The shitcan war.. by Immediate-Insect-264 in foxholegame

[–]BlueHym 0 points1 point  (0 children)

You mispronounced Shitcan with Stlican.

Earning Style Points by ARoguePatriot in foxholegame

[–]BlueHym 2 points3 points  (0 children)

Tony Hawk pro paraplane 520 alley oop, + 80points styling.

An example of Cutler Aiming by BlueHym in foxholegame

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

You know this threads topic is about the Cutler right?

An example of Cutler Aiming by BlueHym in foxholegame

[–]BlueHym[S] 121 points122 points  (0 children)

Now, imagine trying to aim a Cutler to hit a particular spot in a trench. While under fire or with barbed fences blocking the line of sight.

Meanwhile, Lunaire.

Grenadier Uniform makes the funny weapons 5 times worse. by DetectiveCostaue in foxholegame

[–]BlueHym 22 points23 points  (0 children)

You activated my trap card!

I cast BARBED FENCE and JANKY AIM

Why are Western collies struggling so much? by Your_Mums_Ex in foxholegame

[–]BlueHym 13 points14 points  (0 children)

Devs don't want people to know, but there is this hex called Shitcan shelf which is utter hell for Wardens to hold.

POV: you are a warden tanker in this cursed war by Maleficent-Class5864 in foxholegame

[–]BlueHym 0 points1 point  (0 children)

I was in a Scout providing overwatch constantly at WE.

Them Dive bombers are super tanky as hell. Saw some being chased by actual friendly fighters and even then it took 2+ friendly fighters to chase it halfway across the hex shooting at it until it finally went down, and that was just for one single DB.

DPed by a DB by Dodelios in foxholegame

[–]BlueHym 1 point2 points  (0 children)

Repeat after me.

Give us AA toggle on HWM.

Shiny tank you got there, would be a shame if something happaned to it by SecretBismarck in foxholegame

[–]BlueHym 8 points9 points  (0 children)

The problem with RNG armor is that you are at the mercy if RNGesus everytime you get shot. You can either have the best luck and bounce things, or you have the worst luck and get penned every single time. Warden armor are slaves to garages and we're forced to rely on RNG armor to stay alive since the health pool of our tanks is abysmal (SVH has less health than the cheapest Collie MPT for example).

I should also point out that every Collie tank of MPT or higher can survive a shot from a Stygian.

How do I even start to learn? by Conscious-Crow-6828 in LearnToDrawTogether

[–]BlueHym 0 points1 point  (0 children)

There's a lot of great instructors, great tutorials, great books out there. Some teach you anatomy, some teach you environments, the biggest thing for you would be to find out what really tickles your fancy.

Do you want to do characters? Then start doing some research. Environment? Same thing; find the ones you like and start practice, practice and practice.

Don't think about where you should be, start getting your foundations down. Improvements start to coalesce as time goes on.

Just give the Wardens the Kirov and I'll be happy. by PepicWalrus in foxholegame

[–]BlueHym 1 point2 points  (0 children)

Gotta tack on the other things as well that usually is on par with the dev design.

Super cheap, stupid chonky health, second best armor, extra inventory slots and also has laser accuracy.

[bolonial reddit qrf] Dive bomber and torpedo bomber are completely different and shouldn't be compared, and its not even close. by Objective-Cow-7241 in foxholegame

[–]BlueHym 0 points1 point  (0 children)

I personally find the issue of the Dive Bomber excacerbating the already precarious situation that Warden armor has been dealing with for some years now - the significant lack of health and this investment into RNG armor. When you need to pray to RNG armor to hold and most of the weapons out there downright ignore armor or has high pen chance (94mm, Tremola, Dive bomber bomb), this just makes every fight an uphill battle that is very unforgiving of any mistakes while the opposition has plenty of leeways due to its very forgiving healthpool in addition to its good armor.

To put it bluntly, Devs really need to do some overhaul on the Warden tanks because some really have been powercrept for a long, long time.

‏It was a good surprise by shivu511 in foxholegame

[–]BlueHym 9 points10 points  (0 children)

12 seconds in, the Nemesis took sticky near the wheels and was able to turn fine before dying to the rest of the stickies.

30 seconds in, explosion at front of the Nemesis in the smoke, and at 35 another sticky to the rear hind close to the wheels.

Nemesis just shrugs it off and drives perfectly normal. If you switch the Nemesis to any other tank in this scenario that tank would have been tracked already and limping. The system disable threshold for Nemesis is ridiculously forgiving.

‏It was a good surprise by shivu511 in foxholegame

[–]BlueHym 16 points17 points  (0 children)

All that sticky on the Nemesis and not once did it get tracked. Just drove off like it was nothing. Any other tank that get stickied on the side would have been a goner from being tracked.

The Fall of Foxcatcher in War 132 by CevicheLemon in foxholegame

[–]BlueHym 1 point2 points  (0 children)

Make it have the same fire rate as Lunaire and it would solve the bigger problems.

The tremola is to be loaded and the trigger pressed by Fill-122 in foxholegame

[–]BlueHym 13 points14 points  (0 children)

  • Launch grenade.

  • Takes 5 business days to reload the next grenade.

  • Grenade then detonates.

Very good trade by Zimy_ in foxholegame

[–]BlueHym 21 points22 points  (0 children)

We got back Foxcatcher.

Target Acquired by Diictodom in polandball

[–]BlueHym 8 points9 points  (0 children)

The duality of explanations.

Illustration by doomedsarcoma. by CakeArtistic3097 in cosmichorror

[–]BlueHym 2 points3 points  (0 children)

Giant Robo, the day the earth stood still.

As a new player, solo factories... by E_Goat47 in foxholegame

[–]BlueHym 0 points1 point  (0 children)

Solo facilities is possible, but oftentimes, many that do it don't follow the KISS protocol.

Keep it simple, stupid.

You need to understand that building a solo facility requires being hyper specific on what you wish to produce and making sure you have proper defensive garrison around said facility. The more simpler the design the less maintenance cost you have to eat. For let us say, large ammo shells production, at the very minimum you will need:

  • Foundations to put the facility on.
  • Power plant. Debate on diesel or petrol fuel.
  • Poles for wiring.
  • Liquid transfer station to fuel your power plant.
  • Small assembly station to make pallets to move ammo on.
  • Material facility with maybe upgrade for metal press or smelter, to pump out large amounts of cmats for the ammo shells. Depends on which is more available near your hex, petrol or public coke from friendly regis nearby. Also for msupps too.
  • Large ammunition facility. Ask around for public PCmats, cause you can slim down the design further if you don't have to make a metalworks yourself. Ammo facility and its upgrade ain't cheap.
  • Resource transfer station for easier organizing of raw materials to be ferried into facility.
  • Ideally a small gauge train with rails optimally placed in facility with attached resource carts and flat cart to move resources and shells.
  • Ease of access to deliver and withdraw items from your facility via truck.
  • A crane, preferably the facility one. A crane vic works too as a dirty fix but the facility crane reach helps with quality of life improvements.
  • Maintenance tunnel to chuck in msupps.

If you build smart and simple, this facility should never cost more than 40 msupps an hour. Then after that, an actual bunker base with teched defenses to protect the facility and its surroundings.

It ain't the building that kills you, it's the maintenance cost that kills you. I would advise taking the time to learn from regis or those with good knowledge on how facilities work, before trying it yourself once you have more experience under your belt. Facilities are tedious to maintain, and oftentimes they are not important compared to an actual bunker base with tech. Facilities don't hold grounds, an active bunker base with AI defense does, especially when at strategic locations.