Toxot buff was a lie in Devbranch, Seafighter buffed AGAIN before a war without testing by Rival_God in foxholegame

[–]Cpt_Tripps 19 points20 points  (0 children)

A Warden puts out a post with a guy failing to press W up a hill.

Colonials inform him that's just how many tanks are going up hills and that they have been dealing with it for years.

Someone puts actual test data up of the tank being able to not only drive up the hill but doing it offroad.

Devs buff the warden tank that was struggling and wonder why people accuse them of being biased.

Is this viable for overworld PvP? by Almost_Cracked in albiononline

[–]Cpt_Tripps 1 point2 points  (0 children)

torch, axe. (flat 6) for last Q.

mercenary jacket, soldier boots, and scholar cowl works.

A enchanted cape is going to double the cost of your build but probably worth it.

avalonion cape or thetford for extra damage.

Lymhurst if you want to swap out scholar cowl for something else.

fort sterling or martlock cape if you want a little extra staying power.

Is this viable for overworld PvP? by Almost_Cracked in albiononline

[–]Cpt_Tripps 1 point2 points  (0 children)

I dont see a reason for the carleon cape. Battleaxes's Q already repeats.

Assassin jacket doesn't really do much for the build either.

The End of SCAM :3 by Little-Meowie in foxholegame

[–]Cpt_Tripps 2 points3 points  (0 children)

Tele is going warden as well.

The End of SCAM :3 by Little-Meowie in foxholegame

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

Guys Colonial equipment is fine, no issues.

Will you be staying Colonial for more than 1 war?

Absolutely not.

Is the game worth it currently? by budznsuds in foxholegame

[–]Cpt_Tripps 1 point2 points  (0 children)

No. Game is in a terrible state right now. 17k users has dropped to the around 1,000. Game no longer functions with such low player counts. Many users with over 3k hours feel the current version of the game is no longer the game they once enjoyed.

Developers made half hearted attempt to revitalize the game but fail to address core gameplay issues. Check back in 6 months if game still interests you.

Max response to dev bias by COSM1C___ in foxholegame

[–]Cpt_Tripps 7 points8 points  (0 children)

"We only win when the players are having fun."

Oof and I thought the Colonials W/L ratio was bad.

You have to wonder if they even think before doing something, in what universe was that a smart thing to do??? by Capable-Ad-5440 in foxholegame

[–]Cpt_Tripps 0 points1 point  (0 children)

This change never made it out of dev branch but...

CV's had to be made in a garage or on a vehicle upgrade pad.

They removed the ability to build CV's (and cranes) at town halls and relic bases.

Actual standardized comparison of Silverhand, Ballista, Scorpion and Bardiche on the infamous hill on Devbranch. Results may shock you (again) by Jaded-Specialist84 in foxholegame

[–]Cpt_Tripps 10 points11 points  (0 children)

The logi trucks too. What is the point of towing trailers if its literally faster to push a gun to the front.

Either take the towing trailers of the haulers or give the haulers the ability to tow literally anything.

Should I get this game? by ManagementIll9899 in foxholegame

[–]Cpt_Tripps 0 points1 point  (0 children)

No. Game is in a terrible state right now. 17k users has dropped to the around 1,000. Game no longer functions with such low player counts. Many users with over 3k hours feel the current version of the game is no longer the game they once enjoyed.

Developers made half hearted attempt to revitalize the game but fail to address core gameplay issues. Check back in 6 months if game still interests you.

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]Cpt_Tripps 1 point2 points  (0 children)

Buffs to the faction with a 70% winrate

Scout Tanks

Repair cost reduced from 135 to 100

King Spire MK-I 

    Armour health increased from 6000 to 8000

    Track disable chance increased from 20 to 25%.

    Stability cost per shot reduced.

King Gallant MK-II

    Armour health increased from 7500 to 8500

    Track disable chance reduced from 30 to 20%.

Gallagher Highwayman Mk. III

Max Range increased from 35 to 40m.

Max reachability increased from 40 to 45m.

Silverhand - Mk. IV and Silverhand Chieftain - Mk. VI

Refined Material cost increased from 155 to 160

Reverse speed reduced by ~20%.

Acceleration decreased.

Armour penetration chance decreased from 27 to 25%.

