About this dashboard

Hell Let Loose isn't won by kills alone. It's won by garrisons, supplies, objectives, and the unglamorous work most scoreboards ignore. This dashboard shows what you actually contributed.

Your kills still count
Combat is one of the four pillars here. If you topped the kill board, that shows up. The difference is that 38 tank kills and 38 infantry kills are not the same night's work. If you fought hard and made ground, your score reflects it.

Influence Score

The headline metric. Four things feed into it. Combat and Support are the primary signals. Attack and Defence carry less weight because they partly accumulate just by being in position.

Combat
Primary
Support
Primary
Attack
Secondary · 0.4×
Defence
Secondary · 0.4×

Do multiple things well and your score climbs faster than someone who only does one thing. Tankers, arty, and recon are not penalised for their role — the formula has adjusted thresholds for them.

Scores are measured against the full match, not just your time on the server. Join late and your score reflects that, even with strong per-minute stats.

How the score is built

Step 1 — Kill quality
Not all kills are equal. Your kill count is adjusted before feeding into your KD and KPM multipliers.

Infantry / MG100%
Sniper65%
Armour50%
SPA35%
Commander35%
Artillery25%

Step 2 — Deaths minimum
60 minutes played = minimum 9 effective deaths regardless of actual deaths. Prevents unrealistically high KD from players who barely left spawn.

Step 3 — Performance multipliers
Adjusted KD and KPM scale your combat, attack, and defence scores. Cannot be gamed by farming easy kills.

KD_mult = 0.85 + min(ln(KD + 1) × 0.25, 0.70)
KPM_mult = 0.80 + (KPM / (KPM + 1.0)) × 0.35

Step 4 — Four contribution pillars
Support near the frontline (indicated by meaningful combat score) is weighted at 2.2×. Rear support is 1.6×.

Step 5 — Breadth bonus
Contribute to both primary pillars and you earn a multiplier boost.

×1.00
Neither pillar
×1.10
One pillar
×1.30
Both pillars

Step 6 — Specialist penalty
If one primary pillar is more than 65% of your primary score, a small penalty applies. Armour, Artillery and Recon threshold is 75%.

Step 7 — Final score
Raw score divided by full match duration, multiplied by 1000.

Kill Specialists

A separate section for satchel charges, mines, armour kills, artillery hits, and more. Things that never showed up on a standard scoreboard.

Known limitations

The data cannot tell us where kills happened. Defending the front gate and farming a dead flank look identical in the numbers. Positional value is the one thing this formula cannot measure.

Made by HotChili · KRRC

Loading match data...