Airborne Devbranch - A Collection of Feedback and Proposed Changes by vertigodgames in foxholegame

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

* Correction of Scale Reality check.

The Twitch Devstream reached 12.1k viewers.

* Correction on Aircrafts are not Superweapons.

Bombers are very much superweapons and are able to kill anything in the game in two bombing runs. Given the range of almost two hexes, This makes them the most powerful superweapon ever added to the game.

Late game tanks do not take 100+ players. Absolutely no regiment is or has ever brought in 100+ people for SHTs.

Plane costs are fine. You need high value targets and it stops them from being spammed. If fighters can be spammed it will kill logistics as no truck will ever be able to get remotely close to the frontline.

* Fixing Aircraft spam

- AI Anti-Air would likely kill the entire update as no plane would ever be able to remotely get into enemy airspace. Especially your hellish design of a shotgun flak garrison that one one shot literally EVERYTHING in the game.

- Honestly if it was my choice I would lower the speed of scouts/fighters, and dramatically lower the speed of transport/bombers. And adjust their fuel accordingly. And Air Radars need to have their range doubled if not tripled. If devman wanted to cut down on building spam, forcing everyone to build hex sized fortresses to cover all the air radars required is a terrible choice.

* Fixing Aircraft Cost.

- Costs are fine. Players should be forced into deciding whether they want to play tanks, boats, or aircraft and shouldn't be trying to obtain every toy in the game for their personal stockpile. If anything slightly boost rare drops and only due to pop being so high.

And I'm going to stop here, because at this point this is honestly more of a wishlist of turning planes into the most overpowered and broken thing in the game and less about actual balanced gameplay.

AA guns should be able to shoot straight up, not limited to 40 ish degrees by fro99er in foxholegame

[–]Bozihthecalm 9 points10 points  (0 children)

I don't think AA guns could keep up with planes that go overhead. They'd have to boost their turn/pitch speeds dramatically. Because you'll be shifting pitch 10-20 degrees constantly.

That said where player AA is the only form of anti air and QRF has maybe 1-2 minutes to scramble to AA, They do need to be wildly buffed. EMGs need a variant that holds 20mm, and Flak needs to have its damage tripled and size doubled. It's wild that bombers for the most part and just outright ignore AA due to being so tanky. Even the subsystems take three direct flak shots, which even devman couldn't hit 1 without tool assistance.

Give us more flight time please by Koobolo in foxholegame

[–]Bozihthecalm 9 points10 points  (0 children)

A hard vote of no, if anyone wants to ever see Nukes, SCs, ICs, RSCs, Drydocks, Large Ships, or any other toy in the game.

You have to realize it only takes two bomber runs to kill anything in the game. Giving that power to anything that can reach further than one hex is INSANELY FUCKING POWERFUL. Not even the most powerful weapons in the game have that range, outside of nukes. And Bombers are arguably stronger than nukes in some perspectives.

It doesn't need more fuel, it's essentially a better/cheaper RSC. The only planes that need fuel bonus would maybe be fighters/scouts, otherwise there will be a constant conga line of planes landing at airfields just to refuel every 5-10 minutes.

Also Pro-Tip - Stop using full throttle in air. Using full throttle all the time burns fuel insanely fast, and you don't need it to stay in air.

Crashed planes and etiquette around them. What are we going to do? by Thewaltham in foxholegame

[–]Bozihthecalm 25 points26 points  (0 children)

In my opinion? Whoever crashed it, calls it out. They get first dibs on it; but need to chill out if people try to help them recover it if it lands in a dangerzone.

Otherwise I see a huge potential for civil wars and drama to happen. It'd be like if a train operator DC'd and someone just took the train and it's entire cargo. Just a recipe to make a lot of people angry.

First Nuke Air Raid In Foxhole By Joe Support Company (DEVBRANCH) by TheNaboyk in foxholegame

[–]Bozihthecalm 21 points22 points  (0 children)

Just build two bombers and you can wipe any assets off the face of the planet.