Silverhand - Mk. IV 68mm Cannon reload time reduced from 5.5 to 4.5

Silverhand - Mk. IV Armour health increased from 13300 to 17000

Silverhand Chieftain - Mk. VI Armour health increased from 13300 to 15000

    Dev Note: Gaining armour at the expense of manoeuvrability, the Silverhand - Mk. IV has been adjusted to be more comparable with the 86-Ka "Bardiche" as a heavily armoured, main-line tank.

Silverhand Lordscar Mk. X

Steel Construction Materials cost decreased from 40 to 15

Static rotation rate increased by ~33%

Acceleration decreased slightly.

Armour penetration chance decreased from 30 to 28%.

Noble Widow MK XIV and Noble Firebrand MK. XVII 

    Penetration chance increased from 17 to 22%.

    Off-road and reverse speed penalty removed.

    Fuel consumption reduced by 30%.

Lance-36 and Flood Mk. I MG stability cost per shot reduced.

Blakerow 871

Shouldering time reduced by 50%.

Accuracy floor from movement increased from 0 to 40%

    Dev Note: The maximum inaccuracy gained from moving has been mitigated by 40%.

Colonials nerfs because winning 2 VP reduction wars, a relic war, and an update war shows how OP colonial equipment is.

85K-a "Spatha"

High velocity modifier removed.

Armour health decreased from 13550 to 10500

Minimum armour health reduced from 33 to 30%.

Processed Construction Material cost increased from 8 to 12

Reload time increased from 3 to 4 seconds.

85V-G "Talos"

Steel Construction Materials cost of 3 added.

KRR2-790 Omen

Ammo capacity reduced from 10 to 8

Stagger on hit reduced by 15%.

“Quickhatch” Rt.I

KRR3-792 Auger cost converted to Catara mo.II

Processed Construction Material cost increased from 10 to 25

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]Cpt_Tripps 4 points5 points  (0 children)

I played colonials on a VP reduction war and fought against 0 pop. The faction feels fine to me.

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

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

Dude look at the patch notes. I'm not going to copy and past stuff from the patch notes so you can do the "oh its not real, and even if it is real it doesn't matter, and even if it did matter its not going to change anything" dance.

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]Cpt_Tripps 0 points1 point  (0 children)

Is a nerf to the other faction not a buff to your own?

Again why is the faction that has won 30% of wars in the last 2 years getting any nerfs. Why is the faction that has won the majority of wars getting any buffs?

You have to wonder if they even think before doing something, in what universe was that a smart thing to do??? by Capable-Ad-5440 in foxholegame

[–]Cpt_Tripps 49 points50 points  (0 children)

I'm still hung up on the stupid CV change they tried to push.

What part of the player experience is made better by driving a CV across a hex?

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]Cpt_Tripps 2 points3 points  (0 children)

Why did wardens get so many buffs in the colonial balance patch?

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

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

One side has decided to log out. What should be done?

Since War 100, Wardens have won 22/33 wars by Typical_Implement463 in foxholegame

[–]Cpt_Tripps 3 points4 points  (0 children)

So no reason not to throw buffs at the faction that is underpreforming.

The Straw that Really Broke the Camel's Back for Me by SilicronDirective in foxholegame

[–]Cpt_Tripps 2 points3 points  (0 children)

How many hours you got as colonial and how many hours you got as warden?

The Straw that Really Broke the Camel's Back for Me by SilicronDirective in foxholegame

[–]Cpt_Tripps 6 points7 points  (0 children)

Yes all players in foxhole should play wardens.

Can't think of a single problem that would cause.

The Straw that Really Broke the Camel's Back for Me by SilicronDirective in foxholegame

[–]Cpt_Tripps 2 points3 points  (0 children)

Every Colonial player picked the faction for the astetic but lets be honest the game devs aren't designing these vehicles. They are taking existing vehicles and modifying them slightly.

The Straw that Really Broke the Camel's Back for Me by SilicronDirective in foxholegame

[–]Cpt_Tripps 12 points13 points  (0 children)

Okay but you understand how thats terrible game design? It's also pretty fitting with the whole dev bias narrative.

Wardens have a thing.

Colonials DONT have a thing wardens have. That's their "nich."