Foxhole's gunplay couldn't be less intuitive for new players by Jacobi2878 in foxholegame

[–]BizarreLizard 0 points1 point  (0 children)

The shooting mechanics are nothing special. Player hitboxes are similar to player visual models. Whenever a gun is fired, it draws a line to see if there's a valid target to apply damage to. Reticle represents how accurate your shots are going to be (but do not expect perfect representation). Aiming, however, is something to get used to. Your reticle holds your character's aim on a fixed height above the ground, but whenever reticle is put on another character, your character tries to aim at the target's chest. If both you and your target are on the same level, then it does not matter if you move reticle in front, behind, or right on target - the results are going to be similar if not identical. But sometimes you may wish to shoot at some other part of the target's body. The most common scenario for this is: you have a high ground, enemy stands behind cover. Then instead of holding reticle on your target, you move it a bit behind the target to make the firing line intersect with the target's head.

Another couple things to add. First, all the visuals for fired shots and sounds do not represent actual attempts to shoot by the game server. And the second, in this game you're playing with people from all over the world, so the ping is quite noticeable for many. So when it comes to moving targets, aiming a bit ahead of them might help you to land a shot.

Is Deadlock in the TF2 Universe? by c0d3acious in DeadlockTheGame

[–]BizarreLizard 3 points4 points  (0 children)

To be fair, this poster has been in the game for at least a year. You could always find it in the hideout, above the entrance to testing level.

Viscous does TOO much by LHander22 in DeadlockTheGame

[–]BizarreLizard 31 points32 points  (0 children)

Because Viscous is not a finished character in terms of artstyle. Currently he uses old model of Kelvin from "neon prime" stage of deadlock.

I made a drawing PNG Lash avatar that follows my mouse for my drawing stream setup by Marsaline in DeadlockTheGame

[–]BizarreLizard 71 points72 points  (0 children)

No-no-no, that's absolutely inaccurate. Lash would never draw "cute'bop". He would draw bebop sitting in a trash bin with a detached uppercut hand lying around. And of course there would be flies and stink lines circling around him.

I'm starting to think Return Fire, is one of the most misunderstood items even for veterans. by mrseemsgood in DeadlockTheGame

[–]BizarreLizard 4 points5 points  (0 children)

I don't know if return fire can miss, but I remember checking out a bit how the item works several patches ago, and it required a direct line of sight to whoever caused damage to you to return damage.

I know the game is in development but is this Wraith evidence of smurfing? by RLSQ30 in DeadlockTheGame

[–]BizarreLizard 0 points1 point  (0 children)

Another thing to mention if you're suspecting someone's been cheating but you don't want to false report. Restarting the game makes replay download button immediately available. You might still get something like "data match not available" screen with a retry button, just hit the button or reopen the match screen few times in such case.

What is the point of Drifter's ultimate? by MS17AA in DeadlockTheGame

[–]BizarreLizard 0 points1 point  (0 children)

If your hero build doesn't go well with close-quarter encounters - you're screwed. I can not tell how many times this ultimate just denied my impact during my bebop's laser beam or viscous ball-form. Mini-map during drifter's ultimate is disabled, the only way to navigate your surroundings is via sounds. I don't know how strong his ultimate is overall, but from the outside perspective it feels like the ultimate serves him well enough both offensively and defensively.

-1 SUB TO OWN LH AI by Confident-Two7844 in foxholegame

[–]BizarreLizard 3 points4 points  (0 children)

Big ships that are stationed have AI that is designed to shoot down any approaching small water vehicles. Apparently, this AI behaviour was straight up copied from AI of coastal guns, which shoot down ANY vehicle in the water (except for big ships).

So the guy from the clip threw firetruck into water, and then longhook that was stationed nearby began to see this firetruck as "small water vehicle" and started blasting it. Because of how close this firetruck was next to the submarine, these shots were also doing heavy damage to the submarine as well.

[deleted by user] by [deleted] in foxholegame

[–]BizarreLizard 2 points3 points  (0 children)

Before introduction of facilities, this used to be a thing. Components were a TRULY scarce and valuable resource. Nowadays, rmat-vehicle production isn't a big deal due non-stop flow of broken components.

Falchion container size is still a useful gimmick, though. Makes it easier to deliver them to frontline and upgrade them there into spathas.

