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Brearey","https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20website%20HLLV-Oct-09-2026-01-03-45-1992-PM.png","2026-10-09T15:17:30Z","Community Update #7 covers stability, server replication, visual quality, DLSS, controller customisation, Vote Kick feedback and future community requests.","PUBLISHED","\u003Cp>\u003Cspan>Welcome back to the Command Post.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>It’s been another busy week for Hell Let Loose: Vietnam. \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>Patch 1.6\u003C/span>\u003C/a>\u003Cspan> brought a major audio pass, buildable and unit composition changes, server browser improvements, Vote Kick updates and \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>much more\u003C/span>\u003C/a>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve been reviewing your feedback since last week’s \u003C/span>\u003Ca href=\"https://www.hellletloose.com/blog/community-update-6\">\u003Cspan>Community Update #6\u003C/span>\u003C/a>\u003Cspan> and the latest \u003C/span>\u003Ca href=\"https://youtu.be/6wlHh2fXD2s\">\u003Cspan>Dev VLOG video\u003C/span>\u003C/a>\u003Cspan>, as well as since Patch 1.6 went live. In particular, we’ve seen positive discussion around the buildables changes, improvements to Vote Kick visibility and the continued focus on turning community feedback into real changes you see in game. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>There is, of course, still plenty more to work through. This week we have updates on stability, spawn and replication issues, foliage and visual quality, deployables, controls and more on features you continue to request.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Here’s the latest.\u003C/span>\u003C/p>\n\u003Cp>\u003Cimg src=\"https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose%20Vietnam/Community%20Feedback%20Blogs/Def%20Brief%20HLLV-Oct-09-2026-01-03-44-8841-PM.png\" width=\"1920\" height=\"622\" loading=\"lazy\" alt=\"Def Brief HLLV-Oct-09-2026-01-03-44-8841-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/p>\n\u003Ch2>\u003Cspan>Stability &amp; AMD\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Stability continues to move in the right direction following Hotfix 1.5.2 and Patch 1.6.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Our latest crash data is showing significantly fewer crashes post-1.6 than we were seen vs previous updates. During our most recent monitoring period, the highest-occurring individual crash was recorded only a small number of times, with several previously prominent crash types no longer appearing which is a really positive signal. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>That said, we’re are continuing to monitor reports from players using AMD hardware. Whilst some players are still reporting crashes or driver failures, the overall crash rate remains considerably lower than it was previously. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>There is also an existing AMD driver issue, that affects multiple games as well, that may contribute to some reports outside of Hell Let Loose: Vietnam itself. We’ll continue separating game-specific issues from driver or hardware-related reports wherever possible. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Our goal remains to keep reducing the crashes that are within our control, so please continue \u003C/span>\u003Cstrong>sending us \u003C/strong>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cstrong>reports\u003C/strong>\u003C/a>\u003Cspan> alongside \u003C/span>\u003Cstrong>your hardware specifications\u003C/strong>\u003Cspan> whenever you encounter an issue.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Live | Monitoring Ongoing\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Spawn Points &amp; Server Replication\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>The Iris replication changes introduced in Hotfix 1.5.2 significantly reduced the number of reports involving missing HQs, Garrisons and other replicated gameplay elements.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>That said, we are still seeing some cases where Garrisons, Outposts or other spawn points can stop appearing or functioning correctly after servers have been running for extended periods.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Recent reports suggest that these remaining cases can sometimes begin appearing after a set number of hours into a server session. That additional information is helping us narrow down where the remaining problem may be occurring, and investigating these reports remains a priority for the team. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The previous replication changes have clearly improved the situation, but we don’t consider the issue fully resolved yet.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>If you experience missing spawn points, please continue letting us know how long the server had been running where possible, alongside any other information that could help us identify the cause.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Improvements Live | Remaining Cases Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Foliage, LODs &amp; Visual Quality\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Foliage, asset pop-in and draw distance remain some of the most common areas of visual feedback, particularly from console players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ve continued working through individual assets where LODs or HLODs can appear too close to the player, resulting in blurry foliage, noticeable transitions or environmental cover disappearing while players behind it remain visible. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Further improvements are already being worked on for \u003C/span>\u003Cstrong>Patch 1.7\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>These include adjustments to HLOD bounds and how foliage and trees transition based on their size on screen, alongside targeted fixes for some of the more noticeable individual assets.