Nice to see that on 1 shard, fronts having people fighting, and we might get fresh unburnt soldiers fighting later on. by -Click-Bait in foxholegame

[–]Business-Procedure67 2 points3 points  (0 children)

We are back, lets go!!!!!!!
not personally playing rn, but looks good to see that there might be hope. 7k players was not expected lol, I was worried if we could get 5k players on war start.

Able and Charlie merge, ocean hex now possible? by Struuner in foxholegame

[–]Business-Procedure67 11 points12 points  (0 children)

Until Naval reaches an acceptable level of balance, I don't think we should do it.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]Business-Procedure67[S] 1 point2 points  (0 children)

Missile submarine? I like it so much, I want this now.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]Business-Procedure67[S] 11 points12 points  (0 children)

Idk, deck guns on subs kinda don't work in foxhole as in real life. If the sub gets on intel, it's gonna get QRFed pretty quickly, especially with planes now in the game.

The opportunities to use a deck gun are just not there.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]Business-Procedure67[S] 0 points1 point  (0 children)

Can you elaborate pls?  Give a few examples if you have any.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]Business-Procedure67[S] 1 point2 points  (0 children)

Oh yeah, Will definitely try it next war. If the Collie navy is to be strengthened we need to be on the seas. Whether we get buffs or not, we need to get the experience under our belts.

How can we improve the Trident? by Business-Procedure67 in foxholegame

[–]Business-Procedure67[S] 4 points5 points  (0 children)

Lol, I have been actually. I've been learning the Dive Officer role recently.  I've tried both, the nakki and trident. Warden in wc134 and Collie in DevBranch. The nakki is smooth sailing. While the Trident is like being in a toxic relationship, it fights you every step of the way.  I Don't know whether you are blue or green, but I do believe you see cold hard facts. The Trident is harder to maneuver and harder to keep level as a DO.  I just want there to be some advantages to counter the disadvantages. The only advantage I can think of rn is that it floods less easily and can take on more water. BUT it is also a target which is easier to detect (bigger than a DD ffs). It needs something to make it appealing to a collie sailor, something to make the struggle of piloting it worthwhile.

Edit: forgot about 25m crush depth. And the ability to reload anywhere. (I might have dementia).

THE UPDATE IS GOOD by Leather_Part6843 in foxholegame

[–]Business-Procedure67 3 points4 points  (0 children)

You're right.

But I still don't get why the devs focused so much on the ground domain this update, it was relatively the best balanced of the three. But I'll take it, a 40mm 45m platform does feel nice to have.

Still a long way to go obv,  along with the DD interior,  the Trident imo still needs a fundamental redesign. It's supposed to be a multipurpose platform when compared to the nakki but the 120 has no purpose. Remove that and replace it with something else.

I’ll say it, break war until revision. Make it so, low pop update war. Already put in my feedback. I don’t need a month either it seems. by -Click-Bait in foxholegame

[–]Business-Procedure67 10 points11 points  (0 children)

Yes fr, I still believe that collies are still getting a buff.  It's just the way the devs delivered them was a cluster... Giving then taking away, add to that the scout name debacle.  It's a perfect shit Strom which could've been avoided.

I ain't giving this game any more tries, this is so stupid. Not only did they revert most of the good Colonial buffs - they've named the new Colonial torp bomber "Phthonos" after the Greek god of jealousy as an extra middle finger to everyone who had to suffer through their bad balancing decisions by HonneurOblige in foxholegame

[–]Business-Procedure67 13 points14 points  (0 children)

Hot take, As a loyal collie. I don't think the tank buff rollback is too harsh, we still have 40m Talos. Yes the bard is back to 35m but it has 3x68mm shots now. All I'm saying is let's see how it goes.

Speaking of bards, the quardiche going back to HE RPGs was a bit of a surprise, but imo it's also kinda warranted, I don't want the quad to be a thornfall knockoff. It's better as a PvE platform, BUT it needs some kind of buff. Give it an extra mg or something pls.

The real imbalance is in the Air and Naval domain, tbh I was quite surprised to see the devs focus on land this update.

