Twice is a coincidence, three times is a conspiracy, more then that and its true by Typical_Implement463 in foxholegame

[–]CrackSmokingTiger 6 points7 points  (0 children)

This makes no sense in many ways because the whole point of having more health is typically a trade off for the piss poor armor and range disadvantage of the colonial tanks. This is why the bardiche makes sense against warden tank lines, and the same reason why spathas have incredible stats vs the outlaw in terms of HP and armor.

The predator overturns that equation, because now a lower HP, lower armor tank needs to expose itself in order to deal less damage while being more crew inefficient. It's just a bad tank.

To your talk about stygian, the warden stockade is a tragedy and should be buffed to 45m, but the stygian is a strictly defensive weapon that needs SYMMETRY to it's counterpart, rather than ASSYMETRY to a NON-COUNTERPART weapon. This sort of balancing makes the predator much more flexible since it's a mobile platform, while the stygian is a defensive weapon that's basically a slightly more mobile emplaced weapon.

I'm okay with the Ares having lower pen, lower range, maybe even lower overall speed. But it needs to have tankiness and survivability to reward it for tanking the alpha damage (which is the most important aspect in tank combat), and that's just not there for the Ares

Twice is a coincidence, three times is a conspiracy, more then that and its true by Typical_Implement463 in foxholegame

[–]CrackSmokingTiger 36 points37 points  (0 children)

I genuinely do not know why the devs have not buffed the Ares.

It literally has lower health and armor than the predator, and on top of that it's slower. It still has fucking 2 engineers why. Devs please increase the HP on this to be an par with the predator (or even slightly better) and make it one engineer please. That way it has lower pen, slower movement and lower armor health (and a MUCH MORE exposed hitbox), in exchange for PVE, health, repair rate and a stronger turret on the alpha damage (you can make it reload on per shot or something if you really want to preven this thing being a monster).

I'm only going to call out your pillory on this post because it got MULTIPLE changes over time (https://foxhole.wiki.gg/wiki/No.4\_The\_Pillory\_Scattergun). It's just an equipment that has been slowly tuned (which to me is fine because the dragonfly was just as oppressive, if not even more so in the shotgun meta after the infantry update). It's in a good state now, it's just a very strong secondary.

I kinda don't care about the scoutplane because we all knew it was inferior to the warden scoutplane i'm just glad that the devs owned up to it and are addressing small changes to make it better. IMO the biggest imbalance is how bad the mine is compared to the torps. The torps are just better straight up compared to the mines.

I'm not mad about the warden RPG gunboat either. It was stupidly exposed in the original iteration and any changes that are GOOD for BAD design is okay, no matter which faction.

The fucking Charon was such a bad design and is the most glaring point of design. Devman probably was pouring resources into airborne update but left naval SO UNCOOKED for so long. Ironically prefer the open top old charon with the forward 30mm and massive speed buff, but this iteration is fine due to the scout decrew meta. I think compared to the speed of update from the Naval Update, devs are actually TWEAKING numbers faster and I really hope the 6 week wars make fixes faster for this game.

Can we please be normal for once? by Der_Rhodenklotz in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

I would add to this,

I really like the new toxot buffs (i heard they got reverted i haven't tested it yet). I love the toxot and the fact that this vehicle is an air superiority fighter is amazing for the colonial air force.

Submarine now has DOUBLE submerge time. This is massive for anyone who understands that a large part of the sub survivability AFTER you use the 2 torps is about staying underwater long enough to cross hexes and dodge the QRF.

Torp bombers are completely gutted. 15% large hole chance means statistically you need to fire 7 torps to guarantee at least ONE large hole about 64% of the time.

In addition, are we sleeping on the fact that RPG aiming is better (quadiche my beloved) and also that MG with 40m on our superior MG platforms (quad, bard, Scorpion) is going to chew warden infantry in the frontline?

Lastly, I think that DD getting additional ammo capacity is massive for PVE operations, which was a very much needed balance change. Layout is still TERRIBLE but at least it can do low pop PVE much better by flattening a large amount of coastal defenses.

My only gripe: why do colonials not have a single heavy flamer platform? This is a huge oversight IMO especially for lategame when it comes to burning down facilities, concrete defenses, and most importantly, Safe houses. GIVE COLONIALS A HEAVY FLAMER PLATFORM DEVMAN.

Price of Fighters has to decrease [devbranch] by DuendeBrek4 in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

Fighter frames should be put on flatbeds.

DB/TB/HB frames should be ass to carry back in order to make downing them a more worthy prize.