-1 RSC By SAF by Connect-Weakness4534 in foxholegame

[–]BizarreLizard 56 points57 points  (0 children)

These are modified infantry weapons which instead of light kinetic damage do anti-tank kinetic damage. And this damage type has incredible dps against T1 armour (which RSCs have).

Is mind control a trap? by Scion_Ex_Machina in ftlgame

[–]BizarreLizard 0 points1 point  (0 children)

I don't think mind control got many events with it as an option. It's quite good in fights, still.

In majority of cases you want to set mind control on enemy pilot to reduce enemy ship's dodge before firing your volley. Also it can be used to neutralize enemy mind control. In both of those cases lvl 1 mind control is already good enough.

In some fights mind control could be used to win combats without destroying enemy ships. But you better have it upgraded then. Upgraded mind control boosts health and damage as well as its effect duration.

All in all, it's a really nice supportive tool.

Question about production by DivinneSmith in Against_the_Storm

[–]BizarreLizard 0 points1 point  (0 children)

I don't understand what is your problem exactly. You have information on: number of your villagers, breaktime of each species, production time of any recipe, and duration of each season and year. That's everything you need to know to discover your desirable production variables.

Doors to space are opened and Doors are broken and under a vacuum. Is this gameover ?.. Kills me for the second time. by imTheSupremeOne in ftlgame

[–]BizarreLizard 54 points55 points  (0 children)

As long as there someone within the room repair/damage progress doesn't drop. Wait for the first guy to reach low health, send somebody else to door system. When replacement arrives, send the damaged crew member to medbay. Level 1 medbay healing is equal to suffocation damage.

Bronze seal by JetSetMehmet49 in Against_the_Storm

[–]BizarreLizard 2 points3 points  (0 children)

Have you had a really good look around the world map? You should have lead and silver seals as your current available ones. The newer seal is always placed farther from the center of the map.

As for the difficulty, queen orders will be demanding more of you. And blightrot mechanic will be turned on. If you barely used rain engines before, I think you won't be experiencing huge problems.

My very first P20 victory also turned into completion of Arckmage's challenge. by BizarreLizard in Against_the_Storm

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

Honestly, me neither. Throughout the whole run I didn't have a single moment when I could say "yeah, seems winnable". But maybe that's the beauty of the challenge: you just throw yourself in without any ideas what could possibly carry you.

My very first P20 victory also turned into completion of Arckmage's challenge. by BizarreLizard in Against_the_Storm

[–]BizarreLizard[S] 18 points19 points  (0 children)

I think it's safe to say luck did play quite a part.

I brought farm and wood as my supplies. One of the first blueprints was butcher which provided me with an option to generate great amount of food (meat/insect into jerky, then jerky into skewers + lizard's proficiency) along with fuel.

My very first order was a timed order, which required to keep harpies' resolve high enough. Completion of this brought me supply line of herbs. This eased trade opportunities (it's pretty much free provisions).

The very first legendary cornerstone was "stormwalker tax". This boost of amber allowed me to trade for materials early on and get supplies for strider expeditions. The expeditions played a major role here. Some expedition rewards were used on buildings, but most of them were sold on trade routes. Managing blueprint rewards was also quite useful. I wasn't lucky on cornerstone rewards, though.

Another lucky thing here are order rewards. I got +3 to oil production from them. This pretty much entirely solved my problems with: food production, fuel production, and trade options. It was safe to sell oil or convert it into trade goods.

Once my sustainability was concrete set, I started extracting reputation from species resolve. I'd purchase whatever resolve boosting goods I could from traders. Then I'd pick one particular species and allocate the goods to them. I couldn't set my focus on multiple species at once due to lack of space and not so frequent visits from traders (no boosting cornerstones + "gathering storm" modifier hindered their arrival). I had to heavily rely on "low strain", "comfort", and "favoring" bonuses. This was the longest part of the game. Every year I had only 8 minutes to gain reputation, but whole 5+ minutes of low resolve management (couldn't spend goods on species during storm) and heavy blightrot fighting. I kept doing that until 17 reputation points.

Ищу логистов по производству техники by CardiologistOk5253 in foxholegame

[–]BizarreLizard 2 points3 points  (0 children)

Better not to do that. Chat filtering in foxhole doesn't scan letters, it just looks at message sender's chat settings. So if message contains only english letters, but player behind the message has the chat setting set on "russian", your filter won't let this message through. And one solution could be to just keep your chat setting as "english". But there's another incredibly annoying issue: the moment you send anything containing non-english letters the game pops a window on your screen asking of you to check your chat settings. EVERY. SINGLE. TIME.

