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Equipment & Weight System

A new loadout system for Hell Let Loose: Vietnam. Every item you carry has a weight value — exceeding your carry capacity slows you down. Build loadouts that balance firepower, utility, and mobility for your role and playstyle.

Category
Combat
Difficulty
Intermediate

Overview

Hell Let Loose: Vietnam introduces a new Equipment and Weight system — a loadout mechanic that adds meaningful trade-offs to kit selection. Every piece of equipment you carry contributes to a weight total, and exceeding your carry capacity affects your movement and combat performance.

This system was confirmed and broken down by War Correspondent Gebatron ahead of the open beta, including a dedicated video covering how to build effective loadouts before deploying.

How It Works

Each piece of equipment — weapons, ammunition, grenades, medical supplies, construction materials — carries a weight value. Your character has a carry capacity. As you load up your kit, your total weight increases. Exceeding capacity produces movement penalties.

The result is a genuine trade-off system: carrying more firepower or more utility means accepting either slower movement or less of something else.

Why It Matters

In the original Hell Let Loose, loadout selection was primarily about picking the right items for your role. In Vietnam, it also requires thinking about weight budget — how much you can carry before the penalty kicks in, and whether that penalty is worth what you’re gaining.

This changes how you think about every item in your loadout:

  • Grenades have weight. Carrying four grenades instead of two might tip you over capacity
  • Extra ammunition has weight. A Rifleman carrying a full ammo box for resupply is heavier than one without
  • Medical supplies have weight. A Medic carrying extra bandages for the squad is making a weight trade-off
  • Construction materials have weight. An Engineer fully loaded with mine and wire supplies is a slower Engineer

Role-Specific Loadout Thinking

Rifleman — primary weapon, ammo box, and one or two grenades is the baseline. Adding a bayonet costs no weight in terms of carry (it’s attached), but additional ammunition beyond the standard load will add weight. Prioritise staying fast over carrying extra.

Medic — bandage supply matters, but a Medic who is too slow to reach a casualty or get to cover is a dead Medic. Balance extra bandages against mobility — you serve the squad best when you’re alive and fast.

Machine Gunner — the heaviest standard infantry role by default due to weapon and belt ammunition. Weight budget is likely already spent on the weapon and belts — additional items may not be viable without accepting significant movement penalties.

Engineer — tank traps, mines, wire, and sandbags all have weight. A fully loaded Engineer build for fortification work may operate at near-capacity. Coordinate with your Support player for supply drops rather than carrying everything yourself.

Anti-Tank — AT rockets or satchel charges contribute meaningfully to weight. Consider how many rounds you need for a single engagement rather than carrying a full complement at all times.

Sniper — scope, rifle, and limited secondary is the baseline. Additional optics or a heavier secondary may not be worth the trade-off given that Sniper positioning already limits mobility.

The Mobility Trade-Off

The weight system rewards players who understand what their role actually needs versus what is theoretically useful. Moving faster means:

  • Getting to the Medic’s casualty before they bleed out
  • Repositioning after a spotted sniper shot without being caught in the open
  • Reaching a building before an enemy flanker cuts you off
  • Getting the Support supply crate to the Officer before the push

Every item you decide not to carry potentially saves you in one of these situations. Build with intention.

Specific Values

Exact weight values per item and the specific movement penalty thresholds will be documented here once full data is available after the June 18, 2026 launch.

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