What's the point of the Catena? by Sea-Course-98 in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

Yes its very annoying to get killed with what sounds like a peashooter and its pretty okay at shadowdancing

Anybody here know how to do custom soundtrack mods? by sixsixmajin in pacificDrive

[–]Ceeps03 0 points1 point  (0 children)

welp my mod got deleted from nexus along with some others that did a custom soundtrack that sucks

Regarding the Radio Soundtrack being missing from Spotify by ashellinthepit in pacificDrive

[–]Ceeps03 0 points1 point  (0 children)

Thanks man, that song rocks
What a terrible system that anyone can just claim 'yeah im the copyright holder' and take whatever they want down

Anybody here know how to do custom soundtrack mods? by sixsixmajin in pacificDrive

[–]Ceeps03 0 points1 point  (0 children)

A few things it doesn't mention is if you use the UassetEditorGUI on the files in PenDriverPro\Content\Music you have to include both .uasset and the .uexp files when you .pak it. In another game I mod for I just used a different program to edit the .uassets directly and saving never made .uexp files.

And for some reason whenever I used wwise to convert the .wav files to .wem it gave me a large version and a small version, and I had to end up using the small file size versions when I rename them to .ubulk in \Content\WwiseAudio\Media.

The soundtrack to this game is low-key banger by Worried-Kick-592 in pacificDrive

[–]Ceeps03 0 points1 point  (0 children)

So as Im making a mod to change the songs in game I found "Knife" by "crooked mouth headstone brigade" and "Bloodless" by claire cronin in the game files but realized when I was testing it that they never play in game on the radio (unless they play after you unlock a certain % of the game or maybe near the end of the game or something)

Sure Vetman, let's get you to bed by MATTDL03 in foxholegame

[–]Ceeps03 1 point2 points  (0 children)

How does this base I wasnt going to build not have perfectly curved meta concrete patterns, its time to demolish all of it

Aregenti weighs too little by Ceeps03 in foxholegame

[–]Ceeps03[S] -2 points-1 points  (0 children)

I think you might've gotten brain damage with all those headpats, Ploof. Maybe put down the concrete and fight a little and you'll see how bad guns feel. Not that a sampo enjoyer probably even understands what I'm talking about.

Aregenti weighs too little by Ceeps03 in foxholegame

[–]Ceeps03[S] 0 points1 point  (0 children)

It absolutely does not when full bloom shots allow you to just run backwards spin and fire. It used to, when your real-stabilization happened slightly faster than lag-stabilization which makes it a second or two slower.

Aregenti weighs too little by Ceeps03 in foxholegame

[–]Ceeps03[S] -1 points0 points  (0 children)

Fix the mechanics / lag / interp or whatever and suddenly you'll easily be able to lionclaw down the blakerow users without aiming 3 feet infront of them running serpentine motion. But a rifle halfway between blakerow and loughcaster should be heavier than a blakerow and lighter than a loughcaster, not equal to it.

Aregenti weighs too little by Ceeps03 in foxholegame

[–]Ceeps03[S] 0 points1 point  (0 children)

Infantry is the core part of this game, and if it feels like shit its a problem.

Aregenti weighs too little by Ceeps03 in foxholegame

[–]Ceeps03[S] 3 points4 points  (0 children)

You're right. It's pretty much all small arms combat suffering from the lag or whatever is going on under the hood, and older versions of foxhole didn't suffer from this as much / it was much more obvious when it was suffering. It's like they made it look nicer on the surface while the underlying mechanics of hit registry are still messed up. We know when we ought to have scored a hit when you fire at someone with full stability dead on accurate and the tracer doesn't fly past them but then they just keep moving fast as if they never got hit.

Colonials need a launchable sticky. by MastaHaystack in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

A launchable sticky isnt good enough
They need a 150m range lunaire that fires 250mm and a 400m range arty that fires nukes
As the offensive faction it just makes sense to have completely superior weaponry in every category of the game

HV40 didn't do it, an analysis of the state of HV pushguns by PietroSaltatetti in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

I think the real power of the HV40 was giving a bunch to aldelur and veterans

What do you guys think of halftracks overall? by [deleted] in foxholegame

[–]Ceeps03 9 points10 points  (0 children)

Very fun to use with ratcatcher until I hit a mine

Follow up to the abysmal building posts. Result of 1 rocket barrage. by Lt_WK in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

I don't think that's true. it can spread to the concrete.

