisely that of the Commander. He is in charge of overseeing the battlefield and supporting his Squad Leads in organizing attacks and defenses. In addition to being able to build Garrisons, he can also use the special skills of his class to further help his Team. For example, it can throw Supply Drop behind enemy lines allowing Garrison to make an attack. He is also in charge of spawning new vehicles such as tanks and trucks.

It has access to the following channels:

  • Local Proximity Chat
  • Command Chat 

Squad Leader


The soul of the whole Squad and the man who can tell the difference between a fun and a boring match. He is in charge of building Garrison and the OP. Talk to him about what’s going on on the battlefield, and if you’re playing like him, pass on to other members a plan for further action. Most important of all is to build, build and build. It can also place markers that can be seen by other Commanders, Squad Leads, and Squad members (a marker that marks a tank).

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat
  • Command Chat

Rifleman


A basic class that I recommend to all beginners because it has a very simple task. Be a team player and throw boxes of ammunition when they see the situation is right for it. A great class to learn basic mechanics.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Assault


A class that serves for close combat with automatic weapons and is excellent for fast actions in which you have to work on rubble and breakage. It also has smoke grenades that are very useful when attacking a checkpoint or crossing a wide-open area.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Automatic Rifleman


A class that can never be found and fit, but has its benefits. He uses a light machine gun that allows concentrated firing to support a team trying to perform a maneuver.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Medic


A class that can change the course of the game if it rescues players at a checkpoint instead of respawning them. When you are on a screen where you can choose whether to wait for Medic or give up while at a checkpoint, you are passively contributing to capturing or defending that point. Therefore, it is worthwhile for Medic to lift you because, in addition to passively contributing to the benefits of your team all the time, you can also actively return to the game.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Support


Squad Leader’s best friend and one of the key roles. He lowers the Supplies boxes and thus allows the construction of Garrison. I repeat! Construction. Construction. Construction.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Engineer


Responsible for the construction of Nodes and defensive structures. Defensive constructions include barbed wire, hedgehogs, and Belgian gates. Active Engineer provides control of the movement of the enemy team near the point which can force it into ambushes and well-guarded points.

They are even more important in building Node. There is a limit of 9 Nodes per team and an additional limit of 3 Nodes of the same type. Each Engineer can build one Node of each type. To build Nodes, they need Supplies. For one Node, 50 Supplies are required. In addition, there is a limit that Nodes of the same type must be 50 meters apart.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Anti-Tank


The name alone explains enough. A class armed with anti-tank weapons that can then be used to eliminate vehicles. There are weak points of the vehicle, but for them, it is better to investigate in a little more detail because now and then work is done to improve the armor system. It also can make an anti-tank cannon, which it builds together with Support.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Machine Gunner


A man you hate when he is on the enemy side, and you adore when he is on yours. With his machine gun, he can sit in the grass and control a wide area with his continuous long burst.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Spotter


Serves as Squad Leader for Recon Squad. The most important thing is that it can place OPs anywhere on the map and if it is in a sector that is then lost, that OP remains intact.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat
  • Command Chat


Sniper


The second part of Recon Squad, which uses its sniper to have a good overview of the battlefield and with less frequent shooting to harass someone else's team. I will talk about the purpose of the Recon Squad below.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat


Tank Commander

Squad Leader, a Squad Tank that cannot build OPs or Garrisons, but communicates with the rest of the Squad Leaders and Commander.

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat
  • Command Chat


Tank Crewman


A man you can't live without. :)

It has access to the following channels:

  • Local Proximity Chat
  • Squad Chat 

Squad types


The first type is a standard Squad of 6 people. It is necessary to have a Squad Leader in it, and it is very desirable to have a Support and Engineer class as support for Commander and Garrison construction.

The second type is a two-member Recon Squad whose purpose is to go deep behind enemy lines and harass opponents. This is done in three effective ways. The first is the destruction of enemy Garrisons deep behind the lines. This prevents a quick reaction of the defense during the attack. The second is to destroy enemy Nodes to benefit as little as possible from the Commander. The third is the harassment of enemy artillery if they have players who play artillery.

