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Dev Brief #211 | Smolensk & SPA Info | A New Approach to Testing

Our New Approach to Testing
[p]Today we have been going through the final build designed for the PTE, tested it thoroughly, and unfortunately, it’s not in the right place to share with you just yet as a PTE.[/p][p]As a result, we’ve made the decision to cancel the upcoming PTE for now.[/p][p][/p][p]That said, we have taken key learnings from Update 18 and are using them to make positive changes to how we test and gather feedback moving forward.[/p][p][/p][p]Starting on Monday 10 November, we will be launching our first Experimental Branch build on Steam (initially seen during Hotfix 2). Through this branch, players will be able to join our early test builds, provide real-time feedback, and help shape Update 19 up until release.[/p][p]This approach differs from the traditional PTE system and brings a number of additional benefits. By using the Experimental Branch, server owners can host their own community servers, allowing them to test CRCON tools and configurations directly. This creates far more authentic testing conditions and helps us identify issues faster.[/p][p]Another big benefit is ease of access. There’s no need to download a separate application. You can simply switch to the Experimental Branch through the game’s Steam properties. We also plan to update this branch regularly, giving you the chance to try out new builds as they become available.[/p][p]Unlike previous PTEs, the Experimental Branch will be an ongoing development build that we’ll update regularly as work continues towards Update 19. Each new build may contain known issues, which we’ll outline clearly alongside the specific areas where we’re looking for your feedback.[/p][p]We’re confident this change will make testing more accessible, flexible, and collaborative for everyone involved.[/p][p]In the meantime, we still wanted to share what’s coming next. Dev Brief #211 takes a closer look at what to expect in the Experimental Branch launch next week, including new details on Smolensk, the Artillery Squad, and Self-Propelled Artillery.[/p][p] [/p]
[p][/p][h2]Smolensk[/h2][p]Upon its launch, you can expect to see three variants of Smolensk: day, dusk and night. We look forward to hearing which is your favourite.[/p][p]We also wanted to share with you the tac-map for Smolensk. Within it, you can clearly see it’s three distinct regions: industrial, urban, and riverside. We look forward to seeing how you battle it out in each area.[/p][p]Smolensk Tac Map[/p][p] [/p][h2]New Artillery Squad, Static Artillery and Self-Propelled Artillery[/h2][p]We have been making some big changes to how artillery works for Update 19 and look forward to hearing your thoughts. Although all of the following will be included in the testing builds, the final implementation found in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p]SPAs on Smolensk[/p][p]First up, the SPAs that will be available in the game on Smolensk include the KV-2 for the Soviets, and Sturmpanzer IV Brummbär for the German Forces. 

Expect to see other SPAs join the game as well, and we look forward to sharing which ones this includes in a future SPA briefing.[/p][p]KV-2[/p][p] [/p][p]Sturmpanzer IV Brummbär[/p][p] [/p][p]Upon launching the Experimental Branch next week, you will find the various types of artillery (static artillery guns and Self-Propelled Artillery, abbreviated as SPAs) are now merged together into an umbrella ‘Artillery Squad' with a maximum of three player slots.[/p][p]The aim of these new features are:[/p]
  • [p]To have both options of artillery (static and SPA) to be equally viable with their own advantages and drawbacks with both being considered equally fun to play and counter[/p]
  • [p]To highly encourage teamwork and communication between the different members of the artillery squad, with each having a clear and engaging niche to fill within the team[/p]
[p] [/p][h3]Artillery Squad[/h3][p]Artillery Observer – Scout and mark enemy positions while coordinating with Command and Officers. When your squad opts to use the SPA, your outpost enhances your squad’s artillery accuracy within its radius, making placement and protection essential. This mechanic does not affect the static artillery, which has the same scatter values as it always did. Observers also have anti-infantry mines to protect their squad.[/p][p]Artillery Support – Drive, aim, and fire artillery while deploying supplies to build guns, nodes, and defences. Equipped with the squad’s only supply box and anti-infantry mines, you play a vital role in construction and protection.[/p][p]Artillery Engineer – Operate and maintain artillery platforms. Whilst you can drive, aim, and fire, your wrench and blowtorch make you essential for repairing damaged artillery and building fortifications, keeping your squad’s firepower in action.[/p][p] [/p][h3]Static Artillery Guns[/h3][p]In order to ensure that both artillery units are equally viable and fun to counter, the following changes apply:[/p]
  • [p]Reduced range from 1600m to 1400m. This means they are incapable of firing into the final objective on any map[/p]
  • [p]The static artillery must first be constructed by the artillery squad using supplies. Only one static artillery gun can be built at any given time.[/p]
  • [p]Artillery guns can now be dismantled by opposing players simply by holding F (interact key). They can also be damaged/destroyed by explosive weapons.[/p]
  • [p]Should an artillery gun be dismantled/destroyed then it must be rebuilt using the same amount of supplies it was originally constructed with. There is a cooldown of 5 minutes before another gun can be built.[/p]
  • [p]Instead of the static artillery gun costing munitions to fire, it will have a limited supply of ammunition that can be replenished by a commander ability costing munitions[/p]
[p] [/p][h3]Self-Propelled Artillery[/h3][p]Whilst capable of directly firing at opponents, SPAs excel at bombarding targets from greater distances. Avoid direct confrontations with enemy armor and work with the Artillery Observer to accurately hit targets. This vehicle type has three seats being the driver seat, the gunner seat, and the spotter seat.[/p][p]To make up for the increased vulnerability and decreased range an SPA unit has compared to static artillery, the SPA will have the following advantages, not counting its armour and mobility.[/p]
  • [p]More accurate compared to static artillery (once an Artillery Observer has placed an outpost): Due to being fired at a much closer distance, the SPA shells will gain lower scatter values upon an Observer outpost going down, making them more precise. Without the outpost SPAs scatter values are actually greater than static artillery.[/p]
  • [p]Shots capable of doing much more damage to enemy armour and fortifications/garrisons/ops.[/p]
  • [p]They are able to (albeit with difficulty) direct fire upon enemy targets as a means to defend themselves[/p]
  • [p]Much like the static artillery, their accuracy will be increased through the actions of the Observer role, albeit with a higher total accuracy.[/p]
[p][/p][p]We are really interested to see how these changes plays out in the community testing, especially with how the new Artillery Squad plays into the Hell Let Loose gameplay loop. [/p][p]The final implementation in the game may be subject to change, so please let us know in the feedback your thoughts on the different artillery.[/p][p][/p][p]We are planning on a releasing a specific blog detailing all SPAs and artillery changes prior to Update 19 launching.[/p][p] [/p][h2]Known Bugs List[/h2][p]On Monday, when the Experimental Branch goes live, we will issue out the full list of known bugs so that you can be fully aware when you enter the game.[/p][p] [/p][h2]Feedback Forms[/h2][p]Alongside the Known Bugs List, we will also release both a Feedback and Bugs form for you to complete upon playing the Experimental Branch.[/p][p] [/p][h2]Smolensk Images[/h2][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p][p][/p][p] [/p]