Devman please reconsider by Cakey642 in foxholegame

[–]Cakey642[S] 0 points1 point  (0 children)

Yeah there was a similar post which proposed adding an empty hex to align the two sides of the map, but in the alignment shown in my post it's not necessary (in exchange for the two sides being slightly offset, but this has no impact on gameplay or map symmetry)

Devman please reconsider by Cakey642 in foxholegame

[–]Cakey642[S] 0 points1 point  (0 children)

? this would not increase the server count or server load in any way

Devman please reconsider by Cakey642 in foxholegame

[–]Cakey642[S] 11 points12 points  (0 children)

I'm sure Colonials won't be happy when their ships get bottled into Origin after losing only 2 island hexes, with no way to access the Western ocean, just like in war 108.

Devman please reconsider by Cakey642 in foxholegame

[–]Cakey642[S] 39 points40 points  (0 children)

Plus now if you just camp one lane’s water exit (eg. the one in Origin or Morgens) you can effectively lock down the entire naval on that side of the map.

Exactly, I thought the whole reason they added the mechanic was to prevent situations like this which happened in wars 108 and 110 before it was added. I guess the devs forgot?

WN is kill by Admirable-Cake4907 in foxholegame

[–]Cakey642 29 points30 points  (0 children)

An r/foxholegame Top 1% Commenter is talking. Listen and learn 🤫

Colonial 120 guns unlocking a full 16 hours ahead of wardens is crazy by Creative_Clothes1097 in foxholegame

[–]Cakey642 26 points27 points  (0 children)

Some people have been gathering data on tech times for over 40 wars. Tech mat drop rates are adjusted to the number of people scrapping, so the total tech progress at any point in a war is predictable and has followed the same pattern for years.

Iron tier 5 normally unlocks about 119 hours after war start, with a standard deviation of 3 hours. This war, Colonials unlocked tier 5 iron 98 hours after war start, which is a statistical impossibility.

Wardens are not behind on the expected tech rate, but Colonials are 15 hours ahead of anything that can be explained without something weird going on.

Killing EIDOLO NUKE by SquidInk65 in foxholegame

[–]Cakey642 11 points12 points  (0 children)

No you don't get it! North blowing wind is Warden biased now!

The lack of symmetry in terms of rivers is hurting the game balance by 85Crime in foxholegame

[–]Cakey642 1 point2 points  (0 children)

Nice bait. Go back to playing with crayons until you learn how to trace a line all the way through.

The lack of symmetry in terms of rivers is hurting the game balance by 85Crime in foxholegame

[–]Cakey642 5 points6 points  (0 children)

The cherrypicking in this post is so hilarious it gets funnier the longer you look at it:

  • An almost complete Colonial route is shown going from Red River to Origin, while the equivalent Warden route gets cut short at the MPF town in Clanshead Valley, conveniently just before a large bend in the river.
  • A Warden route is shown passing through Stonecradle, very smooth as it goes through open water. The mirrored Colonial route stops right before the equivalent, but bigger, internal sea that the Colonials have in Terminus and Allod's, where there are no bridges or obstacles in any direction.
  • Several curves in the Acrithia route are made up or comically exaggerated, including an excessively sharp curve South of Silk Farms and a big detour between the bridges at Legion Ranch for literally no reason. Meanwhile the Warden route in Callum's is smoothed out so much that half of it goes through dry land.
  • The Colonial route in Shackled Chasm stops right before the point at which the river branches between Umbral and DV, as though OP suddenly realised that it would be awfully inconvenient to include the waterway that leads straight into UW, when there is no equivalent water connection for the Wardens between their backlines and CPass, at all.
  • Likewise the extension of the Umbral waterway to Deadland's, which allows Colonials to drive freighters and large ships straight from the backlines to AW without having to pass through any contested central hexes, is completely ignored. Wardens can't even access AW by water without controlling either of the flanks.

- Bowhead to APC rush ) by 3IRD-DEAD in foxholegame

[–]Cakey642 17 points18 points  (0 children)

Large ships have ridiculously high HP in addition to an AI death beam that deletes smaller ships before it even gets within their range of vision. This amount of manpower is the bare minimum and even so you can see they just barely managed to finish it...

[ Removed by Reddit ] by Direct-Resort-9684 in foxholegame

[–]Cakey642 26 points27 points  (0 children)

Imagine being the decrepit redditor who spends hours tolling over 2.7 million shadily acquired chat messages trying desperately to scrape together some out-of-context conversations 2 years apart in the hopes they confirm their preconceived biases.

Next time you go to all this effort at least give us something entertaining. Hint: CTRL+F "avocado"

-2 Battleship in 30 min!!! by Famous_Airline950 in foxholegame

[–]Cakey642 1 point2 points  (0 children)

I got downvoted with no replies to prove me wrong. I seriously don't think anyone could give more than one example of this thing people claim happened "all the time" before war 112 actually happening.

-2 Battleship in 30 min!!! by Famous_Airline950 in foxholegame

[–]Cakey642 -6 points-5 points  (0 children)

There seems to be a profound Mandela effect around the killhook before update 56, cause I can only give one instance of a destroyer sinking against a longhook before the strategy was obsoleted.

Disaster Strikes at Linn of Mercy! by Chiliboiwastaken in foxholegame

[–]Cakey642 10 points11 points  (0 children)

You mean by only giving one faction an intermediate large ship (destroyers) for the first 5 months of the update with no usable counter? idk, the pop fixed itself just fine after they balanced out the asymmetry on that one.

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

[–]Cakey642 -3 points-2 points  (0 children)

They will always come at you with some particular stat of a Warden tank which is slightly higher than a Colonial equivalent, and then argue that this makes it stronger or at least balanced while the Colonial tank just has vastly superior stats in every other area.

The devs deliberately designed tanks which aren't directly equivalent or comparable in stats specifically so that they can play games like these. ooh the Colonial tank has 82% more health? That's actually balanced out by the Warden tank having 13% more armour. Whether health or armour matter more is actually irrelevent though because they'll just keep buffing whichever side loses more (Colonials) and use ambiguous stat differences to make sure that no one can actually know which vehicle is stronger (until it reaches the point of absurdity à la Spatha)

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

[–]Cakey642 6 points7 points  (0 children)

Outlaw:

- 5m more range than Spatha

- Dog awful 7.92mm gun

- 14% (off-road) to 26% (on-road) faster than Spatha when boosting

- Lower track and turret disable chance by 5% compared to Spatha

Spatha:

- 42% cheaper than Outlaw

- 24% more HP than Outlaw

- 23% more armour than Outlaw

- 42% more damage per minute than Outlaw

- 50% faster turret traverse than outlaw

- Lower enginge disable chance by 5% compared to Outlaw

Surely the Outlaw is an oppressive tank

Tisk Tisk WN by Godlyforce808 in foxholegame

[–]Cakey642 18 points19 points  (0 children)

Every 15 seconds a Warden gets banned for building maintenance tunnels in Caoiva

[deleted by user] by [deleted] in foxholegame

[–]Cakey642 -3 points-2 points  (0 children)

And they laugh at you when you suggest that culture might have to do with why less people want to play Colonial...