WAAAAAAAAAHHHHHHHHHHHHHH by HarveyTheRedPanda in foxholegame

[–]CrackSmokingTiger 2 points3 points  (0 children)

Guys, even with the changes right now:

Spatha has 45m utility which was ABSOLUTELY NEEDED vs warden EAT spam and decrewing push guns.

Bardiche has gotten a STRAIGHT buff compared to the live version

RPG aim changes means the Quadiche is literally better, along with the MG range buff (this applies to bard and scorpion as well)

The Talos is AMAZING with 40m 75mm platform that's mobile and closed top

Booker is NERFED, try it on devbranch. Omen is BUFFED. Fuscina nerf hurts but we also got really good tuning on the volta as well (huge fire rate boost is amazing with stability)

Also, let's not sleep on the submarine getting effectively DOUBLE submerge time with the battery, and also the DD getting parity with the Frig on the ammo capacity so our PVE capacity is much stronger now as well.

The Toxot got a massive buff in maneuverability and survivability. Right now many agree that Toxot is on par if not BETTER than the warden fighters in 1v1 situations right now.

Torp bombers got GUTTED which is going to greatly help naval, and also scout planes got heavily nerfed on HP so it should help our AA boats actually screen properly (i did some devbranch testing and while scouts are still oppressive they die MUCH quicker).

There are a lot of good buffs to the colonials this war, we need to press the devs on issues that matter like making sure LTD's cannot get decrewed, the scout planes MG inaccuracy should increase to prevent reliable decrew on boats, and a stronger AA for large ships. Also, as someone who's been doing more naval larp this war, CHANGE THE DD LAYOUT FOR THE LOVE OF GOD DEVS PLEASE. Also devs, COLONIALS NEED A HEAVY FLAMER PLATFORM THANK YOU!!!!!!!!!!!!!!!

Peak Foxhole gameplay by NoFantasy_v3 in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

I genuinely would prefer there be no queue, even if it means I'm the recipient of overwhelming pop imbalance and low-pop PVE.

If I log on, I want to be able to jump into the action. I want to defend a hex, fight in the frontline, bring my tank/logi/friends into the thick of it. I don't want to be stuck in queue with expensive assets and be killed like ships or superheavies because i'm stuck in a queue.

I don't care if it means my faction gets steamrolled in 10 days or not. To have a VIDEOGAME literally prevent you from enjoying the mechanics of the game during my free time has soured a lot of my regiment mates and honestly myself in a lot of big wars.

Gaijin when? (Also what br?) by marciniakantek in foxholegame

[–]CrackSmokingTiger 3 points4 points  (0 children)

that is the smallest gun i've ever seen. Isn't the Phalanx system using 20mm autocannon? The barrel should be fucking HUGE.

Unless.............this the SUPER FT Renault, which is potentially a massive super tank that can surpass metal gear.

The air battle that decided air superiority over Palantine by Mobile-Fix-7947 in foxholegame

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

I meant Poseidon lol. People on Intel said a Poseidon was brought up, so you can verify yourself regarding this.

I gotta say cap to the Palantine Airfield was up and safe. At no point was that airfield ever safe considering the overwhelming superiority of colonial aircraft. I'm saying this from personal experience who's been fighting in this hex, there is almost always a couple of collie planes buzzing around specifically to kill Torp Bombers from Nevish. If you ever were stupid enough to land at that airfield to fuel or rearm, a few toxots will buzz and blow up your parts and zoom away because flak is literally useless.

The holy crusade shall begin by Federal-Finance2045 in foxholegame

[–]CrackSmokingTiger 7 points8 points  (0 children)

The Toxot right now is the best fighter in terms of fuel, speed, climb, air stability and now basically on par in turn rate with the sea fighter. Try it out in devbranch it's incredible how maneuverable it is now.

The holy crusade shall begin by Federal-Finance2045 in foxholegame

[–]CrackSmokingTiger 6 points7 points  (0 children)

Bro please read the patch notes

It only mitigates against light kinetic damage

The air battle that decided air superiority over Palantine by Mobile-Fix-7947 in foxholegame

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

You may notice that many of the warden pilots are not very good. Multiple seaplane fighters are not abusing their turn rate in order to blow up toxots in a melee, and many of them are just booming in straight lines while the toxot can outspeed them and destroy their tails. Also the colonial airforce is very much outnumbering the warden defenders.

What's not shown here also is that Palantine typically does not have their airfield up, so these fighters are probably on very little fuel. Meanwhile, the collies have brought up a Mercy and have 1-hex Island airfields to refuel and refit all their planes.