Artillery consumes ammunition and it is necessary to monitor the cost of resources so as not to overdo it and prevent the Commander from using other skills. There are three cannons on each side of the map and they are always in the middle HQ. Two people can control the cannon. One shoots and makes fine shifts, while the other charges and makes larger shifts. The cannons are static, but turn left and right. Artillery can fire explosive and smoke ammunition, depending on need. To calculate the distance, it is recommended to avoid manual distance calculation and to use one of the many artillery calculators in Hell Let Loose. An example of a calculator can be found here.

The last type is the Tank Squad of three members among whom is one Tank Commander. They take up one place in the tank. One is the driver. The second charges and fires and the third have a 360-degree view to search for anti-tank mines, enemies, other tanks, and general danger. 

Vehicles


There are two types of trucks. The first is Supply Truck. Leave it to the Commander, Squad Leader, and Construction Engineer. You will recognize them by the fact that they have a tarpaulin at the back end. The other is the Transport Truck which is used to transport soldiers, and you will recognize it by the fact that it does not have a tarpaulin at the rear end.

Transport and Supply Truck
The left image shows Transport Truck, while the right image shows Supply Truck.

There are three types of tanks:

  • Light Tank
  • Medium Tank
  • Heavy Tank


The only thing I have to say about them is that they cost a different amount of Fuel when spawning. For example, a Heavy Tank costs the most.

There are also so-called Recon Vehicles, ie armored vehicles that are fast, but easily destroyed by stronger weapons and serve as reconnaissance, and can photograph the area. This allows you to see enemy concentrations on the map so you can tell where the enemy Garrison is.

hq
Each HQ also has these two constructions. The large crane provides space to refill the Supply Truck, while the generator on the right is the Repair Station for vehicles. Repair Station can also be built using Supplies and built by Engineer.

Important


Any Garrison, Node, and OP can be destroyed. Strategically searching for and destroying them while attacking points in a coordinated manner is the key to victory, as are cleverly placed and more numerous Garrisons and OPs than enemy ones.

You can recognize Garrison and OP as a large table with a radio, and at a distance of 20 meters a periodic translucent glow passes over it and the sound of the radio is heard. It is destroyed in three ways. The first is to approach it and hold the destroy button which takes some time. During that time, no one can spawn that Garrison. The second way is to destroy with anti-tank weapons, while the third way is by placing plastic explosives. The same goes for the Nodes, only they don’t have a distinctive glow or sound. OPs are destroyed in a way that is close to them and are automatically destroyed within a radius of 10 meters.

To build Node, defensive structures, and anti-tank guns, it is necessary to first install the same with a wrench, and then use a hammer to build that structure. Some classes will not have a hammer, some will not have a wrench, and some have neither. It is up to you to align and be an effective team.
 

How to recognize Supply Drop and Airhead?


There are three sides to Hell Let Loose. There are two allies: the US Army and the Soviet Union. One is the axis force, Germany.

Supply Drop at the Allies makes a white parachute with a box. The German is a red parachute with a rocket. So you’ll recognize where the Supply Drops are being thrown and you can assume that there’s a Squad near that parachute trying to make Garrison.

An Airhead is always a red parachute with a box. If you’re wondering if it’s friendly or hostile, open the map and look for a circular parachute marker. If you don't see it, it's an enemy Airhead. If you see a marker, it’s friendly.

Be sure to pay attention to the sky, it will help you a lot in predicting the opponent's tactics and moves.

This is just a surface guide


This explains the basic concepts of the game, but the tactics and maneuvers that enter the game can only be learned through play and communication. Additional mechanics like a bullet drop you just have to grasp and go through a period of adjustment. Sometimes it’s frustrating, but often fun to learn to play games with such a steep learning curve, but the fun they offer when it’s mastered is one of the most cost-effective in gaming.


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