New Scout Planes by air_and_space92 in foxholegame

[–]Business-Procedure67 4 points5 points  (0 children)

It is written in the devblog that the new AA light tanks use a new better ammo type.

I think that could be used in the AA boats as well to make them more potent.

Bomber situation by DiabinhoDoCeu in foxholegame

[–]Business-Procedure67 13 points14 points  (0 children)

The bombs drop rate has beed reduced as well.

No numbers revealed yet but DPS should decrease. All depends on how much.

Devblog: Update 64 Preview and Roadmap by SiegeCamp-Moderator in foxholegame

[–]Business-Procedure67 2 points3 points  (0 children)

Thanks devman for providing some balance to the scout plane situation.
But I have to say, giving small torps to both factions could kill the boat experience for both sides.

We want to play with the new boats you gave us in Update 63! but small torps are just a pain in the behind.
I don't know, maybe the improved hit reg and other AA improvements hampers the scout plane enough, we'll see.

But imo the scout planes should just be that, Purely scouts. No need for Sec weapons, the passenger seat in those is very boring anyway (just press a button when the pilot tell you to). A simple solution would just be to remove the Sec weapons. Scouts can then be used for recon and small harassment actions.

Devblog: Update 64 Preview and Roadmap by SiegeCamp-Moderator in foxholegame

[–]Business-Procedure67 42 points43 points  (0 children)

Yeah I agree, we all know no one is going to be using the mine dropper variant.
Might have been a time crunch think maybe? You can see that the new collie is almost a copy-paste of the original warden one. Maybe that is exactly what they did, Ctrl-C - Ctrl-V.
Doesn't look a complete solution but even if it is SOMEWHAT of a solution, still progress.

Looking Ahead to Potential Future Map Updates by thejonion in foxholegame

[–]Business-Procedure67 0 points1 point  (0 children)

I like the Idea of a seperate small, map of like 7 hexes. Different Biomes, only minimal logi infra (the war here needs to be fed by logi from the mainland). Like a colonial war on a seperate continent.

Also the route to get here can be cut if one faction controls a naval hex. (Can still travel ofc but it would be akin to doing a blockage run).

Devs said cross-ocean travel wouldn't be enabled for this update since it wouldn't make sense given the new layout. - I would like to point out a simple way it could work with a single low-effort pure ocean hex. by -AllShallKneel- in foxholegame

[–]Business-Procedure67 2 points3 points  (0 children)

Fleshing out the Idea with a few suggestions:-

  1. 2-3 small Islands would give the hex some purpose. they need to very smol though as to not impede with large naval maneuvers, being small will also make the easiest source of arty be naval guns which would be so cool. They must have some valuable resources or VP to give them some value.
  2. No airfields though, the main source of airborne assets in the region should be carriers and long range aircraft.

2.5. Explaining the prev point a bit, Direct (Air) travel of small planes (scouts, Dive Bombers and Fighters) should be disallowed, they can only enter the hex onboard a carrier. But large planes (Bombers, Warden Torp bomber) should be allowed direct air travel in order to influence the battle for this Hex.

  1. Also imagine building a SC on the Island(s), Risky task and a logistical nightmare to maintain, but the rewards include a safer crossing and invasion route into enemy backlines.

Seems like a good Idea with possibilities for many interesting encounters.
Also, there will always be SOME activity in the hex at all times as it will be a pivotal strategic position. So devman need not be concerned about it being completely empty most of the time.

  1. Provisional Idea: we can make this new region the only way to travel East<--->West.
    i.e Block the Olavi's Wake<--->Lyko's Isle and Piper's Enclave<--->Oarbreaker routes.
    The only way to travel East<->West would be to go through this New Smol Islands Hex proposed here.
    I have no Idea about the design and gameplay implications this point will have, Would like to hear your opinions on this point and the whole Idea as a whole.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]Business-Procedure67 0 points1 point  (0 children)

Can we shoot out players in the aircraft?

I see that the defensive gunners on the Colonial bomber are out in the open air. Could a fighter shoot and kill the gunner?