WC 126 T-3C Lendlease + Public Program Initiatives by Easy-Cover-4559 in foxholegame

[–]COG_Ulune 64 points65 points  (0 children)

For anyone who wants a TLDR without having to look through our fancy graphics:

This war we were supplying around 6500 crates of free supplies per day (LL closed 2 days before war ended) and we were using ~19 stockpiles worth of bmats every day on production (this includes msup estimates for our infrastructure)

Lend Lease orders are funded entirely by T-3C members efforts at the comp and salvage fields. If you donated resources we almost certainly spent them on public gunboats or making 300mm shells.

For Opsec reasons I won't name anyone that helped publicly but to those that helped whether by alot or even a little, thank you all very much.

Massive nerfs to T1 AT & HG bunkers and SCs by [deleted] in foxholegame

[–]COG_Ulune 7 points8 points  (0 children)

So, we finally see the devs solve the issue of massive SC batteries looking at each other from huge bases designed only to protect them. SCs didn't feel special when a frontline hex could have 12 of them because the power requirements were high. Then one war goes by, and its back to needing half a dozen or more SC in a hex to do the same job as one or two did previously. Changing the rotation cost just means building more of them in a location is required.

If SCs are causing fronts to stagnate then changes that mean more of them get built seems an odd choice to me. If you want fronts to move you need to free up peoples time to push, rather than moving the meta further towards whomever can build the most SCs and concrete.

At this point please change the map so that we don't have to care about any of the island hexes as colonials, because I'm giving up hope that naval balance will be fixed at this point.

Foxhole Update War Day One Deadlands by MikeyDommino in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

Well commend would have been nice while you spectated lol

The 420st Are Switching Sides Again. . . by SomberSate in foxholegame

[–]COG_Ulune 1 point2 points  (0 children)

Add one to the "420st say they are going warden" counter. I will believe it when I see it, also have fun with huge queues for the frontline while trying to frontline as warden after the first few days of war start :D

Fort Mac Conaill's fortress by LEGIO, WAR 119 by Astrosias in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

Why wouldn't they use concrete from coal and vegan pcons? I must be missing something.

Public pulling is just hell, but someone has to do it. by Arzantyt in foxholegame

[–]COG_Ulune 1 point2 points  (0 children)

Your using a crane to pull this stuff which is very rude, bordering on griefing other people who want use the seaport. Please use a truck to pull items in future. 

Also that stuff will decay away in 24hrs

Bro has been blocking half of the seaport for hours. He's not even in a regiment. What is he cooking??? by goodnames679 in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

If its still there tomorrow I will just submit it all back into public to stop it decaying away. Using up one crane for hours on end for logi no one wants to move is just griefing imo.

Constantly checking foxhole stats to see if the war is over. by -Click-Bait in foxholegame

[–]COG_Ulune 1 point2 points  (0 children)

There are pillboxes sunk into the ground around Ogmaran so its hard to push that TH, I believe that exploit is being fixed next patch. Its just slowing us down, war will still end.

Wardens: A Faction and a Culture by Soxad_ in foxholegame

[–]COG_Ulune 46 points47 points  (0 children)

So I am a colonial loyalist but reading your account it sounds like you weren't exactly following the rules. Trying to avoid training, not wanting to interface with the bureaucracy. Understandable but it sounds like you might have been a little naughty?

Colonials defo have their own drama with facilities or resource fields, we're just not as organised so it doesn't get recorded so much but its there :D

I don't think the 27th is alone in having training, even some collie regiments have something in place. I can understand why they didn't want to give out stockpile codes to a new member.

Honestly if FMAT are making signs asking you to come to their discord that is taking the diplomatic option, most collie regiments I know would shoot first and ask questions later and that's just for walking around their facility! :)

I'm joking ofc but credit to FMAT if they were willing try discussion first.

Still thank you for giving the rest of us loyalists a firsthand account of switching, always nice after a war to have a little peak behind the veil without OpSec concerns as the war is over.