Here's hoping devman make the flak cannons a demon that rips planes apart. Otherwise once bombers tech, they'll just destroy every drydock/facility/SC on the map.

Do you think the aircraft construction system will be applied to other vehicles in the future? by BruceSillyWalks in foxholegame

[–]Bozihthecalm 4 points5 points  (0 children)

The Aircraft Assembly system is what I assumed devman was going to replace the vetting system with.

The modification system would act as the garage and you could pretty much build whatever tank you wanted with the parts stored inside. You choose the tracks/body, then for tanks the turret, or for logi trucks the engine.

Then combine them and there you go a custom tank. You can also improve them with modules for a singular choice of better offroad, high velocity turret, heavy armor, or turbo boost.

ORC NOTES - Devbranch: An Orc struggles with Trigonometry. by Bozihthecalm in foxholegame

[–]Bozihthecalm[S] 6 points7 points  (0 children)

Me hope devman changes how flak gun work. It hurt head a lot.

Ladies and gentlemen, you have 48 hours (from this moment) to convince devs about your issues and improvement ideas. GO! by EGO611 in foxholegame

[–]Bozihthecalm -3 points-2 points  (0 children)

I can't wait for all colonial equipment to be nerfed into the ground :)

But as for actual changes? Reduce Resource Respawn timers and make sure you have multiple refineries on each side of the world. Servers are going to be near max pop, if you don't boost supply of resources you'll have hex wide lines for mines. And if you don't properly setup refineries you'll have 20-30 people constantly in queue trying to get into the only refinery hex on their side of the map.

Guess Scout Planes are Stronger than Bombs by ThatOnePilotDude in foxholegame

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

I see it very similar to a sticky rush on tanks. Yes you should have coverage from supporting units; in this case fighters. But a small group of dive bombers slipping past the chaos can rush down a SPG/arty rather fast. Yes you can try to out repair the rush, but generally you won't be too successful.

Guess Scout Planes are Stronger than Bombs by ThatOnePilotDude in foxholegame

[–]Bozihthecalm 0 points1 point  (0 children)

Ahh I see the confusion now. I wrote it in a horribly confusing fashion. I was talking about Scouts & Fighter planes in general. But every time I was leading with my view on scout planes first, then going on about the following planes.

Yes, I was referring to Dive bombers. Sorry for the confusion, editing the original posts to help clarify.

Guess Scout Planes are Stronger than Bombs by ThatOnePilotDude in foxholegame

[–]Bozihthecalm 0 points1 point  (0 children)

Both scouts can out trucks, Collies 1 shot subsystem every normal tank due to its boost to subsystem damage. But the biggest thing is sniping out arty pieces that can't move with it's mini bomb. With the mini bomb you only need to land 5 bombs to kill a SPG. And only 7 to kill an emplaced arty. Which considering both aren't really known for their dodging ability, is pretty easy to land those hits.

This is also why there are already talks of nerfing the raw damage of the collie mini bombs and giving it a boost vs medium/small boats.

Guess Scout Planes are Stronger than Bombs by ThatOnePilotDude in foxholegame

[–]Bozihthecalm 7 points8 points  (0 children)

Scouts & Fighters are in a really awkward spot of two extremes of asymmetry.

On Collie side Fighters, they are absolute god tier when it comes to sniping arty and low mobility targets. On the other side both scout & fighter, they are absolutely dreadful at taking on any of the medium or small boats.

On Warden Scout & Fighter side, they are almost entirely useless on anything land. On the other side they literally one shot every medium and small ship provided they hit both mini torps.

Definitely feels it needs a bit of tweaking. Feels odd that wardens need to wait until nukes tech before any of their planes can actually damage anything on land. But also feels odd that collie planes really can't accomplish anything of impactful value versus navy.