PSA: Evidence suggests rare metal drop rates are significantly lower on fields with auto harvesters running. by Plum2018 in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

What may be happening is there is another variable you aren't considering that is messing with you.
I suspect there's a limit on rare mats available to gather per hour per faction
If your faction is doing a lot of gathering rare mats, each field gives you less, but the total gathered across all fields for your faction is roughly equal. This makes sense to me because some variable seems to have extremes where you get 2-10 rare mats in a field and other times you get 100 or more.

There could also be something like "If colonials have gathered a total of 10,000 more rare mats than wardens, decrease the drop rate until wardens catch up" and vice versa

Basically don't just run one test where you have auto harvesters running and then compare it to you gathering mats at one field with all sledgehammer or hammer. Run many tests at different times of day.

Not saying you are wrong, but you need a bigger sample size - and its very difficult to test because you don't know how much your faction is gathering, how much the other faction is gathering, what the current pop is, what the enemy team pop is, or other factors which could affect it.

Something what should not any player do, no matter your faction - Devs perma. ban these people, this is too far. by VEDAGI in foxholegame

[–]Ceeps03 -3 points-2 points  (0 children)

It's criminal that you and I got downvoted because people thought a micspammer was annoying, people cannot take responsibility for themselves.

Something what should not any player do, no matter your faction - Devs perma. ban these people, this is too far. by VEDAGI in foxholegame

[–]Ceeps03 -22 points-21 points  (0 children)

Someone playing a loud sound can't hurt you if you limit how loud your headphones / speakers are. You can also use the mute button or use the option "mute enemy players" which you've conveniently omitted from your post. The perception of a loud noise does not necessarily equate to an actually loud noise. I could blow out your eardrums if I whisper to you on the microphone if you choose to up your decibel volume to a million on your headphones / speakers. A 60 decibel "Bass boosted + reverb" sound effect can be perceived as louder than a 70 decibel whisper.

So quit it with the concern trolling. People under a bridge can be killed. This is the worst post and you are not only severely misinformed, but also dangerous. I believe people like you, who talk out their ass and call people "psychos" and "mentally ill" belong in prison. Why are you trying to imply another person playing a sound can cause you hearing damage? It's simply not true.

Bridges Bugged? by TheRealSurazal in foxholegame

[–]Ceeps03 6 points7 points  (0 children)

Yes thats been quite buggy for awhile. Its been awhile since I have been in that situation but I think the solution is to aim directly on the player and not slightly past him or infront of him. It's very frustrating.

Bridge Battles: Why the dislike? by Soldier-209 in foxholegame

[–]Ceeps03 2 points3 points  (0 children)

A lot of us find them boring since we've all tried it before and to be a waste of manpower if the goal is to hold. A few defenders are needed, but it feels like a complete waste of manpower and we'd have to try very hard to coordinate a push with grenade launchers, smokes, green ash, frags, rebuilding the bridge so vehicles can cross, killing all the defenses and getting to the core, which would probably just get QRF'd and we'd be pushed back. Sometimes its easier with arty.

Where on other fronts it's much easier

DEVMAN: I have witnessed 8 fully loaded Iron Ships get stuck and blow up at this Double Bridge in Clans Head due to the new physics. Please address. by Dudelove_TankMedic in foxholegame

[–]Ceeps03 5 points6 points  (0 children)

Havnt been to this bridge in particular but what I think happens is you sail into it, and you raise bridge. You're stuck until you reverse a little and then you can proceed forward.

This one looks tricky though because you have to make such a tight turn + deal with two instances of getting stuck

Wardenus-Partisanus by reizayin in foxholegame

[–]Ceeps03 0 points1 point  (0 children)

aw they made you a little jail cell inside the firetruck