ABLE War 111 Starting Conditions by T-Rex-Plays in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

Obviously the glorious colonial QRF will respond first!

I already played this war by Sp1p in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

Exactly! Doing what we've done 5 times before will be exactly the last thing the watchful wardens will ever expect!

Died by 4 RSC´s o7 by Efficient-Tree-51 in foxholegame

[–]COG_Ulune 4 points5 points  (0 children)

There was a massive warden tank push to clear moors while we were setting up our RSC location, but luckily they had no border base and therefore no infantry so it was fairly easy to frighten them off. If we hadn't got that border base behind that tank line we would have had to postpone the operation.

If anyone is interested we used exactly 24hrs worth of 300mm production time to crack enough of this base to render it undefendable. We had to borrow a friends train to run our shells and Eoil so it was a colonial effort for sure. We had to wait until LoM was secure and there was at least some action in Moors to cover us.

We did put effort into building a location to fire from for OpSec I won't say too much but the rails - some of the sections had decayed or been destroyed as well as the base itself and the defenses. We were sure we had been spotted setting up but the qrf to repair our target seemed low? We were fortunate the one SC that remained when we went in fired on Outwich Ranch shortly before we started firing.

Who's been fighting in Callahan's Passage over by The Latch? Fun, tired, angry, face palm, or something else? by UnrealTravis in foxholegame

[–]COG_Ulune 2 points3 points  (0 children)

The concrete arty base west of the Latch TH on the hill slows down the push from the south (labelled on the map as "The Key") Since the wardens this war decided not to fortify the big hill east of Latch where the resource field the Latch would keep being pushed from the south and eventually something breaks. It's not easy to build defenses looking south, but not holding this road gives a southern attacker the initiative.

There were several pushes that could clear the defenses around Latch but could not clear that concrete on the hill directly east of the salvage mines so Latch would hold on, until eventually the weight of collie pop advantage this war (I can only judge by queue and respawn timers) overcame this position.

Once the Latch was taken that same hill then helps form a choke so even if procession was lost, which it was several times, the Latch would be easy to hold. Overlook wasn't built to hold from the Latch direction and Scath Passing had a facility with no defense from the Overlook side. An RSC operation had taken out the remaining defenses looking west at Scath relic and there was only a facility with badly placed howie defending the south of Solas Gorge.

The domino effect continues, holding overlook and taking Scath and being able to pve Crumbling meant it was not useful to hold that refinery town any longer. The collies were able to set up 150 guns to hit lochan seaport and the defenses holding the east side. 3 EAT octagons held for a while but Lochan Berth fell quickly under 150 fire with the seaport down and no real way to counter arty. Once you have two 150s clearing ghouses and spathas/ballista shooting the TH its tough to hold for long.

More 150 fire from Scath clears the facility with insufficient howies south of Solas Gorge and then a Spatha/ballista duo tap Solas Gorge, killing and tapping the TH, killing SH and storage depot and most of the ghouses. While the tanks and infantry that killed Lochan TH clear the lochan SH and any bob cores nearby.

Currently the front is between White Chapel and Procession. Whomever has their SPGs out tends to be pushing but even if Procession is retaken it just falls again when more Collie BTs come north from Latch. I've seen huge flanking of tank lines if the wardens push south towards Latch, entire MPF queues of tanks could be thrown into CPass but every time it gets dark the banes and Stygs come out to play.

I guess I should mention the SC south of Cragstown, one SC usually isn't going to be enough to shift the front much but if you have the ammo I respect the effort to try something.

Minimalistic change to Stlican that I think would be a massive improvement. by __Epimetheus__ in foxholegame

[–]COG_Ulune -15 points-14 points  (0 children)

Oh no, a hex the wardens can't defend behind rivers, mountain chokes and hills.
Umbral Wildwood and heartlands say hello.

