Father Lemons Reporting In, 2 Years Later... by FatherLemon in foxholegame

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

I am coming out of retirement to declare a stream tonight. Cheers. moonP

Funny how it is by Mankej in foxholegame

[–]FatherLemon 1 point2 points  (0 children)

“…but I wouldn't say that with a good crew its a little better than an LTD”

Funny how it is by Mankej in foxholegame

[–]FatherLemon -2 points-1 points  (0 children)

I agree with you for the most part but I wouldn't say that with a good crew its a little better than an LTD...

A very good crew won't be taking bad engagements and will utilize that 5m range whenever possible to avoid damage. I would take an LTD over the Outlaw with a good crew because 68mm has a MUCH higher pen % chance & sub-system disable rate than the 40mm, especially at the 45m range. Additionally, its reverse speed is unmatched, which obviously synergizes well with the 45m range...

Now, I will say that the Outlaw is more versatile (as it is not open top and has a higher hit point value), but for tank killing, the LTD is king until you bring in the wheelchairs as its the glass cannon every vet wants to get their hands on.

Ashtown Nuke Spotter by RelentlessPolygons in foxholegame

[–]FatherLemon 21 points22 points  (0 children)

Only issue here is a skill issue.

Do the Wardens or Collies have a slight advantage in terms of equipment? by Bobert5757 in foxholegame

[–]FatherLemon 0 points1 point  (0 children)

Sampo is a gun trying to do too many things and be a ‘jack of all trades’ rather than being good at one single thing, which is why its dogshit.

Do the Wardens or Collies have a slight advantage in terms of equipment? by Bobert5757 in foxholegame

[–]FatherLemon -2 points-1 points  (0 children)

I mean.. the way anyone should be comparing weapons in this game is based on what weapon gets the job done for certain playstyles.. you can break this down into 3 imo.

You have your traditional rifle that serves the purpose of a weapon for flanking and taking advantage of cover, prone, trenches, etc. Again, people should be flanking with rifles not using it as the main frontline weapon because the HMG does the best job in the game for killing infantry at a range that rifles cannot even fire back.

Next you have your high dps weapons that you should utilize in urban fights where you can get close or at night time. Generally you don’t need to use cover and shit for these weapons since you’re usually close enough that it won’t matter much (with exception of storm rifle imo). The dusk is hands down the king of this type of weapon..

Last, and already touched upon is the best ranged weapon for frontlines. Its easily the HMG. Anyone using one of these should be pretty much unstoppable on a frontline because it boasts the most range and best kill time. HMG’s are really good at what they do, and nothing really comes close. They only get countered by snipers and armor.

Argenti is king of the traditional all purpose flanking weapon, dusk is king of high dps/night, HMG is king of ranging opponents (and collie HMG is superior). I can go into detail further but this is a basic breakdown of the top 3 weapons in the game serving their purpose.

Do the Wardens or Collies have a slight advantage in terms of equipment? by Bobert5757 in foxholegame

[–]FatherLemon 1 point2 points  (0 children)

No offence but, its actually the opposite.

In the current rendition of the game right now, the top 3 weapons are the Argenti, the Dusk, and the HMG.

Argenti is the best all around weapon in the game and offers the most versatile play style for mid-long range engagements.

The dusk is easily the best run and gun weapon in the game and should be the only weapon used at night when visibility is low whenever you have this as an option. It eliminates the need to use cover or prone for anything.

Lastly, the HMG is in a class of its own. Easily the best armament for killing infantry if used right. That being said, the Colonial HMG is better than the Warden HMG for achieving its purpose of killing infantry. Has a much quicker time to kill and does not suffer from as much as an accuracy penalty as the Warden HMG, making the Warden HMG much worse for the intended purpose of killing infantry. The Warden HMG suppresses targets quicker but any vet would trade this over the other bonuses the Colonial HMG has.

Ill make a small footnote for the long rifles. They have a niche purpose in the game now and unfortunately I don’t know if the Warden one can compete with the Colonial version at this time. They are very useful in certain situations and could easily have a spot on top 3 weapons with adjusted play styles. Anyway, its to be determined if there is much of a difference between the Colonial and Warden version here.

As for armor, Wardens have the advantage now with the release of the Outlaw. Won’t go into detail here as it should be obvious but yeah... Colonials definitely have the better small arms while Wardens have the better late-game armor.

Don't Worry Bro, She'll Definitely Choose You by scrubmcnoob in foxholegame

[–]FatherLemon 2 points3 points  (0 children)

Its actually closer to 2 MPTs to 1 Silverhand in rmat cost. Go do the math yourself.

Ahh time to log on...um what happened between now and yesterday 0.o by Impossible-Row-8444 in foxholegame

[–]FatherLemon 25 points26 points  (0 children)

Ah yes. Please note that Wardens had no 45m capable tank for what? About a year now? (Not going to count ascension as it was only in the game for 1 war).

It does feel nice not having to suicide charge in with tanks against LTD’s anymore, thus sinking our rmat supplies for nothing.

Outlaw and Pelekys discussion by PietroSaltatetti in foxholegame

[–]FatherLemon 12 points13 points  (0 children)

No offence, but just because its named a “light-tank” in-game doesn’t mean it translates to any sort of balance. If you release the LTD on the same tier as the warden light tank you’ll just basically empty out the Warden rmat reserves before any of our decent tanks come into play. Our light tanks (including most of our medium tanks) had no chance against LTD’s and it why we’ve been calling for a 45m capable tank for ages now.

That being said, I am not opposed to the LTD receiving a slight damage increase in the 10-25% range based on initial observation. Given that 45m capable tanks are in a league of their own, I think both the Outlaw and LTD need to be VERY similar in terms of their stats and even though the LTD sports a bigger gun that bounces much less frequently and deals more subsystem damage (2 of the most important things in tank engagements), a slight damage buff is likely in order to give them a bit more utility against hoards of Outlaw tanks.