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>While this won’t eliminate every instance immediately, we expect Patch 1.7 to deliver another meaningful improvement in this area. \u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Console Visual Improvements\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’re also preparing several additional visual improvements specifically for console players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>For \u003C/span>\u003Cstrong>PS5 Pro\u003C/strong>\u003Cspan>, Patch 1.7 is planned to introduce \u003C/span>\u003Cstrong>PSSR support\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re also planning to introduce VRR support for PS5 and PS5 Pro, while increasing the minimum dynamic resolution across all console platforms so that image quality does not drop as low as it previously could during demanding situations. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>These changes remain subject to final testing, but we’re looking forward to getting them into your hands.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Further Improvements Targeting Patch 1.7\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>DLSS &amp; Frame Generation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We’ve seen reports from some NVIDIA users that their DLSS quality options or Frame Generation settings are not always appearing as expected.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>One issue we’ve identified involves a timing problem during game startup, where the DLSS quality options can occasionally fail to appear within the settings menu. DLSS itself can remain active, but the individual quality options may not be shown until the settings are reapplied. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We have implemented a potential fix internally which is currently undergoing further validation.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Because we have not been able to consistently reproduce every report, we’d also like to ask affected players to\u003C/span>\u003Cstrong> include their GPU model and available VRAM\u003C/strong>\u003Cspan style=\"white-space-collapse: preserve;\"> \u003C/span>\u003Cstrong>when submitting feedback\u003C/strong>\u003Cspan>. This will help us distinguish between this issue and cases where DLSS cannot initialise because insufficient memory is available during startup. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Potential Fix Under Validation | More Information Requested\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Mortars &amp; Deployable Issues\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>While the wider server replication changes have improved missing Garrisons and HQs, we continue to receive reports of \u003C/span>\u003Cstrong>Mortars and some other deployables failing to appear or construct correctly\u003C/strong>\u003Cspan>.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>In some cases, a blueprint can fail to appear even though the Tactical Map indicates that the deployable has been constructed, preventing the player from completing the placement. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re investigating whether Mortar and deployable problems are separate from the wider server replication issue, as community reports suggest they do not always occur under the same circumstances.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>One of the challenges here is reproduction, as we have not yet been able to consistently recreate the behaviour internally. The team is continuing to investigate and your reports remain extremely valuable. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>If you encounter this issue, screenshots, video and information about what happened immediately beforehand are particularly useful.\u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Under Investigation\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Keybinds &amp; Custom Controls\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>We continue to fix several keybinding issues with each update, but the sheer number of possible custom configurations means there are always combinations that can behave differently from the defaults.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Recent reports include issues with Tactical Map bindings and less common mouse or keyboard configurations. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>To help us identify these cases, we’d like to hear more specifically from players experiencing problems:\u003C/span>\u003C/p>\n\u003Cp>\u003Cstrong>Which custom keybind are you trying to use, and what behaviour are you seeing when you use it?\u003C/strong>\u003C/p>\n\u003Cp>\u003Cspan>The more exact information you can provide about the input combination and expected behaviour, the easier it is for QA and the development team to reproduce and address these issues. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Ongoing Improvements | Community Examples Requested\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Controller Customisation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Controller customisation continues to be one of the most frequent requests from console and controller players.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>In particular, we’ve seen increasing requests for:\u003C/span>\u003C/p>\n\u003Cul>\n\u003Cli>\u003Cspan>Adjustable ADS dead zones\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Separate sensitivity settings for infantry, vehicles and Helicopters\u003C/span>\u003C/li>\n\u003Cli>\u003Cspan>Expanded controller remapping options\u003C/span>\u003C/li>\n\u003C/ul>\n\u003Cp>\u003Cspan>We’ve added adjustable ADS dead zones to our list of feature requests, and the team is also investigating whether additional sensitivity settings can be separated to give players greater control over different gameplay experiences. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We don’t have a release window to confirm for these changes yet, but this feedback is actively being reviewed.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We have also identified an issue where the Huey’s M60 was not correctly using the ADS sensitivity setting. This has now been fixed internally and is planned for \u003C/span>\u003Cstrong>Patch 1.7\u003C/strong>\u003Cspan>. