HLL Developer Briefing #23 - April Beta Two Analytics!

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Hey everyone,

Welcome to Developer Briefing #23! This week we’re taking a look back at the previous beta as we share some of the stats and analytics we gathered from your gameplay time!

Before we get stuck into the statistics we’d just like to remind you that the last closed beta for Hell Let loose is taking place from May 24th to May 27th and will include new features and content. You can read up on what that entails in last week’s Developer Briefing here.

The information below is but a small snapshot of what was gathered in the last beta. Behind the scenes we’re working through the full set of data and will use it to help us tweak the game and update the various roles if necessary.

Right, let's get stuck in shall we…

Numbers from the Frontline!

Below we have a handy infographic from Black Matter’s very own Danny that casts a spotlight on some statistics that we think you might find interesting!

What were the most devastating guns on the front?

Below are the top 3 and bottom 3 weapons from the last beta, ranked by the percentage of kills from the beta that they earned.
  • Karabiner 98k: 17.23%
  • M1 Garand: 16.95%
  • Thompson: 9.19%

  • Panzershreck: 0.24%
  • Luger: 0.23%
  • Tellermine 43: 0.02%
Unsurprisingly rifles secured most kills on the frontline. Rifles are usable by multiple roles on each side so are commonplace in a battle, allowing them to rack up large numbers of kills.

What is good news for us though is that both the German and US rifles had almost identical kill counts (Kar98’s 12,500 to Garand’s 12,298), heavily suggesting that despite being mechanically different in behaviour, they are equally balanced against each other.

We were surprised to discover that Machine Guns aka the ‘man killers’ weren’t in the top three for weapon kills. This signals to us that they aren’t performing as effectively as they should be and as such we’re going to prioritise looking into their functionality to improve their killing power and battlefield presence.

Looking at the bottom three we get a different picture which could mean multiple different things. Are Tellermine’s doing their role successfully by disabling tanks rather than outright destroying them or are they underutilised? Are Panthers successfully keeping Shermans at bay, mitigating successful Panzershreck kills?

To help answer these questions we’ll combine the written feedback from our community with further analytical data we gathered to build a clearer image of the current standing of these weapons.

What were the most popular roles?

The list below contains the top three and bottom three most played roles by minutes used.
  • Rifleman: 42%
  • Automatic Rifleman: 7%
  • Assault: 7%

  • Tank Commander: 3%
  • Sniper: 2%
  • Army Commander: 2%
Bonus stat: Medic was middle of the pack with 5%

The Rifleman took the top spot by far here. This could be for a couple of reasons:

1. There’s no limit to the amount of Rifleman in any unit, meaning it’s the only role that units can have more than one of at any given time.

2. The Rifleman is simple, yet effective, familiar yet versatile, meaning that it’s an attractive choice for both new players learning the game as well as more experienced ones who are keeping their allies stocked up on ammo.

On the wider scale roles that focused on offense, rather than support ranked in the top quartile. However overall the difference between time played wasn’t significant enough to concern us that the support leaning roles were being ignored.

Looking at the Army Commander, there’s only ever one per team so it’s where we expected it to be.

Death’s per role

In war, victory comes with sacrifice.

The following roles suffered the most and least deaths among all 14 roles.
  • Officer: 14%
  • Anti-Tank: 13%
  • Medic: 12%

  • Crewman: 3%
  • Tank Commander: 2%
  • Army Commander: 1%
It turns out that leading the charge, fighting tanks on foot and attempting to revive the wounded in the middle of an intense battle can be rather bad for your health.

Those roles put themselves in danger to keep the offensive classes pushing forward. What did surprise us was that Officers had the highest amount of deaths. Could this be to player’s generally leading from the front, or perhaps their loadout forcing them into close combat?

We’ll be looking at the Officer role to help identify the root causes of their high death count and what could be done to remedy this.

On a lighter note, we’re pleased to see you’re (mostly) looking after your Commander, so jolly good show there!

Your feedback matters

Data such as the above is not only great at seeing what’s going on in-game, it also allows us to further investigate community feedback to help ensure we make the correct balance and game tweaks.

Did any of the above statistics surprise you? We’d love to hear what you think!

Hell Let Loose is available to Wishlist now:

View: https://store.steampowered.com/app/686810/Hell_Let_Loose/

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