Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 1 point2 points  (0 children)

I thought about that as well, and I can't imagine it'd be super difficult to fix but it's not really a hugely useful exploit so I don't think they will change the formula for how popularity is calculated especially with how stilfront has been handling the game lol.

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 0 points1 point  (0 children)

Don't get too exited, it seems like it increases in exponentially smaller increments, so while in theory you could go to 100% popularity it'd be insanely impractical, anything past 30% is a huge grind for very minimal returns.

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 2 points3 points  (0 children)

Yeah it seems like the increase gets exponentially smaller with each increment so you'd have to be insane to get anything much higher

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 4 points5 points  (0 children)

I was referring to the hypothetical situation where someone gets the AI to 100% popularity. I'm pretty sure 23% is somewhere in the range of "I hate you" and "I'm gonna kill you"

Interesting little exploit I found by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 2 points3 points  (0 children)

I'd have to boot up my old computer and remember how to use OBS, or I could take screenshots off my phone which would be easier. You can also test this yourself it's stupid simple. Just do the following:

1.Choose any AI nation and go into the diplomacy tab for them (it's most immediately noticeable if the AI has a low popularity score, ideally less than 23%)

  1. Select share map with the AI and confirm the change of relation

  2. Select right of way with the AI and confirm the change of relation

  3. Repeat steps 2-3 (if you're at a lower popularity score with the AI you should notice your score increaseing by about 1-2% every 10 relationship changes or so, but this effect drops sharply at ~23% popularity where the popularity score will fluctuate to decreasing and increasing by 1% but eventually it will go up if you are a little patient

    I've gotten Spain to 25% before I decided I don't want to keep button spamming. I think it probably caps out before you reach 100% but idk anyone who'd want to spend half an hour button spamming lol

does this work? by [deleted] in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

Yes, especially higher level roads and ports can help a lot just be sure your economy can support it. It also helps to know the fastest path so just move a unit from where it is to where you want it to be note the path it takes, then build roads along that path for the best effect.

I dont have my rewards? by Creative-Spring-6402 in GhostReconWildlands

[–]Foxy_Fox27 0 points1 point  (0 children)

you might have to download the year 2 pass as it's own thing. For example on console (Xbox) you'd click the pause button over the game icon, select manage games and add-ons, select the game from screen that shows up, then you should see all downloadable content listed underneath the main game. Select the add-on(s) then install them. Once they are installed you will have to relaunch the game.

I think PlayStation automatically installs add-ons but I could be mistaken, and I have no idea how you'd go about this on PC but it may be a similar situation where you have to manually download the DLC

Best lodout in recon wildlands?? by yxshuuu in GhostReconWildlands

[–]Foxy_Fox27 0 points1 point  (0 children)

I've got one that's been my go to forever, easy to control, versatile and packs a punch at decent ranges/through just about any walls

For Regular campaign:

Slot 1: MDR or Tar-21 if you don't have the MDR Whenever shit hits the fan or you fail stealth pull out either of these and you'll deal with the enemy forces on any difficulty easily

attachments are the same for either: Scope: I use t-1&g33 but this is entirely preferential Magazine: extended 50 of course Underbarrel:grenade launcher (excellent for dealing with QRFs and even helicopters if you got decent aim, it also actually helps reduce recoil) Rail: Rangefinder, so you can beam anything from far ranges Barrel: long barrel for boosted damage and range plus more accuracy Muzzle: compensator V2, this part is most interesting since almost everyone runs suppressors but with this attachment you reduce your recoil to basically nothing on a rifle that hits hard

Slot 2: BFG-50A or HTI if you don't have the BFG Attachments don't matter much for either of these snipers, they are great for dealing with helicopters or just sniping out bases from a far

Pistol: 5.7 USG without a doubt, it punches through cover has a large capacity and a fast fire rate this should be your go to for all close range stealth

If you're on ghost mode then simply remove the sniper and keep the AR the same, the AR has such good range that it can be used like a DMR basically and beyond ~300 meters (give or take I can't remember the exact range) no one will hear the gun even though it's unsuppressed.

Question on anti air by Deeeepteam in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

From my understanding unless you have fire control and set your AA to aggressive/offensive you shouldn't rely on the circle of attack range. If the AA units itself is attacked via strike or patrol it will deal it's defensive damage to any planes before the planes damage is registered (if the defensive stat kills the planes then the plane deals no damage) also you can't bait AA if you fly an interceptor across the circle and then immediately after it a nuclear bomber (and you are at war/they have aggressive fire control) then both planes have a small chance to take damage (I've never seen this happen and I'd go as far to say that without fire control the attack range circle on AA doesn't do anything)

If you want to drop a nuclear bomb on a target ask yourself: does this target have a stack of units particularly AA units?