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Further Options Under Investigation | M60 Sensitivity Fix Targeting Patch 1.7\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Vote Kick &amp; Moderation\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Patch 1.6 made Vote Kick notifications visible by default and increased the amount of time players have to respond to an active vote.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>It has been great to see the response to these changes.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Vote Kick and moderation had become one of the clearest community pain points in previous weeks, and we’ve seen players directly acknowledge that the new behaviour makes it easier to respond to disruptive players. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Team killing, trolling and other disruptive behaviour are still areas we’re monitoring, but the improvements introduced in Patch 1.6 are already making the existing moderation tools more useful.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll continue reviewing your feedback as we look at further ways to improve the experience.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Boat Spawn Behaviour\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Last week, we discussed a potential change where unattended transport boats could automatically switch their engines off after being left idle.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Thank you to everyone who joined the discussion.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>A number of players raised an important concern: automatically switching off a boat after its driver is killed could remove meaningful counterplay, as killing an active driver currently prevents that boat from immediately becoming a spawn point. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Based on that feedback, we’re now looking at a more targeted solution.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>The current plan is for a boat engine to automatically switch off when the driver manually exits the vehicle, rather than when the driver is killed.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This means abandoning a boat should no longer leave the engine running indefinitely, while eliminating the driver will continue to provide the same counterplay it does today.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’re investigating whether this can be introduced in Patch 1.7, but if not, we’re targeting a following update. \u003C/span>\u003C/p>\n\u003Cp>\u003Ci>\u003Cstrong>Status: Community Feedback Incorporated | Improvement In Development\u003C/strong>\u003C/i>\u003C/p>\n\u003Ch2>\u003Cspan>Community Requests\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>Alongside bug reports and balance discussions, we’re continuing to track the features and improvements you would most like to see in the future.\u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>Weapon &amp; Role Access\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We continue to see requests for existing weapons to become available to additional roles, including requests for the M14 and Type 56 SKS to be added to more loadouts.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>When balancing these requests, we want to preserve the identity of each role rather than simply making every weapon available everywhere.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Loadouts are not set in stone, though. As weapon balance continues to evolve, we can add or remove options where it makes sense, so please continue letting us know which specific weapon and role combinations you’d most like us to review. \u003C/span>\u003C/p>\n\u003Ch3>\u003Cspan>Looking Further Ahead\u003C/span>\u003C/h3>\n\u003Cp>\u003Cspan>We’ve also seen continued requests for saveable Role Loadouts, allowing players to create presets for the different roles they regularly use.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>This is something we want to explore as part of our longer-term UI and UX plans, alongside other quality-of-life improvements such as expanded statistics and greater control over UI/UX such as player markers and nameplate visibility. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We’ll have more to share about our future plans as we move towards 2027.\u003C/span>\u003C/p>\n\u003Ch2>\u003Cspan>Keep the Reports Coming\u003C/span>\u003C/h2>\n\u003Cp>\u003Cspan>One thing we’ve particularly enjoyed seeing over the last few weeks is how quickly some of your \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>feedback\u003C/span>\u003C/a>\u003Cspan> has begun turning into live changes.\u003C/span>\u003C/p>\n\u003Cp>\u003Ca href=\"https://www.hellletloose.com/blog/hllv-patch-1-6\">\u003Cspan>Patch 1.6\u003C/span>\u003C/a>\u003Cspan> delivered several examples, including the Vote Kick changes and Server Browser improvements that came directly from topics repeatedly raised by the community. \u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>We want to keep building on that.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>As the larger launch issues continue to improve, \u003C/span>\u003Ca href=\"https://support.team17.com/hell-let-loose/en/\">\u003Cspan>detailed reports\u003C/span>\u003C/a>\u003Cspan> become increasingly important. Knowing that something is happening is useful, but knowing \u003C/span>\u003Cstrong>exactly what happened, how often, on which platform and under what circumstances\u003C/strong>\u003Cspan> gives the team far more information to work with.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Please continue sharing screenshots, videos, hardware information and reproduction steps wherever possible.\u003C/span>\u003C/p>\n\u003Cp>\u003Cspan>Thank you once again for your continued feedback, reports and suggestions.\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-09-2026-01-03-45-1992-PM.png\" width=\"1920\" height=\"960\" loading=\"lazy\" alt=\"Def Brief website HLLV-Oct-09-2026-01-03-45-1992-PM\" style=\"height: auto; max-width: 100%; width: 1920px;\">\u003C/span>\u003C/p>\n\u003Cp>&nbsp;\u003C/p>",{},1791559220544]