About this dashboard
Hell Let Loose is won by garrisons, supplies, objectives, and the unglamorous work most scoreboards ignore. This dashboard shows what you actually contributed.

The main number on this dashboard. It is built from four things:

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

Attack and Defence are weighted lower because you partly accumulate them just by being in position. They are not ignored, just less important than Combat and Support.

Contribute to both primary pillars and your score gets a bonus multiplier. Focus on just one and you do not.

Kills are only one part of Combat, and Combat is only one of four pillars. If the other player built garrisons, ran supplies, or held objectives, those feed into Support, Attack, and Defence. A great all-round game beats a great kill game here.

Because not all kills cost the same effort. Getting 30 kills from a tank is a different challenge to getting 30 kills as infantry on the ground. We adjust your kill count before using it in your score.

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

This only affects the kill quality part of your score. Tankers and arty players are not penalised overall.

Yes, intentionally. Those roles naturally focus on one thing. The formula has adjusted thresholds for them so they are not penalised for playing their role correctly. A tanker is expected to have a narrow stat profile, and the scoring reflects that.

Because the players who win games tend to do multiple things. A player who fights and builds garrisons is worth more to the team than one who only does one of them. The breadth bonus rewards that.

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

Scores are measured against the full match duration, not just the time you were in the game. If the match was 90 minutes but you only played 20 of them, even a strong 20 minutes will not produce a high score. This rewards players who commit to the full match.

If more than 65% of your primary score comes from just one pillar (combat or support), a small penalty applies. It reduces the score of players who do one thing to an extreme while ignoring everything else. For tankers, arty and snipers the threshold is 75%, not 65%.

Where your kills happened. A player holding the front gate and a player farming a dead flank look identical in the data. Positional value is the one thing the server API does not give us, so we cannot include it.

During a live match the server does not tell us which team each player is on. We infer it from the weapons they are using. It is about 85% accurate but not perfect. Some players will show on the wrong side, especially if they switched teams or used weapons common to both sides.

A separate section showing the top players in specific kill types: satchels, mines, armour kills, artillery, and more. Things that never show up on the standard scoreboard.

Most people do not need this. If you want the exact maths behind the score, here it is.

Step 1: Kill adjustment
Reduces the weight of easier kill types before feeding into KD and KPM multipliers. Infantry and MG count 100%. Sniper 65%. Armour 50%. SPA and Commander 35%. Artillery 25%.
Step 2: Deaths minimum
Effective deaths = max(actual deaths, 0.15 x minutes played). Prevents unrealistically high KD from players who barely left spawn.
Step 3: Performance multipliers
Applied to combat, attack and defence scores. Cannot be gamed by farming easy kills.
KD_mult = 0.85 + min(ln(KD + 1) x 0.25, 0.70) KPM_mult = 0.80 + (KPM / (KPM + 1.0)) x 0.35
Step 4: Four pillars
Support near the frontline (combat score above 400) is weighted at 2.2x. Rear support is 1.6x. Attack and Defence are weighted at 0.4x.
Step 5: Breadth bonus
Both primary pillars strong: x1.30. One strong: x1.10. Neither: x1.00. A small additional x1.05 applies if both secondary pillars are also present.
Step 6: Specialist penalty
If one primary pillar exceeds 65% of primary score, a penalty applies. Threshold is 75% for Armour, Artillery and Recon.
Step 7: Final score
Raw score divided by full match duration in seconds, multiplied by 1000.
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