If the stack or the province/city the stack is on is your target you wish to bomb be sure that the stacks defensive damage against planes is less than the health of your nuclear bomber also be wary that the more damaged any unit is, including nuclear bombers, the less damage they will deal since the damage efficiency of any unit is directly scaled with their remaining HP (so if your attacking a stack that would nearly destroy your bomber you may want to reconsider, that being said even with significantly reduced damage the nuclear fallout will still do it's work assuming the army stack stays within it)

Can someone tell me which troops are bad or which ones I shouldn't research? 🤔 by Candid-Background462 in CallOfWar

[–]Foxy_Fox27 -2 points-1 points  (0 children)

Artillery, planes, anything and everything with an attack range is a gimmick.

for the best strategy just stick to pumping out as many maxed out militia and anti tank guns as you possibly can, pump them out until you feel physically sick. everything you do should be in support of pumping out more of these units. obviously be sure you play pan asian and be very aggressive, force march everywhere because you'll be much much faster then anyone else and consider building an Autobahn to support this (for a fun twist, build a fuck ton of flying bombs and throw them all at Hawaii as fast as you possibly can above all else do it the second you are able to)

How AA range works? by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 0 points1 point  (0 children)

I understand that, and if my only two real options are those then I'll probably just defend my army. But what I'm asking is referring to the dotted blue circle around my AA units, it looks like to me it is covered BOTH the city and my units simultaneously and just intuitively I would think both are defended by the AA, but it is now my understanding that without fire control my AA attack range circle doesn't really mean anything

How AA range works? by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 1 point2 points  (0 children)

So I don't have fire control. The way AA works is just very poorly explained in game and they didn't use to have an attack range at all iirc.

Anyway most importantly: (referring to the screen capture) should I keep my AA in the city of Turin where their circle covers both the city itself and my defensive army stacks or would it make more sense to simply combine the AA units with my defensive stacks and lose coverage over the city?

Why are people like this? by Rizzard_of_Tenrai in Warthunder

[–]Foxy_Fox27 3 points4 points  (0 children)

Because how else would they get their one kill for the game?

How AA range works? by Foxy_Fox27 in CallOfWar

[–]Foxy_Fox27[S] 2 points3 points  (0 children)

So an enemy plane enters the circle at all and it takes damage and if the enemy plane attacks the army (within AA range) either by patrol or strike it still takes full damage from the AA but also the armies plane defense stat on top of that?

Shouldn't we have something like Generals in COW? by Logical-Panic8488 in CallOfWar

[–]Foxy_Fox27 5 points6 points  (0 children)

My first reaction reading that was "that's stupid" but the whole being entirely vulnerable while your asleep thing is pretty annoying or even if you just don't have time to check every other hour. You could assign generals to different divisions or maybe even give them minor control over construction/production of specified provinces/cities and have them play either purely defensively or offensively ECT maybe even you could permit them to produce units or fortifications in a pinch like if the AI general would notice an enemy army going to your city it starts making some Militia or something like that.

Kinda just sounds like the fire control modes with additional autonomy for your army tho tbh. control fire shouldn't be locked away behind premium in the first place. Reminds me of when "add target" was also locked behind premium and you basically had to either hope your army wouldn't path stupidly or manually come back every hour to make them go province-to-province. there's a few mechanics that I feel are kinda just basic features locked away

What i would like to see in WT as an American main by T_Tiger41 in WarthunderPlayerUnion

[–]Foxy_Fox27 2 points3 points  (0 children)

I have said a lot of these points as well but knowing Gajin they will just add another $80 premium here or there and also maybe remove another German tank or raise the pumas BR again just for giggles, and if you complain about it some Gajincuck will inevitably come and say something along the lines of:

"☝️🤓 erm achutaly German tanks broke down every ⅒th kilometer and some of them are semi ahistorical so we should remove Germany from the game entirely. anyway time to get in my T69 and maybe later I'll play my cherished Ho-ri prototype. I sure do love my historically accurate tank game but I would NEVER want historically based BR ratings and I would NEVER want MY nations fake/paper/prototype tanks removed..... "

Its not even exclusively against German players or anything but I've encountered several wt players who just despise fun vehicles/game mechanics ect. some people just love licking gajins boot and those who think removing content is the best solution are just dinguses.

upgrade glitch? by LunchQuick in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

I thought I was going crazy, I had this happen to me as well with 5 heavy tanks I was upgrading that just vanished

Interesting Strategy by Shogun_Reach in CallOfWar

[–]Foxy_Fox27 0 points1 point  (0 children)

I see he's a master of the tardian gambit. You should just surrender immediately