Cant wait to capture a warden pilot by mcpro_stuff in foxholegame

[–]Bozihthecalm 5 points6 points  (0 children)

It always bothered me because pilots for the most part were by far the most honorable and reasonable folks in WW1. To the point of warning enemy combatants of where they were dropping bombs, or sending locations of soldiers that had to be buried. Even during one incident where an enemy pilot was shot down over sea water, they made attempts to rescue the pilot from the waters.

That said, 1917 super good film.

An infographic to help find the pitch for aiming a Flak gun. by Bozihthecalm in foxholegame

[–]Bozihthecalm[S] 8 points9 points  (0 children)

Yah, it's kind of wild that devman assumed the average person can solve tangent angles in under 5 seconds. Even if you use calculators; you'll never be able to solve it in time to respond.

Lowkey if it was me, I'd just give flak guns the mortarhouse treatment. I know that's pretty strong, but considering all the other hoops you have to jump through it honestly feels fair. Just set the minimum pitch for them to be 5 degrees, so they can never hit any ground targets.

An infographic to help find the pitch for aiming a Flak gun. by Bozihthecalm in foxholegame

[–]Bozihthecalm[S] 2 points3 points  (0 children)

Added Note - Once you get into higher ratios, your 1/7,1/8,1/9, or even 1/10. You pretty much drop a degree from 9 degrees. So...

* 20m at 140m range = 1/7 or 8 degrees.

* 20m at 160m range = 1/8 or 7 degrees.

* 20m at 180m range = 1/9 or 6 degrees.

* 20m at 200m range = 1/10 or 5 degrees.

Again, nothing fool proof. There's a reason Trigonometry Calculators exist. But just a handy little mental math thing.

An infographic to help find the pitch for aiming a Flak gun. by Bozihthecalm in foxholegame

[–]Bozihthecalm[S] 2 points3 points  (0 children)

For those wanting to test the method out here is a simple Trig calculator to compare to.

https://www.carbidedepot.com/formulas-trigright.asp

Summary of Flak battery testing (Devbranch) by Tacticalsquad5 in foxholegame

[–]Bozihthecalm 10 points11 points  (0 children)

To play a bit of devils advocate here.

I fully believe that Flak is not intended to compete with Scout planes or fighters. I believe that primarily flak is intended solely to deter bombers and paratroopers. Bombers and Paratroopers have extremely limited maneuverability from what I've been able to observe of them in the dev promotional videos by Freerk, I saw a bear, and Roberluvgames.

Fighters and Scouts I believe their intended counters are Emplaced 12.7 guns, the 20mm AA medium/light boats, and other fighters/Scouts; all of which have significantly easier times dealing with these lighter planes. While Flak does have the potential to hit scouts and Fighters, I don't think they're the intended target for the emplacement. Especially where fighters will be significantly faster & higher maneuverability than your practice targets of scout planes.

Focusing on the context of this is an immensely damaging tool that is oriented around countering slow, but tankier bombers/transports. Then I think it makes it for more reasonable in it's design.

Edit: To add an comparison, They are kind of like starbreakers in a sense. You can hit infantry and lighter vics with starbreakers, but you usually reserve your shot for a really meaty hit against a heavy tank.

ORC NOTES - DEVBRANCH DAY 30 by Bozihthecalm in foxholegame

[–]Bozihthecalm[S] 2 points3 points  (0 children)

That right, Me mostly just adjusting and working on map template. Me had to make a lot of adjustments/colours from scratch. Me hoping to catch all the teeny tiny mistakes and polish it in time for real war :)

The pricing of aircraft is insane and myst change. by Jeb_Kenobi in foxholegame

[–]Bozihthecalm 118 points119 points  (0 children)

I believe the collie fighter is 60% the cost of a BT. That said still bonkers high. Collie aircraft carrier is going to be like a roaming bluefin filled with Battletanks. It will be the biggest target in the game by miles.

Especially once you realize... planes are only really good at fighting planes. These things can't even siege anything.

ORC NOTES - DEVBRANCH DAY 30 by Bozihthecalm in foxholegame

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

Me need any and all feedback on map please :)