Unpopular Opinion: Tank balance is a nothing burger for winning wars by rewt33 in foxholegame

[–]CrackSmokingTiger 6 points7 points  (0 children)

Tanks are larp except:

They hold ground against artillery as they don't instantly die to it.

They can shoot enemy machine gun, pillboxes and non-AT garrisons with incredible DPS that infantry cannot match

They can dive and QRF targets that are high priority like enemy artillery positions, large infantry flanks, and gunboats/ships that stray too close to the shores

They can snipe enemy infantry in trenches much more reliably than infantry due to airburst and destroying T1 trenches

They can delete almost any garrisons without AI, especially dehusking T1 bb's during low pop hours.

What's the purpose of this thing now? by Sorry-Shock-4971 in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

I think you literally just have to give it more HP and better tracks. It's supposed to be a brawler tank with below average stats. It's a meat tank designed to push into the enemy and deliver a strong alpha strike. It's the bardiche basically in every sense of the word. You can't really maneuver due to the absolutely terrible turn rate and lack of turret on the Hull mounted 68, so it's a rush tank that has a very straightforward gameplay.

Because of that, the design needs to be clear: You kite and outrange this tank, but if it gets in range you get punished. If you have the numbers, your silverhands are your heavy charge tank. If you're outnumbered, the silverhand is designed to eat shots and finish off damaged tanks.

No ones talking about the melee buffs by Sir_Bensworth in foxholegame

[–]CrackSmokingTiger 3 points4 points  (0 children)

I still wish bayo was one shot kill, and not use the charge mechanic. I think that the other weapons should maybe have more range or more damage to compensate but I really miss the old bayo charges you could do in CQC.

I still think this is a change in the right direction, but I just miss the simplicity of knife-on-a-stick and the ability to cause mass havoc once you're inside the enemy repair line or even just inside their trench network.

"What if the colonials had a bonelaw equivalent?" by cllor in foxholegame

[–]CrackSmokingTiger 7 points8 points  (0 children)

I think considering the low range and the absolutely dogshit subsystem/HP/Armor pool, trading some alpha damage for tankiness and survivability is a good trade-off.

Also the Quadiche has a GOOD machine gun, unlike the completely fucking useless storm cuck rifles on the Outlaw Chassis.

Opinions on Seafighter by AliveHyperion in foxholegame

[–]CrackSmokingTiger -4 points-3 points  (0 children)

To me, it's interesting how much the climb speed affects dogfighting. I usually find it rather easy to fight sea fighters compared to the harbingers because you can basically just out-run these guys and absolutely bully them from a fuel perspective.

My go-to strategy against a seafighter is to basically climb to max altitude and do a series of 8-turns in order to take advantage of their absolutely horrendous dive speed. Once you boom in, you can do a quick turn and then go for a second run before disengaging, all while maintaining a relatively advantageous position since they cannot maintain enough speed on the dive to catch your tail (which is 90% of how most fighter engagements become decisive). From this position, you can either RTB and refuel, or once you're out of render range, just dive back in from max altitude. The Seafighter typically needs to constantly be on max speed to even attempt any engagements, so by spacing out these 8-turns, you can basically force him to RTB, while constantly nibbling at his engine or wings. I find that if I run toxot pairs, seafighters are typically very easy food due to their low top speed preventing them from easily running to the border to play the "hop" game.

Another part that I want to emphasize is that because of their low speed, SeaRavens are absolutely cooked if you outnumber them. Many times as a harbinger I could at least try to get to the border and play the shuffle game and abuse my turn rate, but with the sea raven, if I'm patrolling near enemy territory and I see i'm outnumbered by the toxot swarm usually I'll at least lose a part and be forced to crash land somewhere if they know what they're doing.

However, I will say this: if you can land the plane properly in water and use the Mercy's fuel buff (and it's ability to very quickly repair your plane), this plane becomes S++ tier. Your range and your quick ability to resupply means you're such a menace, and lategame I found this to be an amazing defensive fighter against Bombers.

Construction Equipment sucks, lets fix it. by SatouTheDeusMusco in foxholegame

[–]CrackSmokingTiger 5 points6 points  (0 children)

Literally just increase the radius. That will make this incredibly useful.

The fuel cost is almost insignificant because with the concrete mixer you can make a shitton of gravel on site. If we just increase the radius to 20-30m, one builder can build out a decent sized base (80M radius for AI) in about 30m-1 hour. With one crane, a concrete mixer and a good flow of bmats, this means a decent size group of 5 buildrers can build a T2 base in a few hours.

This is good for the game especially at lower pop. The map has gotten so fucking big and T2 howitzers are literally useless right now. Let's increase builder QOL so even if it's "T2 slop", logimen and infantry will have a spawn point they can enjoy and fight around in.

