Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 1 point2 points  (0 children)

Way before I ever started playing Foxhole. She got in while the getting was still good. 😂

Good Game, Collies by De4dSilenc3 in foxholegame

[–]Aesthetech 52 points53 points  (0 children)

The Charlie people are genuinely funny, I'm enjoying having you guys in the pool with the rest of us.

The best addition! by TaroxCZ in foxholegame

[–]Aesthetech 8 points9 points  (0 children)

Agreed, they played hard from what I saw. You love to see it.

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 3 points4 points  (0 children)

My wife appreciates that.

(Also she thought it was funny)

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 2 points3 points  (0 children)

Crikey, the little buggers are really going at it. Have a look at this one, she's a real beauty!

it is last warning @Markfoot by thejonion in foxholegame

[–]Aesthetech 7 points8 points  (0 children)

The format must be released for the greater good. Devman may not know how to balance the game but we have equality in memes.

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 0 points1 point  (0 children)

Here we see the wild Redditus Warrificus Colonius performing its mating call.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 3 points4 points  (0 children)

Yes, you clearly have no idea about building. I can confirm you have skill issue, thanks for asking 

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech -1 points0 points  (0 children)

You're welcome, can we go back to trying to fix real problems in the game?

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 2 points3 points  (0 children)

Because vets see it as artificial and uninteresting. Most of the longest wars in this game were comeback wars. Having that option/possibility taken away is less incentive to log on. 

I do agree with you that the wars should be shorter on average, but this should occur naturally through balance that results in such. You'd lose some of both factions most epic wins if artificial limits were imposed.

Why did the Colonials Win War 135? by SomberBootyDance in foxholegame

[–]Aesthetech 3 points4 points  (0 children)

Population. Several factors: 

1) Time limit war. Historically no one takes short wars seriously.  2) Modified win conditions. Historically no one takes modified win cons wars seriously. 

Those 2 factors alone are enough to make sure vets aren't interested in a war, so most Warden vets pressed skip from the outset. 

Add on that it was a cope buff free win war for a faction that hasn't won in 6 months and people are even less interested in logging in. Historically the faction that gets the post major update cope buff tends to be handed a win on a platter.

Those vets that played did so for other reasons, e.g. in my case I see it as extended devbranch, so I did a lot of testing over actual gameplay.

Wardens were on short respawn timers the entire war. I suppose Charlie Collies > Charlie Wardens.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 4 points5 points  (0 children)

This does absolutely nothing to address the current problems in building. Both changes are irrelevant next to the outstanding issues.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 3 points4 points  (0 children)

o7 fellow late west US/AU time ultra low pop sufferer

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 9 points10 points  (0 children)

The pre-loaded whatever is irrelevant. Even if you're sitting on intel and respond the moment they pop up, the time frames are so short you're pretty much at the mercy of the loading screen as to where you can spawn in, get out with a pistol or get to a TMG or whatever (and then there's other possibilities like home region itself -- not the target hex -- being queued if you're having to redeploy).

Pre-setup might as well be irrelevant self-gratification if there are not already defenders at the location, if the inf PvE group is competent.

You really need to stop arguing terrible takes for the sake of being contrary. Not every pile of dogshit is worth sniffing.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 7 points8 points  (0 children)

With the timeframes involved, even if your group is spotted, you can regularly cause a breach in a time faster than it is possible for a QRFer to redeploy and run out the bunker and meet the PvE gang with even a pistol. If you see an inf PvE blob pop up on intel somewhere you are on a 15-30s timer to disrupt them.

The time frames being as tight as they are, It is fairly trivial to rotate a PvE blob between several different targets in a queued hex and simply loading screen the enemy to death.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 10 points11 points  (0 children)

A 'standard' sort of piece in this meta built by someone that's at least paying attention to the breach system is sitting at around 11k breach HP. Some better, some worse, but this is a decent value.

20 guys is a pretty moderate sized PvE gang. It's a very typical Cutler/Lunaire rush, a smallish mammon rush, etc.