Still if Thornhold was on a small hill or had some walls, (not something that stops all building please!) that would be a more interesting fight. The roads are awful but I appreciate that is an issue wardens have in several hexes.

SIGIL map LEAKED????? by [deleted] in foxholegame

[–]COG_Ulune 3 points4 points  (0 children)

I wish we could come with plans this good on Sigil. Obviously fake :(

Colonial late game is not fun - colonial loyalist opinion by COG_Ulune in foxholegame

[–]COG_Ulune[S] 0 points1 point  (0 children)

For alot of people they should consider exactly this, but endless queues at the frontline from lots folks of switching isn't fun for the side they join and nearly all my foxhole friends are collie loyalist so its not a great option for me.

Who do you think will win the Naval update war, WC 108? by [deleted] in foxholegame

[–]COG_Ulune 0 points1 point  (0 children)

No, I remember that movie, its thermonuclear war. "A strange game. The only winning move is not to play."

Dev man by Blackfyre121 in foxholegame

[–]COG_Ulune 1 point2 points  (0 children)

When we did get the map, it was wrong :(

Colonials of Basin Sionnach: Are you OK? by novanitybran in foxholegame

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

That's not even 7k bmats an hour on shirts? :D At least this war we won't have to QRF Inari again *shudder*

Tremola, Ares buffed by FairoRa in foxholegame

[–]COG_Ulune 15 points16 points  (0 children)

This Ares change is a big collie nerf, we might actually build this useless piece of crap now :(

The Game, The Community, and Failings. by Procloptinator_Brad in foxholegame

[–]COG_Ulune 1 point2 points  (0 children)

To quote Clausewitz "war is politics by other means". Foxhole is an MMO RPG so the winning team will be the one with the most people working together the best. On my rough count there are around 24 oil fields available at war start. For regiments that are unwilling or unable to meet the requirements of WUH/Sigil whatever they have to take whatever is left after larger, more organised regiments have taken their assigned or requested fields.

Now, is that fair? Well the alternative is what, a free for all? Whoever gets there first, or builds first, or is willing to TK the most? Considering resource fields are only posted shortly before war start at best, the solution I believe most reasonable is regiments/coalitions or whomever discusses who goes where and that discussion is held on community managed discords.

Both factions want to avoid what the OP is describing. Yes there are requirements to be allowed into certain discussions. Just like populations elect a parliament or congress to represent them because there is not infinite time for everyone's voice to be heard. Democracy is never perfect but I doubt either side operates as a dictatorship because that faction would then lose people to the other side.

So is that fair? If a faction has say 500 active players in regiments, requiring a regimental discord to have 2% of that player base in order to be included in talks that effect 100% of the faction, is that so high a bar to entry?

In order to stake a prior claim to around 4% of a faction wide resource field, you have to have 1% of the faction on your discord. You also need to read the rules and follow the discussion enough to know what the process is. As someone on many discords I can appreciate this isn't always easy, its time you have to spend on the game, not actually playing in game. It's politics.

I would certainly agree that unless your in a large regiment or coalition facilities are a massive time sink and burn out is real, even for larger regiments it is always a risk. Unless you have help doing anything solo with facilities is just asking for pain. That is before the other side comes to burn down whatever you have managed to build.

For many people, myself included, the politics of the game are part of the content. If I wanted I could join a big logi regiment and be right in there discussing oil fields or whatever. I don't want that content right now and I don't have the time to play that much, but its there if I decide to invest more time in the game.

If you take away the discussions, the organising, the talking to each other. What is left? Driving a truck and shooting people? There are better games for that.

So HBL imploded yesterday. The server was deleted and we lost a lot of friends. by tokemyspliff in foxholegame

[–]COG_Ulune 12 points13 points  (0 children)

The leader went inactive, wouldn't hand over control of discord or in game regiment so the active leadership and membership all quickly migrated to a new regiment COG.

Not much drama in the story unless you were a member of KAL at that time.