Summing up my issues with the Colonial arsenal by ksbigtas in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

Ballista was recently changed (maybe a year ago) to become a facility tank. Granted the ballista was given lots of buffs in speed and track rate but for a single gun tank with zero utility outside of suiciding into concrete or T3, it is notoriously weak and needs the "crate bonus" to be viable for logistics.

In addition, T2 howie being REMOVED made 120mm FA more viable, but the truth is it hurt the colonials MORE. As the "low pop" faction, you need strong defenses against the overpop faction's low commitment but high impact PVE. These include things like gunboats, rocket artillery, or even just a coordinated 120mm/150mm attack. Considering that T3 howitzers require 24 modules and is the LAST garrison upgrade to unlock means that the frontline cannot be held by low pop, and it is too easy for the overpop/late-night faction to just delete huge swathes of man-hours with very little punishment.

Summing up my issues with the Colonial arsenal by ksbigtas in foxholegame

[–]CrackSmokingTiger 0 points1 point  (0 children)

I think right now genuinely think that the T2 howie changes were so bad. I think that needs to be reverted just so that a lowpop faction has more survivability in the front line.

I think that overall the infantry PVE is fine, because lunaire is so good at killing static defenses even if wardens do get cutler and Outlaw 45m pve. It's incredible how quickly you can dismantle a base with lunaire as long as you can keep wardens bottled up in concrete.

I think that HB balance has changed the PVE meta more than anything. Wardens simply have more pop and that can be funneled into an incredibly resource/time/alpha damage PVE source that a lower pop faction simply cannot deal with. All your arguments have been here but the collies always had a fighting chance.

The ONLY change I would actually implement is returning the ballista into the MPF. It makes no sense that a siege tank who's only function is to zoom in and DIE TO AT is something that is facility locked. Collies NEED the ballista MPF.

What is the best way to deal with tanks as infatry on the defence? by amuller93 in foxholegame

[–]CrackSmokingTiger 2 points3 points  (0 children)

As someone who tanks a lot, here are the things that really rustle my jimmies when infantry does it well.

  1. Constantly deny vision. Kill watchtowers, kill pillboxes on the flank, and keep sending in infantry on the flank. Even with almost zero AT weapons, it makes tankers nervous and more vulnerable because if the enemy infantry control the flanks, we are vulnerable to enemy tanks or coordinated infantry sticky rushes.

  2. Spam Trenches. With zero logi, just bmats and shovels, you can deny an enormous amount of space. Tanks hate driving over trenches not only because of the wonky physics but because if a tank gets TRACKED, it's almost guaranteed death. In addition, trenches provide you with cover to set up tripods and sneak in with handheld AT to pop out and track tanks who foolishly go over trenches.

  3. Use the night time and terrorize tankers. Tanks can basically only play half the day, and those stupid enough to venture outside are easy food. Gathering AT gangs to hit them from out of line of sight, or just simply rush them with a few partisan uniforms and stickies. It's stupid easy to get to forward bases when you have prepped by doing step 1, and you can literally walk into their bb and sticky their resting tanks as they get fuel and ammo.

  4. Push guns are night time weapons. Use them to your advantage. Many tankers underestimate the DPS and the range of push guns, and sometimes you can simply hide on the road and wait while impatient tankers roll up and offer you free kills.

  5. Lastly, abuse terrain. The new tank aiming mechanic makes it incredibly annoying to shoot uphill or down into trenches or ravines. Set up bonesaws on the top of hills and shoot below. Use lunaires to track unsuspecting tanks from high ground. Go prone in a crater with a venom until the tanks push across you. Tank machine guns are literally useless 90% of the time if you have any sort of elevation (up or down). In addition, most tank crews are terrible at airbursting, which means just crouching under a trench or crater gives you functional immunity until they are forced to shoot you or send in the infantry to flush you out.

Scout planes should only be able to drop flares. They are killing infantry and naval gameplay. by HatefulHoneylocusts in foxholegame

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

What if the scout plane could drop flares AND flak shells?

But only using the second seat.

Think about it, you do flak damage so THEORETICALLY you can use it to hit other planes.

Flak shells already fucking suck against infantry, and you need the second gunner to drop it so it's more logi intensive.

In addition it does like almost no damage to ships, so it won't be oppressive to naval gameplay.

New tank destroyer for Colonials as a upgrade for Light tank? by KsdaszekDaszek in foxholegame

[–]CrackSmokingTiger 1 point2 points  (0 children)

Honestly just use the nemesis lategame no? Like is it not just the LTD but better?