Hell Let Loose

HLL runs 100-player servers where connection stability matters as much as raw ping. Phone 5G or a second network adapter? PingAim sends game traffic through the path with the least jitter — keeping your squad voice and positioning solid through the firefight.

Ww2-Shooter Cover 6 Studios / Expression Games (original: Black Matter), 2021

Does PingAim Help in Hell Let Loose?

Compatible — EAC does not block PingAim
More about Easy Anti-Cheathow it works · what it blocks · known conflicts
Kernel-levelBlocks DLL injectionBlocks unsigned driversNetwork optimizers allowed

EasyAntiCheat (EAC), owned by Epic Games, runs a kernel-level driver on Windows. In 2021, erroneous EAC violation kicks were reported when EAC's own servers experienced issues — this was EAC's network side, not player cheating. The EAC error is a known issue and typically resolved by reinstalling EAC or verifying game files. EAC runs at kernel level, monitoring processes, memory, and hardware identifiers.

VPN and network optimizers

WTFast and GearUP Booster officially list Hell Let Loose as a supported game. Network optimization tools are used by the HLL community without bans. Team17 has not taken action against network routing tools.

Known software conflicts

  • EAC error causing false-positive kicks when EAC's authentication servers are down — resolved by waiting for EAC server recovery, not a player-side issue
  • EAC incompatible with certain HVCI configurations on Windows 11 in some edge cases
  • Anti-cheatEAC
  • ProtocolUDP
  • Tick rate20 HZ (variable)
  • ConnectionDedicated
  • HostingG-Portal, Nitrado, GTX Gaming…
  • EngineUnreal Engine 4
  • NATModerate
  • LauncherSteam
  • Install size40 GB

Why ping matters in Hell Let Loose

Latency sensitivity Medium

Ping matters but is not the dominant factor.

Hell Let Loose is a slow-paced tactical shooter compared to fast twitch FPS games like CS2 or Valorant. Engagements happen at longer ranges with deliberate movement, which makes raw shot-registration latency less critical than in arena shooters. However, the 100-player server architecture creates an amplification effect: server tick rate degrades under load, so the in-game felt latency is higher than network RTT alone. Squad coordination via voice communication is the most latency-sensitive element — high ping causes voice chat to feel sluggish and delayed, which breaks the command-chain flow that HLL is built around. For infantry PvP, the medium sensitivity rating applies; for Commander and Officer roles relying on real-time map coordination, stability matters more than raw ping numbers.

About Hell Let Loosebackground, studio, esports scene

Hell Let Loose is a multiplayer tactical first-person shooter set across the iconic battles of World War II, developed originally by Australian studio Black Matter and now maintained by Cover 6 Studios and Expression Games under publisher Team17. The game pits two teams of 50 players against each other — 100 total per match — across detailed recreations of Western Front, North African, and Eastern Front battlefields. Gameplay is deliberately slow-paced and squad-focused: communication, coordination, and role discipline (Commander, Officer, infantry classes) are the core mechanics rather than individual mechanical skill. Voice channels are split into command, unit, and proximity layers. The game launched in Steam Early Access in June 2019, reached full release in July 2021, and expanded to PlayStation 5 and Xbox Series X/S in October 2021.

Hell Let Loose runs on Unreal Engine 4 with dedicated server infrastructure provided through licensed Game Server Providers (GSPs) — notably G-Portal, GTX Gaming, and Nitrado. Community members cannot self-host server binaries; server rental is mandatory for private hosting. The server browser allows filtering by region and ping. The game uses UDP for game traffic, consistent with UE4's standard networking stack. Server tick rate is variable and load-sensitive — community reports indicate approximately 20 ticks per second at baseline, degrading under full 100-player load. This is a known issue: with all 100 players active simultaneously, in-game ping increases significantly beyond what raw network RTT would predict, because the displayed ping includes server frame processing time, not just network round-trip time. Anti-cheat is handled by EasyAntiCheat (EAC).

The game's playerbase peaked during the January 2025 holiday period at ~21,000 concurrent players and has since settled to approximately 4,000 average concurrent as of early 2026. Team17 announced a Vietnam expansion (Hell Let Loose: Vietnam) for 2025, which represents the game's next major content push. The community is centered on r/HellLetLoose on Reddit and active Discord servers, with a dedicated competitive scene around organized community events rather than formal esports. WTFast and GearUP Booster officially list Hell Let Loose as a supported game for network optimization.

Developer
Cover 6 Studios / Expression Games (original: Black Matter)
Publisher
Team17
Released
2021
Platforms
Windows, playstation5, xbox-series
Engine
Unreal Engine 4

PingAim detects Hell Let Loose automatically

No manual config. PingAim identifies Hell Let Loose by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • Phone 5G tethering available — route HLL through mobile while home connection handles other traffic
  • Both WiFi and Ethernet active — PingAim selects whichever has lower jitter to the game server
  • Evening peak-hour congestion causing ping spikes during intense 100-player battles
  • Home network shared with streaming or downloads competing with HLL's high-bandwidth 100-player traffic
  • EU players on community servers with inconsistent routing from their ISP to German or French datacenters
  • Playing on a server outside your native region — better interface selection reduces each routing hop
  • Frequent VOIP disconnects or voice chat lag — often caused by jitter on the connection, not raw ping

Won't help when...

  • Only one active network connection with no phone to tether — no second path available
  • High in-game ping caused by server overload under 100-player load — this is server-side, no client fix
  • Already below 40ms to your preferred server region with stable jitter
  • FPS drops and stuttering — client-side performance issues, not network
  • Connectivity issues caused by EAC authentication server outages — network path optimization does not help

Recent Updates

See all Hell Let Loose updates →

Community & Official Resources

Where players talk and where the publisher posts updates.

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