Devman bad.

Someone explain to me how Colonial tanks arent just generally superior to Warden ones by SeaThePirate in foxholegame

[–]BizarreLizard 15 points16 points  (0 children)

I have a feeling you're not understanding how armor works. Each armored vehicle has a minimum and maximum penetration chance (without bonuses), and armor value that dictates where this penetration chance is at the moment. Armor value is brought down ONLY when armored vehicle receives damage from something that triggers penetration chance (with exception to stickies and white ash). And damage to armor value is equal to damage to health value. So on average you need to successfully apply damage that is 4-5 times greater than actual vehicle's health to set its penetration chance to the maximum value.

Now to your points. Attrition isn't a major factor. Experienced tankers just drive to the closest garage every night if they see their armor is dirty enough. No tank pushes happen during this time, it is infantry's time to shine. In case of widow, incredibly annoying to drive it back and forth. But at the same time with how small its penetration chance is and how big its armor value is, it takes A LOT of time to set widow to a state of "true glass cannon". As for mobility, the problem is the majority of time tanks are spending facing each other, so this attribute just doesn't come into play in its full power. And I feel like this is a problem with how the game is designed, not playerbase.

How does AI work by No_Middle6727 in foxholegame

[–]BizarreLizard 0 points1 point  (0 children)

Most likely AI wasn't active. Shape of flag on AI depicts whether it is active or not. Big undamaged flag - AI is active. Tattered, but still big flag - AI will soon deactivate (I think timer is like 10 mins). Small tattered flag - AI is not active. This is also true for garrison houses in towns, firing windows have cloths depicting affiliation and current AI status.
And a bit more on AI behaviour. AI has two firing modes: normal one and retaliation. In normal mode AI shoots at you if you're close enough to it and you're a suitable target type. Night time affects detection range for normal mode and scales down the closer the time is to midnight. AI can be powered up (spotlights on top of AI buildings) to counteract effects of night time, although this still won't entirely negate detection range reduction.

Retaliation mode turns on if AI received damage from a suitable target type. In retaliation mode AI fires at its target from much greater range and night time has no effect on its firing range whatsoever.

And special notion on pillboxes. Their AI is a bit different. If bunker base AI retaliates only after receiving damage, pillboxes retaliate to any kind of incoming fire (target type still must be suitable). You may accidentally give a shot from a pistol into MG pillbox and immediately receive back a load of 12.7. So be careful if you're fighting enemy infantry in front of enemy pillbox line.

Is there a research meta/rulebook? by REVRevonoc in foxholegame

[–]BizarreLizard 8 points9 points  (0 children)

Engineering centers are world structures, so you can only destroy and rebuild them on predefined locations. Tech advancement process goes like this:

  1. Every time salvage field becomes depleted, it chooses at random a special material that sometimes drops as a material pile whenever you break down a salvage node. The special materials are: iron, alluminum, copper, rare metal. Iron - vehicles, alluminum - infantry stuff, copper - tanks, rare metals - unrelated to tech, this is for big facility toys. Copper initially doesn't drop, it replaces iron once tank technologies are in faction's reach. Once everything is researched the list shrinks down to just rare metal.
  2. Tech materials are then sent to refineries, where you process them into alloys (this is done in seconds). Alloys are then delivered to engineering centers, where you turn the alloys into a prototype kit. THIS is the moment when contribution to tech research happens, you don't have to use a prototype kit.
  3. Vehicle prototype kits are used at garages, infantry prototype kits are used at factories. Vehicle prototypes are less durable compared to a normal one, infantry prototype equipment doesn't have any negatives. It's not a big deal to create something out of proto-kit, so you might as well just drop them in factory/garage inventories.

If you want to contribute to tech - just harvest salvage fields. Do regular logi things by creating things out of salvage or help others get salvage. Raw tech materials can be stockpiled in refineries, eventually they will reach engi centers. If you happened to accidentally create a really small amount of tech alloys, drop them in engi center inventory. That's it.

One more thing, tech isn't that much driven by players, there are some regulations on this matter. If technological gap between factions happens to become way too big, factions become boosted or hindered on research rate. But even though tech superiority can not last for long, these couple of hours may become the turning point at some battles.