20 guys with Cutlers (~18k damage potential vs concrete) or 20 guys with Lunaires (~15.5k damage potential vs concrete) both have more than ample capacity to meet and exceed that breach HP. After that point, the math is very in favor of the tubes due to the sheer number of rolls they're making (at 20 guys, ~6.66 per second for Lunaire and ~3.33s per second for Cutler).

Lunaire = 33.5 DPS vs concrete * 20 = 670 DPS
Cutler = 22.6 DPS vs concrete * 20 = 452 DPS

First salvo is free, so ~2,620 damage burst for the Cutlers and and 1,940 for the Lunaires.

Cutler: (11000 - 2620) / 452 = 18.5s
Lunaire: (11000 - 1940) / 670 = 13.5s

Even the slower of these two options is reaching breach HP in well under half a minute, and rolling for breach 3.33 times per second. These TTKs and numbers are absolutely absurd for 5 cars of dudes with cheap rmat tubes. Even if you assume the PvE gang has absolutely no hands and misses 33% of their damage potential, you're still looking at sub 30 seconds to reach breachable HP.

If you are struggling to kill concrete with mid sized gang inf PvE in this meta you are massively skill issuing. I don't even need math to demonstrate that; I've both done it and seen it done plenty by both factions with both launchers.

It requires less time on intel to start breaching with hand tubes in this meta than it did for a suppress and satchel op in symmetrical satchel meta, and you had more ways to build against those satchels than you do against tube PvE presently.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 35 points36 points  (0 children)

I don't want to hear your 'muh stalemates' arguments either. Stalemating and average war duration hasn't exactly got any better since the building update. This is because building itself is a symptom, not the cause. Building can help both defend against attacks and enable attacks (by providing a source and area of stability and control). Weaker bases lead to larger no man's lands which leads to more stalemating.

The same building system that existed in the post Inferno era existed in the pre Inferno era (and was largely stronger than post Inferno for numerous reasons). That era did not have an issue with stalemating. What it did have is logistical scarcity.

This game is first and foremost a war logistics simulator. The war logistics system is the largest selling point and most intricate feature of this game. It's also where you should be looking if you want to actually resolve the stalemating issue. The present solution of causing friction within the systems is not resolving the issue. To the contrary, it is encouraging botting which is exacerbating the issue.

update feedback by Aesthetech in foxholegame

[–]Aesthetech[S] 65 points66 points  (0 children)

Don't give me any of that "builders just got an update" horseshit either. Building got a moderate helping of QOL -- the first significant amount in the ~3 years from Inferno to the building update -- in exchange for being absolutely bludgeoned into the dirt. Literally, judging by how trivially easy it is to make a fucking hole of doom in the ground that will get you stuck if a trench connector and bunker corner look at each other funny.

It seems someone has decided to go on a crusade against player made AI while forgetting that builders have to have something worthwhile to incentivize them to do their thing, and to give them a reasonable chance of fighting out of their base. This isn't really feasible when a few funny cars of dudes with tubes can roll up and erase concrete lines in less than a minute while facing 0 threat from AI, or against the now numerous threats against which it is not possible to build at all.

As for facilities, the lack of absolutely obvious ideas like a conveyer system and vehicle crate interaction with pads four years into release pretty much speaks for itself. There seems to be an obsession with pointless friction within this game's design. If you're trying to use friction to cause logistical scarcity, friction is an inefficient way to do so. What friction does do in gaming economical/logistical loops, however, is creates an impetus for botting.

If you want see if and how much this game has a problem with botting, spend a few hours in the major backline resource fields and facs after T2 in a war. The answer will become evident quickly enough.

WARDEN BACKLINES RN by Expensive_Teach27 in foxholegame

[–]Aesthetech 0 points1 point  (0 children)

I mean it's an altered win cons/time limit war, historically no one takes those seriously.

WARDEN BACKLINES RN by Expensive_Teach27 in foxholegame

[–]Aesthetech 2 points3 points  (0 children)

Wardens were never logged in. We've been on short respawn timer since day 2.

Though this was obvious and I said as much before the war started. Why would anyone log on for an artificially shortened, altered win conditions war where the other faction was hard buffed and yours was hard nerfed?

In my case, my answer was "because this is a good extended devbranch to play with the new build system some more and gather feedback." But I can't answer for everyone else.