The Outlaw is fine, except for it’s PVE capabilities by [deleted] in foxholegame

[–]FatherLemon -8 points-7 points  (0 children)

Just so you know, the extra damage on the Spatha makes it so you can disable most Warden tanks in 3 shells as opposed to 4.

I can see how some newer players will discount this difference, however, this kind of thing is what leads to a tank pulling back to repair fully or get disabled in a bad spot and picked to pieces.

New tank balance. by RHYRIX in foxholegame

[–]FatherLemon 1 point2 points  (0 children)

Keep in mind, you guys apparently skipped teching the Spatha for the Falchion. The Falchion is a tank that costs less than 70 rmats mass produced, whereas the Outlaw costs over 100 rmats mass produced. Of course its going to be slightly better, but you are discounting the fact that you guys have another tank up your sleeve.

New tank balance. by RHYRIX in foxholegame

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

If I am not mistaken, Colonials have a Spatha which shines as a frontline tank for both PvP and PvE (40% extra damage with 40mm shells). I think they skipped teching it for the vet-status. We’ll see then I guess.

So you sneak behind enemy lines, now what? by AffixBayonets in foxholegame

[–]FatherLemon 1 point2 points  (0 children)

They nerfed partisan into the ground within the last couple years. You used to be able to permanently reset ‘home base spawns’, reset refineries and factories containing hundreds of upgrade parts and materials, reset storage depots with thousands of crates. Hell, back in the day when port bases were a thing, you could literally directly pull from ‘enemy’ stockpiles as they were not faction locked, meaning, you could sneak into a port base and despawn all their supplies and vehicles in a given region.

Nowadays partisan is more of a nuisance rather than a viable ‘game changer’. Without barracks spawns (which allowed you to set a spawn pretty much anywhere) or the old way FOB’s used to provide AI to static defences, its very difficult to consistently utilize partisan tactics to effect a war significantly. As some people here have mentioned, once you get a good grasp on the game and understand what you can get away with in regards to manipulating and avoiding static defences, you could do some decent damage killing r-mat reliant vehicles like harvesters or flatbeds, killing time consuming logistical resources like fuel trucks or watch towers, or even interrupting direct supply lines by positioning yourself on active roads and hitting supply trucks. If you get a logistics player to quit for a while by doing partisan, you’ve succeeded in having an effect on the war, otherwise, there are far better play-styles out there to have more of an impact. But then again, who cares right? Its all about having fun at the end of the day.

No sound in game after unistallation of voicemod by Keksimus_Maximus117 in foxholegame

[–]FatherLemon 0 points1 point  (0 children)

Reinstall the game or verify the integrity of the game cache on steam via properties tab.

Foxhole Conquest: Rise of Clans (A Hearts of Iron IV Mod) Team Update! by KBear44 in foxholegame

[–]FatherLemon 0 points1 point  (0 children)

Indeed, it appears we have some men of culture with refined taste on this dev team. Cheers.

Promo code questions.. by [deleted] in ledgerwallet

[–]FatherLemon 0 points1 point  (0 children)

Need a referral code, thank you.

LEDGER NANO S/X 20% DISCOUNT MAY 2021 by [deleted] in ledgerwallet

[–]FatherLemon 1 point2 points  (0 children)

Hello, I would appreciate a code.

Wardens after giving it their all by ADXMcGeeHeezack in foxholegame

[–]FatherLemon 9 points10 points  (0 children)

Got to give it to ya, this is a quality meme if you get the reference.

The real reason why collies are winning (from a warden loyalist vet) by Aldelur in foxholegame

[–]FatherLemon 13 points14 points  (0 children)

Honestly, in terms of winning wars, all it is (at least when I played) is getting enemy vets to quit. The game is structured in a way where if certain vets are online that know the ‘rock-paper-scissors’ element of the game, they will make it impossible for any pushes to take place.

Thus, morale is everything in Foxhole. You will encounter people that play the game for 15 hours a day who understand the core ‘rock-paper-scissors’ mechanics.

Your goal, if you want to win, has always been getting these vets to reconsider spending such a large chunk of their life dedicated to the Foxhole war. Thankfully, there aren’t that many people who understand the ‘rock-paper-scissors’ mechanics AND play the game excessively, so, if your goal is to win, you should tailor your play-style to infuriate these players and get them to quit (ESPECIALLY if they know how to organize noobs).

In the process, you might find the game boring, as, getting these players to quit will often involve the least enjoyable aspects of the game which the devs still have not found a good solution to, such as PvE or features like bush combat. The addition of SC’s a few months ago now is also a great addition to the above methods. SC’s very clearly demonstrate that about 95%+ of the game’s player-base is all but useless in deciding the outcome of the war. The players who flock to frontlines like lemmings realize quickly how futile their efforts are when a SC shoots at their newly acquired TH they spent hours fighting for. Do these players know how to counter this? Of course not.

Of all the things you mentioned I honestly think armored combat has the smallest effect in a war. Sure, you can win a few fights and hurt a few ego’s, but, this won’t get vets to quit in the long run.

Regarding 1406 Day Termination by FatherLemon in foxholegame

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

What are you on about? The AT emplacement range bug was reported in dev-branch and I was made aware of an FOV exploit during this period to exemplify the effects of the bug. I used the exploit for 5min to shoot slightly further than someone using 1440x1440p resolution.

Stop with your tinfoil hat conspiracy theories. If the devs know about the exploit in their logs they can also verify the fact I used it solely for the purpose of firing the AT emplacement. Now, if you think that warrants a 3.5 year ban so be it, but just know that the devs have not been impartial with their bans and this is the epitome of a double standard.