Hell Let Loose Mechanics

=Mechanics=

Maps

 * Map marks disappear after 2m50s
 * All people can see Commander's Marks


 * Bombing runs / Supply Drops / Strafing Runs : will remember their last placement, so you can pre-sight them before you use them. i.e. place a bombing run over a known garrison location, and wait for your troops to get close, even if the original garrison marker is gone, your bombing run will still be lined up. Or Line up a strafing run on a back garrison when it proxies - when it gets overrun you can quickly straif.

Garrisons

 * Must be 200m away from other garrisons to be built
 * Can be built anywhere in the Blue or the first 2 grids of Red
 * Garrisons will disappear when a sector is lost
 * Emit noise
 * Even if Overrun enemies can still spawn in for 3-5s
 * Renders / Visible at 180m
 * Audio at 30m increases in volume as you get closer
 * Shine at 10m
 * 40s spawn timer

Blue Zone Garrisons

 * Blue Garrisons cost 50 Supplies
 * Overrun at 15m
 * Proximity Indicator at 50m

Red Zone Garrisons

 * Red Garrisons cost 100 Supplies
 * Overrun at 100m

Outposts

 * Proximity Indicator at 50m
 * Destroyed at 10m - This includes building a new outpost next to a dead player! It would immediately disappear.
 * Renders / Visible at 120m
 * Audio at 30m
 * Shine at 20m
 * Can be rebuilt every 90s, and the last outpost is removed
 * Can be dismantled by the SL which resets the rebuild cooldown!

AirHeads

 * Can be dropped anywhere in the blue, and 2 grids into the red
 * Can only be dropped on clear ground with no obstacles
 * Places a white ghost outline of the airhead on the ground IMMEDIATELY when triggered, long before the parachute is visible
 * Is a red parachute with a box (same for all sides)
 * Renders / Visible at >300m

Half Tracks

 * The enemy can NOT hear half-tracks, but allies can. This is a bug
 * Audio at 30m (friendly only)
 * Cost 300 Fuel
 * 5m cooldown on spawning
 * Only 3 allowed at one time, does count toward 12 vehicle limit.
 * No distance requirements on deployment, only spawnable in the blue or first 2 red sectors, but if deployed beyond will become spawnable as soon as its within 2 red sectors.
 * Anyone can drive a half track
 * Can hold 7 passengers, and 1 driver
 * Engine must be off to make half track spawnable.
 * Automatic transmission
 * Does not self destruct in 10 minutes
 * 60s spawn timer
 * The 3 half tracks do not count against the 8 garrison limit
 * 50m proximity closer
 * 12m over run
 * Providers cover from small arms fire except from the top
 * Strafing run, Artillery wont destroy a half track
 * Bombing Runs, At Mines, Satchel Charges, Rocket, AT Guns, PTRS will destroy a half track

Artillery

 * Dispersion 20m (If you shot the same spot how much variance each shell will have)

Revives / Dying
You can only be revived twice per deployment.

Suppression
It appears bullets must move past you to cause suppression. Hitting an object in front of you, i.e. a wall, sandbags, etc., either causes very little or no suppression. Bullets may also cause more suppression if passing behind you instead of in front. This needs more testing, however.

You receive less suppression when surrounded by your squad, even more so if you have a medic or SL around you.

Vehicles

 * The position (standing, crouched, prone) you enter a vehicle in is how you will exit the vehicle (standing, crouched, prone).
 * +30/minute support score by sitting in the drivers seat of a truck or half-track with engine on or off

Deployable Objects
Ammo, Supplies, Mines
 * You can only have one (Mines 6) of each deployable object out at a time, if you deploy a second time the first one disappears.

Ammo box

 * Shine effect at 10m

Recon Planes

 * Members of recon squads can not be seen by recon squads
 * Solid overhead cover (not trees) will hide you from recon planes

Capturing

 * When dead you don't apply any capture pressure

Nodes

 * It takes 60s to dismantle a node.
 * Nodes can't be destroyed with Tanks, Arty.
 * Nodes can be destroyed manually, satchel charges, bombing runs.

Bunkers

 * Visible at 180m
 * !At distances over 180m, when invisible, can be shot through like it's not there.

Smoke
=Maps=
 * Always drifts EAST on every map

Omaha Beach

 * Tankers don't spawn in the landing craft, they spawn on the beach.
 * No way to resupply vehicles
 * Half tracks can be spawned in the 3 starting areas even if the first point hasn't been taken, and they are immediately spawnable.

=References=